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Level
Indicates the minimum caster level required to learn and cast the spell.
Casting Time
Tells you how long it takes to cast the spell. "Turn" means the spell takes your full action during combat. Other spells might list "Instant" for immediate casting, which still uses up your full Turn unless specified otherwise.
Range
Describes how far away your target can be, else how far you can cast the spell. "Self" means you can only cast the spell on yourself. "Touch" means you must physically touch the target, and "Touch" includes self. Numerical ranges like "60 feet" tell you the maximum distance the spell can reach. Cone attacks originates form caster. Reading "Self, 30-foot cone" means from caster, 30 feet in length and 30 feet wide at its furthest point.
Duration
Explains how long the spell's effects last. "Instant" means the effect happens immediately and then ends. Time-based durations like "10 minutes" or "1 hour" tell you how long the magic persists.
Target
Specifies what or who the spell affects. This might be "Self," "One creature," "All creatures in cone," or another descriptor that defines valid targets for the spell.
Save
Save means Save Roll. It indicates whether targets can resist the spell's effects and what type of Save Roll they must make. "None" means no save is allowed. If you have any questions, please consult with your DN.
Effect
This section explains the mechanical benefits, damage dealt, conditions imposed, or other game effects the spell creates.
Scaling
Shows how the spell becomes more powerful as you gain levels - displaying you are becoming more skillful at harnessing magic, or more in tuned to becoming a conduit for your deity.
Special
Contains unique rules, limitations, or clarifications specific to that spell.
Even though mindless undead like zombies or skeletons have no Intelligence or conscious thought, the Save Roll system in OD represents magical resistance or spiritual recoil, not mental reasoning. So a WIS Mind save isn't about thinking, it's about whether the magic "takes hold" of their animating essence.
Mindless undead do not think, but they may still roll WIS Mind saves when affected by magic targeting their animating essence or spiritual presence. This represents the strength of necromantic energy, not mental reasoning.
When a spell lists duration as "plus X minutes per caster level," this refers to your current level, so adding from earlier level advancement applies.
Example: A 3rd level spell, Arcane Refuge you obtain at 3rd level states: "Duration: 15 minutes, plus 5 minutes per caster level." So at 3rd level it automatically protects you for 30 minutes (15 minutes + 3rd level).
If you read fire damage, thunder damage, force damage, or similar descriptive terms in a spell, it's still physical damage and DR (Damage Reduction) applies. These words are used as descriptive flair and guidance for the DN to help narrate the effect. The damage type describes how the spell manifests, but mechanically it functions as physical damage unless stated otherwise.
When a spell scales with your level, the new value for the increased effect overwrites the original stat bonus. The scaling replaces the base value entirely rather than adding to it.
Wizards can learn new magic by recording and studying scrolls, spellbooks, glyphs, and other magical writings. This allows wizards to expand their repertoire beyond the spells they gain through level advancement. This spell knowledge that is gained occurs in between adventures. Maybe up to several adventures, depending on complicated the spell is. DN discretion.
Magic Resistant and Spell Resistant are the same thing. These terms are interchangeable and refer to the same defensive property.
Throughout this guide, references to "undead, demonic, infernal, fiends, and other creatures from the lower realms" all describe beings originating from or connected to dark planes of existence. These creatures can share similar vulnerabilities and resistances.
See DN Guide for further information about realms.
Night Vision (True Night Sight):
You see normally in natural darkness as if it were daylight. This works outdoors at night and in unlit areas underground. However, magical darkness still blocks your sight completely. Normal obstacles like fog, smoke, and solid barriers affect you as usual. If range for Night Vision is unknown, and is needed, DN uses 60 feet as a default.
Twilight Sight:
Outdoors at night, you see in twilight, dusk, dawn, or under a clear full moon as though it were daytime. This ability doesn't function indoors, underground, or in total darkness. It requires some ambient lighting from twilight, dusk, dawn or full moon to work.
Dark Sense:
In complete darkness, you have a 40% chance to sense that something is near within a 30-foot radius. You can attempt this once per hour, or whenever the DN calls for a check. Success gives you vague awareness, presence and rough direction only, not precise location, number, or identity. This sense doesn't count as sight and doesn't automatically grant combat advantages unless the DN rules otherwise. It won't pierce walls or barriers.
Thermal Vision:
You perceive heat contrasts, warm bodies, hot metal, cooling surfaces, even in total darkness. You can identify living creatures and recent tracks by temperature differences, but fine details, colors, text, and subtle features remain indistinct. Thick stone, metal, glass, heavy insulation, or uniform temperatures can block or confuse thermal vision. Magical darkness doesn't stop heat detection, but solid walls and barriers do. If range for Thermal Vision is unknown, and is needed, DN uses 60 feet as a default.
Vision Adjudication Notes:
Magical darkness defeats even Night Vision and Twilight Sight, though Thermal Vision may still detect heat signatures and Dark Sense can ping presence within its rules. When multiple vision modes apply, use whichever gives the clearest result. Don't stack bonuses. Visual illusions fool Night Vision and Twilight Sight. Thermal Vision may see through heatless images. Dark Sense ignores purely visual tricks.
