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Khelben's White Primer

Appearance: This book is roughly two feet wide by three feet long and about 4 inches think. Its cover seems to be made of some sort of white reptilian skin, perhaps white dragon. In the middle of the cover is a black rune looking like a cursive 'K' rotates 90 degrees to the left (thus on it's 'back'). It is unknown what this rune indicates.
History: This book first found its way when it was sold to the evoker Elraura Killraven in The Year of the Mace, 1307 DR. After a few days of perusal, Elraura announced to her friends that she had a workbook that was created by Khelban "Blackstaff" Arunsan in his apprentice days. This announcement was generally disbelieved. The next morning Elraura was found dead in her bed, her throat torn out and the book missing. The only clue to her murderer was a patch of drying sewer slime.
The next time this book appeared, was the Year of the Moonfall, 1344. A young adventurer came out of Undermountain with the book where he sold it to the Temple of Mystra in return for a resurrection on his companion. The temple of Mystra placed the book in their library and began to examine it. A young priest/mage by the name of Glori copied down the new spells and notes that the following spells were also in the book: endure elements, obscuring mist, chill touch, and shocking grasp.
Glori secreted the book in his pack and left the temple the next day heading for Silverymoon. Glori never arrived and once again the book was lost until the Year of the Banner 1368 DR.
The adventuring sorcerer Jrean Silversword came of the Troll Moors carrying the book. Jrean took it toward Waterdeep to hopefully sell it to Khelban. However, in a tavern near Triboar, Jrean was killed in a tavern fight. This was the last time that Khelban's White Primer was seen.
Khelban has ignored any queries about this spell book, deepening the rumors that flow around it. However, Khelban did tell Mirt the moneylender that he did not own, nor had even seen, the book. Mirt passed this on to various rumormongers. However, the nickname of Khelban's White Primer stuck and that is what the book is known as today.

Special Spells:
Alteration
Arson
Diminutive Darkness
Electric Arc
Electric Blades
Fiery Darts
Flare
Frost Touch
Icy Hands
Protection from Rain
Wall of Darkness

Alteration
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object
Duration: Permanent
Saving Throw: No

This spell will adjust the size of one piece of non-magical textile-type clothing to fit the wearer (thus, armor and similar items of clothing-like apparel will not be affected by this spell). It will not, however, increase or decrease the size of a piece of clothing by more than 50%.
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Arson
Evocation [Fire]
Level: Sor/Wiz 1, Drd 2, Destruction 2, Fire 2
Components: V, M/DF
Casting Time: 1 minute
Range: Touch
Effect: calls forth flame at a predetermined time
Duration: 1 hour/level
Saving Throw: No

This spell will ignite combustible substances at any time of the caster's choosing within 1 hour per level of the caster after casting the spell. The caster gets 1 small candle sized flame per 10 square feet per level. Thus a 3rd level mage could start 3 candle sized flames, over a 30 square foot area, within 3 hours. The material component for this spell is a small holly berry, crushed and the juice smeared upon the areas from which the flames will spring.
The fires created by this spell will detect as magic. However, a dispel magic or similar spell will only reduce the area on fire by one-half. A casting of Mordenkenian's Disjunction will dispel all the flames immediately.
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Diminutive Darkness
Evocation [Darkness]
Level: Brd 0, Clr 0, Sor/Wiz 0,
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Effect: See text
Duration: 10 minutes/level (D)
Saving Throw: No
Spell Resistance: No

This spell is very similar to the second-level darkness spell. It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with darkvision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the wizard's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5 feet behind). The spell can cancel a light spell, but has no effect on daylight or ambient light.
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Electric Arc
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (5' + 5'/level)
Target: One creature or object
Duration: Until discharged
Saving throw: None
Spell resistance: Yes (object)

This spell causes an arc of electricity to leap from the caster's extended fingertip. The electricity unerringly strikes one target of the caster's choice, inflicting 1d4 damage, plus one point per level of the caster (up to a maximum of +12), with no saving throw. A target in metal armor or wielding a large, mostly metallic weapon (e.g., a sword or battle axe) must a Fortitude against the spell's DC and, if the save is failed, the bonus (i.e., per level) damage inflicted by the spell is doubled.
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Electric Blades
Evocation [Electricity]
Level: 1 Sor/Wiz
Components: V, F
Casting Time: 1 action
Range: Touch
Target: Two blades
Duration: Until discharged
Saving Throw: None
Spell Resistance: None

This spell must be cast with a metal blade of some sort in hand. The caster can have one blade, or two, it matter naught. Each blade then acquires a flickering blue glow. When a hit by this blue-glowing blade is scored it causes 1d4 more hit points of damage of electricity. If two blades in the same round hit the same target the victim must fortification vs. the spell's DC or be stunned for one round. Each blade only shocks once and then is normal again.
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Fiery Darts
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (30' + 10'/level)
Target: Up to five target within the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Much like the burning hands spell, this spell produces dart-like flames that shoot forth from the caster's fingers. Each dart is six inches long and will hit any target chosen by the caster that is within the spell's area. A mage may cast one dart per level of experience he or she has achieved to a maximum of 5 darts. Each dart does 1d3 points of damage. Combustible materials (e.g., cloth, paper, leather, hair, skin, etc.) touched by the flames will catch on fire unless the target makes a Reflex save (DC 12 +1 for every dart past the first). This causes an additional 1d4 points of damage per round until the flames are extinguished. Such materials can be extinguished in a single round if no other action is taken. The material component is a tiny ball of pitch and sulfur.
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Flare
Evocation [Light]
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Long (400' + 40'/level)
Effect: Bright light in the sky
Duration: 1 minute
Saving Throw: None

This spell is typically used for long-range signaling outdoors. It produces a streak of intense light that shoots straight up into the air from the caster's index finger and remains visible for one full round. It is equally visible in daylight or darkness, and can be seen from as far away as 5 miles, plus 1 mile per level of experience the caster has attained.
A flare may be used to indicate the position of the mage and his party, or it may be used to transmit simple messages. Since the caster controls the flare's color, a simple code may be devised for signaling between an army and its scouting parties. For instance, a red flare might indicate that an enemy is near, a yellow one might mean that the enemy is retreating, etc. If used as a weapon, the flare does not produce light. However, to hit a specific target a ranged touch attack must be made. If the target is hit, the victim takes 1d3 point of damage from a magical bolt. This bolt is basically a magic missile, and all things that affect magic missiles will affect a flare (shield, amulet of shielding, etc.).
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Frost Touch
Transmutation [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Until discharged
Saving Throw: Fortitude half
Spell resistance: Yes

This spell imbues the caster's hands with a powerful charge of elemental cold that he can use to damage an opponent. A successful melee touch delivers 1d6 points of cold and freezing damage +1 pt per level of the caster (maximum of +20).
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Icy Hands
Transmutation [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of cold and frost 10' long, centered on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes

When this spell is invoked, and icy blast of air and crystals shoot out at a 120 degree angle affecting any creature in the area of effect for 1d3 hit points of damage, plus 2 points for every level of experience of the caster, to a maximum of 1d3 + 20 hit points. Those who successfully save vs. Reflex receive half-damage.
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Protection from Rain
Abjuration
Level: Brd 0, Sor/Wiz 0
Components: S, M
Casting Time: 1 action
Range: Touch
Duration: 10 minutes per level or until discharged
Saving Throw: Will negates (harmless)
Spell resistance: Yes (harmless)

After casting this spell, the warded creature will remain dry even if standing in the midst of a torrent. The wizard is protected from splashes and falling drops, but he is not protected from more concentrated bodies or water such as puddles or creeks. The water will simply bead and flow down an invisible field that surrounds the wizard and his clothing at a distance of about one inch. An oiled leather rag is the material component of this spell.
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Wall of Darkness
Alteration [Darkness]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high
Duration: 1 round/level
Saving Throw: None
Spell resistance: No

This spell brings into being a vertical wall of blackness that cannot be seen through, even with darkvision. It is dispelled instantly by a light or daylight spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, if the spell is not cast in such a way (such as in a field of grass) that would not otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal.
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