By Peter Donis
(NOTE: The spells given in this document are 2nd Edition versions. Stay tuned for a 3rd Edition update!)
In the world of Terra--the campaign world I DM, in case you were wondering :)--there are a variety of unique spells available to wizards, over and above those which form the "core" list of spells well known in all worlds. This article will present a selection of those spells culled from a variety of sources (some specifics about the sources are given below). The spells are chosen to represent those which might possibly be available to wizards of the appropriate levels in the Western Kingdoms of Terra; however, that is not to say that all of these spells would be easy to obtain. For those interested, in what follows Ill talk briefly about spell availability and the level of magic in general in Terra as a world, to put in perspective the power of the spells (particularly the high-level ones) detailed in this article. (Those who arent interested can just skip right to the spells, or to the list of spells by school.)
I consider Terra a world with a "typical" amount of magic, as that term is used in the Dungeon Masters Guide. Wizards are not common in Terra, but they are not unknown either, and although the general populace does not know much about the details of magic and spellcasting, they know in general terms what the more common spells can do. (Their knowledge of magic might be compared to the average non-technical Americans knowledge of cars: they dont know in detail how they work, but they know what to expect of them in most common situations.) One would not expect to find low-level wizards in the average village or small town in Terra, and an adventuring wizard passing through might draw some unpleasant reactions if he displayed his powers too openly without any apparent benefit to the citizenry. On the other hand, most larger towns and cities in Terra contain at least a few wizards, and some cities, such as Erennos and Elvendorgn (which are mentioned below in the discussion of spell sources), are active centers of magical research.
Regarding spell availability, the formulae for the majority of the spells listed in the Players Handbook can be found by wizards in Terra who are industrious enough to seek them out. Of course, this does not mean that the formula for wish, for example, will be as easy to find as the one for light. It only means that with sufficient time and effort, most of the spells in the PHB can be discovered. What differentiates common spells from rare ones is the amount of time and effort required. There are also some PHB spells which are not available to wizards in Terra through normal means (by "normal" I mean the methods listed in Chapter 7 of the DMG: going up in level, copying from spell books of other wizards, scroll research, and study with a mentor). Most of these are higher-level spells, particularly those with highly lethal effects that do not allow normal healing or resurrection, such as death spell and similar Necromancy spells. Finally, most wizard spells from any source other than the PHB are not available in Terra through normal means; some exceptions have arisen in cases of spells which are so obviously useful (such as copy from the Complete Wizards Handbook or etherealness from Players Option: Spells & Magic) that I judged that the formulae, once discovered (which means once the DM had read the book), would not have remained secret very long.
In view of the above, the spells presented in this article are not intended to show what is common or typical in Terra. They range from common spells (such as sunburst) all the way to spells which even most high-level casters will never see (such as enslavement or fire of death). The latter spells are included partly to show that there are indeed high-level characters in Terra (and also high-level opponents), but this does not mean that even those characters will use them often. Also, some spells in this article (particularly the elvish ones) can only be obtained from one particular source, which further limits the number of wizards who know them.
Sources for the Spells
As noted above, the spells in this article come from a variety of sources, but in general these fall into two groups. Most historians of Terra agree that wizardly magic was first discovered by the ancient elves, many centuries before any other races had appeared in the lands that are now the Western Kingdoms. The elves themselves claim that all other races which can use such magic were taught it by their ancestors; while this is almost certainly an overstatement, it is true that the elves even now seem to have access to magical knowledge that other races do not possess. For example, some specialty schools of wizard magic are only known in Terra because elvish specialists in them have appeared in the histories.
One reason for believing that the elves were not the only race to have independently discovered wizardly magic, however, is that ancient human sources are also known to exist. The origin of these is still unknown, but the most widely accepted dating places them before the first known contact between humans and elves. Even during the Ancient Wars, when most humans were simply unable to match the magical power of the elves, there were always a few innovators among human wizards who came up with new concepts at crucial times. Also, during the Dark Age which preceded the current flowering of the Western Kingdoms, contact with the elves was virtually nonexistent, and any progress humans made in magical research was due solely to their own efforts.
Today in the Western Kingdoms, a fair number of human wizards are still trained by the elves. They tend to stand out because of the conscientious way in which they think through the implications of their spells before casting them (where possible--obviously doing this in the middle of combat is not a good idea), which is the chief tenet of the elvish philosophy regarding magic use in Terra. However, there has always been a strong element of human society that prides itself on independence, not just from the elves, but from all non-human sources of aid. Human wizards who hold to this philosophy tend to be quicker to act, confident that their powers will suffice to deal with problems as they arise.
One other general source of magical knowledge in Terra deserves mention here. Some time before the War of the Gods, which ended Terras ancient period, a group of human mages established the Land of Wizards in a mountain-ringed valley north of the Western Kingdoms. Much mystery still surrounds this event and the land it created; its people remained uninvolved in the Ancient Wars, and no contact was had with them until after the Great War which was fought in the Western Kingdoms some 50 years ago. Since that contact, however, some wizards from this mysterious land have become more visible in the Kingdoms, and the people there are becoming aware that here is another potentially vast source of magical knowledge--although not everyone agrees that that is a good thing (see the discussion on the Codex Metamagica, below).
Two specific sources of magical knowledge in Terra are referred to in some of the spell descriptions below, so I will tell a little bit about them here.
The Library of Elvendorgn
. Elircon, the first leader of the gray elves in Terra, built the city of Elvendorgn 2,904 years before the War of the Gods, and it remains the oldest city known in Terra. When the city was built, he also established a Library there, which among other things was intended to serve as a central repository for the elves magical knowledge. Elircon claimed in writings which remain extant in the Library (he himself vanished from mortal knowledge more than two thousand years ago) that every spell ever invented or discovered by elves was recorded in the Librarys volumes. Most elves, and indeed most wizards of any race, still believe this to be true, but certain scholars have reason to suspect that there are other hidden sources of elven magical knowledge which contain spells not found in Elvendorgn.The Library takes up most of the space in the Tower of Elircon, which is a tall spire of white marble and stone with a triangular base (elvish architecture in Terra favors triangles and hexagons instead of squares) that occupies the center of the ancient Elvish Citadel of Elvendorgn, around which a great modern city and seaport has grown over the last century. Adventurers from all over the Western Kingdoms, and from many lands much farther away, come to Elvendorgn every year, but very few manage to gain access to even a single volume of Elircons Library.
The Codex Metamagica
. Algoth of the Land of Wizards recently made quite a stir in the city of Erennos, a favorite base of adventurers in the Western Kingdoms, when he revealed the existence of this set of four volumes concerning magic. The Codex consists of an initial volume written by Algoth himself, and three spell books about whose origin Algoth is unclear. The initial volume contains a highly technical scholarly discussion of what Algoth calls "metamagic", spells and effects that target or act on other spells and effects (the School of Metamagic is discussed further below).According to those few sources who have had a brief sight of the Codex, the introductory volume is a fairly thick tome with red leather covers, bearing a complex tracery design in thin gold leaf that is a trademark of the Land of Wizards. The three spell books are even larger and bulkier, bound in black leather with the same tracery design in silver. All three spell volumes are kept together in a black case that is closed by a very well made (and probably magical) lock. The case appears to be leather, but all attempts to see inside it by divination have failed, so it is presumed to contain some kind of alloy that prevents magical (and psionic--that has also been tried) energy from entering. On the outside of the case, front and back, is Algoths personal wizard mark, a red triangle with three gold stars, which is well known in the Western Kingdoms--and well known to herald a variety of traps for the unwary.
One of Algoths purported reasons for publicizing the Codex was to make knowledge concerning the mysterious discipline of Metamagic more widely available. Since a number of the spells herein fall into this category, here is a bit about what is presently known of Metamagic in Terra.
The School of Metamagic
Scholars and sages in the Western Kingdoms have debated for centuries whether Metamagic is a genuine School of Effect. A fair number of wizards have made strenuous efforts to try and discover any special powers related to this group of spells, if such exist. Others claim that as more wizards turn their attention to Metamagic, new spells and new powers may well arise on their own. Indeed, one theory of magic in Terra states that this is exactly what happened with the currently known schools: in the beginning, there were only mages, but as they researched various areas, they began to specialize, and when enough of them had specialized in a given type of magic, it became a full-fledged School.
Algoths revelation of the Codex Metamagica might well be an effort on that wizards part to help make Metamagic a full School of Effect. Many wizards in the kingdoms, however, do not agree with his often-expressed conviction that magical knowledge should not be kept secret, but should be spread widely for the better benefit of all. The elves, in particular, have strongly opposed this point of view--although many human wizards view this as nothing more than jealousy that humans can make significant magical discoveries too. However that may be, the elves do have a valid point: as the renowned gray elf fighter/mage Balerion Elexeal recently said in the midst of a debate on this topic, "If every human wizard took the same responsibility we do for using his power wisely, we would not have to have this discussion."
Currently in Terra there are wizards who claim Metamagic as their school of specialization, but so far none of them have been able to gain any special benefits such as saving throw bonuses, increased chances to learn spells, additional spell memorization slots, or the like because of this. In game terms, certain spells in this article have Metamagic listed as a school, but it is up to the DM whether wizards can specialize in this school, and whether such specialization grants any benefits similar to those gained by other specialist wizards.
Note to the DM: A significant number of the spells presented here are potential "game-breakers" in the sense that they allow wizards to circumvent some of the limitations placed on them by the rules (many of these fall into the Metamagic school discussed just now). The potential effects of these spells should be thought through carefully before allowing wizards in your campaign to learn and use them.
| Spell List by School | Back to top of file |
For easier reference, I have listed below all the spells given in this article by School of Magic.
| New Wizard Spells | Back to top of file |