Wizard's Spell Compendium ACWSOly Credits Design: It is impossible to list all the creators of the spells cataloged in these volumes, but credit goes to everyone who created a spell in a module, boxed set, accessory, hardbound book or magazine article published in the last 20 years. Compilation: Mark Middleton Development and Editing: Jon Pickens Additional Development: L. Richard In Baker Project Coordination: Steve Winter and Thomas M. Reid Interior Black and White Art: Glen Michael Angus and Amie Swekel Art Director: Dawn Murin Graphic Design: Tanya Matson T.y.p.e. setting: Eric Haddock .... "---- n*..."..Yl,r,.F.Y.,&."...Cl...rLl"". ."n"*~. TI .Dl Y:l*llLo"udY Yr2-"rLl a- TTT O"I',"* "A D"",I.,("I0", 0L1"1 ,U?-Le CC""""A. y...I D"'"-C.G^ ^ "II.C."LAU ", xI"aL:I-L->a"L _LIyn ""IIICL, Julia Martin, Mark Middleton, Roger E. Moore, John Rateliff, Terry O'Neal, Steven E. Schend, slade, Keith Strohm, Skip Williams. And of course, James M. Ward. I3 ased on the original DUNGEON&S DRAGONSr ules created by E. Gary Gygax and Dave Ameson. Volume Four ...................... ........ Iil-po ewll tFor euqsuee 'nmcys B. .o.o.k. ., .. ...................................88. 67 70 cons..... ........... ........ ................8.7 1 :q .................. ........ ................, 873 .................... ... ........ .................9 17 ........ ................., 973 ................. ,985 1 ............................................................................. 1041 1- 2: ............................................................................. 1043 ..................................................................... P LPPENDlCES 1048 U.S.. CANADA, ASIA. EUROPEAN HEAWUARTERS PACIFIC. & LATINAMERICA W i dd fhc coast, BI1gi""' 9 LB. 34 P.i R8 8I Visit ourwebsite I( -.Dr.com D&D,ADVANCED DUNGEONS 61 DRAWNS,AL-QADM,B IRTHRIGHT.D ARK SUN, DRAK" DRAGONLANCE, DIMOMIN, LJNOEON MASTEP. FOOROOTTEN REALMS, MONSTROUS COMPENDRIM. MYSTARA. PLANESCAPE. POLYHEDRON. RAVENLOFT RED STEEL w D, D, m an 0-7869-IZW-X Introduction About This Book The fourth volume of the Wizard Spell The spells listed in this book are given alpha- Compendium continues the work of the first betically. Spell names that include a wizard’s three. This volume completes the alphabetical name are given a primary listing under that name. reference to wizard spells of the AD&D* game For example, for Tenser Sfroating disk, the pri- system, covering the letters Sq through Z, with mary entry is under “T.” Another reference to the appendices and spell lists. The entire series of main entry will be found at the second word of Wizard Compendium books covers wizard the spell name; in this case, the entry would read spells created for the game from 1975 to 1995. “Floating Disk, Tenser’s:. For the uninitiated, this is not a book of Be aware that many ;pel1 names are irregular s “real” magical spells. In a fantasy game world, compound words, and tli at standard alp,.h abetic.al. -,~~~.-. characters like Merlin the Magician create mar- order follows complete w~-o~ru--s>. -i nus, jire snieia velous magical effects with a wave of the hand, will appear before fireball. If you can’t find a This is a book of marvelous effects that can be spell, try Ionking for it as a compound form. used by the good guys (and the bad guys) in the Some spells will have multiple names; or the course of a game session. The key to the game name of a spell might have been changed, either to is, as always, the decisions made by the players avoid confusion with a better known spell with a (heroic or otherwise), and the impact those de- similarnameortobettermatchthespelleffect.For cisions have on the ongoing plot of the game. example, intemifi, which makes natural nhenom- New spells are fun,b ut it’s even more fun figur- ena such as storms 2m d earthquakes more sew ere, ing out unusual ways to use them. was renamed intensg> nature to distinguish it fio m Up to this time, lists of spell effects have effects that might bE intensified by other sp:u~s, been keyed to spell level; that is, relative spell such as intensi~sumnrun1z_n_g .~n sllill~_1c ~.-_J.uIIC. LU Sn ave power. In other words, if all a gamer or a short reference under the original name. Dungeon Master knew was a spell each Spells associated with specific campaign worlds name, level’s list of spells had to be checked. While marked with a special so they can be are symbol this volume of the series includes level lists (as easily recognized. page 871 for a summary of See well as lists by race and magical specialty) the these symbols. Also, spells that associated with are most important principle of organization used a specific monster or nonhuman race (such as in the series as a whole is alphabetical. dragons, elves, and so on) are noted: the race name The material in these books is presented in is separated from the spell meb y a dash. fli the most current game format, that of the 2nd Generally, spell names and secondary gam,e Edition rules. Some spell descriptions have effects are italicized. For c: xample, the emofioi1 been updated or combined with similar spell ef- spell has a effect called hope. secondary fects to eliminate duplication; some have been modified for better play, and a very few have to This Book How Use been dropped entirely. Variant magical systems, such as the rune Each spell in this hook is organized along the magic system detailed in our Viking setting ref- same general lines. Each is listed by its name, erence book; the kingdom-level magic of the school, and a number of statistics that govem its BIRTHRIGHseTt ting; and the very rare, pure- use such as Level (of power), Range, Casting energy “spellfire” of the FORGOTTERNE ALMS Time, and so on. The game powers of each spell setting are beyond the scope of this book. The are described, along with any special rules that emphasis here is on those magical effects that govem its use, how the spell target can avoid or any character with the ability to cast wizard counter its effects, any limitations on how the spells might find useful in the course of an ad- spell can be used, and any special preparations or venture. However, the psionics-based spells of materials that needed for a successful casting. the Dragon-Kings of the DARKS UNs etting have Next, the details of any reversed form the spell been included in a special appendix. Also, the might have are given. Finally, a section called original cantrips (magical effects less powerful has been appended to each spell; this deals Notes than 1st-level spells) that were first introduced with the spell’s recommended rarity in the cam- in the book, Unearthed Arcana, are in this sec- paign, and any special restrictions on who (or tion, as well. what) can use it. Having covered the field briefly, a more de- darkness, including the shadowstuff of the tailed look is in order: Demiplane of Shadow. Name: This is the name by which the spell is SCHOOLS OF THAUMATURGV generally known. Although we have tried to Alchemy: Magic that uses powders and ensure unique names, this has not always been strange reagents to achieve effects. possible. For example, create shade, a useful Artifice: Magic that uses items and devices to shelter from the sun in the arahian deserts of the focus spell energies. AL-QADIMse tting, is very different from create Geometry: Magic that uses diagrams, sym- shade, the evil spell that turns someone into a bols, and complex patterns to channel magical dangerous shadow monster from the Plane of energy. Shadows, a monster known as a shade. Where wild Magk Magic that shapes dangerously two spells have the same name, the most general uncontrolled raw energies. suhiect to unme- version is given first, while variants cast by other dictahle surges. races or found in specialized campaign settings are given later. UNIVERSASLC HOOLO F MAG A special list of spells to which any wizard has School: Each school governs a type of magic, ac- access. cording to the type of energy its spells employ and the special practices and methods used by its Reversed Form: An entry of “Reversih1e”means wizards. The basic schools are: the spell can he cast with the opposite effect. For example, the flesh to stone spell, a petrifying SCHOOLOSF PHILOSOPHY attack, can be reversed as stone toflesh, provid- Abjuration: Protective, warding, or banishing ing a way to recover a character otherwise lost to magics. a petrification attack. Usually, a wizard must Alteration: Magic that changes physical pmp- memorize the exact form of the reversible spell erties of an object, creature, or condition. he wants available. Conjuration/Summoning:M agic that calls or brings objects or creatures from elsewhere. Level: This is the relative power level of the Divination: Magic that uncovers what is lost spell, ranging from 1st level (weakest) to 9th or hidden in the past, present, or level (most powerful). A king’s wizard who can future. Enchantment/Charm: Magic that bestows aeate potions, magical scrolls, and magical items magical properties on objects or influences crea- with expendable charges will generally have tures magically. access to a 6th-level spell, a few 5th-level spells, IIlusiodPhantasm: Illusions create and alter and an increasing number of 4th- through Ist- appearances; phantasms affect the mind. level spells each day. Invocation/Evocation: Magic that channels and shapes magical energy to create an effect or Range: The distance from the caster at which object. the magical effect occurs. A range of “0” means Necromancy: Magic that works on life energy, the effect is centered on the caster’s person or including the negative energy of the undead. his location; in the latter case the effect is usu- ally immobile. “Touch” means the effect can he Optional Schools: These include two groups used on another creature or object. Unless other- of schools beyond the original eight. wise specified, spells are centered on a point visible to the caster and within the spell’s range; THES CHOOLOSF EFFECT this can he a specific creature or object if de- Dimension: Magic that affects dimensions, or sired. Most ranges are measured in yards; some access to extradimensional areas. are measured in feet. Elemental Magic: This is subdivided into Air, Earth, Fire, and Water specialists. Arabian and Components: These are the types of components oriental cultures have similar divisions. that the spell requires; if the components are not Force: Magic that deals with fields of pure cc- present, the casting fails. “V” is verbal; that is, a hesive magical energies. spoken incantation the wizard is assumed to de- Shadow: Magic that deals with shadow and liver while casting. “S” is somatic; that is, mea- 868 sured and precise gestures with the hands, which make it easy to figure out areas of effect when the wizard is assumed to make while casting. using maps gridded into IO-foot or 5-foot squares. “M” is for material; that is, physical substances Three-dimensional volumes are most often or objects that are annihilated hy the spell ener- needed to resolve aerial or underwater effects. gies in the casting process. This abbreviation Unless specifically otherwise in the descrip- sometimes signifies afocus, or device that is tion, areas of effect conform to their physical sur- reusable; sometimes this is a temporary focus roundings; for example, a light spell with a whose premature destruction will end the spell. 60-foot radius centered in a closed room that is a Often the components are merely suggestive 20-foot cube will light the room. It will not pene- or colorful, at other times they will be a signifi- trate a solid wall to light a room beyond. cant restriction on how often a spell can he cast. Many areas are given as geometric shapes. Unless a cost for a component is given in the de- Radius: This might yield a circle, hemisphere, scription (which means the component is in- or sphere, depending on the situation. tended as a limit), the cost is negligible and can Cloud: Usually given as a block of cubes for be assumed as part of the wizard’s daily or convenience, although it’s actually amorphous monthly general expenses. and hillowy. Cone: This projects from the caster, outward This is relative time required to with the smallest end toward the caster and the Casting Time: cast a spell. Unless rounds, turns, or a longer cast- largest diameter farthest from the caster. ing time is specified, the casting will be com- Path: This is usually a IO-foot wide line statt- pleted in the same round it is started. A casting ing at the caster projecting away in a straight line time less than one round is a modifier to the ini- to a specified length. tiative roll, and is essentially the same as a Spells that affect the caster’s friends or ene- weapon speed factor. A spell that takes a full mies are based on the current perceptions of the round to cast comes into effect at the end of that caster. round. Saving Tbmw: entry lists whether a spell This Duration: This is how long the magical energy allows a saving throw, and often the effect of a of the spell lasts. An insfantaneous duration successful saving throw: “Neg.” means the spell means the spell energy comes and goes the in- is negated and has no effect; K means that the stant the spell is cast, though the spell effect spell inflicts damage and that a successful saving might be long lasting. A duration of permanent throw halves the damage taken; “None” means means the spell energy remains as long as the no saving throw is allowed to an unwilling suh- effect does; this means that the spell is vulnerable ject. The result of a saving throw for a reversed to a dispel magic spell. This is an altered usage. spell is given in the paragraph that details the re- Many spells listed in earlier sources as having a versed form. “permanent” duration (such as cure light The saving throw itself is a roll on a 20-sided wounds), will he altered in this series and in die; high are generally good. numbers future puhlications to “instantaneous.” Wisdom allows adjustments to saving throws Spells with a set duration (such as 1 round against enchantmentkharm spells. Dexterity may per level) must be kept track of by the player; provide adjustments against spells that affect a those with a variable duration are secretly rolled large area. by the DM. Solid physical barriers may give saving throw Some spells can be ended by the caster at will; modifiers and reduce damage. Cover and con- the caster must be in range of the center of the cealment may also affect saving throws. The spell’s effect and must usually (though not DUNGEON MASTER Guide has more informa- always) speak words of dismissal. tion. A creature that successfully saves against a Area of This entry lists the creatures, di- spell without obvious physical effects often feels Effect: mensions, volume, weight, and so on, that the a hostile force or tingle, hut the exact nature of spell can affect. Some spells have areas that can the attack cannot he deduced. he shaped by the caster; of these, no dimension Unless the spell specifies otherwise, if a char- can he less than feet unless the spell specifi- acter makes a saving throw, all items canied and IO cally allows it. Many areas are given as cubes to worn are assumed to survive the attack. If the character fails the saving throw, exposed items Spell Freq must make saving throws against the attack ”. form. An item exposed by the destruction of a FOROOTTEN players and DMs should REALMS covering (a parchment scroll protected by a hone note that the definitions used here are different scroll case, for example) must also save against from those used in FORGOTTEN pmducts. REALMS the attack. These guidelines are intended for general world Unless specifically forbidden, a character can settings. The DM, always, is free to alter them as voluntarily forego a saving throw and willingly as needed for local campaign conditions. accept the spell result. A character with a special resistance to magic (for example, an elf’s resis- Spell: The details and effects of a Common tance to a charm spell) can voluntarily suppress common spell generally known, even by wiz- are this if he wants. ards who may not have the spell in their books. All spells in the Player’s Handbook are common Spell Description: This contains the details of spells. Spells listed for the basic wizard class in what the spell does and how it works. Spells with world-specific material (such as the DARKS UN* multiple functions usually allow the caster to pick campaign set) are common for wizards of that the desired function at the time of casting (for ex- world, but might be rarer or even unknown else- ample, the emotion spell can createfeaq courage, where. hope, despai,: joy, and several other effects). Player characters can take common first level Spells that give bonuses or penalties to attack spells as starting spells (see Starting Spellbooks rolls, damage rolls, saving throws, and so on, are in the wirard Spell Compendium Vol. 1). Any usually not cumulative; only the strongest magic limitation on spell selection-such as those for is effective. However, duration may he a factor, school, class, or kit-apply to all spells, even and spell effects might overlap in different ways common ones. Note also that DMs may have at different times. their own campaign guidelines. For example, the DM might require every PC mage to have a Notes: This new section deals with the spell’s mentor wizard, restricting any “free” spells recommended rarity on the following scale: (those not found or directly researched) to spells common, uncommon, rare, very rare, and unique. in the books of the mentor. A DM might rule that These discussed in detail in the Definitions of named spells (such as Tenser ‘sfloating disk) are are Spell Frequency section. Spells of any rarity also uncommon spells, as well. may he restricted to certain races or specialty casters. Any notes on a spell’s source or origin, such as a game world or a magazine, given are there is any question. here. Monster Details: Some of the spells summon Uncommon Spell: Wizard spells found in the or create monsters. The standard abbreviations Tome ofMagic fall into this category. These used for monster details given later. Not all mon- spells are less well known, but not restricted to a sters will use all abbreviations, race or special group (like, for example, witches, AC: Armor Class dragons, or the Red Wizards of Thay). A kit, MY: Movement- FI: fly school, or other specialty might allow some un- (MC) = Maneuverability Class (A to E) common spells to be treated as common spells. HD: Hit Dice Generalist mages can research uncommon spells #AT Number ofAttacks using the normal research rules. THACO: To Hit Armor Class 0 Aplayer character cannot start with an uncom- Dmg: Damage mon spell or leam it in the course of normal level SA: Special Attacks advancement (unless, perhaps, a wizardly mentor SD: Special Defenses knows it). Such spells enter play when found on a STY: Special Weaknesses magical scroll or in a spellhook, or when devel- MR: Magic Resistance oped as a result of research. In the average SZ: Size AD&D campaign, finding a new common or un- ML: Morale common spell is a little more common that a AL: Alignment fighter class character finding a +I magical J \ 870 sword. Some uncommon spells may he restricted Generalist mage research of rare magics has a (see Restricted Spells). base -15% penalty to the "Chance to and Learn" research success rolls, unless the character has Rare Spell: Rare spells specialized or hiddan access to some sort of knowledge or resource that are m.&r a..rh II +h,wn incnA..rd :n m~rl..lni-7 would offset this. cessories. Besides spells that are just less well Certain campaign-specific or storyline condi- two special types of rare spells exist: 1) tions might allow rare spell research at common known, Spells by a specific nonhuman race (like spell chances. For example, if a human wizard's known elven spells from the Comuleie Book of Elves); reward for an adventure on behalf of the elves is and 2) Spells of a specialty or campaign-specifii an elven spell, the DM may choose to waive e group that is not given in the Player's Handbooi some or all of the "Chance to Learn" roll, the re- (like the spells of the Red Wizards of Thay, thi search cost, and/or the research success roll (time "....,," "pcL'" ....,-lcl"lll .LLl^l r LP-Y-.R.r"'.p- 'r'C '"AB,---L---,.".--,.,.,' U,lLC, s requirements should not he waived under any cir- Handbook, or spells of a wizard wh(> specialize3; cumstances). in Elemental Fire magic). spells are likely t( Rare ) be restricted (see Restricted Spells). Very Spell: Spells that appear only in mag- Rare As noted in the Player 5. Handbook, a special- azine articles, or are otherwise variant, should he ist has bonuses to the "Chance to Learn" and classified as very rare. The DM should closely spell research rolls within that specialty. The spe- control very spells. For example, they might rare cialist treats the spells of the specialty as be available only in a single special hook or tome common, unless other factors apply (an enchant. in which they were recorded. Many very rare mentlcharm spell only to dragons is still spells are also restricted (see Restricted Spells). known considered rare for a wizard specializing in en. A DM who allows the spell to be researched at chantmenWcharm magic.) all rolls for the success of the research secretly Player characters have access to rare magics and announces the result to the player. At the only as a result of campaign-specific conditions. DM's option, the standard "Chance to Learn" - o Spell Icons * - F 1 hnghP Dark Sun" Arabian Setting Sen ing of Kings Psionic World Settinr! Dragonlances Kara-TuriThe Horde Maztica Planescape" Epic Romance Oriental Setting AzteciNew Other Planes' Setting World Setting Setting Ravenloti" Swashbuckling Spelljammer' Gothic Fantasy Setting Fantasy Setting Savage Lands' Setting Fantasy Space Setting \ 871 might he reduced by up to 50% and the research success chances halved, or even quartered. Classifying a spell as very rare is one way for Elemental magic in the traditional a DM to handle an experimental spell that is too FORGOTTERNE ALMS, WORLD OF GREYHAWK, powerful or one that encroaches too much on the DRAGONLANaCnEd, MYSTARsAet tings is based class abilities of nonwizards. It is also possible, on air. earth, fire, and water. This varies in over time, for a spell devised by a player charac- other settings: In the oriental setting, air. earth, ter to become rare, uncommon, or even common. fire, and water are joined by a fifth element, wood, and wizards are called wu jen. In the AL- Unique Spell: This spell is only to its QADIMse tting, the four basic elements are tra- known original creator and is intrinsic to the creator’s ditional, but are called the Provinces of Flame, campaign function. Some spells of this type Sand, Sea, and Wind. Also, a special type of might he available only to a character holding a wizard here, the sha’ir, receives spells on certain position or office. Most unique spells are demand from small elemental genies known as of the 6th spell level or higher; the creator is gen. In the Maztica setting, special craft nearly always of 12th level or higher. Such spells magics exist, calledpluma (feather) and hishna are marked with a double dagger (it). (animal) magic. In the sword-and-sandal DARK If a unique spell can he learned at all, it can he SUN setting, spellcasters are preservers or de- learned only from its creator (or in very rare cir- filers, depending on whether or not their magic cumstances, from the creator’s writings). Merely having a spellhook or scroll is not sufficient, psionics are as iportant as magic. In the though these might count as part of the creator’s BIRTHRIGsHeTtti :, bloodline abilities aug- “writings.” The Simbulh spell trigger is a unique ment normal mag s; scions of evil bloodlines ..-,.._ ..” spell. =Ir.e _m_1i.l e.,_i” n1.1,u. rn”d.r e&,li on mnll tIh..nV Ir.e- nVfI h.e.m-i.n- .I The acquisition of a unique spell nr the cre- bloodlines are called ensheglien. In the ation of one by a player character is a major cam- SPELLIAMMIsNetGti ng, flying ships are pro- paign event, similar in campaign impact to the pelled by spellcasters using magical power completion of an epic high-level quest, the open- sources called maior helms and minor helms. ing of a fixed interplanar gate, the founding of a In the swashbuckling REO STEELse tting, latent barony, the destruction of an artifact, and so on. magical abilities called legacies result in bane- ful mutations (the Red Curse) unless controlled Other Definitions by exposure to the rare ore cinnabryl. The de- pletion of this ore is cause for concern. In the Lost Spell: Rarely, a spell is mentioned for which RAVENLOFsTet ting, the Demiplane of Dread, no 2nd Edition detail exists (including a few gothic horror in form of Dark Lords, each a spells deliberately withdrawn from the system). godlike power trapped in a private domain, No details are given for these other than the spell keeps adventurers on the run, looking for a name. They are “lost knowledge,” included only way out and making special fear. horror. and to confirm their one-time existence for the curi- Ravenlofrpowers checks. The PLANESCAsPeEt- ting presents new settings from the inner OUS. (Elemental) Planes to the Outer Planes, where Restricted Spell: A restricted spell is barred to the gods live. Casting magic here requires spe- generalists (that is, the mage class), and to all cial spell keys, and the denizens are divided other wizards except those specifically allowed in into factions along alignment lines. the spell description or by the DM. Optionally, an independently researched spell that matches the Abbreviations referring to Source Material effects of a restricted spell might he possible, hut PHB = ADVANCEDDU NGEON&S DRAGONS at no less than two levels above the listed level. Player’s Handbook DMG = ADVANCEDDU NGEON&S DRAGONS DUNGEON MASTER Guide P0:SM = Player k Option: Spells & Magic WoG = WORLDO F GREYHAWseKtt ing J \ 872 Squaring the Circle Furthermore, a wild mage’s spells func- (Alteration) tion at his or her true level; Table 2 is not used to determine level variation. The Level: 3 spell affects wildstrike, wildzone, and wildwind. Range: 0 Notes: Restricted to wild mages; common Components: V, S, M (TOM)). Casting Time: 3 Duration: 1 rd.ileve1 Staff of Smiting, Tenser’s Area of Effect: Special See Tenser’s staff of smiting. Saving Throw: None Staffspell Squaring the circle allows a wizard to alter the (Evocation) shapeoftheareaofeffenofonespelloflstthrough 5th level. The spell to he affected must he cast Level: 3 within the duration of the squaring the circle spell. Range: 0 Square or cubic areas of effect can be trans- Components: V, S, M formed into circular or spherical areas of effect. Casting Time: 1 rd. Circular or spherical areas of effect can likewise Duration: 3 rds.flevel be transformed into square or cubic areas of Area of Effect: Creates 1 staff effect. In both cases, the length of a side of a Saving Throw: None square area is equated to the diameter of a circu- lar or spherical area. This spell creates a stout staff of living elec- Alternatively, a square or cubic area can he tricity, 6 feet long. The staff inflicts damage as a transformed into a rectangle. The rectangle normal quarterstaff, but for every five levels of cannot cover more or less square footage than the the caster, the staff gains a +1 bonus to attack and standard square area of the spell. damage rolls, to a maximum of +3 for a 15th- Similarly, a circular or spherical area can be level wizard or higher. The staff inflicts double mmfomed into an oval or egg The cov- damage (2d6) on water-based creatures, save shape. area ered by the oval M egg shape cannot cover more or those immune to electricity. less square footage the original area of the spell. The staff can he used as a light source, bright- than The material component is a small pendant of any ening from a dull glimmer to the equivalent of a piousm etal with a circle fashioned inside a square. light spell upon mental command by the caster. Notes: Uncommon spell (TOM). The staff can be used only hy an individual with a weapon proficiency in staff; it cannot he passed Stabilize* to others for their use. If the caster releases the (Abjural- . staff for any reason, including spell casting, then WW the staffspell ends instantly. The material component is a small wooden Level: 9 rod 18 inches long, cut by the caster from a stout Range: 0 oak, and is consumed hy the spell. CompontLLL.. Notes: Very rare spell. Known to be in The Casting Time: 1 Blue Book of Othyisar Du’Morde, Val. I. turn Duration: ld4 + 1 (Updated from DRAWNM agazine.) turns Area of Effect: 30-ft. radius Saving Throw: None Staff of Smiting, Tenser’s See Tenser’s staff of smiting. The stabilize spell negates the effects of wild magic regions, allowing the caster and all crea- hues within a 30-foot radius to cast spells and use magical items normally. The spell is centered on and mobile with the caster. Spells never cause wild surges when cast from within the stabilize spell, nor do the effects of wild surges extend into the protected area. J L 873
Description: