The Compiled Grimoire, 5 th level Wizard spells

Death Smoke
(Evocation)

Range:
30 yards
Components:
V, S, M
Duration:
1d4+1 rounds
Casting Time:
5
Area of Effect:
Sphere with 20-ft. radius
Saving Throw:
Half
Al-Qadim, p. 132
This spell creates a dark, billowing, noxious cloud that cannot be burned or blown away. Those trapped in the cloud fight as if in total darkness (even creatures with infravision). In addition, they suffer 6d4 points of damage for each round of contact, unless they have no need to breathe (e.g., undead or nonliving things) or are protected in some manner vs. poisons. When the spell duration ends, the smoke fades harmlessly away.

Like the cloudkill spell described in the Player's Handbook, the death smoke is heavier than air. It seeks the lowest levels, flowing down stairs and into burrows. Although it cannot be affected by natural or magical winds, it can be deterred by physical objects in its path (such as stone wall, or a wall of iron spell). If cast underwater, this spell causes a harmless "burst" of water that rolls water away for one round.

The material components of death smoke are a crushed insect or arachnid, plus a pinch of sand. Both are consumed by the casting.

Earth Magnet
(Alteration)

Range:
10 feet / level
Components:
V, S, M
Duration:
1 round / level
Casting Time:
5
Area of Effect:
One creature
Saving Throw:
See below
Dragon Magazine #260, p. 92
The earth magnet spell creates an increasing attraction, almost magnetic in nature, between the target of the spell and the ground immediately below it. If cast upon a creature on the ground, its movement rate is slowed by 6 each round until it reaches 0, at which time the victim is fixed in place, unable to lift any limbs from the ground. Once this occurs, the victim spends the rest of the earth magnet spell's duration under the effects of a slow spell. It can physicall attack only with appendages not touching the ground. (A troll could still use its two claws and its teeth against anyone within range; a dragon could still bite, use its breath weapon, or cast spells, but couldn't use its claws or tail to attack.)

If cast upon a creature in flight, the creature loses one Maneuverability Class per round as it is pulled to the ground at half its flight speed (if it struggles against the spell) or at twice the normal spell (if it does not try to resist, or was already diving toward the ground when the earth magnet was first cast). Diving creatures forced to crash-land suffer falling damage as normal.

Only potential victims in flight are allowed a saving throw at the beginning of the earth magnet spell, due to their initial distance from the ground. Once the spell takes effect, though, there is no further saving throw, and the victim must 'ride out' the duration of the spell, which lasts for one round per level of the Wizard (a dispel magic cast upon the victim cancels out the earth magnet). The spell is often used to either force dragons to the ground or to prevent them from taking to the air once battle has begun.

The earth magnet spell is useless against beings from the elemental plane of Earth (xorn, xaren, etc.). It is particularly effective against creatures who crawl on the ground - snakes, giant worms, and the like - as it usually pins them, preventing all attacks. The spell requires a small magnet and either a clump of dirt or a handful of pebbles. All material components are consumed during the casting of the spell.

Invulnerability to Normal Weapons
(Abjuration)

Range:
0
Components:
V, M
Duration:
1 round / level
Casting Time:
2
Area of Effect:
5-foot radius
Saving Throw:
None
Complete Wizard's Handbook, p. 103
This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by non-magical blunt weapons, edged weapons, or missile weapons. The caster can use these weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by dispel magic.

The material components for this spell are a piece of a broken non-magical weapon and a scale from a dragon.

Mummy Rot
(Necromancy)

Range:
Touch
Components:
V, S, M
Duration:
1 round / level
Casting Time:
5
Area of Effect:
One victim
Saving Throw:
Special
Complete Wizard's Handbook, p. 103
This spell allows the caster to attack with a rotting touch similar to that of a mummy. If the caster touches a human, demihuman, or humanoid victim, the victim immediately loses 2-12 (2d6) hit points and is infected with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. While infected, the victim recovers lost hit points at 10 percent of his normal rate.

The rotting disease can be cured only with a cure disease spell; cure wounds has no effect. A regenerate spell will restore damage but will not otherwise affect the course of the disease. If a victim makes a successful saving throw, he is not infected, but he still suffers 2-12 hit points of damage.

The material components for this spell are a piece of rotten fruit and a piece of a mummy's cloth wrapping.

Phantom Blade
(Alteration)

Range:
0
Components:
V, S
Duration:
2 round / level
Casting Time:
5
Area of Effect:
Special
Saving Throw:
None
The Seven Sisters, p. 83
This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as those of a real sword do. The caster wield the phantom blade as if proficient in the use of this weapon, at her normal THAC0.

A phantom blade counts as a +2 magical sword for purposes of what it can hit (though it does not gain this attack or damage bonus), and cannot harm inorganic things (such as ropes) because it has no solid existence. Against living foes, it cuts and chills for 1d10 points of damage per successful strike. Against undead creatures, beings phasing into or out of the Ethereal Plane, or beings maintaining any simultaneous dual-plane existence, it gives a +4 bonus to the wielder's attack roll and causes 4d4 points of damage. A phantom blade is nonmetallic, nonmagnetic, and does not reflect light or conduct electrical energy. It cannot be dropped or torn from the caster's grasp, but it vanishes instantly if the caster desires.

A phantom blade is also effective against nonprismatic magical barriers (such as a wall of force) and fields (such as a minor globe of invulnerability). At each contact with such a barrier, roll 2d12. A maximum of one contact between the phantom blade and the barrier can occur per round. When the total of all such attacks exceeds the field's total points, the field or barrier is destroyed, along with the phantom blade. For purposes of determining when a field falls, assign a field 10 points per spell level; assign 70 points for effects with unknown level.

Temporary Youth
(Alteration, Necromancy)

Range:
Touch
Components:
V, S
Duration:
1 round / level
Casting Time:
3
Area of Effect:
One creature
Saving Throw:
Negates
Dragon Magazine #260, p. 92
The temporary youth spell can be targeted only against a single creature. If the saving throw fails (it can be voluntarily failed if the spell's recipient wishes to be affected), the targeted creature is restored in age by one age category. For the purposes of PC races, the age categories are infant, youth, adult, middle age, old age, and venerable. (Infants are non-combatants; youth and adults are the norm for most PCs; see Table 12: Aging Effects in the Player's Handbook for attribute changes in the three oldest categories.) Other creatures, like dragons, greater mummies, and giants, have separate age categories. (Many giant races, when young, cause damage as a lesser creature; young cloud giants, for instance, attack as fire giants.) Temporary youth causes a temporary 'regression' of one step to the damage such creatures inflict. For a dragon, this means that its combat modifier and breath weapon damage are lessened (see the Monstrous Manual book and individual dragon entries). Other attributes, such as Hit Dice and Armor Class, are not affected.

When the temporary youth spell is used against a creature that doesn't have specified age categories (like a tiger), reduce the damage of the creature's attacks by 1 point (for d4 and d6) or 2 points (d8 and above) per damage die (dropping the tiger's 2-5/2-5/1-10 damage potential to 1-4/1-4/1-8). Each damage die inflicts a minimum of one point of damage.

The temporary youth spell can be beneficial to its recipient, temporarily reversing the effects of aging attacks like those that result from seeing a ghost. The spell recipient's memory and mental capacities are not affected by the spell. Multiple castings of temporary youth cannot be used simultaneously on a single target, nor can the spell be used on a creature already at the youngest age category. (The spell automatically fails in such attempts.) Upon expiration of the spell's duration (or if a dispel magic is cast upon the spell recipient), the creature returns to its original age. The temporary youth spell cannot be made permanent.