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Mystaran Spell List II: M to Z

T his page contains complete details for each new spells in the Mystara-3E campaign world that starting with the letters M to Z. 

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Predict Weather


Level: Clr 2, Drd 1

Components: V, S, M/DF

Casting Time: 1 hour

Range: 1 mile + 1 mile/level radius

Area: 1 mile + 1 mile/level radius, centered on you

Duration: instantaneous

Saving Throw: None

Spell Resistance: No

Regions: All(?)

You may determine the general weather conditions in the area of affect for the next twelve hours. With a successful Knowledge (Nature) or Wilderness Lore check (DC 20), you may determine precise times and conditions. A successful check at DC 35 will indicate the location, approximate time, and intensity of any lightning strikes, high winds or other dangerous weather events.

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Sea Fury


Level: Ocean 8

Components: V, S, DF

Casting Time: 1 action

Range: Long (400ft. + 40ft./level)

Area: 60ft. + 5ft./level radius

Duration: 1 turn

Saving throw: See Text

Spell Resistance: No

Regions: All

This spell causes a section of the sea to churn and creates underwater currents of devastating force. Creatures in the area of effect are affected as though airborne in a tornado (see wind effects in Chapter X: Title of the DMG) taking 2d8 points of buffeting damage per round that they remain in the area. Those 'blown away' must make a swim check (DC 20) each round to escape the area. Spellcasting is impossible, small dwellings are reduced to rubble and larger constructions are cracked open. Ships on the surface are flung out of the area of effect and anyone swimming on the surface must make a swim check (DC 20) or be sucked under.


Conjuration (Creation)

Level: Craft 9, Sor/Wiz 8

Regions: All

As ironform except that the material created is of weapon quality. An armorsmith or weaponsmith with this spell could make masterwork items.

Arcane Material component: A small piece of weapon quality steel plus platinum dust worth 150gp.


Conjuration (Creation)

Level: Craft 6, Sor/Wiz 6

Components: V, S, M/DF

Casting Time: 1 round per cubic foot of material created/manipulated

Range: 0 ft. or Touch

Target: See text

Effect: Unattended stone item up to 10 cubic ft./2 levels (S)

Duration: Instantaneous

Saving throw: None

Spell Resistance: No

Regions: All

You create an unattended object made out of stone. The volume of the item created cannot exceed 10 cubic feet per two caster levels and the object must be made out of a single piece of stone with no moving parts. You must succeed at an appropriate craft check to make a complex item, such as an ornate fountain or statue.

The caster may later cast this spell again on any piece of stone that he has created with this spell in order to work on modifying the item. This is how spellcaster artists often make fine statues, for instance. A final casting of this spell "locks it in place" and it may no longer be modified by further castings. Until this final "locking" the object will detect as magical. Casting a dispel magic on the object will not dispel the object itself but it will also "lock" it in place.

The object must be created so as to rest on the ground or similar support, and cannot be cast in a space occupied by another object.

A caster can create his stone with one or more rough sides and later he, or another caster, can use another stoneform to create stone perfectly joined to the first on that side - and there will be no seam or weakness at the joining. This makes it a good spell for creating strong walls and gigantic buildings.

The caster may decide what type of stone is created, within reason. The DM may refuse to allow the caster to pick very expensive, exotic or magical stones. Valuable jade, for instance, is an inappropriate choice. However a caster can choose such stones as clear lead crystal, and so make thick, strong, perfect windows with this spell.

Arcane Material component: A small block of granite.

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Transport via Rock


Level: Drd 6, Shadow Elf 6

Components: V, S

Casting Time: 1 action

Range: Unlimited

Target: You

Duration: 1 round

Regions: All(?)

As transport via plants, except that it requires discrete rock formations, of any one type, that are large enough to contain the caster (thus excluding cavern walls). The destination rock need not be familiar to you, but it must be of the same type as the source rock.

This spell does not function with sentient rock creatures such as earth elementals.

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Wall of Darkness

Evocation [Darkness]

Level: Darkness 5

Components: V, S, DF

Effect: Sheet of darkness up to 20 ft. long/caster level or a ring of darkness with a radius of up to 5 ft./two caster levels; either form 20 ft. high

Regions: All(?)

As wall of fire, except that it creates wall of darkness, impenetrable even to darkvision, which does cold damage, not fire damage, it does not do double damage to undead and cannot be dispelled by doing damage to it.

A wall of darkness can be dispelled by a light spell of a higher level and it can be used to counter or dispel light spells of a lower level.

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