Introduction Vol 2 (WSC)

==Introduction==
The second volume of the Wizard Spell Compendium continues the work of the first. This volume provides an alphabetical reference to wizard spells of the AD&D game system, covering the letters E through Mn. The entire series of Wizard Compendium books covers wizard spells created for the game from 1975 to 1995.
For the uninitiated, this is not a book of "real" magical spells. In a fantasy game world there are characters like Merlin the Magician, who create marvelous magical effects with a wave of the hand. This is a book of marvelous effects that can be used by the good guys (and the bad guys) in the course of a game session. The key to the game is, as always, the decisions made by the players (heroic or otherwise), and the impact those decisions have on the plot of the game. New spells are fun, but it's even more fun figuring out unusual ways to use them.
Up to this time, lists of spell effects have been keyed to spell level; that is, relative spell power. In other words, if all a gamer or Dungeon Master knew was a spell name, each level's list of spells had to be checked. Although the final volume of this series will include level lists (as well as lists by race and magical specialty) the most important principle of organization used in the series as a whole is alphabetical.
The material in these books is presented in the most current game format, that of the 2nd Edition rules. Some spell descriptions have been updated or combined with similar spell effects to eliminate duplication; some have been modified for better play, and a very few have been dropped entirely.
Variant magical systems, such as the rune magic system detailed in our Viking setting reference book, the kingdom-level magic of the BIRTHRIGHT setting; the psionic Dragon-King magics of the DARK SUN" setting; and the very rare, pure-energy "spellfire" of the FORGOTTEN REALMS setting are beyond the basic scope of this book. The emphasis here is on those magical effects that any magic-using character might find useful in the course of an adventure.
==About This Book==
The spells listed in this book are given alphabetically. Spell names that include a wizard's name are given a primary listing under that name; for example, for Tenser's floating disk, the primary entry is under "T." Another reference to the main entry will be found at the second word of the spell name; in this case the entry would read: "Floating Disk, Tenser's."
Be aware that many spell names are irregular compound words, and that standard alphabetical order follows complete words. Thus, fire shield will appear before fireball. If you can't find a spell, try looking for it as a compound form.
Some spells will have multiple names; or the name of a spell might have been changed, either to avoid confusion with a better known spell with a similar name or to better match the spell effect. For example, intensify, which makes natural phenomena such as storms and earthquakes more severe, was renamed intensify nature to distinguish it from effects that might be intensified by other spells, such as intensify summoning. Renamed spells have a short reference under the original name.
Spells associated with specific campaign worlds are marked with a special symbol so they can be easily recognized. See page 7 for a summary of these symbols. Also, spells that are associated with a specific monster or nonhuman race (such as dragons, elves, and so on) will be noted; the race name separated from the spell name by a dash.
Generally, spell names and secondary game effects will be italicized. For example, the emotion spell has a secondary effect called hope.
Category:Wizard's Spell Compendium