

DM's NOTE: This list was created out of spells from the Great Net Spellbook and published sources. In some cases I've adjusted the level of the spells to maintain overall balance. The higher levels are still pretty scant because I dropped this project after reaching what I thought was a sufficiently high level of spells to keep my campaign occupiedI will add more later.
Caution should be taken when allowing forensic mages into the campaign; although they make excellent tools for chasing down PC mages, they can easily ruin a DM's murder mysteries. However, this school is a logical development in urban, magically rich campaigns. Thieves' guilds probably place high premiums on the heads of forensics mages!
Forensics mages might choose other skills that the DM will have to create, like autopsying. Players of forensics mages who have strong stomachs (these are real photos) might be interested in seeing what defense wounds are and what they look like on a forearm or a hand; also, the difference between stab wounds by knife blade (single edge, double edge), what a stab wound with a hilt mark looks like, and what multiple stab wounds look like. These clinical photos will take you off-site, so be sure to use your browser's Back key to return here.
Analyze Drink (N)
Association (N)
Autopsy (N)
Copy (WH)
Crier's Boon (N)
Detect Magic
Detect Phase (SM)
Detect Poisoning (N)
Detect Secret Passages & Portals (SM)
Detect Untruth (Dragon Aug88)
Dictation (SM)
Divining Rod (WH)
Erase
Far Sight (N)
Hold Portal
Last Image (N)
Mending
Mental Block (Dragon Nov90)
Murder Weapon (N)
Narin's Mask (N)
Notice (N)
Projected Light (N)
Read Magic
Snapshot (N)
Sound Bit (N)
Time of Death (N)
Wizard Mark
Cause of Death (N)
Death Recall (WH)
Detect Evil
Detect Invisibility
Detect Life (WH)
Detect Magic II (N)
Embalm (Nec)
ESP
Filter (WH)
Guilda's Sneakabout Light (N)
Inaudibility (N)
Kiri's Curse Detection (N)
Knock
Last Experience (N)
Locate Remains (Nec)
Past Life (Tome)
Reveal Owner (N)
Spelltell (N)
Telltale Feet (N)
Vander's Librarian (N)
Vocalize (WH)
Wizard Lock
Backstab Backlash (N)
Bands of Sirellyn (SM)
Blacklight (FR)
Clairaudience
Clairvoyance
Conceal Magic (N)
Detect Teleport (N)
Dispel Magic
History (N)
Hold Person
Item
Jam Radio (N)
Lesser Sign of Sealing (SM)
Memory (OA wj)
Nightscar (FR)
Nondetection
Phantom Steed
Proof from Teleport (FR)
Reconstruct (N)
Rhuva's Spellscan (N)
Sonoric's Magic Tracker (N)
Tongues
Wizard Sight (Tome)
Beacon (N)
Branit's Backstabbing Surprise (N)
Deadthought (N)
Detect Scrying
Dimension Door
Disrupt Spellcaster (N)
Duplicate (WH)
Encrypt (FR)
Expose Magic (N)
Pobithakor's Alarm (N)
Quell (OA wj)
Locate Creature (Tome)
Magic Mirror
Mask of Death (Tome)
Otiluke's Dispelling Screen (WH)
Phase Trap (FR)
Transfix (OA wj)
Watchware (FR)
X-Ray Vision (N)
Block Teleport (N)
Darkray's Preserving Box (N)
Detect Spell (N)
Dismissal
Force Shapechange (WH)
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum (WH)
Nulathoe's Ninemen (FR)
Passwall
Pentagram (N)
Pilpin's Enhanced Alarm (N)
Rary's Telepathic Bond (WH)
Rhuva's Tracker (N)
Secure (FR)
Teleport
Teleport Trace (N)
Time Sight (N)
View Past (N)
Wall of Force
Blade of Doom (FR)
Darkray's Teleport Guide (N)
Geas
Glassee
Greater Sign of Sealing (SM)
Gregori's Awareness (SM)
Guards and Wards
Legend Lore
Mass Suggestion
Mass Teleport (N)
Reconstruction (FR)
Replay (N)
Teleport Dead (FR)
True Name (Dragon Aug88)
True Seeing
Wizard Watch (N)
Drawmij's Instant Summons
Forcecage
Phase Door
Sequester
Spectral Guard (FR)
Teleport Without Error
Analyze Dweomer (SM)
Binding
Elminster's Evasion (FR)
Mind Blank
Screen
Sink
Imprisonment
Mordenkainen's Disjunction
Programmed Amnesia
Succor
Temporal Stasis
Time Stop
Analyze Drink (Divination) Level 1
Range: 0
The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are existant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed.
Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know the kind of poison that just hit him!).
Association (Divination) Level 1
Range: 0
When casting this spell, the wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results.
Autopsy (Divination, Necromancy) Level 1
Range: 0
With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.
The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.
Crier's Boon (Alteration, Evocation) Level 1
Range: 0
This simple spell grants the recipient the ability to effortlessly speak in a loud clear voice for the duration. Persons as far away as 200 feet can hear the recipient of crier's boon over a normal crowd as if they were standing next to him. Exceptionally noisy areas can reduce the distance the recipient's voice will travel, as determined by the DM.
Crier's boon has been used for countless years by town criers and nobility alike to address large numbers of persons. Many times, this spell is used in conjunction with power word, attention (q.v.) to great effect. To cast this spell, the wizard is required to take a piece of fine vellum and roll it into a cone-like shape during the casting of the spell.
Detect Poisoning (Divination, Necromancy) Level 1
Range: 0
With this spell, the wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to identify exactly the poison.
Far Sight (Alteration) Level 1
Range: 0
This spell allows the target's sight to be increased up to five times (the target has control over this, and can change it during the spell's duration). The spell can be cancelled at any time. While the spell is in effect, the target cannot see anything close; after the spell is cancelled, the target is disoriented for 1d4 rounds and has a 5% chance per sight multiplier used to fall unconscious for 1d6 rounds unless a Constitution check is made. The material component for this spell is a small round piece of glass which is consumed in the casting.
Last Image (Divination, Necromancy) Level 1
Range: 0
When the wizard casts this spell, he sees whatever the recipient corpse saw at the very instant of death, with the intent of learning the identity of the murderer, or at least the location of death. If the recipient was killed by a gaze attack, the wizard suffers this attack as well, but with a +4 bonus to his saving throw.
Murder Weapon (Divination, Necromancy) Level 1
Range: 0
The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A murder weapon is one that reduced the victim to zero hit points, or delivered the poison which did so. The material component of this spell is a drop of blood
Narin's Mask (Illusion) Level 1
Range: 0
This spell causes others to not see the details of the wizard's face. Anyone paying attention to the wizard is entitled to a saving throw versus spell. If the saving throw succeeds, they realise that they cannot discern some detail in the wizard's face; careful attention will then negate the spell. A dispel illusion will cancel the spell entirely. The material component of this spell is a blindfold.
Notice (Enchantment/Charm) Level 1
Range: 0
With this cantrip, the wizard can put himself into a trance-like state in which he is highly aware of the details of his surroundings. For the duration of the trance, the wizard is at +2 perception (or +4 if there is something particular he is looking for), but cannot take any actions. Also, he loses any Dexterity bonus to Armour Class and takes a further -2 penalty, and is likely to ignore most attempts at communicating with him. The wizard can break the trance at any time, and can do so in response to a remark he "didn't hear", an impending attack, or whatever - it is assumed that his subconscious will snap him out if really necessary.
Projected Light (Alteration) Level 1
Range: 0
A beam of light (equal in strength to a lantern) springs forth from the caster's palm. This beam is not powerful enough to harm or blind creatures. By clenching his hand to a fist, the light can be temporarily extinguished.
Snapshot (Invocation/Evocation) Level 1
Range: 0
With this spell, the wizard causes an image of whatever he sees, even thermal images and magical auras, to appear on a sheet of parchment or vellum.
Sound Bit (Alteration) Level 1
Range: 0
To cast the spell, the wizard places a number of currant seeds (the material components) near the sound source. Half way through the spell the wizard ceases his chanting. All of the sounds created between this point and the time the wizard resumes chanting become the sound pattern to repeat. The maximum duration of the sound pattern is up to 1 second per level of the wizard. The actual duration is the length of the pattern times the number of currant seeds, provided this is less than the maximum time. The sound need not be created by the wizard.
When the spell casting has ended, the sound pattern is repeated continuously until all the currant seeds are used. It is repeated at the same decibel level as the original sound.
Time of Death (Divination, Necromancy) Level 1
Range: 0
This spell allows the wizard to estimate the time of death of the recipient's corpse to within 5% if the corpse has been dead no more than one day per level of the wizard, to within 20% otherwise.
Cause of Death (Divination, Necromancy) Level 2
Range: 0
With this spell, the wizard can determine if the corpse has received damage from any of the causes listed in the table below, and which cause actually reduced him to zero hit points. This spell involves dissection of the corpse, and the material components are a magnifying glass and a set of scalpels. These are not expended by the casting.
The DM may introduce a chance of failure if the body is greatly decomposed, and he might give false information based on nature of the trauma. A corpse swatted by a dragon's tail, for example, might show the same indications as one which fell from a great height, and a poisoned corpse usually looks like one which died of disease. The prudent wizard always detects poison just to be sure.
Detect Magic II (Divination) Level 2
Range: 0
This spell is just like detect magic except that it is more sensitive, has a longer area of effect (60 yards for detect magic), and that the wizard is be able to determine accurately what kind of magic (alteration, divination, conjuration, etc.) is in effect if the magic is within 60 yards + 10 yards per level. This spell will not blind, hurt, etc., anyone. If in an area of extreme magic, the wizard will simply know that stronger magic is in effect.
Guilda's Sneakabout Light (Alteration) Level 2
Range: 5 feet
This spell creates a dim, floating light of variable intensity that follows the wizard. At its brightest, it is enough to read with good eyesight, and it can be extinguished and restored at will during the duration. No light produced by the spell escapes the 5-foot radius, preventing the wizard from being given away by his light, so this spell is ideal for thieves. Note that background light penetrates the area of effect freely, so the wizard is in no way concealed by this spell. The material component for the spell is a silk black blindfold.
Inaudibility (Illusion/Phantasm) Level 2
Range: 0
By means of this spell, all sounds made by the recipient become inaudible - breathing, talking, walking, and the like. Items on the wizard's person are likewise silenced, but thrown or dropped items may make noise once released. While under the effect of this spell, the affected creature cannot cast any spells with a verbal component. An unwilling victim receives a saving throw against this spell.
Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items in his possession, so it provides no defense against sound based attacks such as harpy singing, a horn of blasting, etc. The spell remains in effect until it is magically dispelled, until the wizard or the recipient cancels it, or until its duration has passed; it is not dispelled by the recipient attacking another creature. The spell can only be cancelled by the recipient if the wizard has stated so when the spell was cast.
The material component for this spell is a small wad of cotton.
Kiri's Curse Detection (Divination) Level 2
Range: 0
When a wizard casts this spell, he can detect the magical radiation given off by cursed objects. The wizard can detect objects in a 45Á cone in the direction he is facing, pivoting up to 45Á per round to look in a different direction.
The material component for this spell is a gem of at least 100 gp in value. It is destroyed upon the completion of the spell.
Double the duration of the spell if the gem was blessed prior to the casting.
Last Experience (Divination, Necromancy) Level 2
Range: 0
With this spell, the wizard re-lives the last minute of the recipient's life. If the victim was conscious during this minute, the wizard must make a system shock check or be knocked out for 1d4 hours. The material components are a convex lens and a scalpel.
Reveal Owner (Divination) Level 2
Range: 0
The caster of this spell receives a mental impression of the most recent owner or owners of the recipient object. An "owner" is defined as an intelligent entity who was in direct physical contact (i.e., no gloves) with the object one hour, or who had the object upon his person for 24 hours. These time requirements may be divided by the wizard's level, and for every 4 levels of the wizard, one previous owner can be identified. Thus, an 8th-level wizard, for example, could determine the last two owners who carried the object for at least 3 hours each.
The information gained is sufficient that the wizard will recognise the owner on sight, and he can uniquely specify the owner for the purpose of such spells as legend lore. The material component of this spell is a handful of dust.
Spell Tell (Alteration) Level 2
Range: Line of sight
When the wizard casts this spell he is able to use the non-weapon proficiency spellcraft with 100% accuracy. He is able to tell exactly what spell a wizard or priest is casting, no matter what level the spell, type of spell, or nature of the spell. He is also able to discern the intended effects of the spell. A wizard that has cast spell tell and wishes to determine spells other wizards are casting is penalised in the initiative roll. He may freely view one wizard and take whatever other action he wishes, but for each wizard over one that he observes, the wizard is at another +1 to his initiative. For example, the wizard rolls a 5 for initiative, he views 3 wizards to determine what spells they are casting, then his modified initiative roll is an 8.
Telltale Feet (Alteration) Level 2
Range: Throwing distance
This spell creates a glowing footprint to appear wherever the victim steps. The footprints can only be seen by the caster (there is also a fifty percent chance that creatures with infravision may see them as well). The footprints will last for the full spell duration (changing shoes doesn't help). A dispel magic will remove the footprints.
The material component for this spell is a single berry. The berry must be thrown at the victim immediately following the vocal component for this spell. The berry must strike the victim for the spell to work.
Vander's Librarian (Conjuration/Summoning) Level 2
Range: 20 yards
This spell conjures a minor knowledge spirit to search for books and references for the wizard. It can search for titles, specific references, or general subject matter, finding books in the time it would take a reasonably skilled librarian (depends on case). The wizard is freed to concentrate on more interesting matters, so this spell roughly doubles a wizard's research efficiency.
Backstab Backlash (Abjuration) Level 3
Range: 0
This spell creates an invisible magical field covering the back of the spellcaster from head to toe. Should a thief attempt to backstab the wizard, or anyone else who attacks the mage's rear, the wizard will take full damage from the attack. But the attacker will be hit with a blast of pure force which does twice the damage of the attack, with no saving throw. Each casting creates a one-shot field. This spell will only be activated if the wizard is attacked by a hand-held weapon at close range; thrown weapons will not activate the spell (as there is no one to blast). The spell effects are non-cumulative, only one spell in affect at any time.
Conceal Magic (Divination) Level 3
Range: 0
Cast this spell on a magic item and it renders that item undetectable by detect magic (great for hiding magical traps). The wizard will not know if the object has made its saving throw, though he can of course check this by casting a detect magic...
Detect Teleport (Divination) Level 3
Range: 0
After casting this spell the wizard gets an impression whenever anyone arrives via teleport, enters or leaves the prime material plane in the area of effect. The spell lasts only while the wizard concentrates on it. The impression will not reveal the location within the range in which the effect occurs.
Range: 0
This spell allows the wizard to "tune in" to the psychic impressions left on an object or small area. This power gives the wizard the ability to divine hidden purposes, prior owners, secret compartments, and powerful alignment bends.
The spell will not identify a magic item per se, but would for instance tell the wizard that the ordinary looking golden ring he holds is in fact the signet ring of a long deceased noble house. Further, use of the history spell doubles the chance that the value of an antique or relic will be correctly guessed.
This spell is usually used on non-magical plunder, books, and items sold at auctions (to verify claims made about their antiquity). Although the casting time is long, it is unobtrusive, and only a single touch is required to make the spell work. The material component for this spell is a page from an encyclopedia.
Jam Radio (Alteration, Divination) Level 3
Range: 0
This spell prevents all magical communication spells of first or second level from crossing the boundary of its area of effect.
Reconstruct (Divination) Level 3
Range: 0
This spell temporarily resurrects an item that was shattered, burnt, or disintegrated, so that the forensic wizard may study it. He must gather as much of the debris as possible, for otherwise the object can be but partially reassembled, in which case it may be illegible or unidentifiable. The object will be very fragile, but it may be the subject of various divination spells such as identify or reveal owner. The material component is a drop of honey.
Rhuva's Spellscan (Divination) Level 3
Range: 0
Provided the wizard is conscious and within the area of effect, he will be made aware of any spellcasting conducted in that area. The particular spell cast is not made known, but the location of the wizard is, precisely if the wizard is familiar with the area, generally otherwise. The notification is sufficient to disrupt the caster's spellcasting if such is in progress, unless it is consciously suppressed before casting (if suppressed, the wizard does not realise the scan was triggered). Material component is a handful of crystal dust.
Sonoric's Magic Tracker (Divination) Level 3
Range: Special
With this spell, the wizard is able to illuminate the tracks of any being of which he has some item that was in contact with the being a number of turns equal to the wizard's level previously. The item could be anything from a shirt, to a scrap of hair, or drop of blood. The tracks are only visible to the wizard, and only tracks within the area of effect are visible.
The spell only illuminates tracks within the spell's area of effect (which moves with the wizard), and will only illuminate tracks made on a solid surface (i.e., if the being being tracked took to flight, or dove into water, the trail would end there). However, if the wizard is able to reach the spot where the trail was resumed (i.e., the being being tracked wades out of a river at a certain spot), the wizard may resume tracking. This spell does not work on undead.
It is up to the wizard to determine which direction leads to the most recent tracks (i.e., which are coming and which are going), although the spell does illuminate a "footprint" of the being which is being tracked. The spell will allow the wizard to track the being if it climbed walls, and even if it tried to obscure its path, by throwing dirt over it. Objects over 3 inches thick covering the path, however, do obscure it.
The material component of the spell is some thing which had been in contact with the creature to be tracked, up to the wizard's level in turns previously. Once the spell is cast, the wizard need not carry the item with him.
Range: 60 yards
A ray of light of any colour springs from the caster's palm. It can be up to 5 miles long. This ray inflicts 2 points of damage per level of the caster to any creature directly affected by sunlight. This spell cannot pass through walls or other such obstacles.
Branit's Backstabbing Surprise(Conjuration) Level 4
Range: 0
This spell provides protection against backstabbing. When the recipient of the spell is backstabbed, a cloud of acid is created behind the spell recipient which blows back and out to form a semi-sphere 8 feet in radius. All within this area, the recipient not included, take 6d4+6 points of acid damage. Note that the backstabber gets no saving throw (due to surprise and proximity), all others receive half damage upon a successful saving throw.
A backstabbing attack is any physical attack or combination of attacks initiated from behind which causes damage equal to one fifth or more of the victims hit points at the time of the attack, assuming the attacker is within 8 feet of the victim when the attack is initiated. The spell is in effect until dispelled or discharged. This spell will work in combination with other defensive spells.
The material component is 100 red ants which must be rolled in the wizards hands, the husks then thrown over each shoulder of the recipient, and the juice rubbed into the recipients back.
Deadthought (Divination, Necromancy) Level 4
Range: 0
This is essentially telepathy with a corpse, as the wizard probes the brain of the deceased for specific data. The DM must decide if the information sought is basic, well known, merely known, or forgotten. The table below lists the chance of finding the information and the amount of time required by the search (if location is in fact possible), but the DM can alter these numbers if the body is in a particularly advanced state of decomposition.
This spell will continue as long as the wizard concentrates, but on every round there is a 1% chance of that he will go insane. The material component is a pair of metal helmets, linked by a copper wire.
Disrupt Spellcaster (Alteration) Level 4
Range: 5 yards per level
This spell makes the victim incapable of casting spells for 2d4 rounds. There is a saving throw versus death magic to avoid this. This spell actually makes spellcasting impossible by disrupting the magical energy of memorised spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected.
Expose Magic (Divination) Level 4
Range: 10 yards per level
This spell will inform the wizard of all the details of a single spell cast within one round per level - including the destination of a teleport, the target of a charm, the name of a spell without obvious effect, etc. The spell does not invalidate illusion magic - the spell will return an answer consistent with the illusion (i.e., a fireball was cast rather than a spectral force), unless the wizard had already disbelieved successfully.
Pobithakor's Alarm (Divination) Level 4
Reversible
Range: 0
This spell, when cast, will detect and instantly alert the wizard whenever the wizard is the subject of information-gathering spells or divination spells such as ESP or know alignment. The wizard will have a general idea of what is being used (mind reading, truth detection, etc.) upon him.
The reverse of the spell, Pobithakor's soothing, will cause the wizard to have no chance to discover that such spells are being used upon him, i.e., the wizard would not be able to detect someone scrying upon him.
The material components of the spell is an eye from a very keen eyed creature such as a hawk or a dragon. The reverse of the spell requires that the eye be punctured.
X-Ray Vision (Divination) Level 4
Range: 0
The recipient of this spell gains the ability to see into or through substances which are impenetrable to normal sight. Vision range is 20 feet, with the viewer seeing as if it were normal light due to expanded vision capability. X-ray vision can scan 100 square feet of area per round. Secret compartments, recesses, drawers, and doors will be located by X-ray vision.
This spell was researched by the mage Insley Hofton. This was Insley's kinkiness surfacing again. With this and disrobe, he's a real pest to the ladies.
Block Teleport (Abjuration) Level 5
Range: 0
This spell prevents anyone from teleporting into or out of the area of effect while the spell is in effect. It will not effect homing teleport spells (eg. word of recall). It will also not effect gates.
Darkray's Preserving Box (Alteration) Level 5
Range: 10 feet
With this spell, the wizard can preserve an amount of non-living material for the duration of the spell. It must lie within a normal, non-magical box that fits entirely within the area of effect. The box has no special resistance but magical or normal wards or traps can be freely placed on it.
After the casting, the contents will enter a state of suspended animation and time will not affect them: fruits never rot, food remains fresh, etc. The box becomes sealed and outside conditions do not affect the interior.
Even the caster cannot open the box without ending the spell. The box will hold its contents intact for one week per level of the caster. The contents can then be placed into another box and the spell cast again or the wizard can cast the spell again before the duration ends, practically preserving the contents for an undefined period of time.
The material component is a normal box, which is not consumed, and a gold coin that melts and seals the box, vanishing after the duration expires.
Detect Spell (Divination) Level 5
Range: 0
Spell casting leaves a magical residue in the surrounding area which this spell is designed to detect. When the spell is cast, the wizard can examine any spell that was cast in this area up to a limit of one week in the past per level of the wizard.
One spell can be examined per round, with the spells being detected in reverse chronological order. The information obtained about the spell is as follows:
Pentagram (Abjuration) Level 5
Range: 0
By means of this spell, the wizard inscribes a pentagram inside which he cannot be harmed by non-elemental forms of magical energy, though neither can he attack with such spells. An Intelligence check must be made to determine whether the inscriptions were made correctly. The material component for this spell is the dust of three emeralds to be sprinkled inside the pentagram.
Pilpin's Enhanced Alarm (Abjuration, Evocation) Level 5
Range: 0
This spell is a more powerful version of the alarm spell. The wizard causes a one-story building, with a base dimension of 400 feet by 400 feet, to react to the presence of any creature larger than one-half cubic foot in volume or about three pounds in weight. The wizard can Alarm a multi-story building by reducing the base area proportionally. As soon as any creature enters the warded area, touches it, or otherwise contacts it, without speaking a password established by the wizard, the enhanced alarm lets out a loud ringing that can be clearly heard throughout the area of effect and 100 yards beyond. The sound lasts for one round then ceases. Furthermore, if the wizard is within the area of effect he will automatically know where the alarm was triggered. Ethereal or astrally projected creatures do not trigger the alarm, but flying, levitating, invisible, incorporeal or gaseous creatures do. The material components are a tiny silver bell, a very fine silver wire, a piece of the building to be warded, and a pinch of powdered pineal gland.
Rhuva's Tracker (Divination) Level 5
Range: 10 yards per level
The wizard casts this spell, and hurls a small carved scarab at a target within range. A creature or object in a creature's possession gets a saving throw to avoid the scarab. It clings invisibly to its victim, noticed only in a determined search. The wizard then always knows where the victim is (distance and direction), provided it is within one mile per level, and the target is not enclosed in lead. The tracker can be renewed each morning by recasting the spell.
Teleport Trace (Divination) Level 5
Range: 10 yards per level
The wizard casts this spell on a character or creature who is likely to teleport or employ similar magic in the near future. If the recipient does cast teleport (or dimension door, word of recall, etc.), then the wizard who placed the teleport trace will receive a mental image of the target's location. The caster of teleport trace will then know his location relative to that of the teleportee, and he will be able to use his own teleportation or scrying magic with maximum accuracy.
Time Sight (Divination) Level 5
Range: Special
Enables the caster to see past events that occurred in the area where they are when the spell is cast. The caster selects the time that is to be viewed, which may be from 2 up to (level-1) years ago. Only one time may be selected per casting. The caster may rotate his sight 360Á, but cannot move from his starting position. The caster's sight is limited by the same conditions that would limit them if they were physically present (walls, darkness, rain, etc.). The caster cannot bring a light with him but a spell that gave him infravision would allow him to see in the dark. Wards that would block scrying also block time sight. This spell requires an hour glass that runs for 10 minutes. The caster must be stationary throughout the duration of the spell.
View Past (Divination) Level 5
Range: 0
When this spell is cast on an area, it allows the wizard to create a three-dimensional image of the past in that location. The wizard specifies the time in the past through the use of the material component.
Ten gold pieces worth of gold dust is required for each hour back into the past the wizard wishes to go. Thus, if the wizard used 240 gp worth of dust, he would be able to view the period starting 24 hours ago to the end of the duration of the spell (for example, if the wizard were tenth level, the duration of the spell would be from 24 hours in the past to 22 hours and 20 minutes into the past).
After the spell has been cast, the DM rolls 2d10-11 to determine the error in the time frame in turns from the specified time. Thus, if N gp are used, and the DM rolls 5-10 = -5, the starting point of the time viewed is actually 10ÇN hours and 5 minutes in the past; a roll of 10 indicates exactly the right amount of gold was consumed.
The wizard should roll 1d20 to determine the clarity of the casting. A die roll of one indicates that the scene comes through as shadows in a fog. A die roll of 20 indicates a crystal clear picture. This roll can be repeated in subsequent castings, and represents the difficulty in seeing through time.
Both the following dice rolls can be modified by the wizards desire based on the following modifiers:
Events that are cloaked by spells that hide themselves from clairvoyance also mask out view past, and thus cannot be seen by this spell.
Darkray's Teleport Guide (Alteration, Enchantment) Level 6
Range: 0
To use this spell, the wizard must prepare a special item that will be used as the "target". From then on he can use a "guide" item to home on it, as if using a teleport spell.
The target is usable only once. It must be made of metal and be carved with scenes of the area it is in. It costs no less than 100 gp. The guide costs less, around 5 gp and can be made of any material and formed in any shape or size. It must remain in touch with the wizard, however. Neither the guide, nor the target are reusable.
During the casting of the spell, the wizard must burn a mixture of rare herbs and items belonging to the area around the target, to charge the guide. After the casting of the spell, the target item must remain in the same general place. If it is ever taken farther than 20 yards from the original spot, the spell ends. The caster can always tell whether this has happened if he is on the same plane with the target.
As long as the wizard possesses the guide, he can teleport back to the target if on the same plane. This follows the standard rules for magical item activation, the guide having a +3 initiative modifier.
Gregori's Awareness (Divination) Level 6
Range: 0
This spell grants the caster the ability to know when any spell is being cast within the area of effect. Additionally, the direction and distance of the spell activity is known as well. If a saving throw versus death magic is made by the caster, he is granted some additional information about the spell, such as its level or school. Under no circumstances, however, does Gregori's awareness detail what particular spell is cast or who the caster is. The material component for Gregori's awareness is a small golden cone, worth about 50 gold pieces.
Mass Teleport (Alteration) Level 6
Range: 1 feet per level
This spell is basically a higher level version of the 5th-level teleport. The main difference lies in the amount of mass that can be transported by the wizard. In addition to the wizard, 1200 pounds per level over tenth level may be transported. Basically, this spell is for bulk rate transfers of material. The range simply refers to the maximum radius outward from the centre of effect (usually the wizard) that people and things can be to be teleported.
This was a very popular spell with parties of adventurers that had lots of money to spend on transportation. As such, the wizards who could cast this spell tended to charge through the nose for it. It's not an easy spell to find, but it is very, very useful. Of course, it's just a matter of time before somebody else (or a group of others) break into the action by researching a similar spell.
Replay (Divination, Illusion) Level 6
Range: 60 yards
This spell causes past events to be re-enacted in the area of effect. The replayed events will consist of a three dimensional, semi-transparent image superimposed over the area of effect.
The wizard can freeze the action, reverse it, scan forward for a particular event, or skip to any time within the range of the spell as given in the table below.
The speed of a search is determined by the event that is sought. The passage of an army would be easy to spot at a fast search rate, while searching for a pickpocket would require a real time search.
The material component for this spell is an hourglass.
Wizard Watch (Alteration, Divination) Level 6
Range: 10 yards
This spell creates a special version of the wizard's wizard mark to be placed in a room of the wizard's choice. This sigil will allow the wizard to view the room from any distance as if the wizard was scrying into the room with no chance of failure. The sigil itself does not do the seeing, but it only defines the room that can be viewed, thus the wizard can view the room from any viewpoint inside the room, but not from outside the room. The information received is limited to visual only.
Since the sigil is easily noticed, it can be hidden, or have its design mixed in with the dÚcor of the room and be hidden that way.
If the sigil is created in an outside area, not bounded by walls, then the viewpoint can be anywhere within a 10-yard radius from the location of the sigil.
Any creatures that are in the room which is actively being watched will have a chance to detect the scrying of the owner as defined the Dungeon Master's Guide, page 141. If they use dispel magic to counter the scrying, then the sigil will remain inoperative for a period of one day (this does not mean that the wizard might not have more sigils in the room. As long as they remain inactivated, they will not be affected by the dispel magic).
The spell is permanent until the sigil is tampered with, or destroyed.
The material components for this spell are mercury and 1000 gp worth of carbuncle dust, mixed to form a glue base as well as a dragon scale with the sigil carved on it. The mix is poured onto the dragon scale "mould" and pressed against the area where the sigil is to be put. The spell is cast, and the new sigil remains in place.
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One drink
Saving Throw: None
Author: Keith Taylor
This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster.
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Two surfaces
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One corpse touched per level
Saving Throw: None
Author: Al Singleton (Isaac Winthrop)
Wizard's Level
Maximum Time Dead
Maximum Time Frame Allowable
up to 5
1 week
1/10 round
6-7
1 month
1 round
8-10
1 year
1 turn
11-13
10 years
1 hour
14-17
1000 years
1 hour
18+
any age
1 hour
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Brooks
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian J. Toleno
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, M
Duration: 10 minutes
Casting Time: 1
Area of Effect: The caster
Saving Throw: Special
Author: Narin
Components: V
Duration: Concentration
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Unknown
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 50-foot long, 1-foot wide beam
Saving Throw: None
Author: FranÙois Menneteau
Components: V, S
Duration: Instantaneous
Casting Time: 0
Area of Effect: One page
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, M
Duration: Special
Casting Time: Special
Area of Effect: As far as the sound carries
Saving Throw: None
Author: Unknown
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Corpse touched
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan
Cause
Notes and Secondary Information
Exposure
exposure to cold, fire, heat, or lightning; drowning
Falling or hanging
height fallen from
Disease or old age
organs affected, parasites involved
Magic
applies only to magic missile or necromantic effects
Wound
wound inflicted by bludgeoning, piercing, or slashing
Components: V, S
Duration: 3 rounds per level
Casting Time: 2
Area of Effect: 60-yard + 20-yard per level long path, 20 yards wide
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 2
Area of Effect: 5-foot radius sphere
Saving Throw: None
Author: Colin Roald
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Thomas Watson
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 20 feet + 10 feet per level long, 45Á cone
Saving Throw: None
Author: David Kelk
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, S, M
Duration: 1 round per level
Casting Time: 2 rounds
Area of Effect: Item touched
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V
Duration: 1d6 rounds + 1 round per level
Casting Time: 2
Area of Effect: The wizard's eyes
Saving Throw: None
Author: Health Man
Components: V, S, M
Duration: 1 turn per 2 levels
Casting Time: 2
Area of Effect: One person
Saving Throw: None
Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu>
Components: V, S
Duration: 6 hours
Casting Time: 1 minute
Area of Effect: One minor spirit
Saving Throw: None
Author: Colin Roald
Components: V, S
Duration: 1 turn per level or until activated
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Russian Wyatt
Components: V, S
Duration: 4 hours per level
Casting Time: 3
Area of Effect: Object touched
Saving Throw: Negates
Author: Paul D. Walker
Components: V, S
Duration: Concentration
Casting Time: 3
Area of Effect: 240-yard radius sphere
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or place touched (up to 1000 square feet)
Saving Throw: None
Author: Jim Gitzlaff
Components: V, S
Duration: 1 turn per level
Casting Time: 3
Area of Effect: 100-foot radius sphere
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: One pound per level
Saving Throw: None
Author: Paul D. Walker
Components: V, S, M
Duration: 4 hours + 10 minutes per level
Casting Time: 1 round
Area of Effect: 10-yard per level radius sphere
Saving Throw: None
Author: Colin Roald
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 3
Area of Effect: 20-foot radius sphere
Saving Throw: None
Author: Tim Prestero
Components: V, S
Duration: 1 round per level
Casting Time: 4
Area of Effect: 5-mile long, 1-foot wide beam
Saving Throw: None
Author: FranÙois Menneteau
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: Negates
Author: Arrvid Carlson
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Corpse touched
Saving Throw: None
Author: Geoffrey Edward Fagan
Type of Information
Chance of Finding
Time Required
Examples
Basic
96%
1
Name and profession
Well Known
70%
2d4
Relating to current mission
Known
30%
3d4
Relating to previous missions
Forgotten
2%
1d10+10
Overheard once
Components: V, S
Duration: 2d4 rounds
Casting Time: 4
Area of Effect: One spellcaster
Saving Throw: Negates
Author: Peter Gourlay
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Negates (Reverse)
Author: Paul D. Walker
Components: V, S
Duration: 1 round per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Kenneth C. Jenks
Substance Scanned
Thickness Penetrated/Rd of X-raying
Maximum Thickness
Animal matter
4 feet
20 feet
Vegetable matter
2 feet
20 feet
Stone
1 foot
10 feet
Iron, steel, etc.
1 inch
10 inches
Lead, gold, platinum
-
-
Components: V, S
Duration: 1 turn
Casting Time: 5
Area of Effect: 100-foot radius sphere
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 turn
Area of Effect: One up to 2x1x1 feet box
Saving Throw: None
Author: Dimitris Xanthakis
Components: V, S
Duration: 1 round per level
Casting Time: 1 turn
Area of Effect: 30-yard radius
Saving Throw: None
Author: Geoffrey Edward Fagan
Possible means of casting include from memory, from a scroll, and from a natural power.
If the wizard needs to examine spells farther back in the past, then the spell can be repeated within one day, and the wizard can pick up where he left off.
Components: V, S
Duration: 1d4+1 hours + 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos
Components: V, S, M
Duration: 2 hours + 1 hour per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Pilpin
Components: V, S, M
Duration: 1 day
Casting Time: 5
Area of Effect: One creature or object
Saving Throw: Negates
Author: Colin Roald
Components: S
Duration: 10 rounds + 1 round per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
Author: Geoffrey Edward Fagan
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Ernie Schuler
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 hour
Area of Effect: 5-yard per level radius
Saving Throw: None
Author: Vernon Lee
Wizard...
Modifier
participated in the event
+10
very well informed of the event
+6
knows an exact quote during the event
+4
knows something that was said at the time
+2
Components: V, S, M
Duration: Special
Casting Time: 3 hours
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 6
Area of Effect: 100-foot radius sphere
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Brooks
Components: V
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Unknown
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 20-yard long square
Saving Throw: None
Author: Geoffrey Edward Fagan
Level
Time Range
12-14
1 day per level
15-17
1 month per level
18-20
1 year per level
21+
1 century per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One room
Saving Throw: None
Author: James Davenport






