Spells: Special Commentary for Refereeing

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DMG

Some considerations, as well as practicality, make it impossible to give a concise list of each spell herein, with name, level, range, duration, area of effect, and so forth tabulated and then special notes appended.
A playing aid of this sort will likely be done in the not-too-distant future, and that will serve your needs far better than a spread herein. There are, however, quite a number of special notes which you must be apprised of, as spells are often abused by players.

The type of magic is given in the PLAYERS HANDBOOK in order that you may creatively develop material regarding spells - new spells, spell components, spell formulae, or even limitations due to magical repression or other reasons on certain types of spells in some areas.
Likewise, specialists can be developed as non-player characters, basing their abilities around the type of magic involved. In short, the type of magic involved in the casting of each spell is there to give you flexibility and a
foundation for creativity.

Spell components for a spell are generally lost/used when the spell is cast.
Exceptions: holy/unholy symbols, druids' mistletoe, et al.

Commentary regarding certain spells follows.
Be certain to read all of the material and have it at hand whenever a spell user casts a spell for which special considerations are noted.

Final Note: Remember that the reverse of any spell must be separately memorized,
and that each requires special components.
 
 

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