Spells
Aerial Servant
- Conjuration/Summoning
- Level: 6
- Range: 1”
- Duration: 1 day/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
This spell summons an invisible aerial servant (MM6) to do the bidding of the cleric who conjured it. The creature does not fight, but it obeys the command of the cleric with respect to finding and returning with whatever object or creature that is described to it. Of course, the object or creature must be such as to allow the aerial servant to physically bring it to the cleric or his or her assign. The spell caster should keep in mind the consequences of having an aerial servant prevented, for any reason, from completion of the assigned duty.
The spell lasts for a maximum of 1 day for each level of experience of the cleric who cast it. The aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric releases it, or the cleric is slain. The cleric must have a protection from evil spell, or be within a magic circle, thaumaturgic triangle, or pentagram when summoning an aerial servant unless the cleric has his or her religious symbol or a religious artifact or relic to use to control the creature. Otherwise, the creature will slay its summoner and return from whence it came.
The aerial servant will always attack by complete surprise when sent on a mission, and gain the benefit of 4 free melee rounds unless the creature involved is able to detect invisible objects, in which case the servant surprises on a 1-4. Each round the aerial servant must roll dice to score a hit, and when a hit is scored, it means the aerial servant has grabbed the item or creature it was sent to take and bring back to the cleric. If a creature is involved, the aerial servant’s strength is compared to the strength of the creature to be brought. If the creature in question does not have a strength rating, roll the appropriate number of the correct type of hit dice for the aerial servant and for the creature it has grabbed. The higher total is the stronger.
Affect Normal Fires
- Alteration
- Level: 1
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: 3’ diameter fire
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
This spell enables the magic-user to cause small fires — from as small as a torch or lantern to as large as a normal bonfire of 3’ maximum diameter — to reduce in size and light to become match-like or increase in light so as to become as bright as a light spell. Reducing the fire will cut fuel consumption to half normal, and increasing the fire will double consumption. Note that heat output is not altered in either case!
Airy Water
- Alteration
- Level: 5
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 2” diameter sphere or 4” diameter hemisphere
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The airy water spell turns normal liquid such as water or water based infusions or solutions to a less dense, breathable substance. Thus, if the magic-user were desirous of entering an underwater place, he or she would step into the water, cast the spell and sink downwards in a globe of bubbling water which he or she and any companions in the spell’s area of effect could move freely in and breathe just as if it were air rather than water. The globe will move with the spell caster.
Note that water breathing creatures will avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming, but no water-breathers will be able to breathe in an area affected by this spell.
There is only one word which needs to be spoken to actuate the magic, and the material component of the spell is a small handful of alkaline or bromine salts.
Alter Reality
- Illusion/Phantasm, Conjuration/Summoning
- Level: 7
- Range: Unlimited
- Duration: Special
- Area of Effect: Special
- Components: Special
- Casting Time: Special
- Saving Throw: Special
The alter reality spell is similar to Limited Wish. In order to effect the magic fully, the illusionist must depict the enactment of the alteration of reality through the casting of a phantasmal force, as well as verbalization in a limited form, before the spell goes into action.
Animal Friendship
- Enchantment/Charm
- Level: 1
- Range: 1”
- Duration: Permanent
- Area of Effect: One animal
- Components: V, S, M
- Casting Time: 6 turns
- Saving Throw: Neg.
By means of this spell the druid is able to show any animal which is of at least animal intelligence (but not above semi’-intelligent rating) that the druid is disposed to be its friend.
If the animal does not make its saving throw versus magic immediately when the spell is begun, it will stand quietly while the druid finishes the spell. Thereafter, it will follow the druid about, and he or she can teach it 3 specific “tricks” or tasks for each point of intelligence it possesses. Typical tasks are those taught a dog or similar pet, i.e. they cannot be complex.
Training for each such “trick” must be done over a period of 1 week, and all must be done within 3 months of acquiring the creature. During the training period the animal will not harm the druid, but if the creature is left alone for more than 3 days it will revert to its natural state and act accordingly.
The druid may use this spell to attract up to 2 hit dice of animal(s) per level of experience he or she possesses. This also means that the druid can never have more hit dice of animals so attracted and trained than are equal to or less than twice his or her levels of experience. Only neutral animals can be attracted, befriended, and trained.
The material components of this spell are mistletoe and a piece of food attractive to the animal subject.
GM NOTE: This spell will only function if the druid actually wishes to be the animals’ friend. If the druid has ulterior motives, the animals will always sense it.
Animal Growth (Druid)
- Alteration
- Reversible
- Level: 5
- Range: 8”
- Duration: 2 rounds/level
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
- Area of Effect: Up to 8 animals in a 2” square area
When this spell is cast, the druid causes all animals, up to a maximum of 8, within a 2” square area to grow to twice their normal size.
The effects of this growth are doubled hit dice (with resultant improvement in attack potential) and doubled damage in combat. The spell lasts for 2 melee rounds for each level of experience of the druid casting the spell.
Note that the spell is particularly useful in conjunction with a charm person or animal or a speak with animals spell.
The reverse reduces animal size by one half, and likewise reduces hit dice, attack damage, etc.
Animal Growth (Magic-User)
- Alteration
- Reversible
- Level: 5
- Range: 6”
- Duration: 1 round/level
- Area of Effect: Up to 8 animals in a 2” square area
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
When this spell is cast, the magic-user causes all animals, up to a maximum of 8, within a 2” square area to grow to twice their normal size.
The effects of this growth are doubled hit dice (with resultant improvement in attack potential) and doubled damage in combat. The spell lasts for 2 melee rounds for each level of experience of the druid casting the spell.
Note that the spell is particularly useful in conjunction with a charm person or animal or a speak with animals spell.
The reverse reduces animal size by one half, and likewise reduces hit dice, attack damage, etc.
The material component of the spell is a pinch of powdered bone.
Animal Summoning I
- Conjuration/Summoning
- Level: 4
- Range: 4”/level
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
By means of this spell, the druid calls up to eight animals of whatever sort the druid names when the summoning is made, if such type are within spell range. These animals can have no more than four hit dice each.
The animals summoned will aid the druid by whatever means they possess, staying until a fight is over, a specific mission is finished, the druid is safe, he or she sends them away, etc. The druid may try three times to summon three different sorts of animals, i.e. suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the druid calls for wild horses which may or may not be within summoning range.
Your referee will determine probabilities if the presence of a summoned animal type is not known. Other than various sorts of giant animals, fantastic animals or monsters cannot be summoned by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc.
Animal Summoning II
- Conjuration/Summoning
- Level: 5
- Range: 6”/level
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
By means of this spell, the druid calls either:
- 12 animals of up to 4 HD each
- 6 animals of up to 8 HD each
of whatever sort the druid names when the summoning is made, if such type are within spell range.
The animals summoned will aid the druid by whatever means they possess, staying until a fight is over, a specific mission is finished, the druid is safe, he or she sends them away, etc. The druid may try three times to summon three different sorts of animals, i.e. suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the druid calls for wild horses which may or may not be within summoning range.
Your referee will determine probabilities if the presence of a summoned animal type is not known. Other than various sorts of giant animals, fantastic animals or monsters cannot be summoned by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc.
Animal Summoning III
- Conjuration/Summoning
- Level: 6
- Range: 8”/level Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
By means of this spell, the druid calls either:
- 16 animals of up to 4 HD each
- 8 animals of up to 8 HD each
- 4 animals of up to 16 HD each
of whatever sort the druid names when the summoning is made, if such type are within spell range.
The animals summoned will aid the druid by whatever means they possess, staying until a fight is over, a specific mission is finished, the druid is safe, he or she sends them away, etc. The druid may try three times to summon three different sorts of animals, i.e. suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the druid calls for wild horses which may or may not be within summoning range.
Your referee will determine probabilities if the presence of a summoned animal type is not known. Other than various sorts of giant animals, fantastic animals or monsters cannot be summoned by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc.
Animate Dead (Cleric)
- Necromantic
- Level: 3
- Range: 1”
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans.
The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell.)
The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by clerics of good alignment.
It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell.
GM NOTE: It is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1 hit die (or 1 + hit die) are so animated, the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). N.B.: This does not enable a cleric to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.
Animate Dead (Magic-User)
- Necromantic
- Level: 5
- Range: 1”
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 rounds
- Saving Throw: None
This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans.
The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell.)
The magic-user is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level magic-user can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by magic-users of good alignment.
It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell.
Animate Object
- Alteration
- Level: 6
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 1 cubic foot/level
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
This powerful spell enables the cleric casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attack whomever or whatever the cleric first designates. The object can be of any material whatsoever — wood, metal, stone, fabric, leather, ceramic, glass, etc.
The speed of movement of the object is dependent upon its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 1” per round, a stone statue would move at 4” per round, a wooden statue 8” per round, an ivory stool of light weight would move at 12”. Slithering movement is about 1” to 2” per round, rolling 3” to 6” per round.
The damage caused by the attack of an animated object is dependent upon its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1-2 hit points of damage or possibly obstruct and trip as do light, supple objects. Hard, medium weight objects can crush or strike for 2-8 hit points of damage, those larger and heavier doing 3-12, 4-16, or even 5-20 hit points of damage.
The frequency of attack of animated objects is dependent upon their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per melee round.
The armor class of the object animated is basically a function of material and movement ability with regard to hitting. Damage is dependent upon the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects.
Your referee will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed.
The cleric can animate 1 cubic foot of material for each level of experience he or she has attained. Thus, a 14th level cleric could animate one or more objects whose solid volume did not exceed 14 cubic feet, i.e. a large statue, two rugs, three chairs, or a dozen average crocks.
Animate Rock
- Alteration
- Level: 7
- Range: 4”
- Duration: 1 round/level
- Area of Effect: 2 cubic feet/level
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: None
By employing an animate rock spell, the druid causes a lithic object of a size up to that indicated to move. (See animate object, the Sixth Level cleric spell.)
The animated stone object must be separate, i.e. not a piece of a huge boulder or the like. It will follow the desire of the druid casting the spell — attacking, breaking objects, blocking — while the magic lasts. It has no intelligence nor volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief — 12 words or so), can be given to the rock animated.
The rock remains animated for 1 melee round per level of experience of the spell caster, and the volume of rock which can be animated is also based on the experience level of the druid — 2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level.
Anti-Animal Shell
- Abjuration
- Level: 6
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 20’ diameter hemisphere
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
By casting this spell the druid brings into being a hemispherical force field which prevents the entrance of any sort of animal matter of normal (not magical) nature. Thus, a giant would be kept out, but undead could pass through the shell of force, as could such monsters as aerial servants, demons, devils, etc.
The anti-animal shell lasts for 1 turn for each level of experience the druid has attained.
GM NOTE: This shell is non-mobile. Humans, even though able to use magic, are non-magical, as are dwarves, elves, etc.
Anti-Magic Shell
- Abjuration
- Level: 6
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 1’/level diameter sphere
- Components: V, S
- Casting Time: 1 segments
- Saving Throw: None
By means of an anti-magic shell, the magic-user causes an invisible barrier to surround his or her person, and this moves with the spell caster.
This barrier is totally impervious to all magic and magic spell effects (this includes such attack forms as breath weapons, gaze weapons, and voice weapons). It thus prevents the entrance of spells or their effects, and it likewise prevents the function of any magical items or spells within its confines. It prevents the entrance of charmed, summoned, and conjured creatures.
However, normal creatures (assume a normal troll rather than one conjured up, for instance) can pass through the shell, as can normal missiles. While a magic sword would not function magically within the shell, it would still be a sword.
GM NOTE: It must be pointed out that creatures on their own plane are normal creatures, so this spell cast upon the Elemental Plane of Fire, for example, would hedge out none of the creatures of the plane.
Anti-Plant Shell
- Abjuration Level: 5
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 16’ diameter hemisphere
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The anti-plant shell spell creates an invisible barrier which keeps out all creatures or missiles of living vegetable material. Thus, the druid (and any creatures within the shell) is protected from attacking plants or vegetable creatures such as shambling mounds or treants.
The spell lasts for one turn per level of experience of the druid.
Antipathy/Sympathy
- Enchantment/Charm
- Level: 8
- Range: 3”
- Duration: 12 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 turns
- Saving Throw: Special
This spell allows the magic-user to set up certain vibrations which will tend to either repel or attract a specific type of living, intelligent creature or characters of a particular alignment.
The magic-user must decide which effect is desired with regard to what creature or alignment type before beginning the dweomercraefting, for the components of each application differ. The spell cannot be cast upon living creatures.
Antipathy: This dweomer causes the affected creature or alignment type to feel an overpowering urge to leave the area or not touch the affected item. If a saving throw versus magic is successful, the creature may stay/touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of dexterity per round the area or item is remained in or touched, subject to a maximum of 4 points. Failure to save versus magic forces the creature/alignment type to abandon the magicked area or item, shunning it permanently and never willingly enter/touch it until the spell is removed or expires.
The material component for this application of the spell is a lump of alum soaked in vinegar.
Sympathy: By casting the sympathy application of the spell, the magic-user can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or with the prospect of touching or possessing an object or item. The desire to stay in the area or touch/possess the magicked object/item will be overpowering, and unless a saving throw versus magic is made, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made from 1-6 turns later, and if this one fails, the affected creature will return to the area or object.
The material components of this spell are 1,000 g.p. worth of crushed pearls and a drop of honey.
Note that the particular kind of creature to be affected must be named specifically, i.e. red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment type for characters must be named, i.e. chaotic evil, chaotic good, lawful neutral, neutral, etc.
If this spell is cast upon an area, a 10’ per side cube can be magicked per level of experience of the magic-user. If an object or item is magicked, only that single thing can be enchanted, but affected creatures/characters save versus the magic thereon at -2.
Astral Spell (Cleric/Illusionist)
- Alteration
- Level: 7
- Range: Touch Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 3 turns
- Saving Throw: None
By means of the astral spell a caster is able to project his or her astral body into the Astral Plane, leaving his or her physical body and material possessions behind on the Prime Material Plane (the plane on which the entire universe and all of its parallels have existence).
Only certain magic items which have multi-planed existence can be brought into the Astral Plane. As the Astral Plane touches upon all of the first levels of the Outer Planes, the caster can travel astrally to any of these Outer Planes as he or she wills. The caster then leaves the Astral Plane, forming a body on the plane of existence he or she has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but a second body cannot be formed on the Prime Material Plane.
As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane. At all times the astral body is connected to the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation.
Although astrally projected persons are able to function on the Astral Plane, their actions do not affect creatures not existing on the Astral Plane. The spell lasts until the caster desires to end it, or until it is terminated by some outside means (dispel magic or destruction of the caster’s body on the Prime Material Plane).
The caster can take up to five other creatures with him or her by means of the astral spell, providing the creatures are linked in a circle with the caster. These fellow travelers are dependent upon the caster and can be stranded. Travel in the Astral Plane can be slow or fast according to the caster’s desire.
The ultimate destination arrived at is subject to the conceptualization of the caster. (See APPENDIX IV, THE KNOWN PLANES OF EXISTENCE, for further information on the Astral Plane and astral projection.)
GM NOTE: Any magic items can go into the Astral Plane, but most will become non-magical thereon, or on any planes removed from the Prime Material Plane. Those which contain spells which you determine will function on any given plane will function on that plane. Armor and weapons which are +3 or better might also function on other planes, but this is at your option. All artifacts and relics should be allowed to function anywhere. Items which draw their power from a particular plane will be likely to be far more powerful on the plane from whence their power comes, e.g., a ring of fire resistance on the Elemental Plane of Fire or a sword of life stealing on the Negative Material Plane. For creatures encountered see APPENDIX C.
Astral Spell (Magic-User)
- Evocation
- Level: 9
- Range: Touch
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
By means of the astral spell a caster is able to project his or her astral body into the Astral Plane, leaving his or her physical body and material possessions behind on the Prime Material Plane (the plane on which the entire universe and all of its parallels have existence).
Only certain magic items which have multi-planed existence can be brought into the Astral Plane. As the Astral Plane touches upon all of the first levels of the Outer Planes, the caster can travel astrally to any of these Outer Planes as he or she wills. The caster then leaves the Astral Plane, forming a body on the plane of existence he or she has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but a second body cannot be formed on the Prime Material Plane.
As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane. At all times the astral body is connected to the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation.
Although astrally projected persons are able to function on the Astral Plane, their actions do not affect creatures not existing on the Astral Plane. The spell lasts until the caster desires to end it, or until it is terminated by some outside means (dispel magic or destruction of the caster’s body on the Prime Material Plane).
The caster can take up to five other creatures with him or her by means of the astral spell, providing the creatures are linked in a circle with the caster. These fellow travelers are dependent upon the caster and can be stranded. Travel in the Astral Plane can be slow or fast according to the caster’s desire.
The ultimate destination arrived at is subject to the conceptualization of the caster. (See APPENDIX IV, THE KNOWN PLANES OF EXISTENCE, for further information on the Astral Plane and astral projection.)
Atonement
- Abjuration
- Level: 5
- Range: Touch
- Duration: Permanent
- Area of Effect: One person
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell is used by the cleric to remove the onus of unwilling or unknown deeds from the person who is the subject of the atonement.
The spell will remove the effects of magical alignment change as well. The person for whom atonement is being made must be either truly repentant or not in command of his or her own will so as to be able to be repentant. Your referee will judge this spell in this regard, noting any past instances of its use upon the person.
Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell.
The material components of this spell are the cleric’s religious symbol, prayer beads or wheel or book, and burning incense.
GM NOTE: As the all-in-all of the campaign milieu, you must assume the role of the supernatural powers judging the character making atonement. If the action appears to be very sincere, then the deity will be prone to allow atonement by means of the spell, with little or no sacrifice in addition, according to the deity’s overall nature; so that could mean a few coins in the poor box or a major quest for a relic. The less sincere the character, the greater will be the actions required to complete the spell, i.e. a hollow voice rings forth and commands: “GO FORTH FROM HERE AND RETURN NOT UNTIL YOU BRING CAPTIVE THE HIGH PRIEST OF OSIRIS AND ALL OF THE ALTAR SERVICE OF HIS TEMPLE AS SACRIFICES TO ME IN TOKEN OF THE SINCERITY OF YOUR TRUE REPENTANCE!” And that will be the final word from that deity until the deed is accomplished.
Audible Glamer (Illusionist)
- Illusion/Phantasm
- Level: 1
- Range: 6” + 1“/level
- Duration: 3 rounds/level
- Area of Effect: Hearing range
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: Special
When the audible glamer spell is cast, the caster causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired.
The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the caster can have the spell cause sound equal to that of 8 men, maximum.
Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the caster. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.
If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below).
The material component of the spell is a bit of wool or a small lump of wax.
Audible Glamer (Magic-User)
- Illusion/Phantasm
- Level: 2
- Range: 6“ + 1”/level Duration: 2 rounds/level
- Area of Effect: Hearing range
- Components: V, M
- Casting Time: 2 segments
- Saving Throw: Special
When the audible glamer spell is cast, the caster causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired.
The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the caster can have the spell cause sound equal to that of 8 men, maximum.
Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the caster. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.
If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below).
The material component of the spell is a bit of wool or a small lump of wax.
Augury
- Divination
- Level: 2
- Range: 0
- Duration: Special
- Components: V, S, M
- Casting Time: 2 rounds
- Saving Throw: None
The cleric casting an augury spell seeks to divine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, the party.
The base chance for correctly divining the augury is 70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at 1st level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each augury.
For example, assume that a party is considering the destruction of a weird seal which closes a portal. Augury is used to find if weal or woe will be the ultimate result to the party.
The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.
GM NOTE: This is a general future determinant with only a half hour maximum, so you need not be too exacting with regard to your vagueness. When the augury is cast, simply compare the knowledge you have and give the character general impressions of the question asked. “Will we do well if we venture onto the third level?” Answer: “Those who survive will be rich!” Basis: You have a terrible troll near where the character will enter the level (if he does), but the probable party is strong enough to beat it after a hard fight, and the monster guards 10,000 silver pieces and a +1 shield.
Barkskin
- Alteration
- Level: 2
- Range: Touch
- Duration: 4 rounds + 1 round/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
When the druid casts the barkskin spell upon a creature, its armor class improves 1 place because the creature’s skin becomes as tough as bark. In addition, saving throws versus all attack forms except magic increase by +1.
This spell can be placed on the druid casting it or on any other creature he or she touches.
In addition to mistletoe, the caster must have a handful of bark from an oak as the material component of the spell.
Bigby’s Clenched Fist
- Evocation
- Level: 8
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
Bigby’s clenched fist spell brings forth a huge, disembodied hand which is balled into a fist.
This magical member is under the mental control of the spell caster, and he or she can cause it to strike an opponent each round. No other spell casting or magical activity may be undertaken for the duration of the spell.
The clenched fist never misses, but the effectiveness of its blow varies from round to round based on 1d20:
- 1-12: glancing blow — 1 to 6 hit points
- 13-16: solid punch — 2 to 12 hit points
- 17-19: hard punch — 3 to 18 hit points and opponent is stunned next round
- 20: crushing blow — 4 to 24 hit points and opponent is stunned for next 3 round
Note: Any stunned opponent allows the magic-user to add +4 to his or her die roll to determine how well the fist strikes, as the opponent is not capable of dodging or defending against the attack effectively. (This spell can be used with any of the other hand spells of the Archmage Bigby.)
The material component of this spell is a leather glove and a small device consisting of four rings joined so as to form a slightly curved line, with an “I” upon which the bottoms of the rings rest, the whole fashioned of an alloyed metal of copper and zinc. The fist is destroyed by damage equal to the hit points of its caster being inflicted upon it.
Bigby’s Crushing Hand
(Evocation) Level: 9 Components: V, S, M Range: 1/2”/level Casting Time: 9 segments Duration: 1 round/level Saving Throw: None Area of Effect: Special
Bigby’s crushing hand causes the appearance of a huge disembodied hand which is similar to Bigby’s Forceful Hand and Bigby’s Clenched Fist. The crushing hand is under the mental control of the spell caster, and he or she can cause it to grasp and squeeze an opponent. Damage from this constriction depends on the number of rounds it acts upon the victim:
- 1st round: 1-10 hit points
- 2nd & 3rd rounds: 2-20 hit points
- 4th & beyond: 4-40 hit points
The hand can sustain hit points equal to those of the magic-user who created it before being dispelled.
The material components of the spell are a glove of snake skin and the shell of an egg.
Bigby’s Forceful Hand
- Evocation
- Level: 6
- Range: 1“/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
Bigby’s forceful hand is a more powerful version of Bigby’s Interposing Hand. It exerts a force in addition to interposing itself, and this force is sufficient to push a creature away from the spell caster if the creature weighs 500 pounds or less, to push so as to slow movement to 1” per round if the creature weighs between 500 and 2,000 pounds, and to slow movement by 50% of creatures weighing up to 8,000 pounds.
It takes as many hit points to destroy as its creator has.
Its material component is a glove.
Bigby’s Grasping Hand
- Evocation
- Level: 7
- Range: 1”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
Bigby’s grasping hand is a superior version of the sixth level Bigby’s Forceful Hand, being like it in many ways.
The grasping hand can actually hold motionless a creature or object of up to 1,000 pounds weight, or move creatures as a double strength forceful hand.
The material component is a leather glove.
Bigby’s Interposing Hand
- Evocation
- Level: 5
- Range: 1”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
Bigby’s interposing hand is a large to huge-sized magic member which appears and places itself between the spell caster and his or her chosen opponent.
This disembodied hand then remains between the two, regardless of what the spell caster does subsequently or how the opponent tries to get around it.
The size of the hand is determined by the magic-user, and it can be human-sized all the way up to titan-sized.
It takes as many hit points of damage to destroy as the magic-user who cast it. Any creature weighing less than 2,000 pounds trying to push past it will be slowed to one-half normal movement.
The material component of the spell is a glove.
Blade Barrier
- Evocation Level: 6
- Range: 3”
- Duration: 3 rounds/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
The cleric employs this spell to set up a wall of circling, razor-sharp blades.
These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8d8 hit points of damage in doing so. The barrier remains for 3 melee rounds for every level of experience of the cleric casting it.
The barrier can cover any area from as small as 5’ square to as large as 2” square, i.e. 20’ × 20’ under ground, 60’ × 60’ outdoors.
GM NOTE: This spell is absolutely stationary. It does not move in any way except with respect to the circling of the blades around the fixed point of the spell center. The plane of rotation of the blades can be horizontal, vertical, or anything in between, however. Note that creatures within the area of the barrier when it is invoked are entitled to a saving throw, and if this save is made, the blades are avoided and no damage is taken.
Bless
- Conjuration/Summoning
- Reversible
- Level: 1
- Range: 6”
- Duration: 6 melee rounds
- Area of Effect: 5” × 5”
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their “to hit” dice rolls by +1.
A blessing, however, will affect only those not already engaged in melee combat.
This spell can be reversed by the cleric to a curse upon enemies which lowers morale and “to hit” by -1.
The caster determines at what range (up to 6”) he or she will cast the spell, and it then affects all creatures in an area 5” square centered on the point the spell was cast upon.
In addition to the verbal and somatic gesture components, the bless requires holy water, while the curse requires the sprinkling of specially polluted water.
Blindness
- Illusion/Phantasm
- Level: 2
- Range: 3”
- Duration: Special
- Area of Effect: One creature
- Components: V
- Casting Time: 2 segments
- Saving Throw: Neg.
The blindness spell causes the recipient creature to become blind and able to see only a grayness before its eyes.
Various cure spells will not remove this effect, and only a dispel magic or the spell caster can do away with the blindness if the creature fails its initial saving throw versus the spell.
Blink
- Alteration
- Level: 3
- Range: 0
- Duration: 1 round/level
- Area of Effect: Personal
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
By means of this spell, the magic-user causes his or her material form to “blink” out and back to this plane once again in random period and direction during the duration of each minute the spell is in effect (See Blink Dog, MM10).
The segment of the round that the spell caster “blinks out” is determined by random roll with 2d4, and during this same segment he or she will appear again 2’ distant from his or her previous position.
Direction is determined by roll of d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.
If some object is already occupying the space where the spell caster is indicated as “blinking” into, his or her form is displaced in a direction away from original (round starting) position for any distance necessary to appear in empty space, but never in excess of an additional 10’. If that extra distance still dictates the magic-user and another solid object are to occupy the same space, the spell caster is then trapped on the ethereal plane.
During and after the blink segment of a round, the spell caster can be attacked only by opponents able to strike both locations at once, e.g. a breath weapon, fireball, and similar wide area attack forms. Those not so able can only strike the magic-user if they managed to attack prior to the “blink” segment.
The spell caster is only 75% likely to be able to perform any acts other than physical attack with a hand-held stabbing or striking weapon during the course of this spell. That is, use of any spell, device, or item might not be accomplished or accomplished in an incorrect manner or in the wrong direction. Your referee will determine success/failure and the results thereof according to the particular action being performed.
Blur
- Illusion/Phantasm
- Level: 2
- Range: 0
- Duration: 3 rounds + 1 round/level
- Area of Effect: The illusionist
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
When a blur spell is cast, the illusionist causes the outline of his or her form to become blurred, shifting and wavery. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and -2 on all successive attacks. It also allows a +1 on the saving throw die roll for any direct magical attack.
Burning Hands
- Alteration
- Level: 1
- Range: 0
- Duration: 1 round
- Area of Effect: Special
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips.
Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3’ length in a horizontal arc of about 120° in front of the magic-user.
Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.
Cacodemon
- Conjuration/Summoning
- Level: 7
- Range: 1”
- Duration: Special
- Area of Effect: Creature summoned
- Components: V, S, M
- Casting Time: Special
- Saving Throw: Special
This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon’s name being known to the magic-user. Note that this spell is not of sufficient power to bring a demon of greater power, and lesser sorts are not called as they have no known names. In any event, the spell caster must know the name of the type IV, V, or VI demon he or she is summoning. As the spell name implies, the demon so summoned is most angry and evilly disposed.
The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the demon confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned cacodemon. The summoned demon can be treated with as follows:
1) The magic-user can require the monster to perform a desired course of action by force of threat and pain of a Spiritwrack spell, allowing freedom whenever the demon performs the full extent of the service, and forcing the demon to pledge word upon it. This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the demon will bear great enmity for the magic-user forever after such forced obedience, so the spell caster had better be most powerful and capable.
2) By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service. Again, the spell caster is well advised to have ample protection and power to defend himself or herself, as the demon might decide the offer is insufficient — or it is easier to enjoy the summoner’s slow death — and decide not to accept the bargain as offered. Although the demon will have to abide by a pledge, as his name is known, he will have to hold only to the exact word of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil magic-users are likely to attempt to strike such a bargain, and the summoned cacodemon might be favorably disposed towards such a character, especially if he or she is also chaotic.
3) The summoned demon can be the object of a Trap the Soul spell. In this case, the magic-user will not speak with or bargain for the demon’s services, although the cacodemon might be eager to reach an accord with the dweomercraefter before he is forced into imprisonment. The trapping of the demon is risky only if proper precautions have not been taken, for failure to confine the monster usually means only that it is able to escape to its own plane. Once trapped, the demon must remain imprisoned until the possessor of his object of confinement breaks it and frees him, and this requires one service from the now loosed monster. If the individual(s) freeing the demon fails to demand a service when the monster asks what is required of him, the demon is under no constraint not to slay the liberator(s) on the spot, but if a service is required, the creature must first do his best to perform it and then return to the Abyss.
The duration of service of any demon must be limited unless the demon is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is 50% likely to free the demon from his obligations and enable him to be unconstrained in his vengeance upon the spell caster if he or she is not thereafter continually protected, for a demon so freed can remain on the plane it was summoned to for as long as 666 days.
The demon summoned will be exceptionally strong, i.e. 8 hit points per hit die.
Casting time is 1 hour per type (numeric) of the demon to be summoned. If there is any interruption during this period, the spell fails. If there is an interruption while the cacodemon is summoned, it is 10% probable that it will be able to escape its boundaries and attack the magic-user, this percentage rising cumulatively each round of continued interruption.
Each demon is entitled to a saving throw versus this summoning spell. If a score higher than the level of the magic-user summoning is rolled with 3d6 (2d10 with respect to type VI demons), that particular spell failed to bring the desired demon. When this occurs, it is certain that the named demon is imprisoned or destroyed or the name used was not perfectly correct, so the spell caster will have to call upon another name to bring forth a cacodemon.
The components of this spell are 5 flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuric- nitric acid crystals, mandrake root, alcohol, and a piece of parchment with the demon’s name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, of course) placed inside the area where the cacodemon is to be held.
Call Lightning
- Alteration
- Level: 3
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 72” diameter
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: 1/2
When a call lightning spell is cast, there must be a storm of some sort in the area — a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado. The druid is then able to call down bolts of lightning from sky to ground.
Each bolt will cause 2d8 damage plus 1d8 for each level of experience of the druid casting the spell. Thus, a 4th level druid calls down a six-die (6d8) bolt.
The bolt of lightning flashes down in a perpendicular stroke at whatever distance the spell caster decides, up to the 36” radial distance maximum. Any creature within a 1” radius of the path or the point where the lightning strikes will take full damage, unless a saving throw is made, in which case only one-half damage is taken. Full/half damage refers to the number of hit dice of the lightning bolt, i.e. if it is of eight dice strength, the victim will take either eight dice (8d8) or four dice (4d8), if the saving throw is made, of damage.
The druid is able to call one bolt of lightning every 10 melee rounds (1 turn), to a maximum number of turns equal to the level of experience he or she has attained, i.e. 1 bolt/turn for each level of experience.
Note: This spell is normally usable outdoors only.
GM NOTE: If a djinn or an air elemental is on hand to form a whirlwind, the druid is able to summon half-strength lightning strokes there-from.
Call Woodland Beings
- Conjuration/Summoning
- Level: 4
- Range: 12” + 1”/level Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: Special
- Saving Throw: Neg.
By means of this spell the druid is able to summon certain woodland creatures to his or her location.
Naturally, this spell will only work outdoors, but not necessarily only in wooded areas.
The druid begins the incantation, and the spell must be continued uninterrupted until some called creature appears or 2 turns have elapsed. The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spell caster.
Only 1 type of the following sorts of beings can be summoned by the spell, and they will come only if they are within the range of the call:
- 2-8 brownies
- 1-4 centaurs
- 1-4 dryads
- 1-8 pixies
- 1-4 satyrs
- 1-6 sprites
- 1 treant
- 1 unicorn
Your referee will consult his outdoor map or base the probability of any such creature being within spell range upon the nature of the area the druid is in at the time of spell casting.
The creature(s) called by the spell are entitled to a saving throw versus magic (at -4) to avoid the summons. Any woodland being answering the call will be favorably disposed to the spell caster and give whatever aid it is capable of. However, if the caller or members of the caller’s party are of evil alignment, the creatures are entitled to another saving throw versus magic (this time at +4) when they come within 1” of the druid or other evil character with him or her, and these beings will seek immediately to escape if the saving throw is successful.
In any event, if the druid requests that the summoned creatures engage in combat on behalf of the druid, they are required to make a loyalty reaction score based on the druid’s charisma and whatever dealings he or she has had with the called creature(s).
The material components of this spell are a pinecone and 8 holly berries.
Change Self
- Illusion/Phantasm
- Level: 1
- Range: 0
- Duration: 2-12 rounds + 2 rounds/level
- Area of Effect: The illusionist
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
This spell enables the illusionist to alter the appearance of his or her form — including clothing and equipment — to appear 1’ shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.
Chant
- Conjuration/Summoning
- Level: 2
- Range: 0
- Duration: Time of chanting
- Area of Effect: 3” radius
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
By means of the chant, the cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies.
Once the chant spell is completed, all attacks, damage and saving throws made by those in the area of effect who are friendly to the cleric are at +1, while those of the cleric’s enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary.
An interruption, however, such as an attack which succeeds and causes damage, grappling the chanter, or a magical silence, will break the spell.
Chariot Of Sustarre
- Evocation Level: 7
- Range: 1”
- Duration: 6 turns + 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When this spell is cast by a druid, it brings forth a large flaming chariot pulled by two fiery horses which appear in a clap of thunder amidst cloud-like smoke.
This vehicle moves at 24” on the ground, 48” flying, and it can carry the druid and up to 8 other man-sized creatures whom he or she first touches so as to enable these creatures to be able to ride aboard this burning transport.
Creatures other than the druid and his or her designated passengers will sustain damage equal to that of a wall of fire spell if they are within 5’ of the horses or chariot, voluntarily or involuntarily.
The druid controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as he or she desires. Note that the Chariot of Sustarre is a physical manifestation, and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which will cause 1 hit point of damage), they are armor class 2, and each requires 30 hit points of damage to dispel.
Naturally, fire has absolutely no effect upon either the vehicle or its steeds, but magical fires will affect the riders if they are exposed to them (other than those of the chariot itself).
In addition to mistletoe, the druid casting this spell must have a small piece of wood, 2 holly berries, and a fire source at least equal to a torch.
GM NOTE: This vehicle and its steeds are from the Elemental Plane Of Fire; therefore, they are subject to forced return to this plane (such as by dispel magic, holy/unholy word, etc.).
Charm Monster
- Enchantment/Charm
- Level: 4
- Range: 6”
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Neg.
This spell is similar to a Charm Person spell, but it will affect any living creature — or several creatures of lesser level as explained hereafter.
The magic-user casts the charm monster spell, and any affected creature regards the spell caster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature will follow reasonable requests, instructions, or orders most faithfully (cf. suggestion spell).
Affected creatures will eventually come out from under the influence of the spell, and the probability of such breaking of a charm monster spell (on a weekly basis) is a function of the creature’s level, i.e. its number of hit dice:
- 1st or up to 2: 5%
- 2nd or up to 3+2: 10%
- 3rd or up to 4+4: 15%
- 4th or up to 6: 25%
- 5th or up to 7+2: 35%
- 6th or up to 8+4: 45%
- 7th or up to 10: 60%
- 8th or up to 12: 75%
- 9th or over 12: 90%
Naturally, overtly hostile acts by the person charming the monster will automatically break the spell, or at the very least allow the monster a new saving throw versus the charm, the spell will affect from 2-8 1st level creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level.
GM NOTE: It is needful to point out that this spell does not suddenly empower the caster, or his or her associated characters, with any special means of communications. If the caster is unable to convey to the charmed creature his or her instructions, then the monster will simply refrain from harming the spell caster, and the others in the area, if any, will still be subject to its attentions, hostile or otherwise. Similar to a charm person spell, if damage is inflicted on the charmee at the same time (round) as the spell is cast, then the saving throw is made at +1 for each 1 point of damage so inflicted.
Charm Person
- Enchantment/Charm
- Level: 1
- Range: 12”
- Duration: Special
- Area of Effect: One person
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: Neg.
Except as shown above, this spell is the same as the second level druid spell, Charm Person or Mammal, but the magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls, gnomes, goblins, half- elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.
All other comments regarding spell effects apply with respect to persons.
GM NOTE: Attacks causing damage upon the subject person will cause a saving throw bonus of +1 per hit point of damage sustained in the round that the charm is cast.
Charm Person Or Mammal
- Enchantment/Charm
- Level: 2
- Range: 8”
- Duration: Special
- Area of Effect: One person or mammal
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Neg.
This spell will affect any single person or mammal it is cast upon. The creature then will regard the druid who cast the spell as a trusted friend and ally to be heeded and protected.
The spell does not enable the druid to control the charmed creature as if it were an automaton, but any word or action of the druid will be viewed in its most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the druid if assured that the only chance to save the druid’s life is if the creature holds back an onrushing red dragon for “just a round or two”.
Note also that the spell does not empower the druid with linguistic capabilities beyond those he or she normally possesses.
The duration of the spell is a function of the charmed creature’s intelligence, and it is tied to the saving throw. The spell may be broken if a saving throw is made, and this saving throw is checked on a periodic basis according to the creature’s intelligence:
- 3 or less: 3 months
- 4 to 6: 2 months
- 7 to 9: 1 month
- 10 to 12: 3 weeks
- 13 to 14: 2 weeks
- 15 to 16: 1 week
- 17: 3 days
- 18: 2 days
- 19 or more: 1 day
If the druid harms, or attempts to harm, the charmed creature by some overt action, or if Dispel Magic is successfully cast upon the charmed creature, the charm will be broken automatically.
The spell affects all mammalian animals and persons. The term person includes all bipedal human and humanoid creatures of approximately man-size, or less than man-size, including those affected by Hold Person. If the recipient of the charm person or mammal spell makes its saving throw versus the spell, its effect is negated.
GM NOTE: If at the same time this spell is cast the subject is struck by any spell, missile or weapon which inflicts damage, the creature will make its saving throw at +1 per point of damage sustained. Naturally, this assumes damage is inflicted by members of the spell caster’s party. Remember that a charmed creature’s or person’s priorities are changed as regards the spell-caster, but the charmed one’s basic personality and alignment are not. The spell is not enslave person or mammal. A request that a charmee make itself defenseless or that he/she/it be required to give up a valued item or cast a valuable spell or use a charge on a valued item (especially against the charmee’s former associates or allies) could allow an immediate saving throw to see if the charm is thrown off. In like manner, a charmed figure will not necessarily tell everything he/she/it knows or draw maps of entire areas. A charmed figure can refuse a request, if such refusal is in character and will not directly cause harm to the charmer. Also, a charm spell does not substantially alter the charmee’s feelings toward the charmer’s friends and allies. The charmed person or creature will not react well to the charmer’s allies making suggestions like “Ask him this question . . .” The charmee is oriented toward friendship and acceptance of the charmer, but this does not mean that he/she/it will put up with verbal or physical abuse from the charmer’s associates.
Chaos
- Enchantment/Charm
- Level: 5
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: up to 4” × 4”
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Special
This spell is similar to the seventh level druid Confusion spell, but all creatures in the area of effect are confused for the duration of the spell.
Only fighters other than paladins or rangers and illusionists are able to combat the spell effects and are thus allowed a saving throw. Similarly, monsters which do not employ magic and have intelligences of 4 (semi-intelligent) or less are entitled to saving throws.
The material component for this spell is a small disc of bronze and a small rod of iron.
Charm Plants
- Enchantment/Charm
- Level: 7
- Range: 3”
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: Neg.
The charm plants spell allows the spell caster to bring under command vegetable life forms, communicate with them, and these plants will obey instructions to the best of their ability.
The spell will charm plants in a 3” × 1” area. While the spell does not endow the vegetation with new abilities, it does allow the magic-user to command the plants to use whatever they have in order to fulfill his or her instructions, and if the plants in the area of effect do have special or unusual abilities, these will be used as commanded by the magic-user.
The saving throw applies only to intelligent plants, and it is made at -4 on the die roll.
The material components of the spell are a pinch of humus, a drop of water and a twig or leaf.
Clairaudience
- Divination
- Level: 3
- Range: Special
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
The clairaudience spell enables the magic-user to concentrate upon some locale and hear in his or her mind whatever noise is within a 6” radius of his or her determined clairaudience locale center. Distance is not a factor, but the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.).
Only sounds which are normally detectable by the magic-user can be heard by use of this spell. Only metal sheeting or magical protections will prevent the operation of the spell. Note that it will function only on the plane of existence on which the magic-user is at the time of casting.
The material component of the spell is a small silver horn of at least 100 g.p. value, and casting the spell causes it to disappear.
Clairvoyance
- Divination Level: 3
- Range: Special
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Similar to the clairaudience spell, the clairvoyance spell empowers the magic-user to see in his or her mind whatever is within sight range from the spell locale chosen. Distance is not a factor, but the locale must be known — familiar or obvious.
Furthermore, light is a factor whether or not the spell caster has the ability to see into the infrared or ultraviolet spectrums. If the area is dark, only a 1” radius from the center of the locale of the spell’s area of effect can be clairvoyed; otherwise, the seeing extends to normal vision range. Metal sheeting or magical protections will foil a clairvoyance spell. The spell functions only on the plane on which the magic-user is at the time of casting.
The material component of the spell is a pinch of powdered pineal gland from a human or humanoid creature.
Clone
- Necromantic
- Level: 8
- Range: Touch
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell creates a duplicate of a person. This clone is in all respects the duplicate of the individual, complete to the level of experience, memories, etc.
However, the duplicate is the person, so that if the original and a duplicate exist at the same time, each knows of the other’s existence; and the original person and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both.
If one cannot destroy the other, one (95%) will go insane (75% likely to be the clone) and destroy itself, or possibly (5%) both will become mad and commit suicide. These probabilities will occur within 1 week of the dual existence.
The material component of the spell is a small piece of the flesh of the person to be duplicated. Note that the clone will become the person as he or she existed at the time at which the flesh was taken, and all subsequent knowledge, experience, etc. will be totally unknown to the clone.
Also, the clone will be a physical duplicate, and possessions of the original are another matter entirely.
Note that a clone takes from 2-8 months to grow, and only after that time is dual existence established.
Cloudkill
- Evocation
- Level: 5
- Range: 1”
- Duration: 1 round/level
- Area of Effect: 4” wide, 2” high, 2” deep cloud
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
This spell generates a billowing cloud of ghastly yellowish green vapors which is so toxic as to slay any creature with fewer than 4+1 hit dice, cause creatures with 4+1 to 5+1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save versus poison normally or be slain by the cloud.
The cloudkill moves away from the spell caster at 1” per round, rolling along the surface of the ground. A wind will cause it to alter course, but it will not move back towards its caster. A strong wind will break it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2”. As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings; thus, it is ideal for slaying nests of giant ants, for example.
GM NOTE: The caster is able to cast this spell so that it forms around him or her, if this is desired. However, any creatures staying within the cloud for more than 1 round, even though they have 7 or more hit dice/levels, will take 1-10 hit points of damage on the second and each succeeding round.
Color Spray
- Alteration
- Level: 1
- Range: 1“/level
- Duration: 1 segment
- Area of Effect: 1/2” × 2” × 2” wedge
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: Special
Upon casting this spell, the illusionist causes a vivid fan-shaped spray of clashing colors to spring forth from his or her hand.
From 1 to 6 creatures within the area of effect can be affected. The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience.
Affected creatures are struck unconscious for 2-8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1-4 rounds if their level or number of hit dice is 1-2 greater than the illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2-8 segments if their level or number of hit dice is 3 or more greater than the spell caster.
All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the color spray spell.
The material components of this spell are a pinch each of powder or sand colored red, yellow and blue.
Command
- Enchantment/Charm
- Level: 1
- Range: 1”
- Duration: 1 round
- Area of Effect: One creature
- Components: V
- Casting Time: 1 segment
- Saving Throw: Special
This spell enables the cleric to issue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand.
The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. “Suicide!” could be a noun, so the creature would ignore the command. A command to “Die!” would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well.
Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc.
Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic.
Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!
Commune
- Divination
- Level: 5
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
By use of a commune spell the cleric is able to contact his or her divinity — or agents thereof — and request information in the form of questions which can be answered by a simple “yes” or “no”.
The cleric is allowed one such question for every level of experience he or she has attained. The answers given will be correct. It is probable that the referee will limit the use of commune spells to one per adventure, one per week, or even one per month, for the “gods” dislike frequent interruptions.
The material components necessary to a commune spell are the cleric’s religious symbol, holy/unholy water, and incense.
GM NOTE: The questions permitted must be asked consecutively in as brief a period as possible, as there is too much bother and disturbance for the supernatural powers otherwise. If the spell caster lags or goes off to do anything else, the spell is broken, over and done with. Note that it is possible for a deity to answer “I don’t know”, as most deities are not omniscient.
Commune With Nature
- Divination
- Level: 5
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell enables the druid to become one with nature in the area, thus being empowered with knowledge of the surrounding territory.
For each level of experience of the druid, he or she may “know” one fact, i.e. the ground ahead, left or right, the plants ahead, left or right, the minerals ahead, left or right, the water courses/bodies of water ahead, left or right, the people dwelling ahead, left or right, etc.
The spell is effective only in outdoors settings, and operates in a radius of one half mile for each level of experience of the druid casting the commune with nature spell.
Comprehend Languages
- Alteration
- Reversible
- Level: 1
- Range: Touch
- Duration: 5 rounds/level
- Area of Effect: One written object or speaking creature
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When this spell is cast, the magic-user is able to read an otherwise incomprehensible written message such as a treasure map (but not a magical writing, other than to know it is “magic”) or understand the language of a speaking creature. In either case, the magic user must touch the object to be read or the creature to be understood, and the spell does not enable the spell caster to write or speak the language.
The reverse, confuse languages, prevents comprehension or cancels a comprehend languages spell.
The material components of this spell are a pinch of soot and a few grains of salt.
GM NOTE: The reverse, confuse languages, can be cast upon a scroll to make it unreadable, but a second comprehend languages spell will then succeed.
Cone Of Cold
- Evocation
- Level: 5
- Range: 0
- Components: V, S, M
- Casting Time: 5 segments
- Duration: Instantaneous
- Saving Throw: 1/2
- Area of Effect: Special
When this spell is cast, it causes a cone-shaped area originating at the magic-user’s hand and extending outwards in a cone 1/2” long per level of the caster. It drains heat and causes 1d4+1 per level of experience of the magic-user.
For example, a 10th level magic-user would cast a cone of cold causing 10d4 + 10 hit points of damage.
Its material component is a crystal or glass cone of very small size.
Confusion (Druid)
- Enchantment/Charm
- Level: 7
- Range: 8“
- Duration: 1 round/level
- Area of Effect: Up to 4” by 4”
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: Special
This spell causes confusion in one or more creatures within spell range. Confused creatures will react as follows:
The spell lasts for 1 melee round for each level of experience of the spell caster. It will affect 2-8 creatures, plus a possible additional number of creatures determined by subtracting the level or number of hit dice of the strongest opponent creature within the spell range and area of effect from the level of the druid who cast the spell of confusion.
If a positive number results, it is added to the random die roll result for number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect.
Each affected creature must make a saving throw each round, unless they are caused to “wander away for 1 turn” in which case they will go as far away from the druid as is possible in one turn of normal movement, as conditions permit.
All saving throws are at -2. Confused creatures act according to the table of actions shown above, but saving throws and actions are checked at the beginning of each round.
- 1-2: Wander away for 1 turn
- 3-12: Stand confused for 1 round
- 13-16: Attack nearest creature for 1 round
- 17-20: Attack druid or his party for 1 round
Confusion (Illusionist)
(Enchantment/Charm) Level: 4 Range: 8” Duration: 1 round/level Area of Effect: Up to 4” × 4” Components: V, S, M Casting Time: 4 segments Saving Throw: Special
Except as noted above, this spell is the same as the fourth level magic-user confusion spell (q.v.). See also the seventh level druid confusion spell.
Confusion (Magic-User)
- Enchantment/Charm
- Level: 4
- Range: 12”
- Duration: 2 rounds + 1 round/level
- Area of Effect: Up to 6” × 6”
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: Special
Except as noted above, this spell is identical to the seventh level druid spell, confusion (q.v.). However, it affects a basic 2-16 creatures.
Its material component is a set of three nut shells.
Conjure Animals (Cleric)
- Conjuration/Summoning
- Level: 6
- Range: 3”
- Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
The conjure animals spell enables the cleric to summon a mammal, or several of them, to his locale in order that the creature(s) can attack the cleric’s opponents.
The conjured animal(s) remain in the cleric’s locale for 2 melee rounds for each level of experience of the cleric conjuring it (them), or until slain. The spell caster can, by means of his incantation, call up one or more mammals with hit dice whose total does not exceed his or her level. Thus, a cleric of 12th level could conjure one mammal with 12 hit dice, two with 6 hit dice each, three with 4 hit dice each, 4 with 3 hit dice each, six with 2 hit dice each, or 12 with 1 hit die each.
For every +1 (hit point) of a creature’s hit dice, count 1/4 of a hit die, i.e. a creature with 4 + 3 hit dice equals a 4 3/4 hit dice creature.
The creature(s) summoned by the spell will unfailingly attack the opponent(s) of the cleric by whom the spell was cast.
GM NOTE: For the list of these creatures see APPENDIX L: CONJURED ANIMALS.
Conjure Animals (Illusionist)
- Conjuration/Summoning
- Level: 6
- Range: 3”
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: None
Except as shown above, this spell is the same as the sixth level cleric spell, conjure animals (q.v.).
Conjure Earth Elemental
- Conjuration/Summoning
- Reversible
- Level: 7
- Range: 4”
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When a druid casts a conjure earth elemental spell, he or she summons an earth elemental of 16 hit dice to do the druid’s bidding.
Furthermore, the druid need but command it, and then do as he or she desires, for the elemental does not regard the druid who conjured it with enmity.
The elemental remains until destroyed, dispelled, or sent away by dismissal (cf. conjure fire elemental).
GM NOTE: As noted regarding fire elementals, a holy/ unholy word will send the creature back to its own plane.
Conjure Elemental
- Conjuration/Summoning
- Level: 5
- Range: 6”
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
There are actually four spells in one as respects conjure elemental.
The magic-user is able to conjure an air, earth, fire or water elemental with this spell — assuming he or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for conjuration of a water elemental. Conjured elementals are very strong — (MM37) — typically having 16 hit dice (16d8).
It is possible to conjure up successive elementals of different type if the spell caster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell.
The elemental conjured up must be controlled by the magic-user, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and attack. The elemental, however, will not cease a combat to do so, but it will avoid creatures when seeking its conjurer.
If the magic-user is wounded or grappled, his or her concentration is broken. There is always a 5% chance that the elemental will turn on its conjurer regardless of concentration, and this check is made at the end of the second and each succeeding round.
The elemental can be controlled up to 3” distant per level of the spell caster. The elemental remains until its form on this plane is destroyed due to damage or the spell’s duration expires. Note that water elementals are destroyed if they move beyond 6” of a body of water.
The material component of this spell (besides the quantity of the element at hand) is a small amount of:
- Air Elemental — burning incense
- Earth Elemental — soft clay
- Fire Elemental — sulphur and phosphorus
- Water Elemental — water and sand
N.B. Special protection from uncontrolled elementals is available by means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil spell.
Conjure Fire Elemental
- Conjuration/Summoning
- Reversible
- Level: 6
- Range: 8”
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 rounds
- Saving Throw: None
Upon casting a conjure fire elemental spell, the druid opens a special gate to the Elemental Plane of Fire, and a strong fire elemental (MM38) is summoned to the vicinity of the spell caster. It is 85% likely that a 16 die elemental will appear, 9% likely that 2 to 4 salamanders (MM85) will come, a 4% chance exists that an efreeti (MM37) will come, and a 2% chance exists that a huge fire elemental (MM38) of d4+20 hit dice will appear.
Because of the relationship of druids to natural and elemental forces, the conjuring druid need not fear that the elemental force summoned will turn on him or her, so concentration upon the activities of the fire elemental (or other creatures summoned) or the protection of a magic circle is not necessary.
The elemental summoned will help the druid however possible, including attacking opponents of the druid. The fire elemental or other creature summoned remains for a maximum of 1 turn per level of the druid casting the spell — or until it is sent back by attack, a dispel magic spell or the reverse of the spell (dismiss fire elemental).
Only a druid can dismiss summoned salamanders, efreeti, or ultra-powerful elementals.
GM NOTE: A holy/unholy word will send any elemental back to its plane.
Contact Other Plane
- Divination
- Level: 5
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 1 turn
- Saving Throw: None
When this spell is cast, the magic-user sends his or her mind to another plane of existence in order to receive advice and information from powers there.
As these powers are located at random, and resent such contact in any case, only brief answers will be given. (Your DM will answer all questions with a “yes”, “no”, “maybe”, “never”, “irrelevant”, etc.)
The character can contact an elemental plane or some plane further removed. For every 2 levels of experience of the magic-user one question may be asked. Contact with minds far removed from the plane of the magic-user increases the probability of the spell caster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes:
Plane | Likelihood of Insanity* | Likelihood of Knowledge | Likelihood of Veracity** |
---|---|---|---|
Elemental | 20% | 90%*** | 75% |
1 removed | 5% | 60% | 65% |
2 removed | 10% | 65% | 67% |
3 removed | 15% | 70% | 70% |
4 removed | 20% | 75% | 73% |
5 removed | 25% | 80% | 75% |
6 removed | 30% | 85% | 78% |
7 removed | 35% | 90% | 81% |
8 removed | 40% | 95% | 85% |
9 or more | 50% | 98% | 90% |
- * For every 1 point of intelligence over 15, the magic user reduces probability of insanity by 5%.
- ** If the answer is unknown, and the answer is not true, the being will answer definitely. If truth is indicated, it will answer “unknown.”
- *** Assumes knowledge of questions pertaining to the appropriate elemental plane.
Insanity will strike as soon as 1 question is asked. It will last for 1 week for each removal of the plane contacted, 10 weeks maximum. There is a 1% chance per plane that the magic-user will die before recovering unless a remove curse spell is cast upon him or her.
GM NOTE: See the section on INSANITY.
Continual Darkness
- Alteration
- Level: 3
- Range: 6”
- Duration: Permanent
- Area of Effect: 3” radius globe
- Components: V, M
- Casting Time: 3 segments
- Saving Throw: None
When this spell is cast, a globe of impenetrable darkness is created. The effects of this darkness, as well as the material component of the spell, are the same as the second level magic-user spell, darkness, 15’ radius (cf. continual light).
Continual Light (Cleric)
- Alteration
- Reversible
- Level: 3
- Range: 12”
- Duration: Permanent
- Area of Effect: 6” radius globe
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: None
This spell is similar to a light spell, except that it lasts until negated (by a continual darkness or dispel magic spell) and its brightness is very great, being nearly as illuminating as full daylight.
It can be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw.
Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example.
Its reverse, continual darkness causes complete absence of light.
GM NOTE: As does a light spell, this will tend to blind a creature if it is placed on its visual sensory area. The spell can also be placed upon a smallish object, and a lightproof case subsequently used to encase the object so as to make it dark until the covering is removed, i.e. a continual light source which expends no fuel and will not blow out. (Darkness spells are the bane of this device…)
Continual Light (Illusionist)
- Alteration
- Level: 3
- Range: 6”
- Duration: Permanent
- Area of Effect: 6” radius globe
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
This spell is the same as the second level cleric continual light spell (q.v.), except as noted above.
Continual Light (Magic-User)
- Alteration Level: 2
- Range: 6”
- Duration: Permanent
- Area of Effect: 6” radius globe
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
This spell is the same as the third level cleric spell continual light (q.v.), except that the range is only 6”, not 12”, and it cannot be reversed by the caster.
Control Temperature, 10’ Radius
- Alteration
- Level: 4
- Range: 0
- Duration: 4 turns + 1 turn/level
- Area of Effect: 20’ diameter sphere
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
When this spell is cast by the druid, the temperature surrounding the druid can be altered by 9 degrees Fahrenheit per level of experience of the spell caster, either upwards or downwards. Thus, a 10th level druid could raise the surrounding temperature from 1 to 90 degrees, or lower it by from 1 to 90 degrees.
The spell lasts for a number of turns equal to 4 plus the level of experience of the druid, i.e. when cast by a 10th level druid the spell persists for 14 turns.
Control Weather (Cleric)
- Alteration
- Level: 7
- Range: 0
- Duration: 4-48 hours
- Area of Effect: 4-16 square miles
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The control weather spell allows a cleric to change the weather in the area he or she is in at the time the spell is cast.
The spell will affect the weather for 4d12 hours in an area of 4d4 square miles. It requires 1 turn to cast the spell, and an additional 1d4 turns for the effects of the weather to be felt. The control weather spell will not radically change the temperature, i.e. from below zero to a 100 degree temperature heat wave. The weather control possible depends upon the prevailing conditions:
Precipitation
- CLEAR WEATHER
- Very clear
- Light clouds or hazy
- PARTLY CLOUDY WEATHER
- Clear weather
- Cloudy
- Mist/Light rain/small hail
- Sleet/Light snow
- CLOUDY WEATHER
- Partly cloudy
- Deep clouds
- Fog
- Heavy rain/Large hail
- Driving sleet/Heavy snow
Temperature
- HOT WEATHER
- Warm weather
- Sweltering heat
- WARM WEATHER
- Hot weather
- Cool weather
- COOL WEATHER
- Warm weather
- Cold weather
- COLD WEATHER
- Cool weather
- Arctic cold
Wind
- CALM
- Dead calm
- Light breeze
- LIGHT WIND
- Calm
- Strong wind
- STRONG WIND
- Light wind
- Gale
- GALE
- Strong wind
- Storm
- STORM
- Gale
- Hurricane/Typhoon
All three aspects of the weather (clouds/precipitation, temperature, and wind) can be controlled, but only as shown. For example, a day which is clear, warm, and with light wind can be controlled to become hazy, hot, and calm. Contradictions are not possible — fog and strong wind, for example. Multiple control weather spells can be used only in succession.
The material components for this spell are the cleric’s religious symbol, incense, and prayer beads or similar prayer object. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
GM NOTE: To find the prevailing conditions at the time the spell is cast, you must know the clime and the season, of course. Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation, wind speed and direction, and temperature must be determined according to the area. Knowing this, you should have no great problem informing the would-be spell caster as to what sort of weather exists.
Control Weather (Druid)
- Alteration
- Level: 7
- Range: 0
- Duration: 8-96 hours
- Area of Effect: 4-32 square miles
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The druidic control weather spell is more powerful than the clerical spell of the same name (q.v.). The spell caster is able to change weather by two places from the prevailing conditions if greater mistletoe is used. It otherwise is the same as the 7th level cleric control weather spell.
Control Weather (Magic-User)
- Alteration
- Level: 6
- Range: 0
- Duration: 4-24 hours
- Area of Effect: 4-16 square miles
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Except as noted above, and for the differing material components, this spell is the same as the seventh level cleric control weather spell (q.v.). The material components of this spell are burning incense, and bits of earth and wood mixed in water.
Control Winds
- Alteration
- Level: 5
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 4”/level radius hemisphere
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
By means of a control wind spell the druid is able to alter wind force in the area of effect.
For every level of his or her experience, the druid is able to increase or decrease wind force by 3 miles per hour.
- Winds in excess of 30 miles per hour drive small flying creatures (those eagle-sized and under) from the skies and severely inhibit missile discharge.
- Winds in excess of 45 miles per hour drive even man-sized flying creatures from the skies.
- Winds in excess of 60 miles per hour drive all flying creatures from the skies and uproot trees of small size, knock down wooden structures, tear off roofs, etc.
- Winds in excess of 75 miles per hour are of hurricane force and cause devastation to all save the strongest stone constructions.
A wind above 30 miles per hour makes sailing difficult, above 45 miles per hour causes minor ship damage, above 60 miles per hour endangers ships, and above 75 miles per hour sinks ships.
There is an “eye” of 4” radius around the druid where the wind is calm. A higher level druid can use a control winds spell to counter the effects of a like spell cast by a lower level druid (cf. control weather).
The spell remains in force for 1 turn for each level of experience of the druid casting it. Once the spell is cast, the wind force increases by 3 miles per hour per round until maximum speed is attained. When the spell is exhausted, the force of the wind diminishes at the same rate. Note that while the spell can be used in underground places, the “eye” will shrink in direct proportion to any confinement of the wind effect, i.e. if the area of effect is a 48” radius, and the confined space allows only a 46” radius, the “eye” will be a 2” radius; and any space under 44” radius will completely eliminate the “eye” and subject the spell caster to the effects of the wind.
Create Food & Water
- Alteration
- Level: 3
- Range: 1”
- Duration: Permanent
- Area of Effect: 1 cubic foot/level
- Components: V, S
- Casting Time: 1 turn
- Saving Throw: None
When this spell is cast, the cleric causes food and/or water to appear.
The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and soon; or the 2nd level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc.
Create Water (Cleric)
- Alteration
- Reversible
- Level: 1
- Range: 1”
- Duration: Permanent
- Area of Effect: Up to 27 cubic feet
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc.
The water is clean and drinkable (it is just like rain water).
Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water.
Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard).
Note that water cannot be created within a living thing.
The spell requires at least a drop of water to create, or a pinch of dust to destroy, water.
GM NOTE: It is not possible to create water within living material, i.e. it is not possible to cast the spell upon a creature and create liquid in any part of its body.
Create Water (Druid)
- Alteration
- Level: 2
- Range: 1”
- Duration: Permanent
- Area of Effect: 1 cubic foot/level
- Components: V, S
- Casting Time: 1 turn
- Saving Throw: None
The druid can create pure, drinkable water by means of a create water spell. He or she creates 1 cubic foot of water for each level of experience attained. The water can be created at a maximum distance of 1” from the druid.
Creeping Doom
- Conjuration/Summoning
- Level: 7
- Range: 0
- Duration: 4 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: None
When the druid utters the spell of creeping doom, he or she calls forth a mass of 500-1000 venomous, biting and stinging arachnids, insects and myriapods.
This carpet-like mass will swarm in an area of 2” square, and upon command from the druid will creep forth at 1“ per round towards any prey within 8”, moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of the small horrors inflicting 1 damage (each then dies after their attack), so that up to 1,000 damage can be inflicted on creatures within the path of the creeping doom.
If the creeping doom goes beyond 8” of the summoner, it loses 50 of its number for each 1“ beyond 8”, i.e. at 10” its number has shrunk by 100.
There are a number of ways to thwart or destroy the creatures forming the swarm, all of which methods should be obvious.
Cure Blindness
- Abjuration
- Reversible
- Level: 3
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
By touching the creature afflicted, the cleric employing the spell can permanently cure most forms of blindness.
Its reverse, cause blindness, requires a successful touch upon the victim, and if the victim then makes the saving throw, the effect is negated.
GM NOTE: This spell will not restore lost visual organs, whether such cause is due to injury or disease. Thus, at your option, the spell can simply remove magical blindness and cure disease or disease-like conditions such as cataracts and glaucoma and various forms of nearsightedness, farsightedness, or astigmatisms common to human eyes; or it can be effective against other eye disorders as well, save those noted above.
Cure Critical Wounds (Cleric)
- Necromantic
- Reversible
- Level: 5
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 8 segments
- Saving Throw: None
The cure critical wounds spell is a very potent version of the Cure Light Wounds spell.
The cleric lays his or her hand upon a creature and heals 3d8+3 hp. The spell does not affect creatures excluded in the cure light wounds spell explanation.
Its reverse, cause serious wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 3d8+3 damage. Caused wounds heal as do wounds of other sorts.
Cure Critical Wounds (Druid)
- Necromantic
- Reversible
- Level: 6
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
This spell is the same as the 5th level cleric cure critical wounds spell (q.v.), with the exception of the fact that the spell requires the use of any sort of mistletoe.
Cure Disease (Cleric)
- Abjuration
- Reversible
- Level: 3
- Components: V, S
- Range: Touch
- Casting Time: 1 turn
- Duration: Permanent
- Saving Throw: None
- Area of Effect: Creature touched
The cleric cures most diseases — including those of a parasitic, bacterial, or viral nature — by placing his or her hand upon the diseased creature.
The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place.
The reverse of the cure disease spell is cause disease. To be effective, the cleric must touch the intended victim, and the victim must fail the saving throw. The disease caused will begin to affect the victim in 1-6 turns, causing the afflicted creature to lose 1 hp per turn, and 1 point of strength per hour, until the creature is at 10% of original hit points and strength, at which time the afflicted is weak and virtually helpless.
Cure Disease (Druid)
- Necromantic
- Reversible
- Level: 3
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell is the same as the 3rd level cleric cure disease spell (q.v.), with the exception that the druid must have mistletoe to effect it. It is reversible to cause disease also.
Cure Light Wounds
- Necromantic
- Reversible
- Level: 1
- Range: Touch
- Duration: Permanent
- Area of Effect: Character touched
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
Upon laying his or her hand upon a creature, the cleric causes 1-8 hp of wound or other injury damage to the creature’s body to be healed.
This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons.
Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat “to hit” die is rolled to determine if the cleric’s hand strikes the opponent and causes such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal — or can be cured — just as any normal injury will. Caused light wounds are 1-8 damage.
Cure Serious Wounds (Cleric)
- Necromantic
- Reversible
- Level: 4
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 7 segments
- Saving Throw: None
This spell is a more potent version of the Cure Light Wounds spell. Upon laying his or her hand upon a creature, the cleric causes from 2d8+1 hit points of wound or other injury damage to the creature’s body to be healed.
This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 2d8+1 damage.
Cure Serious Wounds (Druid)
- Necromantic
- Reversible
- Level: 4
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
This spell is the same as the 4th level cleric cure serious wounds spell (q.v.), with the exception of the fact that the spell requires the use of any sort of mistletoe.
Dancing Lights (Illusionist)
- Alteration
- Level: 1
- Range: 4” + 1”/level
- Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
When a dancing lights spell is cast, the illusionist creates, at his or her option, from 1 to 4 lights which resemble either
- torches and/or lanterns (and cast that amount of light)
- glowing spheres of light (such as evidenced by will-o-wisps)
- one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire.
The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user.
The spell will wink out if the range or duration is exceeded. Range is a base of 4” plus 1” for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster.
The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.
Dancing Lights (Magic-User)
- Alteration
- Level: 1
- Range: 4” + 1“/level Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
When a dancing lights spell is cast, the magic user creates, at his or her option, from 1 to 4 lights which resemble either
- torches and/or lanterns (and cast that amount of light)
- glowing spheres of light (such as evidenced by will-o-wisps)
- one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire.
The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user.
The spell will wink out if the range or duration is exceeded. Range is a base of 4” plus 1” for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster.
The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.
Darkness (Illusionist)
- Alteration
- Level: 1
- Range: 1”/level
- Duration: 2-8 rounds + 1
- round/level
- Area of Effect: 15’ radius globe
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.
Darkness (Magic-User)
- Alteration
- Level: 2
- Range: 1“/level
- Duration: 1 turn + 1 round/level
- Area of Effect: 11/2” radius globe
- Components: V, M
- Casting Time: 2 segments
- Saving Throw: None
This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.
Deafness
- Illusion/Phantasm
- Level: 2
- Range: 6”
- Duration: Special
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Neg.
The deafness spell causes the recipient creature to become totally deaf and unable to hear any sounds (cf. blindness). This deafness can be done away with only by means of a dispel magic or by the spell caster. The victim is allowed a saving throw.
The material component of the spell is beeswax.
Death Spell
- (Conjuration/Summoning)
- Level: 6
- Range: 1“/level
- Duration: Instantaneous
- Area of Effect: 1/2” square/level
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
When a death spell is cast, it slays creatures in the area of effect instantly and irrevocably. The number of creatures which can be so slain is a function of their hit dice:
- less than 2: 4d20
- 2 to 4: 3d10
- 4+1 to 6+3: 2d4
- 6+4 to 8+3: 1d4
If a mixed group of creatures is attacked with a death spell, use the following conversion:
Creature’s Hit Dice | less than 2 | 2 to 4 | 4+1 to 6+3 | 6+4 to 8+3 |
---|---|---|---|---|
6 + 4 to 8 + 3 | 10 | 5 | 2 | - |
4 + 1 to 6 + 3 | 8 | 3 | - | 0.5 |
2 to 4 | 4 | - | 0.125 | 0.05 |
First, simply roll the dice to see how many creatures of less than 2 hit dice are affected, kill all these, then use the conversion to kill all 2 to 4 hit dice monsters, etc. If not enough of the number remains to kill the higher levels, they remain.
This system can be reversed by applying it to higher hit dice victims first. Example: The 4d20 when rolled indicate a total of 53, 20 of this is used to kill one 6 + 4 to 8 + 3 die creature (20 × .05 = 1), 16 are used to kill two 4 + 1 to 6+3 hit dice creatures (16×.125=2), 12 are used to kill three 2 to 4 die creatures (3 × 4 = 12), and 5 remainder can be used to kill off 5 less-than-2 dice creatures(5×1=5), i.e. 20+16+12+5=53.
A death spell does not affect lycanthropes, undead creatures, or creatures from other than the Prime Material Plane.
The material component of this spell is a crushed black pearl with a minimum value of 1,000 g.p.
GM NOTE: Creatures with less than 1 hit die count as only 1/2 a creature which otherwise has less than 2 hit dice. If such creatures are subjected to the spell, count them off thusly, although the maximum number affected cannot exceed 80 in any event.
Delayed Blast Fireball
- Evocation
- Level: 7
- Range: 10” + 1”/level
- Duration: Special
- Area of Effect: 2” radius globe
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: 1/2
This spell creates a fireball with +1 on each of its dice of damage, and it will not release its blast for from 1 to 50 segments, according to the command upon casting by the magic-user. In other respects, the spell is the same as the third level Fireball spell.
Demi-Shadow Magic
- Illusion/Phantasm
- Level: 6
- Range: 6” + 1”/level
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: Special
This spell is similar to the fifth level Shadow Magic spell, but in addition to the quasi-real spells listed thereunder it enables the illusionist to cast a quasi-real wall of fire, wall of ice, or cloudkill.
If recognized as demi-shadow magic (the victim makes its saving throw), the magic missile, fireball, et al. do 2 hit points of damage per level of experience of the spell caster, the wall spells cause 1-4 hit points of damage per level, and the cloudkill will slay only creatures with fewer than 2 hit dice.
GM NOTE: This spell also allows the caster to tap a source of power as noted under shadow magic.
Demi-Shadow Monsters
- Illusion/Phantasm
- Level: 5
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 2” × 2”
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: Special
This spell is similar to the fourth level spell, shadow monsters, except that the monsters created are of 40% hit points. Damage potential is 40% of normal, and they are armor class 8.
Detect Charm
- Divination
- Reversible
- Level: 2
- Range: 3”
- Duration: 1 turn
- Area of Effect: One creature
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded.
GM NOTE: Charm spells cast by creatures entitle the charmee to a saving throw versus magic, and if the save is successful, the detect charm spell does NOT pick up the fact that the charm exists.
Detect Evil (Cleric)
- Divination
- Reversible
- Level: 1
- Range: 12”
- Duration: 1 turn + 1/2 turn/level
- Area of Effect: 1” path
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an unintelligent viper will not.
The duration of a detect evil (or detect good) spell is 1 turn + 1/2 turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1 1/2 turn duration, at 2nd level a 2 turn duration, 2 1/2 at 3rd, etc. The spell has a path of detection 1” wide in the direction in which the cleric is facing. It requires the use of the cleric’s holy (or unholy) symbol as its material component, with the cleric holding it before him or her.
GM NOTE: Basically the degree of evil (faint, moderate, strong, overwhelming) and its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the general bent (lawful, neutral, chaotic) has a 10% chance per level of the cleric of being detectable.
Detect Evil (Magic-User)
- Divination
- Reversible
- Level: 2
- Range: 6”
- Duration: 5 rounds/level
- Area of Effect: 7” path
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
Except as noted above, this spell is the same as the first level cleric detect evil (q.v.).
Detect Illusion
- Divination)
- Level: 1
- Range: Touch
- Duration: 3 rounds + 2 rounds/ level
- Area of Effect: Line of sight 1” wide, 1“/level long
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
By means of this spell the illusionist is able to see an illusion and know it for exactly that. Note that it can be used to enable others to see illusions as unreal if the spell caster touches the creature with both hands and the creature looks at the illusion while so touched. The material component is a piece of yellow tinted crystal, glass, or mica.
Detect Invisibility (Illusionist)
- Divination
- Level: 1
- Range: 1“/level
- Duration: 5 rounds/level
- Area of Effect: 1” path
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
Except as noted above, this spell is the same as the second level magic-user spell, detect invisibility (q.v.).
Detect Invisibility (Magic-User)
- Divination
- Level: 2
- Range: 1“/level Duration: 5 rounds/level
- Area of Effect: 1” path
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
When the magic-user casts a detect invisibility spell, he or she is able to clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user’s line of sight along a 1” wide path to the range limit.
The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Detect Lie
- Divination
- Reversible
- Level: 4
- Range: 3”
- Duration: 1 round/level
- Area of Effect: One person
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
When the cleric employs this spell, the recipient is immediately able to determine if truth is being spoken. The spell lasts one round for each level of experience of the cleric casting the detect lie.
Gold dust is necessary for this spell.
Its reverse, undetectable lie, makes bald-face untruths seem reasonable, or simply counters the detect lie spell powers.
The reverse spell requires brass dust as its material component.
GM NOTE: This dweomer does not reveal the truth, nor will it necessarily reveal evasions of the truth; it empowers the caster to detect a lie.
Detect Magic (Cleric)
- Divination
- Level: 1
- Range: 3”
- Duration: 1 turn
- Area of Effect: 1” path, 3” long
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When the detect magic spell is cast, the cleric detects magical radiations in a path 1” wide, and up to 3” long, in the direction he or she is facing. The caster can turn 60° per round. Note that stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block the spell.
The spell requires the use of the cleric’s holy (or unholy) symbol.
GM NOTE: Only the fact that a dim or strong magic exists can be found by clerics (Cf. magic-user spell of the same name).
Detect Magic (Illusionist)
- Divination
- Level: 2
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: 1” path, 6” long
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
This spell is similar to the first level cleric and the first level magic-user spell, detect magic (qq.v.).
Detect Magic (Magic-User)
- Divination
- Level: 1
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: 1” path, 6” long
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
The only differences between this spell and the first level cleric detect magic spell are noted above (duration, area of effect, and no material component).
GM NOTE: This spell detects the intensity of the magic (dim, faint, moderate, strong, very strong, intense) and there is a 10% chance per level of the caster that the type (abjuration, alteration, etc.) can be found as well, although if a dual type, the detection percentage applies to both and must be rolled for separately.
Detect Snares & Pits
- Divination Level: 1
- Range: 0
- Duration: 4 rounds/level
- Area of Effect: 1” path, 4” long
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Upon casting this spell, the druid is able to detect snares & pits along the 1” wide by 4” long area of effect path and thus avoid such deadfalls. Note that in the underground only simple pits, not all forms of traps, would be detected by means of this spell.
Outdoors, the spell detects all forms of traps — deadfalls, missile trips, snares, etc.
The spell lasts 4 melee rounds for each level of experience of the druid casting it, i.e. 4 rounds at the 1st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) at the 3rd, etc.
Dig
- Evocation
- Level: 4
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 5’ cube per level of the magic-user
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: Special
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round.
The hole thus dug is a cube 5’ per side. The material thrown from the excavation scatters evenly around the pit. If the magic-user continues downward beyond 5’, there is a chance that the pit will collapse: 15%/additional 5’ in depth in earth, 35%/additional 5’ depth in sand, and 55%/additional 5’ depth in mud. Any creature at the edge (1’) of such a pit uses its dexterity score as a saving throw to avoid falling into the hole, with a score equal to or less than the dexterity meaning that a fall was avoided.
Any creature moving rapidly towards a pit area will fall in unless it saves versus magic. Any creature caught in the center of a pit just dug will always fall in.
The spell caster uses a miniature shovel and tiny bucket to activate a dig spell and must continue to hold these material components while each pit is excavated.
GM NOTE: This spell will inflict 5-20 hit points of damage if cast upon a clay golem.
Dimension Door
- Alteration
- Level: 4
- Range: 0
- Duration: Special
- Area of Effect: Spell caster
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
By means of a dimension door spell, the magic-user instantly transfers himself or herself up to 3” distance per level of experience of the spell caster.
This special form of teleportation allows for no error, and the magic-user always arrives at exactly the spot desired — whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as “30 inches straight downwards,” or “upwards to the northwest, 45 degree angle, 42 inches.”
If the magic-user arrives in a place which is already occupied by a solid body, he or she remains in the Astral Plane until located by some helpful creature willing to cast a dispel magic upon the person, for he or she is stunned and cannot successfully perform any spell casting.
If distances are stated and the spell caster arrives with no support below his or her feet (i.e., in mid-air), falling and damage will result unless further magical means are employed.
All that the magic-user wears or carries, subject to a maximum weight of 5,000cn of non-living matter, or half that amount of living matter, is transferred with the spell caster.
Recovery from use of a dimension door spell requires 7 segments.
Disintegrate
- Alteration
- Level: 6
- Range: 1/2“/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: Neg.
This spell causes matter to vanish. It will affect even matter (or energy) of a magical nature, such as Bigby’s forceful hand, but not a globe of invulnerability or an anti-magic shell.
Disintegration is instantaneous, and its effects are permanent. Any living thing can be affected, even undead, and non-living matter up to 1” cubic volume can be obliterated by the spell.
Creatures, and magical material with a saving throw, which successfully save versus the spell are not affected. Only 1 creature or object can be the target of the spell.
Its material components are a lodestone and a pinch of dust.
Dispel Evil
- Abjuration
- Reversible
- Level: 5
- Range: Touch
- Duration: 1 round/level
- Area of Effect: Creature touched
- Component: V, S, M
- Casting Time: 8 segments
- Saving Throw: Neg.
The cleric using this spell causes summoned creatures of evil nature, or monsters enchanted and caused to perform evil deeds, to return to their own plane or place.
Examples of such creatures are: aerial servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. Note that this spell lasts for 1 melee round for each level of experience of the caster, and while the spell is in effect all creatures which could be affected by it attack at a -7 penalty on their “to hit” dice when engaging the spell caster.
The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or sent to aid the cause of good.
The material components for this spell are the cleric’s religious object and holy/unholy water.
Dispel Exhaustion
- Illusion/Phantasm
- Level: 4
- Range: Touch
- Duration: 3 turns/level
- Area of Effect: 1 to 4 persons
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
By means of this spell, the illusionist is able to restore 50% of lost hit points to all persons (humans, demi-humans and humanoids) he or she touches during the round it is cast, subject to a maximum of four persons.
The spell gives the illusion to the person touched that he or she is fresh and well. Stamina is renewed, but when the spell duration expires, the recipient drops back to their actual hit point strength.
The spell will allow recipients to move at double speed for 1 round every turn (cf. haste spell).
Dispel Illusion
- Abjuration
- Level: 3
- Range: 1“/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
By means of this spell, the spell caster can dispel any phantasmal force — with or without audible glamer — cast by a non-illusionist; and the spell has the same chance of dispelling any illusion/phantasm spells of another illusionist as a Dispel Magic spell does, i.e. 50% base chance adjusted by 2% downward, or 5% upward, for each level of experience lesser/greater of the illusionist casting the dispel illusion compared to the illusionist casting the spell to be dispelled.
Dispel Magic (Cleric)
- Abjuration
- Level: 3
- Range: 6”
- Duration: Permanent
- Area of Effect: 3” cube
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: None
When a cleric casts this spell, it neutralizes or negates the magic it comes in contact with as follows: A dispel magic will not affect a specially enchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous magic item, magic weapon, magic shield, or magic armor.
It will destroy magic potions (they are treated as 12th level for purposes of this spell), remove spells cast upon persons or objects, or counter the casting of spells in the area of effect.
The base chance for success of a dispel magic spell is 50%. For every level of experience of the character casting the dispel magic above that of the creature whose magic is to be dispelled (or above the efficiency level of the object from which the magic is issuing), the base chance increases by 5%, so that if there are 10 levels of difference, there is a 100% chance. For every level below the experience/efficiency level of the creature/object, the base chance is reduced by 2%.
Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. It is automatic in negating the spell caster’s own magic.
GM NOTE: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw — if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note that artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Dispel Magic (Druid)
- Abjuration
- Level: 4
- Range: 8”
- Duration: Permanent
- Area of Effect: 4” cube
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
Except as noted above, this spell is the same as the 3rd level cleric dispel magic spell (q.v.).
Dispel Magic (Magic-User)
- Abjuration
- Level: 3
- Range: 12”
- Duration: Permanent
- Area of Effect: 3” cube
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, this spell is the same as the third level cleric spell dispel magic (q.v.).
Distance Distortion
- Alteration
- Level: 5
- Range: 1”/level
- Duration: 1 turn/level
- Area of Effect: 100 square “ per level
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
This spell can only be cast when the magic-user has an earth elemental conjured up, but the elemental will not react hostilely to co-operation with the spell caster when he or she announces that his or her intent is to cast a distance distortion spell.
The magic places the earth elemental in the area of effect, and the elemental then causes the area’s dimensions to be distorted in either of two ways: 1) the area will effectively be one-half the distance to those travelling over it, or 2) the area will be twice the distance to those travelling across it.
Thus a 10’ × 100’ corridor could seem as if it was but 5’ wide and 50’ long, or it could appear to be 20’ wide and 200’ long. When the spell duration has elapsed, the elemental returns to its own plane.
The true nature of an area affected by distance distortion is absolutely undetectable to any creatures travelling along it, although the area will radiate a dim dweomer, and a true seeing spell will reveal that an earth elemental is spread within the area.
Material needed for this spell is a small lump of soft clay.
Divination
- Divination Level: 4
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Similar to an augury spell, a divination spell is used to determine information regarding an area. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known.
The spell gives information regarding the relative strength of creatures in the area; whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked.
The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained.
The material components of the divination are a sacrificial creature, incense, and the holy symbol of the cleric.
If an unusually potent divination is attempted, sacrifice of particularly valuable gems or jewelry and/or magic items may be required.
Drawmij’s Instant Summons
- Conjuration/Summoning
- Level: 7
- Range: Infinite + special
- Duration: Instantaneous
- Area of Effect: One small object
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
When this spell is cast, the magic-user teleports some desired item from virtually any location directly to his or her hand.
The object must be singular, can be no larger than a sword is long, have no more mass and weight than a shield (about 75 g.p. weight), and it must be non-living.
To prepare this spell, the magic-user must hold a gem of not less than 5,000 g.p. value in his or her hand and utter all but the final word of the conjuration. He or she then must have this same gem available to cast the spell.
All that is then required is that the magic-user utter the final word while crushing the gem, and the desired item is transported instantly into the spell caster’s right or left hand as he or she desires. The item must, of course, have been previously touched during the initial incantation and specifically named, and only that particular item will be summoned by the spell.
If the item is in the possession of another creature, the spell will not work, but the caster will know who the possessor is and roughly where he, she, or it is located when the summons is cast.
Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily physical grasp) of another creature.
For each level of experience above the 14th, the magic-user is able to summon a desired item from 1 plane further removed from the plane he or she is upon at the time the spell is cast, i.e. 1 plane at 14th level, but 2 at 15th, 3 at 16th, etc. Thus, a magic-user of 16th level could effect the spell even if the item desired was on the second layer of one of the outer planes, but at 14th level the magic-user would be able to summon the item only if it were on one of the Elemental Planes or the Astral or the Ethereal Plane.
GM NOTE: The special jewel used will have a magically-created inscription naming the object it will summon. The inscription is invisible and readable only by means of a read magic spell to all but the caster of the spell. Items contained within a Leomund’s Secret Chest are not subject to this spell.
Duo-Dimension
- Alteration
- Level: 7
- Range: 0
- Duration: 3 rounds + 1 round/level
- Area of Effect: Personal
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
A duo-dimension spell causes the caster to have only two dimensions, height and width but no depth.
He or she is thus invisible when a sideways turn is made, and this invisibility can only be detected by means of a true seeing spell or similar means. In addition, the duo-dimensional magic-user can pass through the thinnest of spaces as long as they have the proper height according to his or her actual length — going through the space between a door and its frame is a simple matter.
The magic-user can perform all actions on a normal basis. He or she can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round.
Note that when turned the magic-user cannot be affected by any form of attack, but when visible he or she is subject to triple the amount of damage normal for an attack form, i.e. a dagger thrust would inflict 3-12 hit points of damage if it struck a duo-dimensional magic-user.
Furthermore, the magic-user has a portion of his or her existence on the Astral Plane when the spell is in effect, and he or she is subject to possible notice from creatures thereupon.
If noticed, it is 25% probable that the magic-user will be entirely brought to the Astral Plane by attack from the astral creature.
The material components of this spell are a thin, flat ivory likeness of the spell caster (which must be of finest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 5,000 to 10,000 g.p.) and a strip of parchment. As the spell is uttered, the parchment is given a half twist and joined at the ends. The figurine is then passed through the parchment loop, and both disappear forever.
Earthquake
- Alteration Level: 7
- Range: 12”
- Duration: 1 round
- Area of Effect: 1/2” diameter/level
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When this spell is cast by a cleric, a local tremor of fairly high strength rips the ground. The shock is over in one melee round. The earthquake affects all terrain, vegetation, structures, and creatures in its locale. The area of effect of the earthquake spell is circular, the diameter being 1/2 for every level of experience of the cleric casting it, i.e. a 20th level cleric casts an earthquake spell with a 10” diameter area of effect.
Effects are as follows:
- TERRAIN
- Cave or cavern: Collapses roof
- Cliffs: Crumble causing landslide
- Ground: Cracks open, causing creatures to fall in and be killed as follows:
- Size S — 1 in 4 (d4)
- Size M — 1 in 6 (d6)
- Size L — 1 in 8 (d8)
- Marsh: Drains water off to form muddy, rough ground
- Tunnel: Caves in
- VEGETATION
- Small growth: No effect
- Trees: 1 in 3 are uprooted and fall
- STRUCTURES
- All structures: Sustain from 5 to 60 points (5d12) of structural damage; those taking full damage are thrown down in rubble
- CREATURES
- see above
The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.
GM NOTE: Structures very solidly built, with foundations reaching to bedrock, will sustain half damage. Castles so built will take only one-quarter damage if they score above 50% on a saving throw roll. An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10, 0 = 100%) if the elemental is of forces opposed to the cleric casting the earthquake spell.
Emotion
- Enchantment/Charm
- Level: 4
- Range: 1“/level
- Duration: Special
- Area of Effect: 4” × 4” area
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Neg.
When this spell is cast, the illusionist can project his or her choice of 1 of the following 4 emotions:
- Fear: This is the same as the spell of the same name, but as it is not illusionary, the saving throw is made at -2. It counters/is countered by rage.
- Hate: The effect of hate is to raise morale, saving throw dice, “to hit” dice, and damage done by +2. It counters/is countered by hopelessness.
- Hopelessness: This has the same effect as the Symbol of Hopelessness. It counters/is countered by hate.
- Rage: The rage emotion causes the recipient to become berserk, attack at a +1 on the “to hit” dice, do +3 hit points of damage, and gives a temporary +5 hit points to the enraged creature. The recipient will fight without shield, and regardless of life as well. It counters/is countered by fear.
The spell lasts as long as the illusionist continues to concentrate on projecting the chosen emotion.
Enchant An Item
- Conjuration/Summoning
- Level: 6
- Range: Touch
- Duration: Special
- Area of Effect: One item
- Components: V, S. M
- Casting Time: Special
- Saving Throw: Neg.
This is a spell which must be used by a magic-user planning to create a magic item. The enchant an item spell prepares the object to accept the magic to be placed upon or within it.
The item to be magicked must meet the following tests:
-
1 it must be in sound and undamaged condition -
2 the item must be the finest possible, considering its nature, i.e. crafted of the highest quality material and with the finest workmanship -
3 its cost or value must reflect the second test, and in most cases the item must have a raw materials cost in excess of 100 g.p.
With respect to requirement 3), it is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, and/or engraved; however, if such work or materials can be added to an item without weakening or harming its normal functions, these are required for the item to be magicked.
The item to be prepared must be touched manually by the spell caster. This touching must be constant and continual during the casting time which is a base 16 hours plus an additional 8-64 hours (as the magic-user may never work over 8 hours per day, and haste or any other spells will not alter time required in any way, this effectively means that casting time for this spell is 2 days + 1-8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1’ distant from the spell caster, for if it is, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other form of magic may be performed, and the magic-user must remain quiet and in isolation.)
At the end of the spell, the caster will “know” that the item is ready for the final test. He or she will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the magic-user who magicked it) versus magic, the spell is completed. (Note that the spell caster’s saving throw bonuses also apply to the item, up to but not exceeding +3.) A result of 1 on the die (d20) always results in failure, regardless of modifications.
Once the spell is finished, the magic-user may begin to place the desired dweomer upon the item, and the spell he or she plans to place on or within the item must be cast within 24 hours or the preparatory spell fades, and the item must again be enchanted.
Each spell subsequently cast upon an object bearing an enchant an item spell requires 4 hours + 4-8 additional hours per spell level of the magic being cast. Again, during casting the item must be touched by the magic-user, and during rest periods it must always be within 1 of his or her person. This procedure holds true for any additional spells placed upon the item, and each successive dweomer must be begun within 24 hours of the last, even if any prior spell failed.
No magic placed on or into an item is permanent unless a permanency spell is used as a finishing touch, and this always runs a risk of draining a point of constitution from the magic-user casting the spell.
It is also necessary to point out that while it is possible to tell when the basic (enchant an item) spell succeeds, it is not possible to tell if successive castings actually take, for each must make the same sort of saving throw as the item itself made. Naturally, items that are charged — rods, staves, wands, javelins of lightning, ring of wishes, etc. — can never be made permanent. Scrolls or magic devices can never be used to enchant an item or cast magic upon an object so prepared.
The material component(s) for this spell vary according to both the nature of the item being magicked and successive magicks to be cast upon it. For example, a cloak of displacement might require the hides of 1 or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of a ki-rin. These specifics, as well as other information pertaining to this spell, are known by your Dungeon Master.
GM NOTE: When casting the permanency spell on an item, the magic-user need only roll 2 or better with d20 to avoid loss of a constitution point. Formulae for magic items are suggested under FABRICATION OF MAGIC ITEMS (q.v.).
Enchanted Weapon
- Alteration
- Reversible
- Level: 4
- Range: Touch
- Duration: 5 rounds/level
- Area of Effect: Weapon(s) touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon but has no bonuses whatsoever. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc. can be made into enchanted weapons. Two small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. Note that successful hits by enchanted missile weapons cause the spell to be broken, but that otherwise the spell duration lasts until the time limit based on the level of experience of the magic-user casting it expires, i.e. 40 rounds (4 turns) in the case of an 8th level magic-user.
The material components of this spell are powdered lime and carbon.
Enlarge
- Alteration
- Reversible
- Level: 1
- Range: 1/2”/level
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: Neg.
This spell causes instant growth of a creature or object. Enlargement causes increase in both size and weight.
It can be cast upon only a single creature or object. Spell range is 1/2” for each level of experience of the magic-user, and its duration is 1 turn per level of experience of the spell caster. The effect of the enlargement spell is to increase the size of a living creature (or a symbiotic or community entity) by 20% per level of experience of the magic-user, with a maximum additional growth of 200%. The effect on objects is one-half that of creatures, i.e. 10% per level to a 100% maximum additional enlargement. The creature or object must be seen in order to effect the spell. The maximum volume of living material which can be initially affected is 10 cubic feet — for non-living matter, 5 cubic feet — per level of the magic-user.
While magical properties are not increased by this spell — a huge +1 sword is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. — weight, mass and strength are. Thus, a table blocking a door would be heavier and more effective; a hurled stone would have more mass (and be more hurtful providing enlargement took place just prior to impact); chains would be more massive; doors thicker; a thin line turned to a sizable, longer rope; and so on.
Likewise, a person 12’ tall would be as an ogre, while an 18’ tall person would actually be a giant for the duration of the spell.
The reverse spell, reduce, will negate the effects or actually make creatures or objects smaller in the same ratios as the regular spell application functions. Unwilling victims of the spell, or its reverse, are entitled to a saving throw, which, if successful, indicates the magic does not function, and the spell is wasted.
The material component of this spell is a pinch of powdered iron.
GM NOTE: All garments and equipment worn by a subject of this spell should be considered to automatically drop off if held by straps or fasteners, otherwise to split away during growth, so it is not possible to “squeeze someone to death in their armor” by means of an enlarge. Material components possessed will not change size. Coats of mail, however, will be ruined if growth occurs while worn. Note that you can opt to make a target wearing objects an impossible task for an enlarge spell unless the character is actually touched so as to distinguish the creature from the objects.
Entangle
- Alteration
- Level: 1
- Range: 8”
- Duration: 1 turn
- Area of Effect: 4” diameter
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: Special
By means of this spell the druid is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell.
If any creature in the area of effect makes its saving throw, the effect of the spell is to slow its movement by 50% for the spell duration.
Erase
- Alteration
- Level: 1
- Range: 3”
- Duration: Permanent
- Area of Effect: One scroll or two facing pages
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: Neg.
The erase spell removes writings of either magical or mundane nature from a scroll or one or two pages or sheets of paper, parchment or similar surfaces.
It will not remove explosive runes or a symbol (see these spells hereafter), however. There is a basic chance of 50%, plus 2% per level of experience of the spell caster with respect to magical writings, plus 4% per level for mundane writing, that the spell will take effect. This represents the saving throw, and any percentile dice score in excess of the adjusted percentage chance means the spell fails.
GM NOTE: This spell might be useful against a Glyph of Warding.
ESP
- Divination
- Level: 2
- Range: 1/2“/level, 9” maximum
- Duration: 1 round/level
- Area of Effect: One creature per probe
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range — except creatures with no mind (as we know it), such as all of the undead.
The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is.
The material component of this spell is a copper piece.
Exorcise
- Abjuration
- Level: 4
- Range: 1
- Duration: Permanent
- Area of Effect: One creature or object
- Components: V, S, M
- Casting Time: 1-100+ turns
- Saving Throw: None
The spell of exorcise will negate possession of a creature or an object by any outside or supernatural force.
This includes control of a creature by some force in an object, possession by Magic Jar spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism.
Thus a soul object of any sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely (see Demon, MM16). The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless.
The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Base chance of success is modified by -1% for each level of difference between the cleric’s level of experience and the level of the possessor or possessing magic, where the smaller number is the cleric’s level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires.
Material components for this spell are the holy object of the cleric and holy water (or unholy, in the case, of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic.
Explosive Runes
- Alteration
- Level: 3
- Range: Touch
- Duration: Special
- Area of Effect: 1” radius
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: 1/2
By tracing the mystic runes upon a book, map, scroll, or similar instrument bearing written information, the magic-user prevents unauthorized reading of such.
The explosive runes are difficult to detect, 5% per level of magic use experience of the reader, thieves having only a 5% chance in any event. When read, the explosive runes detonate, delivering 6d4+6 damage upon the reader, who gets no saving throw, and either a like amount, or half that if saving throws are made, on creatures within the blast radius.
The magic-user who cast the spell, as well as any other magic-users he or she instructs, can use the instrument without triggering the runes. Likewise, the magic-user can totally remove them whenever desired. They can otherwise be removed only by a dispel magic spell, and the explosive runes last until the spell is triggered. The instrument upon which the runes are placed will be destroyed when the explosion takes place unless it is not normally subject to destruction by magical fire.
Extension I
- Alteration
- Level: 4
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 2 segments
- Saving Throw: None
By use of an extension I spell the magic-user prolongs the duration of a previously cast first, second, or third level spell by 50%. Thus, a levitate spell can be made to function 1 1/2 turns/level, a hold person spell made to work for 3 rounds/level, etc. Naturally, the spell has effect only on such spells where duration is meaningful.
GM NOTE: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
Extension II
- Alteration
- Level: 5
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 4 segments
- Saving Throw: None
This spell is the same as the fourth level extension I spell, except it extends the duration of first through fourth level spells by 50%.
Extension III
- Alteration
- Level: 6
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 5 segments
- Saving Throw: None
This spell is the same as the fourth level extension I except that it will extend first through third level spells to double duration and will extend the duration of fourth or fifth level spells by 50% of the indicated duration.
Faerie Fire
- Alteration Level: 1
- Range: 8”
- Duration: 4 rounds/level
- Area of Effect: 12 linear feet/level within a 4” radius
- Components: V
- Casting Time: 3 segments
- Saving Throw: None
When the druid casts this spell, he or she outlines an object or creature with a pale glowing light.
The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12’ per level (i.e. one 6’ man or two 3’ kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect.
Outlined objects or creatures (including those otherwise invisible) are visible at 8” in the dark, 4” if the viewer is near a bright light source.
Outlined creatures are easier to strike, thus opponents gain +2 on “to hit” dice. The faerie fire can be blue, green, or violet according to the word of the druid at the time he or she casts the spell.
The faerie fire does not itself cause any harm to the object or creature lined.
Fear (Magic-User)
- Illusion/Phantasm
- Level: 4
- Range: 0
- Duration: Special
- Area of Effect: 6” long cone, 3” diameter at end, 1/2’ at base
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: Neg.
When a fear spell is cast, the magic-user sends forth an invisible ray which causes creatures within its area of effect to turn away from the spell caster and flee in panic.
Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 hit die), and each level (or hit die) above this reduces the probability by 5%, i.e. at 10th level there is only a 15% chance, and at 13th level 0% chance.
Creatures affected by fear flee at their fastest rate for the number of melee rounds equal to the level of experience of the spell caster. The panic takes effect on the melee round following the spell casting, but dropping of items in hand will take place immediately.
The material component of this spell is either the heart of a hen or a white feather.
Fear (Illusionist)
- Illusion/Phantasm
- Level: 3
- Range: 0
- Duration: Special
- Area of Effect: 6” long cone, 3” diameter at end, 1/2” at base
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: Neg.
Except as noted above, this spell is the same as the fourth level magic-user spell, fear (q.v.).
Feather Fall
- Alteration
- Level: 1
- Range: 1“/level
- Duration: 1 segment/level
- Area of Effect: Special
- Components: V, M
- Casting Time: 1/10 segment
- Saving Throw: None
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a feathery piece of down.
Rate of falling is thus instantly changed to a mere constant 2’ per second or 12’ per segment, and no damage is incurred when landing when the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.
The spell can be cast upon the magic-user or some other creature or object up to the maximum range of 1” per level of experience of the spell caster. It lasts for 1 segment for each level of the magic-user. The feather fall affects an area of 1 cubic inch, and the maximum weight of creatures and/or objects cannot exceed a combined total equal to a base 2,000 gold pieces weight plus 2,000 gold pieces weight per level of the spell caster. Example: a 2nd level magic-user has a range of 2”, a duration of 2 segments, a weight maximum of 6,000 gold pieces (600 pounds) when employing the spell.
The spell works only upon free-falling or propelled objects. It will not affect a sword blow or a charging creature, but it will affect a missile.
The material component is a small feather or a piece of down somewhere on the person of the spell caster.
Feeblemind (Druid)
- Enchantment/Charm
- Level: 6
- Range: 16”
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S
- Casting Time: 8 segments
- Saving Throw: Neg.
A spell which is solely for employment against those persons or creatures who use magic spells, feeblemind causes the victim’s brain to become that of a moronic child.
The victim remains in this state until a heal, restoration or wish spell is used to do away with the effects. The spell is of such a nature that the probability of it affecting the target creature is generally enhanced, i.e. saving throws are lowered.
- Cleric: +1
- Druid: -1
- Magic-user (human): -4
- Illusionist: -5
- Combination or non-human: -2
Feeblemind (Magic-User)
- Enchantment/Charm
- Level: 5
- Range: 1”/level
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Neg.
Except as noted above, this spell is the same as the sixth level druid spell, feeblemind (q.v.). The material component of this spell is a handful of small clay, crystal, glass or mineral spheres.
- Cleric: +1
- Druid: -1
- Magic-user (human): -4
- Illusionist: -5
- Combination or non-human: -2
Note that the spell has no material component.
Feign Death (Cleric)
- Necromantic Level: 3
- Range: Touch
- Duration: 1 turn + 1 round/level
- Area of Effect: One person
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
Except as noted above, this spell is the same as the third level magic-user spell, feign death (q.v.). Note that a character of any level may be affected by the cleric casting this spell.
The material components are a pinch of graveyard dirt and the cleric’s holy/unholy symbol.
Feign Death (Druid)
- Necromantic Level: 2
- Range: 1”
- Duration: 4 rounds + 2 rounds/level
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, this spell is the same as the third level magic-user feign death spell (q.v.).
The material component is a piece of dead oak leaf (in addition to mistletoe, of course).
Feign Death (Magic-User)
- Necromantic
- Level: 3
- Range: Touch
- Duration: 6 rounds + 1 round/ level
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
By means of this spell, the caster or any other creature whose levels of experience/hit dice do not exceed the magic-user’s own level can be put into a cataleptic state which is impossible to distinguish from actual death.
Although the person/creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body will not be felt and no reaction will occur and damage will be only one-half normal. In addition, paralysis, poison, or energy level drain will not affect the individual/creature under the influence of this spell, but poison injected or otherwise introduced into the body will become effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.
Note that only a willing individual can be affected by feign death. The spell caster is able to end the spell effects at any time desired, but it requires 1 full round for bodily functions to begin again.
GM NOTE: The recipient of this dweomer consumes air at 1/100th of the normal rate. Any poison within the system of the spell recipient is effectively slowed so as to cause no harm whatsoever for the duration of the spell.
Find Familiar
- Conjuration/Summoning
- Level: 1
- Range: 1 mile/level
- Duration: Special
- Area of Effect: As spell range
- Components: V, S, M
- Casting Time: 1-24 hours
- Saving Throw: Neg.
A familiar is of certain benefit to a magic-user, as the creature adds to the spell caster’s hit points, it conveys its sensory powers to its master, and it can converse with and will serve as a guard/ scout/spy as well.
However, the magic-user has no control over what sort of creature will answer the summoning, or if any at all will come, and the power of the conjuration is such that it can be attempted but once per year.
At such time as the magic-user determines to find a familiar, he or she must stoke up a brass brazier with charcoal, and when this is burning well, add 100 g.p. worth of incense, herbs (basil, savory, and catnip for sure), and fat. When these items are burning, the spell caster begins his or her incantation, and it must be continued until the familiar comes or the casting time is finished. Your referee will secretly determine all results.
The magic-user has absolutely no control over what sort of a creature appears to become his or her familiar. This will be determined on the table below:
-
1-4 black cat excellent night vision & superior hearing -
5-6 crow excellent vision -
7-8 hawk very superior distance vision -
9-10 screech owl night vision equals human daylight visual ability, superior hearing -
11-12 toad wide angle vision -
13-14 weasel superior hearing & very superior olfactory power -
15 special; see sub-table below for details -
16-20* no familiar available within spell range
*Subtract 1 from the die score for each 3 levels of experience of the spell caster, and if the score is 15 or less roll again using d16, and if a 16 is rolled then the result is final.
If a score of 15 is rolled, use the table below for a special familiar:
- chaotic evil or chaotic neutral: quasit (MM80)
- chaotic good, neutral, or neutral good: pseudo-dragon (MM79)
- lawful neutral or lawful good: brownie (MM11)
- lawful evil or neutral evil: imp (MM54)
Normal familiars have 2-4 hit points and armor class of 7 (due to size, speed, etc.). Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar’s hit points is added to the hit point total of the magic-user when it is within 12” of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points.
If a special familiar is indicated, details of the powers it conveys are given in the Monster Manual for all except the brownie. This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal to the brownie’s (18) and the advantage of never being surprised, as well as +2 on all saving throws.
Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell, and NO familiar will be available that year to the caster.
A familiar will fight for the life of the magic-user it serves only in a life and-death situation, and imps and quasits will be 90% likely not to do so at the risk of their own life.
GM NOTE: If the magic-user opts to send away a familiar, he or she may never again find another until the former is killed or dies. Purposely killing or causing to be killed a familiar (or former familiar) is most likely to find great disfavor with the gods, assuming, of course, that this pertains to the magic-user and his or her associated familiar. Note that spell duration concerns the finding of the familiar. Once it is found, the familiar will serve until killed. To determine animal availability, see the fourth level druid spell, Animal Summoning I.
Find The Path
- Divination
- Reversible
- Level: 6
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 rounds
- Saving Throw: None
By use of this spell, the cleric is enabled to find the shortest, most direct route that he or she is seeking, be it the way to or from or out of a locale. The locale can be outdoors or underground, a trap or even a maze spell.
The spell will enable the cleric to select the correct direction which will eventually lead him or her to egress, the exact path to follow (or actions to take), and this knowledge will persist as long as the spell lasts, i.e. 1 turn for each level of experience of the cleric casting find the path.
The spell frees the cleric, and those with him or her from a maze spell in a single melee round and will continue to do so as long as the spell lasts.
The material component of this spell is a set of divination counters of the sort favored by the cleric — bones, ivory counters, sticks, carved runes, or whatever.
The reverse, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course.
GM NOTE: This spell is subject to the same sort of abuse as a locate object spell is. A locale is not an object. The spell will enable the caster to find a way into or out of some area, but this area must be known or identified in itself, not for what it might house. Thus, one could use it to find a great forest of ash trees but not to find a forest where a green dragon lived. In the latter case the desire is to find an object, not an area or locale. Similarly, use of a find the path spell to locate the way to a hoard of platinum pieces is absolutely useless, as it must not be allowed, but the spell could be used to find a level known to have such a hoard of coins, or a cavern with a pool in it might be pointed to, etc. The spell finds a way to a locale or an area, and whatever objects are therein are not meaningful to the spell.
Find Traps
- Divination
- Level: 2
- Range: 3”
- Duration: 3 turns
- Area of Effect: 1” path
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
When a cleric casts a find traps spell, all traps — concealed normally or magically — of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.
GM NOTE: This spell will be 10% likely per level of the cleric casting it to be able to note the type of magic involved, i.e. alteration, divination, etc., if it is a magical or magically-concealed trap.
Finger Of Death
- Enchantment/Charm
- Level: 7
- Range: 6”
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Neg.
The finger of death spell causes the victim’s heart to stop. The druid utters the incantation, points his or her index finger at the creature to be slain, and unless the victim succeeds in making the appropriate saving throw, death occurs.
Fire Charm
- Enchantment/Charm
- Level: 4
- Components: V, S, M
- Range: 1”
- Casting Time: 4 segments
- Duration: 2 rounds/level
- Saving Throw: Neg.
- Area of Effect: 30’ diameter of fire
By means of this spell the magic-user causes a normal fire source such as a brazier, flambeau, or bonfire to serve as a magical agent, for from this source he or she causes a gossamer veil of multi-hued flame to circle the fire at 5’ distance.
Any creatures observing the fire or the dancing circle of flame around it must save versus magic or be charmed into remaining motionless and gazing, transfixed at the flames. While so charmed, creatures are subject to suggestion spells of 12 or fewer words, saving against their influence at -3.
The fire charm is broken by any physical attack upon the charmed creature, if a solid object is interposed between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell is at an end.
Note that the veil of flame is not a magical fire, and passing through it incurs the same type and amount of damage as would be sustained from passing through its original fire source.
The material component for this spell is a small piece of multicolored silk of exceptional thinness which the dweomercraefter must throw into the fire source.
Fire Seeds
- Conjuration
- Level: 6
- Range: 4”
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round/seed
- Saving Throw: 1/2
The spell of fire seeds creates special missiles or timed incendiaries which burn with great heat.
The druid may hurl these seeds up to 4” or place them to ignite upon a command word. Acorns become fire seed missiles, while holly berries are used as the timed incendiaries. The spell creates up to four acorn fire seeds or eight holly berry fire seeds. The acorns burst upon striking their target, causing 2d8 damage and igniting any combustible materials within a 1” diameter of the point of impact. Although the holly berries are too light to make effective missiles, they can be placed, or tossed up to 6’ away, to burst into flame upon a word of command. The berries ignite causing 1d8 damage to any creature in a 1/2” diameter burst area, and their fire ignites combustibles in the burst area. The command range for holly berry fire seeds is 4”.
All fire seeds lose their power after the expiration of 1 turn per level of experience of the druid casting the spell, i.e. a 13th level druid has fire seeds which will remain potent for a maximum of 13 turns after their creation.
Targets of acorn fire seeds must be struck by the missile. If a saving throw is made, creatures within the burst area take only one-half damage, but creatures struck directly always take full damage. Note that no mistletoe or other material components beyond acorns or holly berries are needed for this spell.
GM NOTE: As with missiles of the type produced by a produce flame spell, all fire seed missiles are considered to be short range, and misses are handled as described in the GRENADE-LIKE MISSILES subsection of COMBAT.
Fire Shield
- Evocation-Alteration
- Level: 4
- Range: 0
- Duration: 2 rounds + 1 round/level
- Area of Effect: Personal
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
By casting this spell the magic-user appears to immolate himself or herself, but the flames are thin and wispy, shedding light equal only to half that of a normal torch (15’ radius of dim light), and colored blue or green if variation A is cast, violet or blue if variation B is employed.
Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted! The other spell powers depend on the variation of the spell used:
A) The flames are hot, and any cold-based attacks will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained; fire-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage.
The material component for this variation is a bit of phosphorous.
B) The flames are cold, and any fire-based attack will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained; cold-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage.
The material component for this variation is a live firefly or glow worm or the tail portions of 4 dead ones.
Fire Storm
- Evocation
- Reversible
- Level: 7
- Range: 16”
- Duration: 1 round
- Area of Effect: 2” cube/level, minimum 16 cubic “
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: 1/2
When a fire storm spell is cast by a druid, a whole area is shot through with sheets of roaring flame which are equal to a Wall of Fire in effect
. Creatures within the area of fire and 1” or less from the edge of the affected area take 2d8 damage plus additional damage equal to the number of levels of experience of the druid unless they make a saving throw, in which case they take only one-half damage.
The area of effect is equal to 2 cubic “ per level of the druid, i.e. a 13th level druid can cast a fire storm which measures 13” by 2” by 1”. The height of the storm is 1” or 2”; the balance of its area must be in length and width.
The reverse spell, fire quench, smothers double the area of effect of a fire storm with respect to normal fires, and with respect to magical fires it has a 5% chance per level of the caster of extinguishing a magical fire (such as a fire storm) of proportions up to the normal area of effect of the non-reversed spell.
GM NOTE: The reverse, fire quench, will cause a flame tongue (flaming) sword to be extinguished unless it makes a successful saving throw versus a CRUSHING BLOW. Once extinguished thus, the weapon becomes non-magical.
Fire Trap (Druid)
- Evocation
- Level: 2
- Range: Touch
- Duration: Permanent until discharged
- Area of Effect: Object touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: 1/2
This spell is the same as the fourth level magic-user fire trap spell (q.v.) except as shown above and for the fact that the material components are holly berries and a stick of charcoal to trace the outline of the closure.
Fire Trap (Magic-User)
- Evocation
- Level: 4
- Range: Touch
- Duration: Permanent until discharged
- Area of Effect: Object touched
- Components: V, S, M
- Casting Time: 3 rounds
- Saving Throw: 1/2
Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) is affected by a fire trap spell, but the item so trapped cannot have a second spell such as hold portal or wizard lock placed upon it except as follows: if a fire trap/hold portal is attempted, only the spell first cast will work, and the other will be negated (both negated if cast simultaneously). If a fire trap is cast after a wizard lock, the former is negated, if both are cast simultaneously both are negated, and if a wizard lock is cast after placement of a fire trap there is a 50% chance that both spells will be negated.
A knock spell will not affect a fire trap in any way — as soon as the offending party enters/touches, the trap will discharge. The caster can use the trapped object without discharging it.
When the trap is discharged there will be an explosion of 5’ radius, and all creatures within this area must make saving throws versus magic. Damage is 1-4 hit points plus 1 hit point per level of the magic-user who cast the spell, or one-half the total amount for creatures successfully saving versus magic.
The item trapped is NOT harmed by this explosion. There is only 50% of the normal chance to detect a fire trap, and failure to remove it when such action is attempted detonates it immediately.
To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter.
GM NOTE: The spell can be removed/negated by a dispel magic as is normal.
Fireball
- Evocation
- Level: 3
- Range: 10” + 1“/level
- Duration: Instantaneous
- Area of Effect: 2” radius sphere
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: 1/2
A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1d6 for each level of experience of the spell caster.
Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) of damage.
The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards).
Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell’s effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected.
The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking 1/2 the full hit point damage — each and every one within the blast area.
The material component of this spell is a tiny ball composed of bat guano and sulphur.
Flame Arrow
- Conjuration/Summoning
- Level: 3
- Range: Touch
- Duration: 1 segment/level
- Area of Effect: Each arrow/bolt touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Once the magic-user has cast this spell, he or she is able to touch one arrow or crossbow bolt (quarrel) per segment for the duration of the flame arrow. Each such missile so touched becomes magic, although it gains no bonuses “to hit”.
Each such missile must be discharged within 1 round, for after that period flame consumes it entirely, and the magic is lost. Fiery missiles will certainly have normal probabilities of causing combustion, and any creature subject to additional fire damage will suffer +1 hit point of damage from any flame arrow which hits it.
The material components for this spell are a drop of oil and a small piece of flint.
Flame Strike
- Evocation Level: 5
- Range: 6”
- Duration: 1 segment
- Area of Effect: 1” diameter by 3” high column
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: 1/2
When the cleric calls down a flame strike spell, a column of fire roars downward in the exact location called for by the caster.
If any creature is within the area of effect of a flame strike, it must make a saving throw. Failure to make the save means the creature has sustained 6d8 damage; otherwise, 3d8.
The material component of this spell is a pinch of sulphur.
Fly
- Alteration
- Level: 3
- Range: Touch
- Duration: 1 turn/level + 1d6 turns
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
This spell enables the magic-user to bestow the power of magical flight.
The creature affected is able to move vertically and/or horizontally at a rate of 12” per move (half that if ascending, twice that if descending in a dive).
The exact duration of the spell is always unknown to the spell caster, as the 1d6 turns variable addition is determined by the Dungeon Master secretly.
The material component of the fly spell is a wing feather of any bird.
Fog Cloud
- Alteration
- Level: 2
- Range: 1”
- Duration: 4 rounds + 1 round/level
- Area of Effect: 4” wide, 2” high, 2” deep cloud
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
The fog cloud is a billowing mass of misty vapors which is of similar appearance to a Cloudkill, the fog being greenish.
The spell caster creates the fog cloud and it moves away from him or her at a 1” per round rate.
Although it behaves in most respects just as if it were a cloudkill, the only effect of the fog is to obscure vision, just as a wall of fog does.
GM NOTE: A gust of wind spell will dissipate the cloud in a single round.
Fools Gold
- Alteration Level: 2
- Range: 1”
- Duration: 6 turns/level
- Area of Effect: 1 cubic foot per level of the magic-user
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold for the spell duration by means of this dweomer.
Note that a huge amount of copper or brass can be turned to gold by the spell — assume 4,000 g.p. are equal to a cubic foot for purposes of this spell. Any creature viewing fools gold is entitled to a saving throw which must be equal to or less than its intelligence score, but for every level of the magic-user the creature must add 1 to his dice score, so it becomes unlikely that fools gold will be detected if it was created by a high level caster.
If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold”: if a 50 g.p. citrine is powdered and sprinkled over the metal to be changed, the chance that cold iron will return it to its true nature is 30%; if a 100 g.p. amber stone is powdered, there is a 25% chance that iron will dispel the dweomer; if a 500 g.p. topaz is powdered, the chance drops to 10%; and if a 1,000 g.p. oriental (corundum) topaz is powdered, there is only a 1% chance that the cold iron will reveal that it is fools gold.
Forget
- Enchantment/Charm
- Level: 2
- Range: 3”
- Duration: Permanent
- Area of Effect: 2“ × 2”
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: Neg.
By means of this dweomer the spell caster causes creatures within the area of effect to forget the events of the previous round (1 minute of time previous to the utterance of the spell).
For every 3 levels of experience of the spell caster another minute of past time is forgotten. Naturally, forget in no way negates any charm, suggestions, geases, quests, or similar spells, but it is possible that the creature who caused such magic to be placed upon the victim of a forget spell could be forgotten by this means.
From 1-4 individual creatures can be affected by the spell, at the discretion of the caster. If only 1 is to be affected, the recipient saves versus magic at -2 on the dice; if 2 are spell objects, they save at -1; and if 3 or 4 are to be made to forget by this dweomer, they save normally.
A clerical heal or restoration spell, specially cast for this purpose, will restore the lost memories, as will a wish, but other means will not serve to do so.
Friends
- Enchantment/Charm Level: 1
- Range: 0
- Duration: 1 round/level
- Area of Effect: 1” + 1”/level of spell caster radius sphere
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: Special
A friends spell causes the magic-user to gain a temporary increase of 2-8 points in charisma — or a temporary lowering of charisma by 1-4 points — depending on whether creatures within the area of effect of the spell make — or fail — their saving throw versus magic.
Those that fail their saving throw will be very impressed with the spell caster and desire greatly to be his or her friend and help. Those that do not fail will be uneasy in the spell caster’s presence and tend to find him or her irritating. Note that this spell has absolutely no effect on creatures of animal intelligence or lower.
The components for this spell are chalk (or white flour), lampblack (or soot), and vermillion applied to the face before casting the spell.
Fumble
- Enchantment/Charm
- Level: 4
- Range: 1“/level
- Duration: 1 round/level
- Area of Effect: 1 creature
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: 1/2
When a fumble spell is cast, the magic-user causes the recipient of the magic to suddenly become clumsy and awkward.
Running creatures will trip and fall, those reaching for an item will fumble and drop it, those employing weapons will likewise awkwardly drop them. Recovery from a fall or of a fumbled object will typically require the whole of the next melee round. Note that breakable items might suffer damage when dropped. If the victim makes his or her saving throw, the fumble will simply make him or her effectively operate at one-half normal efficiency (cf. slow spell).
The material component of this spell is a dab of solidified milk fat.
Gate (Cleric)
- Conjuration/Summoning
- Level: 7
- Range: 3”
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
The casting of a gate spell has two effects:
- it causes an ultra-dimensional connection between the plane of existence the cleric is on and that plane on which dwells a specific being of great power, the result enabling the being to merely step through the gate, or portal, from its plane to that of the cleric
- the utterance of the spell attracts the attention of the dweller on the other plane. When casting the spell, the cleric must name the demon, devil, demi-god, god, or similar being he or she desires to make use of the gate and come to the cleric’s aid.
There is a 100% certainty that something will step through the gate. The actions of the being which comes through will depend on many factors, including the alignment of the cleric, the nature of those in company with him or her, and who or what opposes or threatens the cleric. Your Dungeon Master will have a sure method of dealing with the variables of the situation. The being gated in will either return immediately (very unlikely) or remain to take action.
GM NOTE: Unless you have some facts regarding the minions serving the being called forth by the casting of the gate spell, it is necessary to have the being called come. Then, if it is a trifle, it can leave or attack; if it is of middling importance, it can take some positive action to set matters aright, and then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. However, Asmodeus might send a pit fiend to see what the problem was, and some deity of lawful good might send a ki-rin on the same mission. As to the likelihood of the gated being returning without doing something, use a factor of 20% for a trifling matter, 15% of return if the affair is of medial importance, and from 1% to 50% if the matter is very important — 1% indicating that the being finds itself well able to handle the situation and everything pleases or displeases it greatly, 50% if the situation would be risky and it is displeased. Thus, Asmodeus summoned by a party of chaotic good characters to save them from a type VI demon could be a trifle to an important act, depending on what was involved — such as a relic of lawful evil. Asmodeus would certainly do away with the summoners as well as the demon if at all possible. On the other hand, Asmodeus summoned to pit himself against Bahamut would be very likely to turn and do a speedy exit unless the matter was of critical importance to Hell.
Gate (Magic-User)
(Conjuration/Summoning) Level: 9 Range: 3” Duration: Special Area of Effect: Special Components: V, S Casting Time: 9 segments Saving Throw: None
Except as noted above, this spell is the same as the seventh level cleric spell, gate (q.v.).
Gaze Reflection
- Alteration
- Level: 1
- Range: 0
- Duration: 1 round
- Area of Effect: Special
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
The gaze reflection spell creates a mirror-like area of air before the illusionist. Any gaze attack, such as that of a basilisk or a medusa, will be reflected back upon the gazer if it looks upon the spell caster.
GM NOTE: The creature that has its gaze reflected by this spell is entitled to a saving throw.
Geas
- Enchantment/Charm
- Level: 6
- Range: 0
- Duration: Special
- Area of Effect: Creature touched
- Components: V
- Casting Time: 5 segments
- Saving Throw: None
A geas spell places a magical command upon the creature (usually human or humanoid) to carry out some service, or refrain from some action or course of activity, as desired by the spell caster.
The creature must be intelligent, conscious, and under its own volition. While a geas cannot compel a creature to kill itself, or to perform acts which are likely to result in certain death, it can cause almost any other course of action.
The spell causes the geased creature to follow the instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1 to 4 weeks. Deviation from or twisting of the instructions causes corresponding loss of strength points until the deviation ceases.
A geas can be done away with by a wish spell, but a dispel magic or remove curse will not negate it. Your referee will instruct you as to any additional details of a geas, for its casting and fulfillment are tricky, and an improperly cast geas is null and void immediately (cf. wish).
GM NOTE: The casting time is also the total time the magic-user has to word the geas spell. It is otherwise similar to a Quest.
Glassee
- Alteration
- Level: 6
- Range: Touch
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
By means of this spell the magic-user is able to make a section of metal, stone or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter.
Normally, up to four inches of metal can be seen through, stone up to 6’ thick can be made transparent, and 20’ of wood can be affected by the glassee spell. The spell will not work on lead, gold or platinum.
The magic-user can opt to make the glassee apply to himself or herself only, and apply it up to once per round while spell duration lasts; or the caster can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3’ wide by 2’ high.
The material component of the spell is a small piece of crystal or glass.
GM NOTE: The strength of the glassy area is the same as that of the original material.
Glassteel
- Alteration
- Level: 8
- Range: Touch
- Duration: Permanent
- Area of Effect: Object touched
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
The glassteel spell turns crystal or glass into a transparent substance which has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the spell caster, and it must form one whole object.
The material components of this spell are a small piece of glass and a small piece of steel.
GM NOTE: The armor class of this substance is 1.
Globe Of Invulnerability
- Abjuration
- Level: 6
- Range: 0
- Duration: 1 round/level
- Area of Effect: 1” diameter sphere
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell is the same as the fourth level Minor Globe of Invulnerability, except as regards casting time and for the fact that it prevents the functioning of first through fourth level spells affecting the magic- user within the globe, while he or she can cast spells through it, of course.
Glyph of Warding
- Abjuration-Evocation
- Level: 3
- Range: Touch
- Duration: Permanent until discharged
- Area of Effect: 25 square feet per level of the spell caster
- Components: V, S, M
- Casting Time: Special
- Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening.
It can be used to guard a small bridge, ward an entry, or as a trap on a chest or box. When the spell is cast, the cleric weaves a tracery of faintly glowing lines around the warding sigil. For every square foot of area to be protected, 1 segment of time is required to trace the warding lines from the glyph, plus the initial segment during which the sigil itself is traced. A maximum of a 5’ × 5’ area per level can be warded.
When the spell is completed, the glyph and tracery become invisible, but any creature touching the protected area without first speaking the name of the glyph the cleric has used to serve as a ward will be subject to the magic it stores. Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed.
Typical glyphs shock for 2 points of electrical damage per level of the spell caster, explode for a like amount of fire damage, paralyze, blind, or even drain a life energy level (if the cleric is of high enough level to cast this glyph).
The cleric must use incense to trace this spell, and then sprinkle the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds 50 square feet.
GM NOTE: If a cleric is on hand to determine that a glyph of warding is certainly in existence, an associated magic-user can thereafter use an erase spell and possibly (50% + 2%/level of the m-u) remove the glyph. As to the design and the names of glyphs of warding, design your own or use an encyclopedia to find interesting alphabets to use. As a detect traps spell will see the form of the glyph, a cleric might believe he or she knows the name of the glyph from past experience, and try to bypass it — possibly with success.
Guards And Wards
- Evocation, Alteration, Enchantment/Charm
- Level: 6
- Range: 0
- Duration: 6 turns/level
- Area of Effect: 1” radius/level,
- extending from 2” diameter sphere
- Components: V, S, M
- Casting Time: 3 turns
- Saving Throw: None
This special and powerful spell is primarily used to defend the magic-user’s stronghold. The following take place in the area of effect upon casting of the spell:
- All corridors become misty, and visibility is reduced to 10’.
- All doors are wizard locked.
- One door per level of experience of the magic-user is covered by an illusion as if it were a plain wall.
- Stairs are filled with webs from top to bottom.
- Where there are choices in direction — such as a cross or side passage — a minor confusion-type spell functions so as to make it 50% probable that intruders will believe they are going in the exact opposite direction.
- The whole area radiates magic.
- The magic-user can place one of the following additional magics:
- Dancing lights in four corridors
- Magic mouths in two places
- Stinking clouds in two places
- Gust of wind in one corridor or room
- Suggestion in one place
Note that items 3 and 7 function only when the magic-user is totally familiar with the area of the spell’s effect. Dispel magic can remove one effect, at random, per casting of a dispel. A remove curse will not work.
The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.
Gust Of Wind
- Alteration
- Level: 3
- Range: 0
- Duration: 1 segment
- Area of Effect: 1” path, 1” per level in length
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
When this spell is cast, a strong puff of air originates from the magic-user and moves in the direction he or she is facing.
The force of this gust of wind is sufficient to extinguish candles, torches, and similar unprotected flames. It will cause protected flames — such as those of lanterns — to wildly dance and has a 5% chance per level of experience of the spell caster to extinguish even such lights. It will also fan large fires outwards 1’ to 6’ in the direction of the wind’s movement. It will force back small flying creatures 1” to 6” and cause man-sized ones to be held motionless if attempting to move into its force, and similarly slow large flying creatures by 50% for 1 round. It will blow over light objects.
Its path is 1” wide by 1” of length per level of experience of the magic-user casting the gust of wind spell i.e. an 8th level magic-user causes a gust of wind which travels 8”.
The material component of the spell is a legume seed.
GM NOTE: This spell is particularly useful against such spells as Obscurement, Stinking Cloud, and Cloudkill.
Hallucinatory Forest
- Illusion/Phantasm
- Reversible
- Level: 4
- Range: 8”
- Duration: Permanent
- Area of Effect: 4” square/level
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
By casting this spell the druid causes the appearance of an hallucinatory forest to come into existence.
The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest. Other druids — as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants — will recognize the forest for what it is. All other creatures will believe it is there, and movement and order of march will be affected accordingly.
The hallucinatory forest will remain until it is magically dispelled by a reverse of the spell or a dispel magic. The area shape is either rectangular or square, in general, at least 4” deep, and in whatever location the druid casting the spell desires. The forest can be of less than maximum area if the druid wishes. One of its edges will appear up to 8” away from the druid, according to the desire of the spell caster.
GM NOTE: Touching the illusory growth will neither inform the individual as to its nature nor will it affect the magic.
Hallucinatory Terrain (Illusionist)
- Illusion/Phantasm
- Level: 3
- Range: 2” + 2”/level
- Duration: Special
- Area of Effect: 4” × 4” square area + 1” × 1” square area/level
- Components: V, S, M
- Casting Time: 5 rounds
- Saving Throw: None
Except as noted above, this spell is the same as the fourth level magic-user hallucinatory terrain spell (q.v.).
Hallucinatory Terrain (Magic-User)
- Illusion/Phantasm
- Level: 4
- Range: 2”/level
- Duration: Special
- Area of Effect: 1” × 1“ square area/level
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
By means of this spell the magic-user causes an illusion which hides the actual terrain within the area of the spell’s effect.
Thus, open fields or a road can be made to look as if a swamp or hill or crevasse or some other difficult or impassable terrain existed there. Also, a pond can be made to appear as a grassy meadow, a precipice look as if it were a gentle slope, or a rock-strewn gully made to look as if it were a wide and smooth road.
The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until it is contacted by an intelligent creature.
Each level of experience of the magic-user enables him or her to affect a larger area. At 10th level, a magic-user can affect an area up to 10” × 10” square, while at 12th level the spell caster affects a 12” × 12” square area.
The material components of this spell are a stone, a twig, and a bit of green plant — leaf or grass blade.
Haste
- Alteration
- Level: 3
- Range: 6”
- Duration: 3 rounds + 1 round/level
- Area of Effect: 4” × 4” area, 1 creature/level
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
When this spell is cast, affected creatures function at double their normal movement and attack rates.
Thus, a creature moving at 6” and attacking 1 time per round would move at 12” and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest to the spell caster being affected in preference to those farther away, and all affected by haste must be in the designated area of effect.
Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due to speeded metabolic processes.
Its material component is a shaving of licorice root.
Heal
- Necromantic
- Reversible
- Level: 6
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
The very potent heal spell enables the cleric to wipe away disease and injury in the creature who receives the benefits of the spell.
It will completely cure any and all diseases and/or blindness of the recipient and heal all hit points of damage suffered due to wounds or injury, save 1-4. It dispels a feeblemind spell.
Naturally, the effects can be negated by later wounds, injuries, and diseases.
The reverse, harm, infects the victim with a disease and causes loss of all hit points, as damage, save 1-4, if a successful touch is inflicted. For creatures not affected by the heal (or harm) spell, see cure light wounds.
GM NOTE: This spell will not cure serious forms of mental disorders not related to spells or inflicted by injury to the brain.
Heat Metal
- Alteration
- Reversible
- Level: 2
- Range: 4”
- Duration: 7 rounds
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
By means of the heat metal spell, the druid is able to excite the molecules of ferrous metal (iron, iron alloys, steel) and thus cause the affected metal to become hot.
On the first round of the spell, the effect is merely to cause the metal to be very warm and uncomfortable to touch, and this is also the effect on the last melee round of the spell’s duration. The second and sixth (next to the last) round effect is to cause blisters and damage; the third, fourth, and fifth rounds the metal becomes searing hot, causing disability and damage to exposed flesh, as shown below:
- very warm: no ill effects
- hot: 1-4 hit points
- searing 2-8 hit points
- hands or feet: 2-8 days
- head: 1-4 turns unconsciousness
- body: 1-4 days
Note also that materials such as wood, leather, or flammable cloth will smoulder and burn if exposed to searing hot metal, and such materials will then cause searing damage to exposed flesh on the next round.
Fire resistance (potion or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as will immersion in water or snow, or exposure to a cold or ice storm spell.
For each level of experience of the druid casting the spell, he or she is able to affect the metal of one man-sized creature, i.e. arms and armor, or a single mass of metal equal to 500 gold pieces in weight, cumulative.
The reverse, chill metal, counters a heat metal spell or else causes metal to act as follows:
- cold: no ill effects
- icy: 1-2 hit points
- freezing: 1-4 hit points, amputation of fingers, toes, nose, or ears
The chill metal spell is countered by a resist cold spell, or by any great heat, i.e. proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire, etc.
GM NOTE: Elfin chain mail is not subject to this spell. All ferrous-based magic armor is entitled to a saving throw versus Magical fire. If the save is successful, the heat metal spell does NOT affect it.
Hold Animal
- Enchantment/Charm
- Level: 3
- Range: 8”
- Duration: 2 rounds/level
- Area of Effect: One to four animals
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Neg.
By means of this spell the druid holds one to four animals rigid.
Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. That is, apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell.
The hold lasts for 2 melee rounds per level of experience of the druid casting it. It is up to the druid as to how many animals he or she wishes to hold with the spell, but the greater the number, the better chance each will have of not being affected by the spell. Note that a maximum body weight of 400 pounds (100 pounds with respect to non- mammals)/animal/level of experience of the druid can be affected, i.e. an 8th level druid can affect up to four 3,200 pound mammals or a like number of 800 pound non-mammals such as birds or reptiles.
Each animal gets a Saving Throw: if only 1 is the subject of the spell, it has a penalty of -4 on its die roll to save; if 2 are subject, they each receive a penalty of -2 on their die rolls; if 3 are subject, they each receive a penalty of 1 on their die rolls; if 4 are subject, each makes a normal saving throw.
Hold Monster
- Enchantment/Charm
- Level: 5
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: One to four monsters (creature)
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Neg.
This spell immobilizes from one to four creatures of any type within spell range and in sight of the spell caster.
He or she can opt to hold one, two, three or four monsters. If three or four are attacked, each saving throw is at normal; if two are attacked, each saving throw is at -1 on the die; and if but one is attacked, the saving throw is at -3 on the die. (Partially-negated hold monster spell effects equal those of a slow spell.)
The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be small, i.e. the size of a three-penny nail.
Hold Person (Cleric)
- Enchantment/Charm
- Level: 2
- Range: 6”
- Duration: 4 rounds + 1 round/level
- Area of Effect: One to three creatures
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Neg.
This spell holds immobile, and freezes in places, from 1-3 humans or humanoid creatures (see below) for 5 or more melee rounds.
The level of the cleric casting the hold person spell dictates the length of time the effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc.
If the spell is cast at three persons, each gets a saving throw at the normal score; if only two persons are being enspelled, each makes their saving throw at -1 on their die; if the spell is cast at but one person, the saving throw die is at -2.
Persons making their saving throws are totally unaffected by the spell.
Creatures affected by a hold person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.
The spell caster needs a small, straight piece of iron as the material component of this spell.
Hold Person (Magic-User)
- Enchantment/Charm
- Level: 3
- Range: 12”
- Duration: 2 rounds/level
- Area of Effect: One to four persons
- Components: V
- Casting Time: 3 segments
- Saving Throw: Neg.
Similar to the second level cleric hold person (q.v.), this spell immobilizes creatures, within range, as designated by the magic-user.
If three or four persons are attacked, their saving throws are normal; but if two are attacked, their saving throws are made at -1; and if only one creature is attacked, the saving throw versus the hold person spell is made at -3 on the die. Partial negation of a hold person spell, such as would be possible by a ring of spell turning, causes the spell to function as a Slow spell unless the saving throw is successful.
Creatures affected by the spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.
Hold Plant
- Enchantment/Charm
- Level: 4
- Range: 8”
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: Neg.
The hold plant spell affects vegetable matter as follows:
- it causes ambulatory vegetation to cease moving
- it prevents vegetable matter from entwining, grasping, closing, or growing
- it prevents vegetable matter from making any sound or movement which is not caused by wind.
The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc.
The duration of a hold plant spell is 1 melee round per level of experience of the druid casting the spell. It affects from 1-4 plants — or 4-16 square yards of small ground growth such as grass or mold.
If but one plant (or 4 square yards) is chosen as the target for the spell by the druid, the saving throw of the plant (or area of plant growth) is made at a -4 on the die; if two plants (or 8 square yards) are the target, saving throws are at -2; if three plants (or 12 square yards) are the target, saving throws are at -1; and if the maximum of 4 plants (or 16 square yards of area) are the target, saving throws are normal.
Hold Portal
- Alteration
- Level: 1
- Range: 2”/level
- Duration: 1 round/level
- Area of Effect: 80 square feet/level
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
This spell magically bars a door, gate or valve of wood, metal or stone.
The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2” per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter such a held portal.
A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A Knock spell or Dispel Magic spell will negate the hold portal. Held portals can be broken or battered down.
Holy (Unholy) Word
- Conjuration/Summoning
- Level: 7
- Range: 0
- Duration: Special
- Area of Effect: 3” radius
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
The utterance of a holy (unholy) word has tremendous power. It drives off evil (good) creatures from other planes, forcing them to return to their own plane(s) of existence. It further affects other creatures of differing alignment as follows, based on their HD:
- less than 4: die
- 4 to 7: paralyzes 1-4 turns
- 8 to 11: stuns 2-8 rounds, -50% MV, -4 to hit
- 12+: deafens 1-4 rounds, -25% MV, -2 to hit, 50% spell failure
GM NOTE: The speaker must be from the plane upon which it speaks in order to have the utterance send other creatures to their own plane, i.e. a devil on the Prime Material Plane could not use the spell to send away anything, although it could so do if it were in Hell. Creatures sent to their original plane cannot return for 1 day. Creatures slowed by such a spell lose their first round of attack and each odd-numbered round of attack thereafter until the duration of the effect wears off.
Hypnotic Pattern
- Illusion/Phantasm
- Level: 2
- Range: 0
- Duration: Special
- Area of Effect: 3” × 3” square area
- Components: S, M
- Casting Time: 2 segments
- Saving Throw: Neg.
When this spell is cast the illusionist creates a weaving, turning pattern of subtle colors in the air.
This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing at it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc.
All creatures affected must be within the area of effect, and each is entitled to a saving throw.
The illusionist need not utter a sound, but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
Hypnotism
- Enchantment/Charm
- Level: 1
- Range: 3”
- Duration: 1 round + 1 round/level
- Area of Effect: One to six creatures
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: Neg.
The gestures of the illusionist, along with his or her droning incantation, cause 1-6 creatures to become susceptible to suggestion (see the third level magic-user suggestion spell). The suggestion must be given after the hypnotism spell is cast, and until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging.
Creatures which make their saving throw are not under hypnotic influence.
Ice Storm
- Evocation
- Level: 4
- Range: 1“/level
- Duration: 1 round
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 4” diameter and inflict from 3d10 damage on any creatures within the area of effect; or the ice storm can be made to cause driving sleet to fall in an area of 8” diameter and both blind creatures within its area of effect for the duration of the spell and cause the ground in the area to be icy, thus slowing movement within by 50% and making it 50% probable that a moving creature will slip and fall when trying to move.
Note that this spell will negate a Heat Metal spell, but its first application will also cause damage in the process.
The material components for this spell are a pinch of dust and a few drops of water.
Identify
- Divination
- Level: 1
- Range: 0
- Duration: 1 segment/level
- Area of Effect: One item
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: Special
When an identify spell is cast, one item may be touched and handled by the magic-user to possibly determine what dweomer it possesses. The item must be held or worn as would be typical for its type, such as a bracelet placed on the caster’s wrist, a helm on their head, boots on the feet, or a cloak worn.
Any consequences of using the item fully affect the magic-user, though any saving throws allowed are still the caster’s privilege. For each segment the spell remains active, there is a 15% + 5% per level of the magic-user chance that one property of the object may be revealed. This could include the fact that the item possesses no true properties, as it may merely be enchanted with effects like Nystul’s magic aura or a magic mouth.
Each time a property is revealed, the referee secretly rolls to determine if the magic-user succeeded on their saving throw versus magic. A successful save uncovers the property, a saving throw one point short reveals a false power, and a failed save provides no information. Note that the item will not disclose its exact bonuses to hit or damage but may indicate whether these bonuses are few or many.
For items with charges, the exact number will remain unknown. Instead, the spell reveals an approximate count within +/-25% of the actual number (e.g., a wand with 40 charges may seem to have anywhere between 30 and 50).
The item must be examined within 1 hour per level of the caster’s experience after its discovery; otherwise, impressions of previous owners blend and obscure any readable dweomer.
Casting the spell results in the loss of 8 constitution points. The caster must rest for 6 turns per point to regain their constitution. If the loss reduces the caster’s constitution below 3, they fall unconscious and remain so until their full constitution is restored 24 hours later.
The material components of this spell include a pearl worth at least 100 gold pieces, an owl feather steeped in wine (consumed by the caster), and a live miniature carp swallowed whole. If powdered luckstone is added to the infusion, the probability of success increases by 25%, and all saving throws receive a +4 bonus.
Illusionary Script
- Illusion/Phantasm
- Level: 3
- Range: Special
- Duration: Permanent
- Area of Effect: Creature reading the script
- Components: V, S, M
- Casting Time: Special
- Saving Throw: None
This spell allows the illusionist to inscribe instructions or information on a surface such as parchment, paper, or skin. The writing appears as foreign or magical script, unintelligible to anyone other than those designated by the illusionist.
Only the intended reader (or class of individuals specified by the caster) can understand the writing, though another illusionist will recognize it as illusionary script. Others who attempt to read it are affected as though under the influence of a Confusion spell for 5 to 20 turns, with the duration reduced by 1 turn for each level of experience the reader possesses.
The material component of this spell is a lead-based ink, which must be specially crafted by an alchemist.
GM NOTE: The ink’s cost ranges from 100 to 400 gold pieces, with an additional alchemist’s profit of 100 gold pieces.
Imprisonment
- Abjuration
- Reversible
- Level: 9
- Range: Touch
- Duration: Permanent
- Area of Effect: 1 creature
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
The imprisonment spell entombs the touched victim in a state of suspended animation (similar to temporal stasis) within a small sphere buried deep beneath the earth’s surface. The victim remains in this state indefinitely unless a reverse of the spell, freedom, is cast using the victim’s name and background.
Magical search methods such as crystal ball or locate objects cannot reveal the presence of an imprisoned creature.
The reverse spell, freedom, causes the victim to reappear at the location where they were entombed.
If the magic-user performing the freedom spell does not precisely identify the victim’s name and background, there is a 10% chance that 1 to 100 other imprisoned creatures will also be freed. The spell functions only if the victim’s name and background are accurately known.
GM NOTE: To determine the number of creatures freed, roll percentile dice to determine the density of imprisoned creatures, then roll again for the specific number freed. Multiply these results and round to the nearest whole number. For each freed creature, there is only a 10% chance it will appear near the caster. Use APPENDIX C, rolling a d20 for level. Any result of 9 or higher indicates a 9th-level monster.
Improved Invisibility
- Illusion/Phantasm
- Level: 4
- Range: Touch
- Duration: 4 rounds + 1 round/level
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
This spell is similar to invisibility, but the recipient is able to attack, either by missile discharge, melee combat, or spell casting and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. Such attacks are at -4 on the “to hit” dice, and all saving throws are made at +4.
GM NOTE: Improved invisibility has the effect of moving considerations for detection of such invisibility downwards by two places compared to other forms of invisibility. See INVISIBILITY for commentary.
Improved Phantasmal Force
- Illusion/Phantasm
- Level: 2
- Range: 6” + 1”/level
- Duration: Special
- Area of Effect: 4 square “ + 1” square/level
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Special
Except as noted above, and as detailed hereafter, this spell is the same as the third level magic-user Phantasmal Force spell.
The spell caster can maintain the illusion with minimal concentration, i.e. he or she can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech.
Also, by concentration on the form of the phantasm, the improved phantasmal force will continue for 2 rounds after the illusionist ceases to concentrate upon the spell.
Incendiary Cloud
- Alteration/Evocation
- Level: 8
- Range: 3”
- Duration: 4 rounds + 1-6 rounds
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: 1/2
An incendiary cloud spell creates a dense vapor cloud that initially resembles the smoke effects of a Pyrotechnics spell, but with minimum dimensions of 10 feet in height and 20 feet in length and breadth. This vapor cloud billows outward and transforms into a flaming inferno on the 3rd round of its existence.
On the 3rd round, the flames inflict 1/2 hit point of damage per level of the caster. On the 4th round, the flames intensify, dealing 1 hit point of damage per level of the caster. By the 5th round, the flames begin to burn out, returning to 1/2 hit point of damage per level. Any subsequent rounds produce only harmless smoke that obscures vision within the cloud.
Creatures within the cloud must make a saving throw against the spell. A successful save reduces damage by half. A failed saving throw requires additional saves on the 4th and 5th rounds (if applicable) to attempt to further reduce damage.
To cast this spell, the magic-user requires a source of fire (as for a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust.
Infravision
- Alteration
- Level: 3
- Range: Touch
- Duration: 12 turns + 6 turns/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
By means of this spell the magic-user enables the recipient of infravision to see light in the infrared spectrum.
Thus, differences in heat wave radiations can be seen up to 6”. Note that strong sources of infrared radiation (fire, lanterns, torches, etc.) tend to blind or cast “shadows” just as such light does with respect to normal vision, so the infravision is affected and does not function efficiently in the presence of such heat sources. (Invisible creatures are not usually detectable by infravision, as the infrared light waves are affected by invisibility, just as those of the ultraviolet and normal spectrums are.)
The material component of this spell is either a pinch of dried carrot or an agate.
Insect Plague (Cleric)
- Conjuration/Summoning
- Level: 5
- Range: 36”
- Duration: 1 turn/level
- Area of Effect: 36” diameter, 6” high cloud
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When this spell is cast by the cleric, a horde of creeping, hopping, and flying insects swarm in a thick cloud.
These insects obscure vision, limiting it to 3”. Creatures within the insect plague sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armor class.
The referee will cause all creatures with fewer than five hit dice to check morale. Creatures with two or fewer hit dice will automatically move at their fastest possible speed in a straight line in a random direction until they are not less than 24” distant from the cloud of insects. Creatures with fewer than five hit dice which fail their morale check will behave likewise.
Heavy smoke will drive off insects within its bounds. Fire will also drive insects away; a wall of fire in a ring shape will keep the insect plague outside its confines, but a fire ball will simply clear insects from its blast area for 1 turn. Lightning and cold/ice act likewise.
The plague lasts for 1 turn for each level of experience of the cleric casting the spell, and thereafter the insects disperse. The insects swarm in an area which centers around a summoning point determined by the spell caster, which point can be up to 36” distant from the cleric.
The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by casting a dispel magic upon the summoning point. A cube of force (a special magic item) would keep insects away from a character seeking the center of the swarm, but invisibility would afford no protection.
The material components of this spell are a few grains of sugar, some kernels of grain, and a smear of fat.
Insect Plague (Druid)
- Conjuration/Summoning
- Level: 5
- Range: 32”
- Duration: 1 turn/level
- Area of Effect: 32” diameter, 4” high cloud
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Except as noted above, and other than the fact that the material component needed for the spell is mistletoe or the holly or oak leaves substitute, the spell is the same as the 5th level cleric insect plague spell (q.v.).
Invisible Stalker
- Conjuration/Summoning
- Level: 6
- Range: 1”
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell summons an invisible stalker (MM55) from the Elemental Plane of Air. This 8 hit die monster will obey and serve the spell caster in performance of whatever tasks are set before it.
However, the creature is bound to serve; it does not do so from loyalty or desire. Therefore, it will resent prolonged missions or complex tasks, and it will attempt to pervert instructions accordingly. The invisible stalker will follow instructions even at hundreds or thousands of miles distance.
The material components of this spell are burning incense and a piece of horn carved into a crescent shape.
Invisibility (Illusionist)
- Illusion/Phantasm
- Level: 2
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
Except as noted above, this spell is the same as the second level magic-user spell, invisibility (q.v.).
Invisibility (Magic-User)
- Illusion/Phantasm
- Level: 2
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
This spell renders the recipient completely invisible to normal vision and infravision. However, it does not silence the creature, meaning noises produced by movement or actions remain audible.
The spell lasts until it is dispelled, canceled by the caster or recipient, or until the recipient attacks any creature. Non-combat actions, such as opening doors, speaking, eating, or climbing, do not break the invisibility. Once an attack is made, the creature immediately becomes visible, but the initial attack benefits from the prior invisibility.
Allies of the invisible creature cannot see the recipient or their gear unless they possess the ability to see invisible objects or use magic to do so. Additionally, highly intelligent creatures with 10 or more hit dice, levels of experience, or equivalent intelligence/levels, have a chance to automatically detect invisible objects.
The material components of this spell are an eyelash encased in a bit of gum arabic.
GM NOTE: See the INVISIBILITY section under THE ADVENTURE.
Invisibility, 10’ Radius (Illusionist)
- Illusion/Phantasm
- Level: 3
- Range: Touch
- Duration: Special
- Area of Effect: 10’ radius of creature touched
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, this spell is the same as the third level magic-user spell, invisibility, 10’ radius (q.v.). See also the second level magic-user spell, invisibility.
Invisibility, 10’ Radius (Magic-User)
- Illusion/Phantasm
- Level: 3 Components: V, S, M
- Range: Touch
- Casting Time: 3 segments
- Duration: Special
- Saving Throw: None
- Area of Effect: 10’ radius of creature touched
This spell is essentially the same as invisibility (q.v.). Those affected by it cannot see each other. Those affected creatures which attack negate the invisibility only with respect to themselves, not others made invisible, unless the spell recipient causes the spell to be broken.
Invisibility To Animals
- Alteration
- Level: 1
- Components: S, M
- Range: Touch
- Casting Time: 4 segments
- Duration: 1 turn + 1 round/level
- Saving Throw: None
- Area of Effect: Creature touched
When a druid casts the invisibility to animals spell, the recipient becomes completely undetectable to normal animals with intelligence under 6. This includes giant-sized versions of animals but excludes creatures with magical abilities or powers.
The enchanted individual can move among such animals or pass through them unnoticed, as though they do not exist. For example, the recipient could stand unharmed before a starving lion or a tyrannosaurus rex. However, magical or supernatural creatures like nightmares, hell hounds, or winter wolves will still detect and notice the individual.
The material component required for this spell is holly, which must be rubbed over the recipient.
Jump
- Alteration
- Level: 1
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
The jump spell allows the recipient to leap up to 30 feet forward, 10 feet backward, or 10 feet straight upward. Horizontal leaps forward or backward follow a slight arc, rising approximately 2 feet for every 10 feet traveled.
The spell does not guarantee safe landings or successful grasping upon reaching the leap’s destination. For every 3 additional levels of experience beyond the 1st, the caster can empower an additional leap. For example, a 4th-level magic-user can grant 2 leaps, while a 7th-level caster can grant 3 leaps, and so on.
All leaps must be completed within 1 turn after the spell is cast, as its effects expire after this period.
The material component for this spell is a grasshopper’s hind leg, one for each leap, which must be broken when the leap is made.
Knock
- Alteration
- Level: 2
- Range: 6”
- Duration: Special
- Area of Effect: 10 square feet/level
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
The knock spell can open doors or objects that are stuck, held, or wizard-locked, as well as those that are barred or otherwise locked. It can also open secret doors, locked or trick-opening boxes, chests, and even loosen shackles or chains.
If used on a wizard-locked door, the spell temporarily suspends the wizard lock’s function for 1 turn but does not remove the spell. For all other locks, the knock spell permanently opens them, though the locks can be reclosed and relocked afterward. The spell cannot lift physical barriers such as bars or portcullises.
The spell can perform two functions per casting. For example, opening a door that is locked, barred, and held would require two knock spells to bypass all impediments.
Know Alignment
- Divination
- Reversible
- Level: 2
- Range: 1”
- Duration: 1 turn
- Area of Effect: One creature/round
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
The know alignment spell allows a cleric to precisely read the aura of a creature — whether human, semi-human, or non-human — and determine their exact alignment. The spell can be used to examine up to 10 individuals during its duration.
The reverse of the spell obscures alignment, making it undetectable even by know alignment. The reverse effect lasts 1 turn for one creature, 5 rounds each for two creatures, and so on.
Certain magical devices can negate the ability of this spell to discern alignment.
Legend Lore
- Divination
- Level: 6
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: Special
- Saving Throw: None
The legend lore spell allows the caster to uncover information about a known person, place, or object. The effectiveness and duration of the casting depend on the proximity of the subject and the amount of information already known:
- If the person or object is at hand, or the caster is at the place in question: The casting time is 1 to 4 turns, with a much higher likelihood of success.
- If detailed information is already known: The casting time is 1 to 10 days.
- If only rumors are known: The casting time increases to 2 to 12 weeks.
During the casting, the magic-user may only perform routine activities such as eating and sleeping. Once completed, the spell reveals whether legendary material exists regarding the subject and often provides clues about its location. These clues may come in the form of a place name, rhyme, or riddle. If the person, place, or object is present, the spell may reveal cryptic information about it, often in the form of riddles, rhymes, anagrams, ciphers, or signs.
The spell requires the use of incense and strips of ivory formed into a rectangle. Additionally, a sacrifice is required, such as a potion, magical scroll, magic item, or creature.
The legend lore spell only provides information about subjects that are noteworthy or legendary.
Leomund’s Secret Chest
- Alteration, Conjuration/Summoning
- Level: 5
- Range: Special
- Duration: 60 days
- Area of Effect: One chest of about 2’•2’•3’ size
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
In order to cast this spell the magic-user must have an exceptionally well-crafted and expensive chest constructed for him by master craftsmen. If made principally of wood, it must be of ebony, rosewood, sandalwood, teak or the like, and all of its corner fittings, nails, and hardware must be of platinum. If constructed of ivory, the metal fittings of the chest may be of gold; and if the chest is fashioned from bronze, copper, or silver, its fittings may be of electrum or silver. The cost of such a chest will never be less than 5,000 g.p. Once constructed, the magic-user must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One magic-user can have but one pair of these chests at any given time, and even wish spells will not allow exception!
While touching the chest and holding the tiny replica, the caster chants the spell. This will cause the large chest to vanish into the ethereal plane. The chest can contain one cubic foot of material per level of the magic-user no matter what its apparent size. Living matter makes it 75% likely that the spell will fail, so the chest is typically used for securing valuable spell books, magic items, gems, etc. As long as the spell caster has the small duplicate of the magic chest, he or she can recall the large one from the ethereal plane to the locale he or she is in when the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, including a wish, that the large chest will return.
While on the ethereal plane, there is a 1% cumulative chance per week that some creature/being will find the chest. If this occurs there is 10% likelihood that the chest will be ignored, 10% possibility that something will be added to the contents, 30% possibility that the contents will be exchanged for something else, 30% chance that something will be stolen from it, and 20% probability that it will be emptied. In addition, when the secret chest is brought back to the Prime Material Plane, an ethereal window is opened and remains open for 5 hours, slowly diminishing in size. As this hole opens between the planes there is a 5% chance that some ethereal monster will be drawn through, with a 1% cumulative reduction in probability each hour thereafter until the window is gone. However, no creature on the Prime Material Plane can locate the chest, even with a gem of seeing, true seeing, etc.
If Leomund’s secret chest is not retrieved before spell duration lapses, there is a cumulative chance of 5% per day that the chest will be lost forever, i.e. 5% chance for loss at 61 days, 10% at 62 days, and so forth.
Leomund’s Tiny Hut
- Alteration
- Level: 3
- Range: 0
- Duration: 6 turns/level
- Area of Effect: 10’ diameter sphere
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface.
This field causes the interior of the sphere to maintain at 70° F. temperature in cold to 0° F., and heat up to 105° F. Cold below 0° lowers inside temperature on a 1° for 1° basis, heat above 105° raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within.
In no way will Leomund’s tiny hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate.
The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled.
Leomund’s Trap
- Illusion/Phantasm
- Level: 2
- Range: Touch
- Duration: Permanent
- Area of Effect: Object touched
- Components: V, S, M
- Casting Time: 3 rounds
- Saving Throw: None
The Leomund’s trap spell creates a false magical trap designed to deceive thieves and discourage tampering with the caster’s belongings. It places an illusory dweomer upon a small mechanism or device such as a lock, hinge, hasp, screw-on cap, or ratchet.
Characters with the ability to detect traps have an 80% chance to perceive the Leomund’s trap and believe it to be real. This probability decreases by 4% for each level of the examiner beyond the first. A character attempting to remove the illusory trap has a 20% chance to believe they have successfully disarmed it, with a +4% chance per level of the remover.
The spell is purely illusory and will not trigger any actual effect if the trap is ignored. Its primary purpose is to deter thieves or waste their time as they attempt to disarm what they perceive to be a real trap.
Only one Leomund’s trap may be placed within a 50’×50’ area. The material component for the spell is a piece of iron pyrite, which must be touched to the object being “trapped.”
Levitate
- Alteration
- Level: 2
- Range: 2”/level
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Neg.
The levitate spell allows the magic-user to move a creature or object vertically, subject to a maximum weight limit of 1,000 gold pieces equivalence (100 pounds) per caster level. For example, a 3rd-level magic-user can levitate up to 300 pounds (3,000 g.p.).
If cast upon the magic-user, they can ascend or descend at a rate of 20 feet per round. When cast upon another creature, the caster can move it vertically at a maximum rate of 10 feet per round. This spell does not grant horizontal movement, though lateral motion can be achieved through external means, such as pushing against a surface.
The spell can be canceled by the caster at will. An unwilling recipient is allowed a saving throw to resist the effects.
The material component for the spell is a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
Light (Cleric)
- Alteration
- Reversible
- Level: 1
- Range: 12”
- Duration: 6 turns + 1 turn/level
- Area of Effect: 2” radius globe
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
The light spell causes molecular excitation, creating a bright luminescence equivalent to torchlight. The light forms a sphere with a 2” radius and lasts for 6 turns, plus 1 additional turn per caster level (e.g., 7 turns at 1st level, 8 at 2nd level, etc.), or until the caster speaks a word to extinguish it.
The spell can be reversed to produce darkness in the same area and under the same conditions, though the blackness lasts only half as long as the light.
When cast on a creature, the spell allows for applicable magic resistance and saving throw rolls. If successful, the light or darkness affects the area behind the creature rather than the creature itself. Otherwise, the spell takes effect where directed, provided the caster has a clear line of sight or path. The light or darkness can emanate from air, rock, metal, wood, or most similar substances.
If cast directly in front of a creature’s eyes, the spell may blind it temporarily. The blinded creature suffers a –4 penalty on attack rolls, saving throws, and armor class. The spell itself is stationary unless cast on a movable object or creature.
GM NOTE: When used to blind a creature by targeting its visage or visual organs, treat the effect as if a bright light or deep darkness is impairing its vision.
Light (Illusionist)
- Alteration
- Level: 1
- Range: 6”
- Duration: 1 turn/level
- Area of Effect: 2” radius globe
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
This spell is the same as the first level magic-user light spell (q.v.) (cf. first level cleric light spell).
Light (Magic-User)
- Alteration Level: 1
- Range: 6”
- Duration: 1 turn/level
- Area of Effect: 2” radius globe
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
With the exceptions noted above, this spell is the same as the first level cleric light spell (q.v.).
Lightning Bolt
- Evocation
- Level: 3
- Range: 4” + 1”/level
- Duration: Instantaneous
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: 1/2
The lightning bolt spell releases a powerful stroke of electrical energy that deals 1d6 damage per caster level to creatures within its area of effect. Creatures that successfully save against the spell take only half damage.
The spell’s range begins at the location where the bolt is released and extends outward. The lightning bolt can ignite combustibles, break wooden doors, splinter stone up to 1 foot thick, and melt metals with low melting points (e.g., lead, gold, copper, silver, bronze). Objects subjected to the bolt’s full force must succeed on saving throws to avoid destruction.
The caster determines the bolt’s area of effect:
- A forking bolt is 1” wide and 4” long.
- A single bolt is 1/2” wide and 8” long.
For example, a 12th-level caster using a single bolt at maximum range (16”) would generate a stroke starting at 16” and extending to 24”. If the stroke encounters a non-conductive barrier (such as a stone wall), the lightning bolt rebounds toward the caster, maintaining its full length. Damage caused to barriers does not shorten the stroke; it either rebounds fully or continues past the shattered barrier.
The material components are a bit of fur and an amber, crystal, or glass rod.
GM NOTE: The spell’s physical effects are not extraordinary. If the bolt strikes a solid wall, it rebounds its full remaining distance. If it breaks through a barrier, the bolt continues as normal. For instance, an 8” stroke begun at 4” but encountering a 3.5” obstruction rebounds 8” from the obstruction back toward the caster.
Limited Wish
- Conjuration/Summoning
- Level: 7
- Range: Unlimited
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: Special
- Saving Throw: Special
The limited wish spell is a powerful but challenging magic that partially fulfills the caster’s stated desire, often with specific limitations or a reduced scope. The spell’s effects are literal and precise, requiring careful phrasing to achieve the desired result.
While it can alter reality in a limited way, the spell cannot fundamentally change major realities or grant wealth, experience, or similar benefits simply by asking. For example, a limited wish might:
- Restore some lost hit points (or all for a short duration).
- Reduce an opponent’s hit probabilities or damage output.
- Extend the duration of an existing magical effect.
- Influence a creature to become favorably disposed toward the caster.
- Provide a minor clue regarding a treasure or magical item.
The spell cannot accomplish grand or greedy desires without potentially disastrous outcomes. It is also important to note that its effects are often temporary or specific to the caster unless the wish is carefully worded to encompass broader realities.
The time required to cast a limited wish is equal to the number of seconds needed to articulate the wish, with six seconds per segment.
For guidance on the use and scope of wishes, see the wish spell.
Locate Animals
- Divination
- Level: 1
- Range: 0
- Duration: 1 round/level
- Area of Effect: 2” path, 2” long/level
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The locate animals spell allows a druid to sense the direction and distance of specific animals within the spell’s area of effect. The druid must concentrate on the desired type of animal and face a specific direction to determine if any such animals are present within the spell’s range.
The spell enables the druid to focus on one 2” wide path per round of its duration. The length of the path increases with the caster’s level, extending 2” for each level of experience. The spell lasts for 1 round per caster level.
GM NOTE: This spell requires the DM to evaluate the environment carefully. The availability of certain animals depends on several factors:
- Some species are region-specific; e.g., polar bears cannot exist in jungles.
- Animals unlikely to roam specific terrains (e.g., mountain lions on prairies) should not be available.
- Consider the rarity of the animal in the area. Use the following probabilities as a guideline:
- COMMON = 50%
- UNCOMMON = 25%
- RARE = 10%
- VERY RARE = 5%
Circumstances, such as the setting and terrain, should guide adjustments to these probabilities. Modify outcomes to suit the narrative and setting as needed.
Locate Object (Cleric)
- Divination
- Reversible
- Level: 3
- Range: 6” + 1”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The locate object spell helps the cleric determine the direction of a specific, known, or familiar object. The caster rotates slowly while concentrating on the object, sensing its direction when facing toward it, provided it is within range. The spell’s range increases with the caster’s level, starting at 7” for a 1st-level cleric and gaining 1” per additional level.
The spell requires a piece of lodestone as a material component. It can locate items such as apparel, jewelry, furniture, tools, weapons, ladders, or stairways. The spell does not affect living creatures.
The reverse of the spell, obscure object, hides an object from detection by magical means such as spells or a crystal ball.
GM NOTE: The spell is limited to locating objects with a specific mental image or a clearly defined form. The caster can locate general classes of objects only if their forms are mostly uniform (e.g., stairs with risers). However, unique or highly distinct objects require the caster to have a detailed and familiar mental image. For example, finding “jewelry” or “a crown” requires the caster to picture the object in a way that matches the majority of items within the range. Without this familiarity, the spell will fail to locate the object.
Locate Object (Magic-User)
- Divination
- Reversible
- Level: 2
- Range: 2”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
This spell is the same as the third level cleric locate object (q.v.) except that its range differs.
Locate Plants
- Divination
- Level: 2
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 1” diameter/level circle
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When this spell is used by a druid, he or she is able to locate any desired type of plant within the area of effect. Note: the plant type must be singular and concentrated upon. The spell’s area of effect centers on, and moves with, the druid.
GM NOTE: For the likelihood of any given plant type to be within the area of the spell, consult the foregoing discussion regarding the spell locate animals. It will generally be more difficult to adjudicate matters botanical, however, as the distribution of plant species is not as widely known as that of animals. As a rule, most herbs will grow only in temperate regions, most spices in tropical regions. If you have never heard of the plant, assume it is rare or very rare, and give appropriate percentages.
Lower Water (Cleric)
- Alteration
- Reversible
- Level: 4
- Range: 12”
- Duration: 1 turn/level
- Area of Effect: 1” × 1” square/level
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The lower water spell allows the cleric to cause water or a similar fluid within the area of effect to recede. The amount lowered is 5% of the original level for each level of the cleric. For example, an 8th-level cleric lowers the water by 40%, a 9th-level cleric by 45%, and so on.
The spell’s duration is 1 turn per level of the cleric, and the area of effect also scales with the caster’s level, forming a square equal in dimensions to the caster’s level (e.g., 8” × 8” for an 8th-level cleric).
The spell requires the cleric’s religious symbol and a pinch of dust as material components.
The reverse of the spell, raise water, causes water or similar fluids to rise to their normal highest level, plus an additional foot for every level of the cleric casting the spell.
Lower Water (Magic-User)
- Alteration
- Reversible
- Level: 6
- Range: 8”
- Duration: 5 rounds/level
- Area of Effect: 1/2” × 1/2” square area/level
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Except as noted above, and for the facts that the reverse spell raises water only 1/2’/level of experience of the spell caster, and the material components for the spell are a small vial of water and a small vial of dust, it is the same as the fourth level cleric spell, lower water (q.v.).
Magic Jar
- Possession
- Level: 5
- Range: 1”/level
- Duration: Special
- Area of Effect: One creature
- Components: V, S, M (a magic jar)
- Casting Time: 1 round
- Saving Throw: Special
The magic jar spell allows the magic-user to transfer their life force into a special container, typically a large gem or crystal, and use it to take control of another creature’s body. Once possessed, the caster can control the creature’s physical actions and, if the creature is humanoid, use their own spells through the new body. The caster does not gain access to the specific knowledge of the possessed creature, such as its languages or spells.
The magic jar serves as the focal point for the caster’s life force. From the jar, the caster can sense and attempt to possess creatures within the spell’s range. The creature to be possessed must fail a saving throw for the possession to succeed. If the attempt fails, the caster’s life force remains in the jar, and they can make another attempt in the next round. The magic jar must be within the caster’s spell range at the time of casting.
If the caster’s body is destroyed while the spell is active, their life force remains in the jar. However, if the jar is destroyed, the caster’s life force is extinguished. Returning to the caster’s original body requires one round and can only occur if the jar is within range of the body.
The saving throw to resist possession is modified by the difference between the combined intelligence and wisdom scores of the caster and the victim (or intelligence only for non-humanoid creatures):
- 9 or more below the caster: +4
- 8 to 6 below: +3
- 5 to 3 below: +2
- 2 to 0 below: +1
- 1 to 4 above: 0
- 5 to 8 above: -1
- 9 to 12 above: -2
- 13 or more above: -3
A possessed creature can attempt to regain control depending on its mental attributes relative to the caster. If the difference is negative or less than +5, it may attempt a saving throw each round. If the difference is +5 to +8, it may attempt a saving throw each turn. If the difference is +9 to +12, the saving throw occurs once per day, and if the difference is +13 or higher, the saving throw occurs once per week.
If the possessed creature regains control, the caster remains trapped in the magic jar until they can repossess the creature or escape.
Magic Missile
- Evocation
- Level: 1
- Range: 6” + 1”/level
- Duration: Special
- Area of Effect: One or more creatures in a 10 square foot area
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
The magic missile spell creates one or more magical projectiles that unerringly strike their targets. Each missile deals 2 to 5 points of damage (1d4+1). The magic-user can direct multiple missiles to strike a single target or distribute them among several targets, as desired.
The caster gains an additional missile for every two levels of experience beyond the first:
- 2 missiles at 3rd level
- 3 missiles at 5th level
- 4 missiles at 7th level, and so on.
Magic Mouth
- Alteration
- Level: 2
- Range: Special
- Duration: Special
- Area of Effect: One object
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
The magic mouth spell enchants an object with a mystical mouth that appears and speaks a message upon the occurrence of a specified event. The message, up to 25 words in length, must be in a language known by the caster and cannot include magic spells. The mouth physically moves to articulate the words, so if placed on a statue, the statue’s mouth would appear to speak.
The spell works on objects such as trees, rocks, doors, or statues but cannot be cast on intelligent creatures. The command triggering the magic mouth can range from simple to highly specific. For example, the caster might set the command to “Speak to the first creature that touches you,” or make it more detailed, such as “Speak only when an octogenarian female human carrying a sack of groat clusters sits cross-legged within 1 foot.”
The maximum range for a trigger is 1/2” per caster level. For example, a 6th-level caster can set a trigger range of up to 3”. Until the specified event occurs, the magic mouth remains in effect, making the spell’s duration variable.
The magic mouth cannot distinguish characteristics such as invisibility, alignment, level, hit dice, or class, except through external garb. The material component for this spell is a small bit of honeycomb.
Major Creation
- Alteration
- Level: 5
- Range: 1”
- Duration: 6 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell is comparable to a Minor Creation spell except that it allows the illusionist to create mineral objects. If vegetable objects are created, they have a duration of 12 turns per level of experience of the spell caster.
Mass Charm
- Enchantment/Charm
- Level: 8
- Range: 1/2”/level
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 8 segments
- Saving Throw: Neg.
The mass charm spell affects a group of creatures in the same manner as either the Charm Person or Charm Monster spells. The total number of creatures that can be affected is determined by the caster’s level, as the combined levels of experience and/or hit dice of the affected creatures cannot exceed twice the caster’s level.
All affected creatures must be within the spell’s range and confined to a maximum area of 3” by 3”. While the saving throw against the spell is unaffected by the number of targets, all creatures suffer a -2 penalty on their saving throws due to the spell’s increased potency and efficiency.
Mass Invisibility
- Illusion/Phantasm
- Level: 7
- Range: 1”/level
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
This is the same as an Invisibility spell except that it can hide creatures in a 3” × 3” area, up to 300 to 400 man-sized creatures, 30 to 40 giants, or 6 to 8 large dragons.
Mass Suggestion
- Enchantment/Charm
- Level: 6
- Range: 3”
- Duration: 4 turns + 4 turns/level
- Area of Effect: One creature/level
- Components: V, M
- Casting Time: 6 segments
- Saving Throw: Neg.
This spell is the same as the third level Suggestion spell, except that the illusionist is able to cast the spell upon more than one subject, provided the prospective recipients of the suggestion are within the 3” range. One creature per level of experience the spell caster has attained can be affected. If only one creature is the subject, its saving throw is at -2. The suggestion must be the same for all hearing it.
Massmorph (Illusionist)
- Illusion/Phantasm
- Level: 4
- Range: 1“/level
- Duration: Special
- Area of Effect: 1” × 1” square/level
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
Except as noted above, this spell is the same as the fourth level magic-user spell, massmorph (q.v.).
Massmorph (Magic-User)
- Illusion/Phantasm
- Level: 4
- Range: 1”/level
- Duration: Special
- Area of Effect: 1” × 1” square/level
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The massmorph spell transforms willing creatures of man-size or smaller into the appearance of normal trees. Up to 10 creatures per caster level can be affected, allowing a group to resemble a copse, grove, or orchard.
The illusion is highly convincing; creatures can pass through or touch the transformed individuals without dispelling the illusion. However, the true nature of the massmorphed creatures is revealed if they sustain blows, as they will take damage, and blood will become visible.
All affected creatures must be within the spell’s area of effect. The spell does not affect unwilling creatures. It remains in effect until the caster dismisses it or until it is dispelled by dispel magic.
The material component for this spell is a handful of bark chips.
Maze (Illusionist)
- Conjuration/Summoning
- Level: 5
- Range: 1/2”/level
- Duration: Special
- Area of Effect: One creature
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
This spell, except as noted above, is the same as the eighth level magic-user maze spell (q.v.).
Maze (Magic-User)
- Conjuration/Summoning
- Level: 8
- Range: 1/2”/level
- Duration: Special
- Area of Effect: One creature
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
An extra-dimensional space is brought into being upon utterance of a maze spell. The recipient will wander in the shifting labyrinth of force planes for a period of time which is totally dependent upon its intelligence. (Note: Minotaurs are not affected by this spell.)
- under 3: 2-8 turns
- 3 to 5: 1-4 turns
- 6 to 8: 5-20 rounds
- 9 to 11: 4-16 rounds
- 12 to 14: 3-12 rounds
- 15 to 17: 2-8 rounds
- 18 and up: 1-4 rounds
Mending
- Alteration
- Level: 1
- Range: 3”
- Duration: Permanent
- Area of Effect: One object
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
This spell repairs small breaks in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell will not repair magic items of any kind.
The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Message
- Alteration
- Level: 1
- Range: 6“ + 1“/level
- Duration: 5 segments + 1 segment/level
- Area of Effect: 1/4” path
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
When this spell is cast, the magic-user can whisper a message and secretly, or openly, point his or her finger while so doing, and the whispered message will travel in a straight line and be audible to the creature pointed at. The message must fit spell duration, and if there is time remaining, the creature who received the message can whisper a reply and be heard by the spell caster. Note that there must be an open and unobstructed path between the spell caster and the recipient of the spell. The material component of the spell is a short piece of copper drawn fine.
GM NOTE: This is not a tongues spell, and speech will be as normal for the spell caster.
Meteor Swarm
- Evocation
- Level: 9
- Range: 4” + 1”/level
- Duration: Instantaneous
- Area of Effect: Special
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: 1/2
The meteor swarm spell unleashes a devastating barrage of fiery missiles, similar in many ways to a fireball spell but far more powerful and spectacular. Upon casting, the magic-user releases either four 2-foot-diameter spheres or eight 1-foot-diameter spheres, which streak in a straight line up to the desired range within the spell’s maximum distance.
Creatures in the direct path of these missiles take the full damage of the impact without the benefit of a saving throw. The missiles leave fiery trails as they travel, and upon reaching their destination, they explode like fireballs.
The four larger spheres deal 10 to 40 hit points of damage each and burst in a diamond or box-shaped pattern. Each has a 3” diameter area of effect, with the spheres spaced 2” apart along the sides of the pattern. This arrangement causes overlapping areas of effect, with the center exposed to all four blasts.
The eight smaller spheres deal 5 to 20 hit points of damage each and have a 1½” diameter area of effect. They burst in a pattern forming a box within a diamond (or vice versa). The outer sides of the pattern measure 2”, while the inner sides measure 1”. This creates a center with four overlapping areas of effect and numerous peripheral zones with two overlapping areas.
Creatures within the area of effect may make a saving throw for each individual area to reduce damage by half, except for those directly struck by the missiles, who take full damage without a saving throw.
Mind Blank
- Abjuration
- Level: 8
- Range: 3”
- Duration: 1 day
- Area of Effect: One creature
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
The mind blank spell provides the recipient with complete protection against all devices and spells that detect, influence, or read emotions and thoughts. This powerful defense extends to effects such as augury, charm, command, confusion, divination, empathy, ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy.
The spell also prevents discovery or information gathering by magical means, including crystal balls, scrying devices, clairaudience, clairvoyance, commune, contact other plane, and any wish-related methods, such as wish, limited wish, or alter reality.
It additionally provides protection from psionic detection or influence, covering abilities such as domination, mass domination, hypnosis, psionic invisibility, precognition, and any other psionic powers analogous to the covered spells.
While this spell shields against virtually all forms of magical or psionic intrusion, it may still be penetrated by the powers of exceedingly powerful deities.
Minor Creation
- Alteration
- Level: 4
- Range: Touch
- Duration: 6 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The minor creation spell allows the caster to create an item composed of non-living, vegetable matter, such as soft goods, rope, or wood. The created item cannot exceed a volume of 1 cubic foot per caster level.
The spell’s duration is limited to 6 turns per caster level, and the created item will vanish once the duration expires. To use the spell, the caster must possess at least a small sample of the material type they intend to create. For example, a splinter of wood is needed to create a wooden object, or a bit of twisted hemp to create rope.
Minor Globe Of Invulnerability
- Abjuration
- Level: 4
- Range: 0
- Duration: 1 round/level
- Area of Effect: 1” diameter sphere
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
This spell creates a magical sphere around the caster which prevents any first, second or third level spells from penetrating, i.e. the area of effect of any such spells does not include the area of the minor globe of invulnerability. However, any sort of spells can be cast out of the magical sphere, and they pass from the caster of the globe, through its area of effect, and to their target without effect upon the minor globe of invulnerability. Fourth and higher level spells are not affected by the globe. It can be brought down by a dispel magic spell. The material component of the spell is a glass or crystal bead.
GM NOTE: The globe gives off a faint shimmering when it forms. Third level spells from devices — fireballs or lightning, for example — will not penetrate its sphere.
Mirror Image (Magic-User)
- Illusion/Phantasm
- Level: 2
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: 6’ radius of spell caster
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
When a mirror image spell is invoked, the spell caster causes from 1 to 4 exact duplicates of himself or herself to come into being around his or her person.
These images do exactly what the magic-user does, and as the spell causes a blurring and slight distortion when it is effected, it is impossible for opponents to be certain which are the phantasms and which is the actual magic-user.
When an image is struck by a weapon, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual magic-user is struck during one round, he or she cannot be picked out from amongst his or her images the next.
To determine the number of images which appear, roll percentile dice, and add 1 to the resulting score for each level of experience of the magic-user: 25 or less = 1 mirror image, 26-50 = 2, 51-75 = 3, 75 or more = 4. At the expiration of the spell duration all images wink out.
Mirror Image (Illusionist)
- Illusion/Phantasm
- Level: 2
- Range: 0
- Duration: 3 rounds/level
- Area of Effect: 6’ radius of spell caster
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
Except as noted above, and except for the fact that there are 2-5 (d4 + 1) mirror images created, this spell is the same as the second level magic-user spell, mirror image (q.v.).
Misdirection
- Illusion/Phantasm
- Level: 2
- Range: 3”
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: Neg.
By means of this spell the illusionist misdirects the information from a detection-type spell, i.e. detect charm, detect evil, detect invisibility, detect lie, detect magic, and detect snares & pits. While the detection spell functions, the information it reveals will indicate the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The illusionist directs the spell effect upon the creature or item which is the object of the detection spell. If the caster of the detection-type spell fails his or her saving throw, the misdirection takes place.
Monster Summoning I
- Conjuration/Summoning
- Level: 3
- Range: 3”
- Duration: 2 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Within 1-4 rounds of casting this spell, the magic-user will cause the appearance of from 2-8 first level monsters (selected at random by the referee, but whose number may be either randomly determined or selected personally by the referee, according to the strength of the monster randomly determined). These monsters will appear in the spot, within spell range, desired by the magic-user, and they will attack the spell user’s opponents to the best of their ability until he or she commands that attack cease, or the spell duration expires, or the monsters are slain. Note that if no opponent exists to fight, summoned monsters can, if communication is possible, and if they are physically capable, perform other services for the summoning magic-user. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning II
- Conjuration/Summoning
- Level: 4
- Range: 4”
- Duration: 3 rounds + 1 round/level
- Area of Effect: special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
This spell is similar to the third level monster summoning I spell (q.v.). Its major difference is that 1-6 second level monsters are conjured up. The material components are the same as those of the lesser spell. There is also a 1-4 round delay.
Monster Summoning III
- (Conjuration/Summoning)
- Level: 5
- Range: 5”
- Duration: 4 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
When this spell is cast, 1-4 third level monsters are summoned, coming within 1-4 rounds. See monster summoning I for other details.
Monster Summoning IV
- Conjuration/Summoning
- Level: 6
- Range: 6”
- Duration: 5 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
This spell summons 1 to 3 fourth level monsters, and they appear within 1 to 3 rounds. See monster summoning I for other details.
Monster Summoning V
- Conjuration/Summoning
- Level: 7
- Range: 7”
- Duration: 6 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
This spell summons 1-2 fifth level monsters, and they will appear in 1-3 rounds. See monster summoning I for other details.
Monster Summoning VI
- Conjuration/Summoning
- Level: 8
- Range: 8”
- Duration: 7 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
This spell summons 1 or 2 sixth level monsters, the creature(s) appearing in 1 to 3 rounds. See monster summoning I for other details.
Monster Summoning VII
- Conjuration/Summoning
- Level: 9
- Range: 9”
- Duration: 8 rounds + 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: None
This spell summons 1 or 2 seventh level monsters which appear 1 round after the spell is cast, or 1 8th level monster which will appear 2 rounds after the spell is cast. See monster summoning I for other details.
Mordenkainen’s Faithful Hound
- Conjuration/Summoning
- Level: 5
- Range: 1”
- Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The Mordenkainen’s faithful hound spell summons an invisible phantom watchdog that only the caster can see. The caster can command it to guard a passage, room, door, or similar area. The hound begins barking loudly if any creature larger than a cat approaches the area it guards.
The phantom watchdog can detect creatures that are invisible, astral, ethereal, out of phase, duo-dimensional, or otherwise non-visible, making it an exceptional guardian. If an intruding creature turns its back to the watchdog, the hound delivers a vicious attack as if it were a 10 hit dice monster, dealing 3-18 hit points of damage. It can strike all opponents, even those that normally require magical weapons of +3 or greater to be hit.
The faithful hound cannot be attacked but can be dispelled. The spell ends automatically if the caster moves more than 3” away from the area being guarded.
The material components for this spell are a tiny silver whistle, a piece of bone, and a thread.
Mordenkainen’s Sword
- Evocation
- Level: 7
- Range: 3”
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The Mordenkainen’s sword spell conjures a shimmering, sword-like plane of force controlled mentally by the caster. While directing the sword, the caster cannot perform other actions aside from movement. The sword strikes as if wielded by a fighter of half the caster’s level. For instance, a 14th-level magic-user wields the sword as a 7th-level fighter.
The sword does not have magical “to hit” bonuses but can strike any opponent, including those normally affected only by +3 weapons, as well as astral, ethereal, or out-of-phase creatures. It hits any armor class on a roll of 19 or 20.
The sword deals 5-20 hit points of damage to man-sized or smaller opponents and 5-30 hit points to larger creatures. It can also be used to subdue opponents. The spell persists until the duration expires, the caster dismisses it, or it is dispelled by a successful dispel magic.
The material component is a miniature platinum sword with a copper and zinc grip and pommel, costing 500 gold pieces to craft. The component disappears upon casting.
Move Earth
- Alteration
- Level: 6
- Range: 1”/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: Special
- Saving Throw: None
The move earth spell allows the caster to manipulate dirt, clay, loam, sand, and other similar materials, enabling changes to terrain such as collapsing embankments, shifting dunes, or moving hillocks. The area affected and the desired changes determine the casting time, requiring 1 turn for every 4” square of terrain.
For significant terrain modifications, such as moving earth to create new features rather than merely collapsing banks or walls, the caster must summon an earth elemental to assist. Both the casting of the move earth spell and the elemental summoning must be completed before any effects occur. This spell cannot affect or move rock formations.
The material components for this spell are a small bag containing a mixture of soils (clay, loam, sand) and an iron blade.
GM NOTE: The practical limit for the spell’s area of effect is 24” square, requiring four hours of casting time, excluding the time needed for elemental conjuration.
Neutralize Poison (Cleric)
- Alteration
- Reversible
- Level: 4
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched or 1 cubic foot of substance/2 levels
- Components: V, S
- Casting Time: 7 segments
- Saving Throw: None
By means of a neutralize poison spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the cleric to score a hit in melee combat.
Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i.e. creatures (or objects) which generate new poison will not be permanently detoxified.
The reversed spell, poison, likewise requires an attack (a “to hit” touch which succeeds), and the victim is allowed a saving throw versus poison. If the latter is unsuccessful, the victim is killed by the poison.
Neutralize Poison (Druid)
- Alteration
- Reversible
- Level: 3
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
This spell is the same as the 4th level cleric neutralize poison spell (q.v.).
Non-detection
(Abjuration) Level: 3 Range: 0 Duration: 1 turn/level Area of Effect: 5’ radius of spell caster Components: V, S, M Casting Time: 3 segments Saving Throw: None
By casting this spell, the illusionist makes himself or herself invisible to divination spells such as clairaudience, clairvoyance, “detects”, and ESP. It also prevents location by such magic items as crystal balls and medallions of ESP. The material component of the spell is a pinch of diamond dust.
Nystul’s Magic Aura
- Illusion/Phantasm
- Level: 1
- Range: Touch Duration: 1 day/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: Special
By means of this spell any one item of a weight of 50 g.p. per level of experience of the spell caster can be given an aura which will be noticed if detection of magic is exercised upon the object.
If the object bearing the Nystul’s magic aura is actually held by the creature detecting for a dweomer, he, she or it is entitled to a saving throw versus magic, and if this throw is successful, the creature knows that the aura has been placed to mislead the unwary. Otherwise, the aura is simply magical, but no amount of testing will reveal what the magic is. The component for this spell is a small square of silk which must be passed over the object to bear the aura.
Obscurement
- Alteration
- Level: 2
- Range: 0
- Duration: 4 rounds/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
This spell causes a misty vapor to arise around the druid.
It persists in this locale for 4 rounds per level of experience of the druid casting the spell, and it reduces visibility of any sort (including infravision) to 2’ to 8’ (2d4). The area of effect is a cubic progression based on the druid’s level of experience, a 1” cube at 1st level, a 2” cube at 2nd level, a 3” cube at 3rd level, and so on. Underground, the height of the vapor is restricted to 1”, although the length and breadth of the cloud is not so limited. A strong wind will cut the duration of an obscurement spell by 75%.
GM NOTE: A gust of wind spell will cause the vapor to swirl and dissipate in 25% of the normal time, so that instead of the obscurement lasting for 4 rounds per level it will last for but 1 round per level, once the gust of wind has been cast, of course.
Otiluke’s Freezing Sphere
- Alteration/Evocation
- Level: 6
- Range: Special
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: Special
Otiluke’s freezing sphere is a versatile and potent spell with three distinct applications.
The first option creates a globe of matter at absolute zero temperature. When the globe contacts water or a liquid primarily composed of water, it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet per caster level. The resulting ice persists for 1 round per caster level.
The second option produces a thin ray of cold that extends from the caster’s hand to a distance of 1” per caster level. This ray inflicts 4 hit points of cold damage per caster level to the first creature struck. A successful saving throw versus magic negates the damage (indicating a miss due to the ray’s narrowness). The ray continues to its full range, requiring saving throws from all other creatures or objects in its path.
The third option creates a small, sling stone-sized globe that is cool to the touch but harmless while intact. When thrown or slung, it shatters upon impact, dealing 4-24 points of cold damage to all creatures within a 10-foot radius. A successful saving throw versus magic reduces the damage by half. If not used within a time limit of 1 round per caster level, the globe automatically shatters, causing the stated damage. This timed effect can be used to deter pursuers but poses a risk to the caster and allies.
The material components vary based on the application:
- A thin sheet of crystal (1-inch square) for the freezing liquid effect.
- A white sapphire worth at least 1,000 gold pieces for the cold ray.
- A diamond worth at least 1,000 gold pieces for the sling stone globe.
All components are consumed when the spell is cast.
GM NOTE: When using the sling stone-sized globe, it has a 4” range if thrown by hand. For other delivery methods, treat it as a slung missile. Refer to the Grenade-Like Missiles Table to determine where missed projectiles land.
Otto’s Irresistible Dance
- Enchantment/Charm
- Level: 8
- Range: Touch
- Duration: 2-5 rounds
- Area of Effect: Creature touched
- Components: V
- Casting Time: 5 segments
- Saving Throw: None
When Otto’s irresistible dance is placed upon a creature, the spell causes the recipient to begin dancing, feet shuffling and tapping.
This dance makes it impossible for the victim to do anything other than caper and prance, this cavorting lowering the armor class of the creature by -4, making saving throws impossible, and negating any consideration of a shield. Note that the creature must be touched — possibly as if melee combat were taking place and the spell caster were striking to do damage.
Paralyzation
- Illusion/Phantasm
- Level: 3
- Range: 1“/level
- Duration: Special
- Area of Effect: 2” × 2” area
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: Neg.
The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the total level of experience of the illusionist.
If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the illusionist may dispel it at any time he or she desires.
Part Water (Cleric)
- Alteration Level: 6
- Range: 2”/level
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
By employing a part water spell, the cleric is able to cause water or similar liquid to move apart, thus forming a trough.
The depth and length of the trough created by the spell is dependent upon the level of the cleric, and a trough 3’ deep by 1’ by 2” (20’ or 20 yards) is created per level, i.e. at 12th level the cleric would part water 36’ deep by 12’ wide by 24” (240’ or 240 yards) long. The trough will remain as long as the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel magic).
The material component of this spell is the cleric’s religious symbol.
Part Water (Magic-User)
- Alteration
- Level: 6
- Range: 1”/level
- Duration: 5 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Except as shown above, and also that the material components for this spell are two small sheets of crystal or glass, this spell is the same as the sixth level cleric spell, part water (q.v.).
Pass Plant
- Alteration
- Level: 5
- Range: Touch
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
By using this spell, a druid is able to enter a tree and move from inside it to another of the same type which lies in approximately the direction desired by the spell user and is within the range shown below:
- Oak: 60”
- Ash: 54”
- Yew: 48”
- Elm: 42”
- Linden: 36”
- deciduous: 30”
- coniferous: 24”
- other: 18”
The tree entered and that receiving the druid must be of the same type, living, and of girth at least equal to the druid. Note that if the druid enters a tree, suppose an ash, and wishes to pass north as far as possible (54”), but the only appropriate ash in range is south, the druid will pass to the ash in the south. The pass plant spell functions so that the movement takes only one segment (6 seconds) of a round. The druid may, at his or her option, remain within the receiving tree for a maximum of 1 round per level of experience. Otherwise, he or she may step forth immediately.
Should no like tree be in range, the druid simply remains within the tree, does not pass elsewhere, and must step forth in the applicable number of rounds. (See plant door for effects of chopping or burning such a tree.)
Pass Without Trace
- Enchantment/Charm
- Level: 1
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When this spell is cast, the recipient can move through any type of terrain — mud, snow, dust, etc. — and leave neither footprint nor scent.
Thus, tracking a person or other creature covered by this dweomer is impossible. The material components of this spell are a leaf of mistletoe (which must be burned thereafter and the ashes powdered and scattered) and a sprig of pine or evergreen. Note: The area which is passed over will radiate a dweomer for 6-36 turns after the affected creature passes.
Passwall
- Alteration
- Level: 5
- Range: 3”
- Duration: 6 turns + 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
A passwall enables the spell caster to open a passage through wooden, plaster, or stone walls; thus he or she and any associates can simply walk through. The spell causes a 5’ wide by 8’ high by 10’ deep opening. Note several of these spells will form a continuing passage so that very thick walls can be pierced. The material component of this spell is a pinch of sesame seeds.
Permanent Illusion
- Illusion/Phantasm
- Level: 6
- Range: 1“/level
- Duration: Permanent
- Area of Effect: 4 square “ + 1 square/level
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: Special
This spell creates a lasting Spectral Force which requires no concentration. It is subject to dispel magic, of course.
Permanency
- Alteration
- Level: 8
- Range: Special
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 rounds
- Saving Throw: None
This spell affects the duration of certain other spells, making the duration permanent. The spells upon which a personal permanency will be effective are:
- comprehend languages
- detect evil
- detect invisibility
- detect magic
- protection from evil
- protection from normal missiles
- read magic
- tongues
- unseen servant
- infravision
The magic-user casts the desired spell and then follows with the permanency spell. Each permanency spell lowers the magic-user’s constitution by 1 point. The magic-user cannot cast these spells upon other creatures. In addition to personal use, the permanency spell can be used to make the following object/ creature or area effect spells lasting:
- enlarge
- fear
- gust of wind
- invisibility
- magic mouth
- prismatic sphere
- stinking cloud
- wall of fire
- wall of force
- web
The former application of permanency can be dispelled only by a magic-user of greater level than the spell caster was when he or she initially cast it. The permanency application to other spells allows it to be cast simultaneously with any of the latter when no living creature is the target, but the permanency can be dispelled normally, and thus the entire spell negated.
GM NOTE: There is only a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing.
Phantasmal Force (Illusionist)
- Illusion/Phantasm
- Level: 1
- Range: 6” + 1”/level
- Duration: Special
- Area of Effect: 4 square ” + 1” square/level
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: Special
Except as noted above, this spell is the same as the third level magic-user spell, phantasmal force (q.v.).
Phantasmal Force (Magic-User)
- Illusion/Phantasm
- Level: 3
- Range: 8” + 1”/level
- Duration: Special
- Area of Effect: 8 square inches + 1 square inch/level
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: Special
The phantasmal force spell allows the magic-user to create a visual illusion that affects all believing creatures who see it. Creatures may even suffer damage from illusory attacks, such as phantasmal missiles or falling into an illusory pit of spikes. This illusion does not include sound.
The illusion persists until it is struck by an opponent (unless the caster causes it to react appropriately) or until the caster ceases concentration. Loss of concentration can occur voluntarily, due to movement, or because of an attack that causes damage.
Creatures that disbelieve the illusion may make a saving throw. If successful, they see the illusion for what it is and can provide a +4 bonus to the saving throws of others by effectively communicating their disbelief. Creatures not observing the illusion are immune to its effects until they see it.
The illusion can represent any object, creature, or force, as long as it fits within the area of effect, which increases with the caster’s level. The illusion’s area can move within the spell’s range. The material component for the spell is a bit of fleece.
GM NOTE: The magic-user must have prior knowledge and understanding of the force, creature, or object being replicated. If the caster has never cast a fireball or seen a dragon turtle, for example, their illusion of such things will appear crude and unconvincing.
Phantasmal Killer
- Illusion/Phantasm
- Level: 4
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: One creature
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Special
The phantasmal killer spell conjures an illusion of the most fearsome thing imaginable, drawn from the subconscious fears of the target. Only the caster and the target can see the phantasmal killer, which manifests as a terrifying beast. If the beast successfully strikes its victim, the victim dies instantly from fright.
The phantasmal killer attacks as a 4 hit dice monster and is immune to all forms of attack or barriers, as it exists solely in the target’s mind. The target’s only defenses are to attempt disbelief (once) or to incapacitate or kill the caster.
To disbelieve the phantasmal killer, the target rolls 3d6 and must achieve a result equal to or less than their intelligence score. Modifiers to this roll include:
- +2 if completely surprised.
- +1 if surprised.
- -1 per previous attack by this spell.
- -2 if the subject is an illusionist.
- -3 if the subject is wearing a helm of telepathy, which also allows the target to turn the phantasmal killer against its caster if disbelieved.
Magic resistance and wisdom modifiers also apply. Magic resistance is checked first to determine whether the spell affects the target. Wisdom bonuses are subtracted from the dice roll, improving the chances of disbelief.
If the target successfully disbelieves the illusion while wearing a helm of telepathy, the phantasmal killer turns against the caster, who must then disbelieve it or suffer its attack.
GM NOTE: If the target is rendered unconscious during the spell’s duration, the phantasmal killer cannot harm them.
Plane Shift
- Alteration
- Level: 5
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched (special)
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
The plane shift spell allows the caster to transport themselves or another creature to a different plane of existence. The recipient of the spell remains on the new plane until they are removed by similar means. Up to seven individuals can be transported simultaneously if they link hands in a circle.
The material component for the spell is a small, forked metal rod. The type and composition of the rod determine the destination plane. (Your referee will provide specifics regarding which planes are accessible and how they are reached.)
An unwilling creature must be touched to be affected, and they are entitled to a saving throw to negate the spell’s effects.
GM NOTE: The metal rod functions like a tuning fork, aligning the vibrations of the target(s) to the desired plane. The sound or “note” of the rod determines the destination — for example, an A sharp might lead to the Astral Plane, while an A flat might lead to the Elemental Plane of Air. Specific chords or combinations can correspond to subplanes, such as F sharp minor leading to the 9th Plane of Hell. The DM decides these associations and informs the caster when the rod is used.
Plant Door
- Alteration
- Level: 4
- Range: Touch Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth — even growth of a magical nature.
The plant door is open only to the druid who cast the spell, druids of a higher level, or dryads. The door even enables the druid to enter into a solid tree trunk and remain hidden there until the spell ends. If the tree is cut down or burned, the druid must leave before the tree falls or is consumed, or else he or she is killed also.
The duration of the spell is 1 turn per level of experience of the druid casting it. If the druid opts to stay within an oak, the spell lasts 9 times longer, if an ash tree it lasts 3 times as long.
The path created by the spell is up to 4’ wide, 8’ high and 12’/level of experience of the druid long.
Plant Growth (Druid)
- Alteration
- Level: 3
- Range: 16”
- Duration: Permanent
- Area of Effect: 2” × 2” square area/level
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The plant growth spell enables the druid to cause normal vegetation within the area of effect to grow into a dense thicket or jungle. The overgrown vegetation forms a barrier that creatures must either hack through or force their way past, moving at a rate of 1” per round for man-sized creatures and 2” per round for creatures larger than man-sized.
The spell requires the area to contain existing brush or trees for it to take effect. Vegetation such as briars, bushes, creepers, lianas, roots, saplings, thistles, thorns, trees, vines, and weeds will become so thick and overgrown that they form an impenetrable barrier.
The druid determines the shape of the area of effect at the time of casting. The area is a square or rectangle with a size of 2” × 2” per caster level. For example, an 8th-level druid can affect an area of up to 16” × 16”, 32” × 8”, 64” × 4”, or 128” × 2”.
The effects of the spell are permanent until the vegetation is cleared through manual labor, fire, or magical means such as dispel magic.
Plant Growth (Magic-User)
- Alteration
- Level: 4
- Range: 1”/level
- Duration: Permanent
- Area of Effect: 1” × 1” square area/level
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
Except as noted above, this spell is the same as a third level druid spell, plant growth (q.v.).
Polymorph Any Object
- Alteration
- Level: 8
- Range: 1/2”/level
- Duration: Variable
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: Special
This spell changes one object (living or otherwise) into another. When used as a polymorph other or stone to flesh, simply treat the spell as a more powerful version, with saving throws made at -4 on the die. When it is cast in order to change other objects, the duration of the spell will depend on how radically removed the original was from its magicked state, as well as how different in size. This will be determined by your Dungeon Master by comparing:
- kingdom — animal, vegetable, mineral
- class — mammals, bipeds, fungi, metals, spheres, etc. relationship— twig is to tree, sand is to beach, etc.
- size — smaller, equal, larger
- shape — comparative resemblance of the original to the polymorphed state
- intelligence — particularly with regard to a change in which the end product is more intelligent
Change in kingdom makes the spell work for hours or turns, i.e. hours if one removed, turns if two removed. Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change of only hours duration; turning a tusk into an elephant would be permanent, but turning a twig into a sword would be only a change of several turns duration.
All polymorphed objects radiate a strong magic, and if a dispel magic spell is used upon them, they will return to their natural form. Note that a stone to flesh, or its reverse, will affect objects under this spell.
The material components of this spell are mercury, gum arabic, and smoke.
N.B.: System shock applies to living creatures, as do the restrictions noted regarding Polymorph Others and Stone to Flesh.
Polymorph Other
- Alteration
- Level: 4
- Range: 1/2”/level
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: Neg.
The polymorph other spell completely alters the form and abilities of the recipient, potentially changing its personality and mentality as well. A creature cannot be polymorphed into a form with a higher intelligence than its own, though the reverse is possible.
Upon transformation, the target must make a system shock roll (based on its Constitution) to determine if it survives the change. If successful, it acquires all physical abilities of its new form. There is a base 100% chance that the polymorphed creature will assume the personality and mentality of its new form. This chance decreases by 5% for each point of the target’s intelligence. Additionally, the base chance is adjusted by ±5% for every hit die difference between the creature’s original and new forms.
The personality and mentality shift is checked daily until the change occurs. Creatures generally resist such transformations and are unlikely to accept the risks of being subjected to this spell willingly. For example:
- A 1-hit die orc with an 8 intelligence polymorphed into a 6-hit die white dragon has an 85% chance (100% - (5% × 8 intelligence) + (5% × (6 - 1 hit dice))) of fully assuming the dragon’s personality and mentality.
- An 8th-level fighter polymorphed into a blue dragon would retain combat knowledge and could use weapons with the dragon’s forepaws if the personality shift does not occur.
Certain properties of the original form persist; for example, a tough creature like a mummy polymorphed into a puppy would still be more resilient than an ordinary dog, and a brontosaurus polymorphed into an ant would be extraordinarily difficult to kill despite its new size.
To revert a polymorphed creature to its original form, the caster must use dispel magic, which also requires the creature to make another system shock roll.
The material component for this spell is a caterpillar cocoon.
GM NOTE: Henchmen and hirelings are highly unlikely to consent to this spell. Level of experience or profession cannot be transferred, so attempts to polymorph a creature into an nth-level character or specific class will result only in a basic humanoid form. Shape changers (e.g., lycanthropes, deities, druids, vampires, certain dragons, jackalweres, dopplegangers, mimics) revert to their original form after one round.
Polymorph Self
- Alteration
- Level: 4
- Range: 0
- Duration: 2 turns/level
- Area of Effect: The magic-user
- Components: V
- Casting Time: 3 segments
- Saving Throw: None
The polymorph self spell allows the magic-user to assume the physical form of any creature, ranging in size from as small as a wren to as large as a hippopotamus. The caster also adopts the new form’s method of locomotion (e.g., flying, swimming). However, the spell does not confer any of the new form’s special abilities, attacks, or defenses, nor does it alter the caster’s personality or mentality. No system shock check is required.
For example, a magic-user polymorphed into an owl can fly but retains human vision. A transformation into a black pudding allows the caster to move under doors or along ceilings but does not provide the pudding’s offensive or defensive capabilities.
The caster can change forms as often as desired while the spell is in effect, with each transformation requiring 5 segments. The strength of the assumed form must be sufficient for normal movement. Damage inflicted upon the polymorphed form is calculated as damage to the caster, but when the caster returns to their original form, they recover 1d12 hit points.
Power Word, Blind
- Conjuration/Summoning
- Level: 8 Components: V
- Range: 1/2”/level
- Casting Time: 1 segment
- Duration: Special
- Saving Throw: None
- Area of Effect: 3” diameter
When a power word, blind is cast, one or more creatures within spell range and area of effect will become temporarily sightless. The spell affects up to 100 hit points of creatures, but the duration is dependent upon how many hit points of creatures are affected. If 50 or less points are affected, blindness lasts for 2 to 5 (d4 + 1) turns, if 51 or more hit points of creatures are affected, the spell duration is but 2 to 5 rounds. Note that the spell caster must indicate which creatures he or she desires to affect with the spell, noting one as target center, prior to determining results. Creatures with over 100 hit points are not affected. Blindness can be removed by cure blindness or dispel magic.
Power Word, Kill
- Conjuration/Summoning
- Level: 9
- Range: 1/4”/level
- Duration: Permanent
- Area of Effect: 2” diameter
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
When a power word, kill is uttered, one or more creatures within the spell range and area of effect will be slain. The power word will destroy a creature with up to 60 hit points, or it will kill 2 or more creatures with 10 or fewer hit points, up to a maximum of 120 hit points. The option to attack a single creature, or multiple creatures, must be stated along with the spell range and area of effect center.
Power Word, Stun
- Conjuration/Summoning
- Level: 7
- Range: 1/2”/level
- Duration: Special
- Area of Effect: One creature
- Components: V
- Casting Time: 1 segment
- Saving Throw: None
The power word, stun spell allows the caster to render a creature stunned, leaving it reeling and unable to think coherently or act. The caster must be facing the target, and the creature must be within the spell’s range, which is 1/2” per caster level.
The duration of the stun depends on the target’s current hit points, not its maximum:
- Creatures with 1 to 30 hit points are stunned for 4-16 (4d4) rounds.
- Creatures with 31 to 60 hit points are stunned for 2-8 (2d4) rounds.
- Creatures with 61 to 90 hit points are stunned for 1-4 (1d4) rounds.
- Creatures with more than 90 hit points are unaffected.
If the target has been weakened and its current hit points are reduced, those current hit points are used to determine the spell’s effect.
Prayer
- Conjuration/Summoning
- Level: 3
- Range: 0
- Duration: 1 round/level
- Area of Effect: 6” radius
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
The prayer spell provides bonuses and penalties identical to those of a chant, granting friendly creatures a +1 bonus to attack rolls and saving throws while imposing a -1 penalty on the same rolls for enemies. However, unlike chant, the cleric does not need to maintain concentration on the prayer and can take other actions once the spell is cast.
The material component for the spell is a silver holy symbol, prayer beads, or a similar religious item.
GM NOTE: If a prayer spell is cast while another cleric of the same deity is actively chanting, the effects are cumulative, resulting in a +2 bonus for allies and a -2 penalty for enemies. Both spells must be cast by clerics of the same deity or religious persuasion, not merely of the same general alignment, and the chant must be ongoing when the prayer is spoken.
Predict Weather
- Divination Level: 1
- Range: 0
- Duration: 2 hours/level
- Area of Effect: Nine square miles
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
When a predict weather spell is cast by a druid, he or she gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours advance weather can be forecast. Thus, at 1st level the druid knows what the weather will be for two hours; at second level he or she knows the weather for 4 hours in advance, etc.
Prismatic Spray
- Abjuration, Conjuration/Summoning
- Level: 7
- Range: 0
- Duration: Instantaneous
- Area of Effect: 7” long plane, 11/2” wide at end, 1/2” wide at base
- Components: V, S
- Casting Time: 7 segments
- Saving Throw: Special
When this spell is cast, the illusionist causes 7 rays of the Prismatic Sphere spell to spring from his or her hand. Any creature in the area of effect will be touched by 1 or more of the rays. To determine which ray strikes the concerned creature, roll an eight-sided die:
1=red, 2=orange, 3=yellow, 4=green, 5=blue, 6=indigo, 7=violet, 8=struck by 2 rays, roll again twice ignoring any 8’s.
Saving throws apply only with respect to those prismatic color rays which call for such.
Prismatic Sphere
- Abjuration, Conjuration/Summoning
- Level: 9
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 2” diameter sphere
- Components: V
- Casting Time: 7 segments
- Saving Throw: Special
This spell enables the magic-user to conjure up an opaque globe of shimmering, multi-colored spheres of light to surround him or her which give protection from all forms of attack. This scintillating sphere flashes all the seven colors of the visible spectrum, and each of these spheres of color has a different power and purpose. Any creature with fewer than eight hit dice will be blinded for from 2 to 8 turns by the colors of the sphere. This phenomenon is immobile and only the spell caster can pass in and out the prismatic sphere without harm. Note that typically the upper hemisphere of the globe will be visible, as the spell caster is at the center of the sphere, so the lower half is usually hidden by the floor surface he or she is standing upon. The colors and effects of the prismatic sphere, as well as what will negate each globe, are:
- red: Prevents all non-magical missiles — inflicts 10 hit points of damage. Negated by cone of cold.
- orange: Prevents all magical missiles — inflicts 20 hit points of damage. Negated by gust of wind.
- yellow: Prevents poisons, gasses, and petrification — inflicts 40 hit points of damage. Negated by disintegrate.
- green: Prevents all breath weapons — save vs. poison or dead. Negated by passwall.
- blue: Prevents location/detection and psionics — save vs. petrification or turned to stone. Negated by magic missile.
- indigo: Prevents all magical spells — save vs. wand or insane. Negated by continual light.
- violet: Force field protection — save vs. magic or sent to another plane. Negated by dispel magic.
Note that a rod of cancellation will destroy a prismatic sphere. Otherwise, anything entering the sphere will be destroyed, any creature subject to the effects of each and every globe as indicated, i.e. 70 hit points of damage plus death, petrification, insanity and/or instantaneous transportation to another plane, and only the four latter effects are subject to saving throws. The individual globes may be destroyed by appropriate magical attacks in consecutive order, the 1st globe destroyed before any others, then the 2nd, etc.
GM NOTE: At the commencement of this spell, each color is shimmering, but each represents a successive layer, rather like an onion. The first MUST be brought down before the second can be affected, etc. Any creature passing through gets the effect of each and every color layer still existing.
Prismatic Wall
- Abjuration, Conjuration/Summoning
- Level: 7
- Range: 1”
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 7 segments
- Saving Throw: Special
The prismatic wall spell is similar to the Prismatic Sphere spell. It differs only in that the spell creates a wall, or curtain, of scintillating colors. The wall is of maximum proportions of 4’ wide per level of experience of the spell caster and 2’ high per level of experience.
Produce Fire
- Alteration
- Reversible
- Level: 4
- Range: 4”
- Duration: 1 round
- Area of Effect: 12’ square
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
By means of this spell the druid causes a common-type fire of up to 12’ per side in area boundary. While it lasts but a single round, the fire produced by the spell will cause 1-4 hit points of damage on creatures within its area; and it will ignite combustible materials such as cloth, oil, paper, parchment, wood and the like so as to cause continued burning. The reverse, quench fire, will extinguish any normal fire (coals, oil, tallow, wax, wood, etc.) within the area of effect.
Produce Flame
- Alteration
- Level: 2
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
The produce flame spell creates a bright magical flame, equivalent in brightness to a torch, in the druid’s palm. The flame lasts for 2 melee rounds per caster level and does not harm the druid. It can ignite flammable materials such as paper, cloth, dry wood, or oil.
The druid can hurl the flame as a missile with a range of 4”. On impact, the flame flashes, igniting combustibles within a 3-foot diameter at the point of impact before extinguishing itself. The druid may extinguish the flame in their hand at will, but any fire caused by the flame must be dealt with through normal means.
GM NOTE: When the flame is hurled, treat it as a missile attack, with all targets considered at short range. If the attack misses, use the grenade-like missile rules to determine where the flame lands.
Programmed Illusion
- Illusion/Phantasm
- Level: 6
- Range: 1“/level
- Duration: Special
- Area of Effect: 4 square “ + 1 square/level
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: Special
By means of this spell, the illusionist sets up a Spectral Force spell which will activate upon command or when a specified condition occurs (cf. mogic mouth). The illusion will last for a maximum of 1 round per level of the spell caster.
Project Image
- Alteration, Illusion/Phantasm
- Level: 6
- Range: 1”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
The project image spell allows the magic-user to create a non-material duplicate of themselves at any location within the spell’s range. This projected image mimics the caster’s actions, such as walking, speaking, and even casting spells, as determined by the caster.
A special channel connects the caster to the image, making it appear as though spells originate from the image itself. The image cannot be harmed by attacks, though it can be dispelled by a dispel magic spell or by the caster’s command.
The image must remain within the caster’s line of sight; if the caster’s view of the image is obstructed, the spell ends.
The material component for this spell is a small replica or doll representing the magic-user.
Projected Image
- Alteration, Illusion/Phantasm
- Level: 5
- Range: 1/2”/level
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
Except as shown above, this spell is the same as the sixth level magic-user spell, project image (q.v.).
Protection From Evil (Cleric)
- Abjuration
- Reversible
- Level: 1
- Range: Touch
- Duration: 3 rounds/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
The protection from evil spell surrounds the recipient with a magical barrier, extending one foot from their body. This barrier prevents physical contact by enchanted or conjured creatures, such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, xorn, and summoned animals or monsters.
Additionally, attacks by evil creatures suffer a -2 penalty on attack rolls against the protected individual. The recipient also gains a +2 bonus to saving throws caused by such attacks.
The spell can be reversed to protection from good, which retains the ability to repel enchanted evil creatures.
To complete the spell, the cleric must inscribe a 3-foot diameter circle using an appropriate material:
- Protection from evil: Holy water for ground/floor inscriptions or burning incense for air.
- Protection from good: Blood for ground/floor inscriptions or smoldering dung for air.
GM NOTE: The barrier prevents creatures using natural body weapon attacks that require physical contact from touching the protected individual.
Protection From Evil (Magic-User)
- Abjuration
- Reversible
- Level: 1
- Range: Touch
- Duration: 2 rounds/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
With the differences shown above, and the requirement of powdered iron and silver as the material components for tracing the magic circle for protection from evil, the spell is the same as the first level cleric protection from evil spell (q.v.).
Protection From Evil, 10’ Radius (Cleric)
- Abjuration
- Reversible
- Level: 4
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: 20’ diameter sphere
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The globe of protection of this spell is identical in all respects to a protection from evil (q.v.) spell, except that it encompasses a much larger area and the duration of the protection from evil, 10’ radius spell is greater. To complete this spell, the cleric must trace a circle 20’ in diameter using holy water or blood, incense or smouldering dung as according to the protection from evil spell.
Protection From Evil, 10’ Radius (Magic-User)
- Abjuration
- Reversible
- Level: 3
- Range: Touch
- Duration: 2 rounds/level
- Area of Effect: 10’ radius sphere around creature touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
This spell is the same as the first level protection from evil spell except with respect to its area of effect. See also the first level cleric protection from evil spell for general information.
Protection From Fire
- Abjuration
- Level: 3
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The protection from fire spell provides immunity and resistance to fire, with effects varying based on whether the recipient is the druid or another creature.
When cast on the druid, the spell grants:
- Complete immunity to normal fires (e.g., torches, bonfires, oil fires).
- Protection from magical fires (e.g., demon fire, burning hands, fireball, fire seeds, fire storm, flame strike, hell hound breath, meteor swarm, pyrohydra breath, etc.) until it absorbs a cumulative total of 12 hit points of damage per caster level. After this threshold is reached, the spell ends.
- A duration of 1 turn per caster level unless the damage threshold is reached first.
When cast on another creature, the spell grants:
- Immunity to normal fires.
- A +4 bonus on saving throws against fire-based attacks.
- A 50% reduction in damage from magical fire sources.
The spell’s benefits remain in effect until the conditions outlined above are met.
Protection From Lightning
- Abjuration
- Level: 4
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
This spell is exactly the same as the 3rd level Protection from Fire spell (q.v.) except that it applies to electrical/lightning attacks.
Protection From Normal Missiles
- Abjuration
- Level: 3
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
By means of this spell, the magic-user bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones and spears.
Furthermore, it causes a reduction of 1 from each die of damage inflicted by large and/or magical missiles such as ballista missiles, catapult stones, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
The material component of this spell is a piece of tortoise or turtle shell.
Purify Water
- Alteration
- Reversible
- Level: 1
- Range: 4”
- Duration: Permanent
- Area of Effect: 1 cubic foot/level, 1“ square area
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can be thus purified. The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.
Purify Food & Drink
- Alteration
- Reversible
- Level: 1
- Range: 3”
- Duration: Permanent
- Area of Effect: 1 cubic foot/level, 1” square area
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus made suitable for consumption. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water.
Push
- Conjuration/Summoning
- Level: 1
- Range: 1” + 1/4”/level
- Duration: Instantaneous
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: Neg.
The push spell allows the magic-user to create an invisible force that strikes an object or creature. The force generated is equal to 1 foot-pound per caster level. This force can:
- Move small objects up to 1 foot away from the caster.
- Topple objects under suitable conditions.
- Cause a creature to lose balance during an attack.
If the spell targets a creature, the creature must make a saving throw to resist its effects. Failing the saving throw causes the creature to lose its balance and forfeit its attack for that round. The mass of the creature cannot exceed the spell’s force by more than a factor of 50. For example, a 1st-level magic-user cannot push a creature weighing more than 50 pounds.
If used on an object held by a creature, the spell reduces the force applied by the object (such as a weapon) by its foot-pound value. This may negatively impact the creature’s chance to hit or improve the saving throws of its target, provided the creature fails its saving throw against magic.
The material component for this spell is a small pinch of powdered brass, which must be blown from the caster’s palm before pointing at the target.
Pyrotechnics (Druid)
- Alteration
- Level: 3
- Range: 16”
- Duration: Special
- Area of Effect: 10 or 100 times the fire source
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The pyrotechnics spell has two distinct effects, both requiring a fire source within range to function. The fire source is extinguished upon casting the spell.
-
Fireworks: The spell produces a burst of glowing, colored aerial fireworks that last for 1 segment per level of the druid. These fireworks can temporarily blind creatures in the area of effect, under it, or within 12” of the area, provided they have an unobstructed line of sight.
-
Smoke Cloud: The spell creates a thick, writhing stream of smoke from the fire source. This smoke forms a choking, vision-obscuring cloud that lasts for 1 round per level of the druid. The cloud is roughly globular and conforms to the surrounding area if confined, limiting vision to 2 feet or less.
The area affected by the spell depends on the chosen effect:
- Fireworks affect an area 10 times the volume of the fire source.
- Smoke affects an area 100 times the volume of the fire source.
Pyrotechnics (Magic-User)
- Alteration Level: 2
- Range: 12”
- Duration: Special
- Area of Effect: 10 or 100 times the fire source used
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
With the exception of the differences noted above, this spell is the same as the third level druid spell pyrotechnics (q.v.).
Quest
- Enchantment/Charm
- Level: 5
- Range: 6”
- Duration: Until fulfilled
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: Neg.
The quest spell compels a creature to perform a service and return with proof of its completion. The service can involve tasks such as retrieving an important object, rescuing someone, capturing a stronghold, delivering an item, or slaying a specified target.
If the affected creature fails to properly follow the quest due to disregard, delay, or intentional perversion, they suffer a cumulative penalty of -1 to saving throws for each day of noncompliance. This penalty persists until the quest is completed or the cleric cancels the spell.
The spell remains in effect until the task is fulfilled, though certain circumstances may temporarily suspend or cancel it, as determined by the Dungeon Master.
GM NOTE: If the target agrees to undertake the task, even through force or trickery, the saving throw to resist the spell is negated. Members of the same religion as the cleric cannot avoid a just and deserved quest. Creatures of the same alignment attempting to resist a just quest suffer a -4 penalty on their saving throw. The spell can be negated by a higher-level cleric of the same religion as the quested creature, by specific artifacts or relics, or by the direct intervention of a deity.
Raise Dead
- Necromantic
- Reversible
- Level: 5
- Range: 3”
- Duration: Permanent
- Area of Effect: One person
- Components: V, S
- Casting Time: 1 round
- Saving Throw: Special
The raise dead spell allows the cleric to restore life to a dwarf, gnome, half-elf, halfling, or human who has died within a certain timeframe. The limit is 1 day per level of the cleric, meaning a 9th-level cleric can raise someone who has been dead for up to 9 days.
The body of the deceased must be intact, as any missing parts will remain absent upon resurrection. Additionally, the revived individual must succeed on a special saving throw (based on their Constitution) to survive the ordeal. A raised person will be weak and helpless, requiring one full day of rest for each day they were dead.
The somatic component for the spell involves the cleric pointing a finger at the body.
The reverse of this spell, slay living, allows the caster to attempt to instantly kill a creature. The victim is entitled to a saving throw; success reduces the damage to that of a cause serious wounds spell (3d8+3 hit points). Evil clerics can use this version freely, but good clerics must exercise great caution. Misuse of slay living risks a drastic alignment shift unless it is cast against a clearly evil being for a justifiable cause.
If cast on newly created undead (excluding skeletons) within the timeframe of being dead, the spell can restore them to life, provided their Constitution permits survival. If not, the creature simply dies again.
Rary’s Mnemonic Enhancer
- Alteration
- Level: 4
- Range: 0
- Duration: 1 day
- Area of Effect: The magic-user
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
By means of this spell the magic-user is able to memorize, or retain the memory of, three additional spell levels, i.e. three spells of the first level, or one first and one second, or one third level spell. The magic-user can elect to immediately memorize additional spells or he or she may opt to retain memory of a spell cast by means of the Enhancer.
The material components of the spell are a piece of string, an ivory plaque of at least 100 g.p. value, and an ink composed of squid secretion and either black dragon’s blood or giant slug digestive juice. All components disappear when the spell is cast.
GM NOTE: When this is used to gain additional lower level spells, the magic-user must then memorize the spells and equip himself or herself with the requisite components.
Ray Of Enfeeblement
- Enchantment/Charm
- Level: 2
- Range: 1” + 1/4”/level
- Duration: 1 round/level
- Area of Effect: One creature
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: Neg.
By means of a ray of enfeeblement, a magic-user weakens an opponent, reducing strength — and attacks which rely upon it — by 25% or more.
For every level of experience beyond the third of the magic-user casting the spell, there is an additional 2% strength reduction, so that at 4th level, strength loss is 27%. Range and duration of the spell are also dependent upon the level of experience of the spell caster. For example, if a creature is struck by a ray of enfeeblement, it will lose the appropriate percentage of hit points of damage it scores on physical attacks (missiles, thrusting/cutting/ crushing weapons, biting, clawing, goring, kicking, constriction, etc.).
Your referee will determine any other reductions appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect.
Read Magic
- Divination
- Reversible
- Level: 1
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The read magic spell allows the magic-user to decipher magical inscriptions on objects such as books, scrolls, and weapons, which would otherwise be unintelligible. Magical writings in the caster’s personal spellbook or those previously read with this spell are already understood and do not require its use again.
Deciphering magical inscriptions typically does not activate the magic they contain, though exceptions exist, such as cursed scrolls. Once a magical inscription is read, it remains comprehensible to the caster thereafter without needing to recast the spell.
The spell lasts for 2 rounds per caster level. The material component is a clear crystal or mineral prism, which is not consumed during casting.
The reverse, unreadable magic, renders magical writing incomprehensible to all creatures, including those using read magic, until the spell expires or is dispelled. The material components for the reverse spell are a pinch of dirt and a drop of water.
Regenerate
- Necromantic
- Reversible
- Level: 7
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 rounds
- Saving Throw: None
The regenerate spell restores lost body parts, including fingers, toes, hands, feet, arms, legs, tails, heads (in multi-headed creatures), bones, or organs. If the severed parts are present and touching the creature, the regeneration process takes only 1 round. Otherwise, it requires 2-8 turns for the missing parts to regrow.
The reverse of this spell, wither, causes the targeted body part or organ to shrivel and cease functioning in 1 round. The withered part turns to dust in 2-8 turns. To cause this harmful effect, the caster must touch the target.
The material components for the spell are a prayer device and holy (or unholy) water.
Reincarnation (Druid)
- Necromantic Level: 7
- Range: Touch
- Duration: Permanent
- Area of Effect: Person touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Druids have the capability of bringing back the dead in another body if death occurred no more than a week before the casting of the spell. The person reincarnated will recall the majority of his or her former life and form, but the class they have, if any, in their new incarnation might be different indeed. Abilities and speech are likewise often changed. The table below gives the reincarnation possibilities of this spell:
- 01-03: badger
- 04-08: black bear
- 09-12: brown bear
- 13-16: wild boar
- 17-19: centaur
- 20-23: dryad
- 24-28: eagle
- 29-31: elf
- 32-34: faun
- 35-36: fox
- 37-40: gnome
- 41-44: hawk
- 45-58: human
- 59-61: lynx
- 62-64: owl
- 65-68: pixie
- 69-70: raccoon
- 71-75: stag
- 76-80: wolf
- 81-85: wolverine
- 86-00: use magic user reincarnation table
Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. When the corpse is touched, the new incarnation will appear in the area within 1 to 6 turns. (Cf. sixth level magic-user spell reincarnation.)
GM NOTE: Regardless of the form of the creature in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. For example, a badger character could grow to giant size, have maximum hit points, plus bonus points for a high constitution, and the intelligence level of its former character. A centaur reincarnation might eventually gain hit dice up to 5, 6, 7, or even 8, and it would be eligible to wear armor, use magic items, etc.
Reincarnation (Magic-User)
- Necromantic
- Level: 6
- Range: Touch
- Duration: Permanent
- Area of Effect: Person touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
This spell is similar to the seventh level druid spell of the same name (q.v.). It does not require any saving throw for system shock or resurrection survival. The corpse is touched, and a new incarnation of the person will appear in the area in 1 to 6 turns, providing the person has not been dead for longer than 1 day per level of experience of the magic-user. The new incarnation will be:
- 01-05: bugbear
- 06-11: dwarf
- 12-18: elf
- 19-23: gnoll
- 24-28: gnome
- 29-33: goblin
- 34-40: half-elf
- 41-47: halfling
- 48-54: haIf-orc
- 55-59: hobgoblin
- 60-73: human
- 74-79: kobold
- 80-85: orc
- 86-90: ogre
- 91-95: ogre mage
- 96-00: troll
Note: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite. The material components of the spell are a small drum and a drop of blood.
Remove Curse (Cleric)
- Abjuration
- Reversible
- Level: 3
- Range: Touch
- Duration: Permanent
- Area of Effect: Special
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: Special
The remove curse spell allows the cleric to lift a curse affecting an object, a person, or an area haunted by an evil presence or undesired sending. While the spell cannot destroy cursed items such as shields, weapons, or armor, it typically enables the afflicted individual to rid themselves of the cursed item.
The reverse, bestow curse, is not permanent and lasts 1 turn per cleric level. When cast, it inflicts one of the following effects on the victim:
- Reduces one ability score to 3 (randomly determined) — 50% chance.
- Reduces the victim’s “to hit” and saving throw rolls by -4 — 25% chance.
- Causes the victim to be 50% likely per turn to drop held items or do nothing if unable to hold tools — 25% chance.
Alternatively, the cleric may devise a custom curse of similar power, subject to the Dungeon Master’s approval.
For bestow curse, the target must be touched. If the touch is successful, the victim may still attempt a saving throw to negate the spell’s effects.
Remove Curse (Magic-User)
- Abjuration
- Reversible
- Level: 4
- Range: Touch
- Duration: Permanent
- Area of Effect: Special
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Special
Except as noted above, this spell is the same as the third level cleric spell, remove curse (q.v.)
Remove Fear
- Abjuration
- Reversible
- Level: 1
- Range: Touch
- Duration: Special
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: None
The remove fear spell instills courage in the recipient, granting a +4 bonus to saving throws against magical fear effects for 1 turn.
If the creature has already succumbed to fear and failed the initial saving throw, the cleric’s touch grants an additional saving throw. This second saving throw benefits from a bonus of +1 per cleric level (e.g., +2 at 2nd level, +3 at 3rd level, etc.). A touch attack is required to affect an unwilling recipient.
The reverse of this spell, cause fear, forces the target to flee in panic at maximum movement speed away from the caster for 1 round per cleric level. Fear caused by this spell can be negated by remove fear, and vice versa.
Repel Insects
- Abjuration/Alteration
- Level: 4
- Range: 0
- Duration: 1 turn/level
- Area of Effect: 10’ radius of the spell caster
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The repel insects spell creates an invisible barrier around the druid that deters all types of insects. Normal insects cannot approach within 10 feet of the caster while the spell is active.
Giant insects with 2 or more hit dice may attempt a saving throw versus magic to bypass the barrier. However, even if successful, they sustain 1-6 hit points of damage from passing through the magical barrier.
The spell does not affect arachnids, myriapods, or similar creatures — it works exclusively on true insects.
The material components for this spell are mistletoe and one of the following:
- Several crushed marigold flowers
- A whole crushed leek
- Seven crushed stinging nettle leaves
- A small lump of resin from a camphor tree
Repulsion
- Abjuration
- Level: 6
- Range: 1”/level
- Duration: 1 round/2 levels
- Area of Effect: 1” path
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
The repulsion spell forces all creatures within the area of effect to move away from the magic-user. Repelled creatures move at a rate of 3” per round or their normal movement speed, whichever is slower.
Once repelled, creatures continue to move away for the remainder of their movement, even if this takes them beyond the spell’s range.
The material components for this spell are a pair of small magnetized iron bars attached to two canine statuettes, one made of ivory and the other of ebony.
Resist Cold
- Alteration
- Level: 1
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The resist cold spell grants the recipient protection against cold effects. The creature can endure temperatures as low as 0°F without discomfort, even if unclothed.
Against greater cold, such as that produced by a sword of cold, ice storm, wand of cold, or white dragon’s breath, the recipient gains the following benefits:
- A +3 bonus to saving throws against cold effects.
- Reduced damage:
- One-half damage if the saving throw fails.
- One-quarter damage if the saving throw succeeds.
The spell’s resistance lasts for 1 turn per level of the caster.
The material component required is a pinch of sulfur.
Resist Fire
- Alteration
- Level: 2
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The resist fire spell grants the recipient protection against heat and fire. Normal heat, such as boiling water or red-hot charcoal, becomes comfortable, and the creature can endure magical fires with reduced effects.
Against magical fires or extreme heat (e.g., flaming swords, fire storms, fireballs, meteor swarms, or red dragon’s breath), the recipient gains:
- A +3 bonus to saving throws.
- Reduced damage:
- If the saving throw fails, damage is reduced by 50%.
- If the saving throw succeeds, damage is reduced to 25%.
The spell’s resistance lasts for 1 turn per level of the caster.
The material component for the spell is a drop of mercury.
Restoration
- Necromantic
- Reversible
- Level: 7
- Range: Touch
- Duration: Permanent
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 3 rounds
- Saving Throw: None
The restoration spell restores a lost life energy level to the recipient, reversing the effects of level drain caused by forces or monsters. For example, if a 10th-level character is drained to 9th level by a wight, this spell returns them to exactly the experience points required for 10th level, along with the associated hit points, hit dice, and level functions.
The spell must be cast within 1 day per cleric level of the recipient’s loss for it to be effective. Additionally, the spell can restore intelligence lost to a feeblemind spell and cure any form of insanity.
The reverse, energy drain, reduces the victim’s life energy level, akin to the effects caused by undead such as spectres, wights, or vampires. This version of the spell requires the caster to touch the target.
GM NOTE: The restoration spell can cure all forms of insanity.
Resurrection
- Necromantic
- Reversible
- Level: 7
- Range: Touch
- Duration: Permanent
- Area of Effect: Person touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The resurrection spell restores life and full strength to the person it is cast upon. The recipient can have been dead for up to 10 years per level of the cleric casting the spell. For instance, a 19th-level cleric can resurrect someone who has been dead for up to 190 years. Refer to the limitations in raise dead for details on eligible recipients.
The reverse of this spell, destruction, instantly kills the target and reduces their body to dust. This effect requires a successful touch, whether in combat or otherwise.
The material components of this spell are the cleric’s religious symbol and holy (or unholy) water.
After casting resurrection or destruction, the cleric is incapacitated from casting further spells or engaging in combat until they complete one full day of bed rest per level of the person resurrected or destroyed.
Reverse Gravity
- Alteration
- Level: 7
- Range: 1/2”/level
- Duration: 1 segment
- Area of Effect: 3” × 3” square area
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
This spell reverses gravity in the area of effect, causing all unfixed objects and creatures within it to “fall” upwards.
The reverse gravity lasts for 1 second (1/6 segment) during which time the objects and creatures will “fall” 16’ up. If some solid object is encountered in this “fall”, the object strikes it in the same manner as a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downwards. As the spell affects an area, objects tens, hundreds or even thousands of feet in the air can be affected.
The material components of this spell are a lodestone and iron filings.
Rope Trick (Illusionist)
- Alteration
- Level: 3
- Range: Touch
- Duration: 2 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
This spell is the same as the second level magic-user spell, rope trick (q.v.).
Rope Trick (Magic-User)
- Alteration
- Level: 2
- Range: Touch
- Duration: 2 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: None
The rope trick spell causes a rope, 5 to 30 feet in length, to rise into the air and hang perpendicular, as if fastened at the upper end. The top of the rope is anchored in an extra-dimensional space.
The caster and up to five others can climb the rope and disappear into this space, which serves as a place of safety where no creature can locate them. If six individuals climb into the space, the rope cannot be pulled up, though otherwise, it can be removed.
The rope remains hanging in the air unless taken down by a creature. Those inside the extra-dimensional space must descend the rope before the spell duration ends. If they do not, they fall from the height they climbed when the spell expires.
The rope can only support one climber at a time. Additionally, climbers can choose to stop partway up the rope to remain in the normal plane without entering the extra-dimensional space.
The material components for this spell are powdered corn extract and a twisted loop of parchment.
GM NOTE: Occupants of the extra-dimensional space can see out clearly, as though looking through a 3’ by 5’ window. However, those outside cannot see in.
Sanctuary
- Abjuration
- Level: 1
- Range: Touch
- Duration: 2 rounds + 1 round/level
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
The sanctuary spell grants protection to the targeted creature by causing opponents to make a saving throw versus magic before attacking them.
This spell does not protect against area-of-effect attacks, such as fireball or ice storm.
While under the protection of this spell, the cleric cannot perform offensive actions. However, they can engage in non-violent activities, such as:
- Casting non-attack spells (e.g., healing, blessing, augury, light in the area).
- Performing other actions that do not directly harm or threaten opponents.
The material components for the spell are the cleric’s holy or unholy symbol and a small silver mirror.
Scare
- Enchantment/Charm
- Level: 2
- Range: 1”
- Duration: 3-12 rounds
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Neg.
When this spell is directed at any creature with fewer than 6 levels of experience/hit dice, it must save versus magic or fall into a fit of trembling and shaking.
The frightened creature will not drop any items held unless it is encumbered. If cornered, the spell recipient will fight, but at -1 on “to hit” and damage dice rolls and all saving throws as well. Note that this spell does not have any effect on elves, half-elves, the undead (skeletons, zombies, ghouls, shadows, ghasts, wights, wraiths), larvae, lemures, manes, or clerics of any sort.
The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghast or mummy.
Serten’s Spell Immunity
- Abjuration
- Level: 8
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: Creature(s) touched
- Components: V, S, M
- Casting Time: 1 round/recipient
- Saving Throw: None
By use of this spell the magic-user is able to confer virtual immunity to certain spells and magical attack forms upon those he or she touches and magicks.
For every 4 levels of experience of the magic-user, 1 creature can be protected by the Serten’s spell immunity spell, but the duration of the protection is similarly disbursed upon these additional figures. (Example: A 16th level magic-user can cast the dweomer upon 1 creature and it will last 16 turns, or he or she can place it upon 2 creatures for an 8 turn duration, or upon 4 creatures for but 4 turns duration.) The protection gives a bonus to saving throws as follows:
- Beguiling, Charm, Suggestion: +9
- Command, Domination, Fear, Hold, Scare: +7
- Geas, Quest: +5
The material component of this spell is a diamond which must be crushed and sprinkled over the spell recipients, and each such creature must also have in its possession a diamond of any size, intact and carried on its person.
Shades
- Illusion/Phantasm
- Level: 6
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 2” × 2”
- Components: V, S
- Casting Time: 6 segments
- Saving Throw: Special
This spell is related to Shadow Monsters and Demi-Shadow Monsters, but the monsters created are of 60% hit points and damage potential and are of armor class 6.
Shadow Door
- Illusion/Phantasm
- Level: 5
- Range: 1”
- Duration: 1 round/level
- Area of Effect: Special
- Components: S
- Casting Time: 2 segments
- Saving Throw: None
By means of this spell, the illusionist creates the illusion of a door.
The illusion also permits the illusionist to appear to step through this “door” and disappear, when in reality he or she has darted aside, and can then flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10’ × 10’ room if they open the “door”. Only a true seeing spell, a gem of seeing, or similar magical means will discover the illusionist.
GM NOTE: The invisibly fleeing illusionist can be detected (Cf. INVISIBILITY), but there must be active and concentrated attempts to do so. This will not simply be noticed in passing, as attention will be on the shadow door.
Shadow Magic
- Illusion/Phantasm
- Level: 5
- Range: 5” + 1”/level
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: Special
The shadow magic spell allows the illusionist to cast a quasi-real magic-user spell.
This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail to make their saving throws. If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the illusionist casting it, regardless of which quasi-real spell was cast.
GM NOTE: The caster is actually tapping a power source, even though the majority of the spell is illusion, thus the 1 hit point of damage per level of the caster.
Shadow Monsters
- Illusion/Phantasm
- Level: 4
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 2” × 2”
- Components: V, S
- Casting Time: 4 segments
- Saving Throw: Special
The shadow monsters spell allows the illusionist to create semi-real phantasms of one or more monsters. The total hit dice of the created shadow monsters cannot exceed the caster’s level of experience. For example:
- A 10th-level illusionist can create one monster with 10 hit dice or two monsters with 5 hit dice each.
All shadow monsters created by a single casting must be of the same type (e.g., hobgoblins, orcs, spectres). These shadow monsters have 20% of the hit points they would normally possess.
- To calculate hit points: Roll the standard hit dice for the monster and multiply by 0.20.
- If the result is less than 0.4, the monster fails to materialize.
- Results of 0.4 or greater are rounded up to 1 hit point for creatures with fewer than 1 hit die.
If the viewer fails their saving throw against the illusion, they perceive the shadow monsters as real. The monsters function as normal in terms of armor class, attack forms, and damage.
If the viewer succeeds on the saving throw, they recognize the illusion, and the monsters:
- Have an armor class of 10.
- Deal only 20% of their normal melee damage (e.g., bites, claws, weapons). Fractional damage less than 0.4 is dropped.
For example, A shadow dragon attacks a target who recognizes it as an illusion. It strikes with two claw attacks and one bite, hitting as a 9-hit-die monster. The normal damage rolls are:
- Claw 1: 5 (d8), resulting in 1 damage (0.2 × 5).
- Claw 2: 8 (d8), resulting in 2 damage (0.2 × 8 = 1.6, rounded to 2).
- Bite: 11 (3d6), resulting in 2 damage (0.2 × 11 = 2.2, rounded to 2).
Total damage dealt: 5 hit points of real damage.
Shape Change
- Alteration
- Level: 9
- Range: 0
- Duration: 1 turn/level
- Area of Effect: The spell caster
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: None
The shape change spell allows the magic-user to assume the form of nearly any creature, with exceptions for demi-gods, greater devils, demon princes, singular dragon types, greater demons, and similar beings of exceptional power. The caster takes on all the abilities of the chosen form except those reliant on intelligence, as the caster retains their own mind. The caster’s hit points remain unchanged. Each transformation requires 1 segment and does not incur system shock. The spell permits continuous changes during its duration, allowing the caster to adapt forms as needed.
For example, a wizard might assume the form of a will-o’-wisp to evade detection, then change into a stone golem for protection. If pursued, they could shift to a flea to hide on a passing horse, then into a bush to remain concealed. If discovered, they could further transform into a dragon, a pool of water, or another suitable form.
The material component is a jade circlet worth no less than 5,000 gold pieces. This circlet shatters at the expiration of the spell. If it breaks prematurely, the spell ends immediately.
Shatter
- Alteration
- Level: 2 Components: V, S, M
- Range: 6”
- Casting Time: 2 segments
- Duration: Permanent
- Saving Throw: Neg.
- Area of Effect: One object
The shatter spell affects non-magical objects of crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors, etc. Such objects are shivered into dozens of pieces by the spell. Objects above 100 gold pieces weight equivalence per level of the spell caster are not affected, but all other objects of the appropriate composition must save versus a “crushing blow” or be shattered. The material component of this spell is a chip of mica.
Shield
- Evocation
- Level: 1
- Range: 0
- Duration: 5 rounds/level
- Area of Effect: Special
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
When this spell is cast, an invisible barrier before the front of the magic-user comes into being.
This shield will totally negate magic missile attacks. It provides the equivalent protection of armor class 2 against hand hurled missiles (axes, darts, javelins, spears, etc.), armor class 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and armor class 4 against all other forms of attack. The shield also adds +1 to the magic-user’s saving throw dice vs. attacks which are basically frontal. Note that all benefits of the spell accrue only to attacks originating from the front facing the magic user, where the shield can move to interpose itself properly.
Shillelagh
- Alteration
- Level: 1
- Range: Touch
- Duration: 1 round/level
- Area of Effect: One normal oaken club
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
This spell enables the druid to change his own oaken cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit points of damage on opponents up to man-sized, 2-5 hit points of damage on larger opponents. The druid must wield the shillelagh, of course. The material components of this spell are an oaken club, any mistletoe, and a shamrock leaf.
Shocking Grasp
- Alteration
- Level: 1
- Range: Touch
- Duration: One touch
- Area of Effect: Creature touched
- Components: V, S
- Casting Time: 1 segment
- Saving Throw: None
When the magic-user casts this spell, he or she develops a powerful electrical charge which gives a jolt to the creature touched.
The shocking grasp delivers 1-8 damage, plus 1 per level of the magic-user, i.e. a 2nd level magic-user would discharge a shock causing 3-10 damage. While the magic-user must only come close enough to his or her opponent to lay a hand on the opponent’s body or upon an electrical conductor which touches the opponent’s body, a like touch from the opponent does not discharge the spell.
Silence, 15’ Radius
- Alteration
- Level: 2
- Range: 12”
- Duration: 2 rounds/level
- Area of Effect: 30’ diameter sphere
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
Upon casting this spell, complete silence prevails in the area of its effect. All sound is stopped, so all conversation is impossible, spells cannot be cast, and no noise whatsoever issues forth. The spell can be cast into the air or upon an object. The spell of silence lasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves. If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature.
GM NOTE: If this spell is cast at a magic resistant creature, and resistance works, silence does NOT encompass the creature. Turning of the spell, in whole or in part, will negate its effects, save for muting sound, if it is turned beyond its radius.
Simulacrum
- Illusion/Phantasm
- Level: 7
- Range: Touch
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: Special
- Saving Throw: None
The simulacrum spell allows the magic-user to create a duplicate of any creature. The duplicate appears identical to the original but differs in several key aspects. The simulacrum has only 51% to 60% of the original creature’s hit points and lacks some of its personality, knowledge, and abilities. Spells such as detect magic or true seeing reveal the duplicate as a simulacrum.
The simulacrum is entirely under the creator’s command, but no telepathic link exists; commands must be given normally. The duplicate is essentially a zombie-like construct until further magic is used. To provide it with vital force, a reincarnation spell must be cast. To grant it 40% to 65% of the original creature’s knowledge and personality, a limited wish spell is required. Its level or abilities, if applicable, will range from 20% to 50% of the original. The simulacrum cannot grow stronger or advance in level.
The creature’s form is sculpted from ice or snow, and a piece of the original creature must be placed within this material. The spell also requires powdered ruby. Once created, the simulacrum retains its form and abilities as defined at the time of casting but cannot evolve or increase its powers.
Sleep
- Enchantment/Charm
- Level: 1
- Range: 3” + 1“/level Duration: 5 rounds/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by the sleep spell must be within a 3” diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points:
- Up to 1: 4d4
- 1+ to 2: 2d4
- 2+ to 3: 1d4
- 3+ to 4: 1d2
- 4+1 to 4+4: 1d2-1
The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
GM NOTE: Unless a single creature is designated as the target of a sleep spell in a mixed group, the sleep spell will first affect the lowest level/hit dice targets.
Slow
- Alteration
- Level: 3
- Range: 9” + 1”/level
- Duration: 3 rounds + 1 round/level
- Area of Effect: 4” × 4” area, 1 creature/level
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
A slow spell causes affected creatures to move and attack at one-half of the normal or current rate.
Thus, it negates a Haste spell, has cumulative effect if cast upon creatures already slowed, and otherwise affects magically speeded or slowed creatures. The magic will affect as many creatures as the spell caster has levels of experience, providing these creatures are within the area of effect determined by the magic-user, i.e. the 4” × 4” area which centers in the direction and at the range called for by the caster.
The material component of this spell is a drop of treacle.
Slow Poison
- Necromantic
- Level: 2
- Range: Touch
- Duration: 1 hour/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
The slow poison spell significantly delays the effects of venom on a poisoned individual. It can even restore life to someone who appears dead from poisoning if cast within a number of turns equal to or less than the cleric’s level after the poisoning occurred. For example, a 10th-level cleric can save a victim poisoned within the last 10 turns.
This spell does not neutralize the venom but prevents it from causing significant harm during its duration. While the spell is active, the poisoned individual loses 1 hit point per turn from the venom but cannot drop below 1 hit point. This temporary reprieve gives time for a full cure to be administered before the spell’s duration ends.
Example: If a victim poisoned 10 turns earlier has only 10 hit points remaining, a 10th-level cleric casting the spell ensures the victim remains at 1 hit point until the spell’s duration expires, allowing time to find a complete cure.
The material components are the cleric’s holy or unholy symbol and a bud of garlic, which must be crushed and smeared on the victim’s bare feet.
Snare
- Enchantment/Charm
- Level: 3
- Range: Touch
- Duration: Permanent until triggered
- Area of Effect: 2’ diameter circle plus 1/6’ per level of the spell caster
- Components: V, S, M
- Casting Time: 3 rounds
- Saving Throw: None
The snare spell allows the druid to create a magical trap that is 90% undetectable without magical means. The snare is made from a vine, thong, or rope, which is enchanted to blend seamlessly with its surroundings.
When triggered by a creature stepping inside the loop, the snare tightens around one or more limbs (or the head/neck for serpentine creatures). If a strong, supple tree is nearby, the snare fastens to it, causing the tree to bend and snap back when triggered. This inflicts 1-6 hit points of damage and suspends the trapped creature off the ground.
If no tree is available, the snare simply tightens and binds the creature without causing harm. The magical nature of the snare makes it unbreakable for 1 hour except by creatures with storm giant strength (23). After this, the snare gradually loses its magical resistance:
- Strength 22 can break it after 2 hours.
- Strength 21 after 3 hours, and so on.
After 6 hours, the snare can be broken by strength 18. At 12 hours, the magical properties dissipate entirely, and the loop releases its hold.
The druid needs a piece of snake skin and sinew from a strong animal to weave into the cord used for the snare. Mistletoe is also required.
GM NOTE: The snare can be cut by any magic blade or by a non-magical sharp instrument with a “to hit” bonus of +2 or better.
Snake Charm
- Enchantment/Charm
- Level: 2
- Range: 3”
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
When this spell is cast, a hypnotic pattern is set up which causes one or more snakes to cease all activity except a semi-erect postured swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4 + 2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/ or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4 + 4). The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. On the average, a 1st level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc. The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell.
GM NOTE: This spell will be effective against any ophidian or ophidianoid monster such as naga and couatl. Of course, hit point restrictions, resistance to magic, and saving throws apply at all times.
Speak With Animals (Cleric)
- Alteration
- Level: 2
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: One animal within a 3” radius of the cleric
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
The speak with animals spell allows the cleric to understand and communicate with any non-mindless warm or cold-blooded animal (e.g., not amoebas). The cleric can ask questions, receive answers, and establish friendly terms with the animal for the spell’s duration of 2 rounds per cleric level.
Animals with alignments opposite to the cleric’s will refrain from attacking while the spell is active. Neutral animals or those with a similar alignment to the cleric may even offer assistance or perform a service, depending on their reaction. This possibility is determined by the referee, factoring in the cleric’s charisma and actions.
This spell does not extend to fantastical or magical creatures and only affects normal animals such as apes, bears, cats, dogs, and elephants.
GM NOTE: While the spell facilitates communication, it does not guarantee friendship or cooperation. Hostile yet intelligent animals may be terse or evasive, while less intelligent creatures may provide nonsensical responses. The animal’s mentality and perspective should be roleplayed accordingly.
Speak With Animals (Druid)
- Alteration
- Level: 1
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: One animal type in 4” radius of druid
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, this spell is the same as the second level cleric spell of the same name.
Speak With Dead
- Necromantic Level: 3
- Range: 1
- Duration: Special
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Upon casting a speak with dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions can be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof.
Level of Experience | Maximum Length of Time Dead | Time Questioned | Number of Questions |
---|---|---|---|
up to 7th | 1 week | 1 round | 2 |
7-8th | 1 month | 3 rounds | 3 |
9th-12th | 1 year | 1 turn | 4 |
13th-15th | 10 years | 2 turns | 5 |
16th-20th | 100 years | 3 turns | 6 |
21th and up | 1000 years | 6 turns | 7 |
GM NOTE: This spell is often subject to abuse due to too liberal DMing. When the cleric asks questions, follow these rules: 1) give answers which are brief, 2) take all questions absolutely literally, and 3) be as evasive as possible if the questioned creature was not friendly to the characters or class or alignment of the spell caster when it lived. Remember, speaking with the dead assumes that the creature has an essence which still exists somewhere, and if it can remember answers to questions, it can remember other things as well…
Speak With Monsters
- Alteration
- Level: 6
- Range: 3” radius
- Duration: 1 round/level
- Components: V, S
- Casting Time: 9 segments
- Saving Throw: None
When cast, the speak with monsters spell allows the cleric to converse with any type of creature which has any form of communicative ability. That is, the monster will understand the intent of what is said to it by the cleric. The creature or creatures thus spoken to will be checked by your referee in order to determine reaction. All creatures of the same type as that chosen by the cleric to speak to can likewise understand if they are within range. The spell lasts for 1 melee round per level of experience of the cleric casting it, and during its duration conversation can take place as the monster is able and desires.
Speak With Plants (Cleric)
- Alteration
- Level: 4
- Range: 0
- Duration: 1 round/level
- Area of Effect: 6” diameter circle
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When cast, a speak with plants spell enables the cleric to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, the cleric can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and similar things. The spell does not enable the cleric to animate non-ambulatory vegetation. The power of the spell lasts for 1 melee round for each level of experience of the cleric who cast it. All vegetation within the area of effect are under command of the spell. The material components for this spell are a drop of water, a pinch of dung, and a flame.
Speak With Plants (Druid)
- Alteration
- Level: 4
- Range: 0
- Duration: 2 rounds/level
- Area of Effect: 8” diameter circle
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Except as noted above, and that the material component is that typically druidic (mistletoe, et al.), the spell is the same as the 4th level cleric spell speak with plants.
Spectral Force
- Illusion/Phantasm
- Level: 3
- Range: 6” + 1“/level
- Duration: Special
- Area of Effect: 4 square ” + 1 square/level
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: Special
The spectral force spell creates an illusion in which sound, smell and thermal illusions are included. It is otherwise similar to the second level Improved Phantasmal Force spell. The spell will last for 3 rounds after concentration.
Spiritual Hammer
- Invocation
- Level: 2
- Range: 3”
- Duration: 1 round/level
- Area of Effect: One opponent
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: Special
The spiritual hammer spell allows the cleric to summon a force field in the shape of a hammer by invoking their deity. This force acts as a hammer-sized weapon and can strike opponents within range as long as the cleric concentrates on it.
The hammer functions as a magical weapon for purposes of hitting creatures requiring enchanted weapons, with an enhancement bonus of +1 per 3 cleric levels, though it does not provide any bonus “to hit.” Damage inflicted is equivalent to a normal war hammer:
- 1-6 points against man-sized or smaller opponents.
- 1-4 points against larger opponents.
The hammer strikes as if the cleric were wielding it personally, using the cleric’s attack level. Concentration is required to maintain the hammer, and it disappears when concentration ends.
If the cleric positions the hammer behind an opponent, it can strike from that position, benefiting from bonuses for rear attacks and bypassing defensive protections such as shields and dexterity.
The material component is a normal war hammer, which the cleric must throw toward the opponents while invoking their deity. The hammer vanishes upon casting.
Spiritwrack
- Evocation/Abjuration
- Level: 6
- Range: 1” + 1’/level
- Duration: Special
- Area of Effect: Special
- Components: V, M
- Casting Time: Special
- Saving Throw: Special
A spiritwrack spell is a very strong protection/ punishment spell against the powerful creatures of the nether planes (Abyssal, Hades, Hell, etc.), but to employ the magic, the spell caster must know the name of the being at whom he or she will direct the energy. Prior to actual utterance of a spiritwrack spell the magic-user must prepare an illuminated sheet of vellum, carefully inscribed in special inks made from powdered rubies and the ichor of a slain demon of type I, II, or III and covered with gold leaf in a continuous border. The spell caster must personally prepare this document, including the being’s name thereon. (This will require from 8-32 hours of time and cost 1,000 g.p. for vellum, special pens, gold leaf, and other miscellaneous materials alone; the cost of the powdered rubies is a minimum of 5,000 g.p. for each document.) If the demon, devil, or other powerful being from a nether outer plane is present in some form (and not possessing another creature’s body instead), the magic-user can then begin actual spell incantation.
Immediately upon beginning the reading of the document, the being named will be rooted to the spot unless it makes its magic resistance percentage (adjusted for the level of the magic-user) as a saving throw; and even if such a saving throw is made, the monster feels greatly uncomfortable, and if it has not been magically forced to the locale and so held there, it is 90% likely to retreat to its own (or another) plane, as the named being is powerless to attack the magic-user while he or she is reading the spell document. This first part of the document continues for 1 full round, with the discomfort to the named being becoming greater at the end. During the second minute of the incantation, the being named undergoes acute pain and loses 1 hit point per hit die it possesses. At the end of this round of reading, the being is in wracking pain. The third and final round of utterance of the condemnation will cause a loss to the being of 50% of its existing hit points, horrible pain, and at the end consign it to some confined space on its own plane — there to remain in torture for a number of years equal to the level of the magic-user who prepared the document.
Obviously, the being so dealt with will be the sworn foe of the magic-user forever afterwards, so the magic-user will be loath to finish the spell but rather use it as a threat to force submission of the being. Each round of reading will cause the being forced to listen to be a cumulative 25% likely to concede even without any other offerings or payment.
GM NOTE: Only one specially illuminated vellum sheet may be prepared by the magic-user and be in his or her possession and/or control at the same time. This will be realized by any magic-user as soon as a second is begun. It is not possible to have two such sheets naming the same being either, as the magic of the naming will be held within the first, but as soon as the second is made, it will go therein. Finally, no creature can make such a sheet naming itself.
Statue
- Alteration
- Level: 7
- Range: Touch
- Duration: 6 turns/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: Special
The statue spell transforms the targeted creature, along with its garments and carried equipment, into solid stone. The transformation requires 1 full round to complete after the spell is cast. The creature appears as a stone statue and can withstand close inspection, though it radiates faint magic if detected.
While in stone form, the creature retains normal senses of sight, hearing, and smell. Physical sensations are dulled, with minor damage (e.g., chipping) registering only as slight discomfort. Significant damage, such as breaking off an arm, causes serious harm.
The creature can revert to flesh form in 1/6 of a segment and return to stone form just as quickly, provided the spell duration has not expired.
During the initial transformation from flesh to stone, the creature must succeed on a system shock saving throw. The base success rate is 82%, with a -1 penalty to the roll for each point of the creature’s constitution (e.g., a creature with 18 constitution automatically succeeds). Failure results in death due to system shock.
The material components for this spell are lime, sand, and a drop of water, all stirred with an iron bar such as a nail or spike.
Sticks to Snakes (Cleric)
- Alteration
- Reversible
- Level: 4
- Range: 3”
- Duration: 2 rounds/level
- Area of Effect: 1 cubic “
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The sticks to snakes spell allows the cleric to transform sticks or similar wooden objects (e.g., torches, spears) into snakes. The number of sticks transformed is equal to the cleric’s level of experience. For instance, a 9th-level cleric can create 9 snakes. These snakes obey the cleric’s commands. Magical wooden items, such as enchanted staves or spears, are unaffected by the spell.
The probability of any given snake being venomous is 5% per cleric level. For example, an 11th-level cleric has a 55% chance of each snake being poisonous, increasing to 60% at 12th level, and so on.
The spell’s effects last for 2 rounds per cleric level. The area of effect is limited to sticks within the defined range and space.
The reverse, snakes to sticks, turns snakes into sticks for the appropriate duration or negates the effects of sticks to snakes. The reversing cleric can transform as many snakes back into sticks as their level allows (e.g., a 10th-level cleric can revert 10 snakes).
The material components are a small piece of bark and several snake scales.
Sticks to Snakes (Druid)
- Alteration
- Reversible
- Level: 5
- Range: 4”
- Duration: 2 rounds/level
- Area of Effect: 1“ cube
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
Except as noted above, and for the fact that the material component of the spell is typical for druids, this is the same as the 4th level cleric sticks to snakes spell (q.v.).
Stinking Cloud
- Evocation
- Level: 2
- Range: 3”
- Duration: 1 round/level
- Area of Effect: 2” × 2” × 2” cloud
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Special
When a stinking cloud is cast, the magic-user causes a billowing mass of nauseous vapors to come into being up to 3” distant from his or her position. Any creature caught within the cloud must save versus poison or be helpless due to nausea from 2 to 5 rounds (d4 + 1). Those which make successful saving throws are helpless only for as long as they remain within the cloud, and for the round after they emerge, because of its irritating effects on visual and olfactory organs. The material components of the spell is a rotten egg or several skunk cabbage leaves.
GM NOTE: A gust of wind spell will blow this away in 1 round after contact. If it is cast in a place where there is considerable air movement, the stinking cloud will move in the direction of the air current at from 1” to 6” per round, depending on air speed. For each 1” of such movement, shorten its duration by 1 round.
Stone Shape (Druid)
- Alteration
- Level: 3
- Range: Touch
- Duration: Permanent
- Area of Effect: Three cubic feet, plus one cubic foot per level
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell is exactly the same as the fifth level magic-user spell, stone shape (q.v.), except as noted above and for the requirement of mistletoe as an additional component to enable a druid to cast the spell.
Stone Shape (Magic-User)
- Alteration
- Level: 5
- Range: Touch
- Duration: Permanent
- Area of Effect: One cubic foot per level
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
By means of this spell the magic-user can form an existing piece of stone into a shape which will suit his or her purposes.
For example, a stone weapon can be made, a special trapdoor fashioned, or an idol sculpted. By the same token, it would allow the spell caster to reshape a stone door, perhaps, so as to escape imprisonment, providing the volume of stone involved was within the limits of the area of effect. While stone coffers can be thus formed, secret doors made, etc., the fineness of detail is not great.
The material component of this spell is soft clay which must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.
Stone Tell
- Divination Level: 6
- Range: Touch
- Duration: 1 turn
- Area of Effect: One cubic yard of stone
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When the cleric casts a stone tell upon an area, the very stones will speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind the place they are. The stones will relate complete descriptions as required. The material components for this spell are a drop of mercury and a bit of clay.
Stone To Flesh
- Alteration
- Reversible
- Level: 6
- Components: V, S, M
- Range: 1”/level
- Casting Time: 6 segments
- Duration: Permanent
- Saving Throw: Special
- Area of Effect: One creature
The stone to flesh spell turns any sort of stone into flesh — if the recipient stone object was formerly living, it will restore life (and goods), although the survival of the creature is subject to the usual system shock survival dice roll.
Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone can be likewise turned to flesh at a volume of 9 cubic feet per level of experience of the spell caster. The reverse will turn flesh of any sort to stone, just as the stone to flesh spell functions. All possessions on the person of the creature likewise turn to stone. This reverse of the spell will require a saving throw be allowed the intended victim.
The material components of the spell are a pinch of earth and a drop of blood; lime and water and earth are used for the reverse.
GM NOTE: In casting this spell upon a stone block, the magic-user can cause the area of effect to be cylindrical if so desired, so a passage can be thus made. Maximum diameter is 3’, minimum 1’.
Strength
- Alteration
- Level: 2
- Range: Touch
- Duration: 6 turns/level
- Area of Effect: Person touched
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
Application of this spell increases the strength of the character by a number of points — or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for the duration of the magic. The amount of additional strength accruing to a character upon whom this spell is cast depends upon his or her class and is subject to all restrictions on strength due to race, sex or class.
- Cleric: 1d6
- Fighter: 1d8
- Magic-User: 1d4
- Thief: 1d6
- Monk: 1d4
If a fighter (paladin or ranger as well) has an 18 strength already, from 10% to 80% is added to his extraordinary strength roll. All Strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating.
The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal — ape, bear, ox, etc.
Suggestion (Illusionist)
- Enchantment/Charm
- Level: 3
- Range: 3”
- Duration: 4 turns + 4 turns/level
- Area of Effect: One creature
- Components: V, M
- Casting Time: 3 segments
- Saving Throw: Neg.
Except as noted above, this spell is the same as the third level magic-user spell, suggestion (q.v.).
Suggestion (Magic-User)
- Enchantment/Charm
- Level: 3
- Range: 3”
- Duration: 6 turns + 6 turns/level
- Area of Effect: One creature
- Components: V, M
- Casting Time: 3 segments
- Saving Throw: Neg.
The suggestion spell allows the magic-user to influence the actions of a chosen recipient by verbalizing a short suggestion, consisting of a phrase or a sentence or two. The creature must understand the language used for the suggestion. The proposed course of action must sound reasonable to the recipient; otherwise, the spell automatically fails.
Harmful or blatantly absurd suggestions, such as urging the target to stab itself or throw itself onto a spear, will not work. However, more subtly dangerous or manipulative suggestions, like convincing the target that a pool of acid is refreshing water or proposing mutual cooperation for a shared goal, are valid uses of the spell.
If the recipient fails its saving throw, it follows the suggested course of action, potentially for the entire duration of the spell, depending on the nature of the suggestion. A very reasonable suggestion may impose penalties (e.g., -1, -2) to the saving throw, at the Dungeon Master’s discretion.
The spell does not work on undead creatures.
The material components are a snake’s tongue and either a bit of honeycomb or a drop of sweet oil.
Summon Insects
- Conjuration/Summoning
- Level: 3
- Range: 3”
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
The summon insects spell enables the druid to call forth a swarm of insects to attack a designated target. There is a 70% chance the summoned insects will be flying types (bees, biting flies, hornets, or wasps). Otherwise, non-flying insects (biting ants or pinching beetles) are summoned. A cloud (flying) or swarm (crawling) appears after the spell is cast and attacks the designated creature.
While under attack, the creature sustains 2 hit points of damage per melee round and can only attempt to fend off the insects. If the insects are directed to switch targets, a delay of at least 1 round occurs, and crawling insects can only move at a speed of 12’ per round on smooth ground.
In underground environments, there is a 30% chance of summoning 1-4 giant ants, unless these creatures are known to be nearby, in which case the chance may increase.
The materials required for the spell are mistletoe, a flower petal, and a bit of mud or wet clay.
GM NOTE: Insects will not approach areas with thick smoke or intense flames. If the target enters such an area, the insects will immediately disperse, rendering the spell ineffective.
Summon Shadow
- Conjuration/Summoning
- Level: 5
- Range: 1”
- Duration: 1 round + 1 round/level
- Area of Effect: 1” × 1”
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
When this spell is cast, the illusionist conjures up 1 shadow (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemies on command. The shadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz.
Symbol (Cleric)
- Conjuration/Summoning
- Level: 7
- Range: Touch Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: Neg.
The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish. The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to:
HOPELESSNESS — Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns.
PAIN — Creatures affected suffer -4 on “to hit” dice and -2 on dexterity ability score due to wracking pains. The effects last for 2-20 turns.
PERSUASION — Creatures seeing the symbol become of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made.
The material components of this spell are mercury and phosphorus, (cf. eighth level magic-user symbol spell.)
Symbol (Magic-User)
- Conjuration/Summoning
- Level: 8
- Range: Touch
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: Special
A symbol spell causes the creation of magical runes which affect creatures which pass over, touch, read, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the magic-user inscribes the symbol upon whatever surface he or she desires. Likewise, the spell caster is able to place the symbol of his or her choice, using any one of the following:
- Death: One or more creatures whose total hit points do not exceed 80 are slain.
- Discord: All creatures are affected and immediately fall to loudly bickering and arguing; furthermore, there is a 50% probability that creatures of different alignment will attack each other. The bickering lasts for 5-20 rounds; the fighting for 2-8 rounds.
- Fear: This symbol operates as an extra-strong fear spell, causing all creatures to save vs. the spell at -4 on the die or panic and flee as if affected by a fear spell.
- Hopelessness: All creatures are affected and must turn back in dejection unless they save versus magic. Affected creatures will submit to the demands of any opponent, i.e. surrender, get out, etc.; the hopelessness lasts for 3 to 12 (3d4) turns, and during this period it is 25% probable that affected creatures will take no action during any round, and 25% likely that those taking action will turn back or retire from battle, as applicable.
- Insanity: One or more creatures whose total hit points do not exceed 120 will become insane and remain so, acting as if a Confusion spell had been placed upon them until a heal, restoration, or wish spell is used to remove the madness.
- Pain: All creatures are affected, having wracking pains shooting through their bodies, which causes them to have -2 on dexterity and -4 on attack dice for from 2-20 turns.
- Sleep: All creatures under 8 + 1 hit dice will immediately fall into a catatonic slumber and cannot be awakened for 5 to 16 (d12 + 4) turns.
- Stunning: One or more creatures whose total hit points do not exceed 160 will be stunned and reeling for 3-12 (3d4) rounds, dropping anything it or they hold in manipulative members.
The type of symbol cannot be recognized without it being read and thus activating its effects. The material components of this spell are powdered black opal and diamond dust worth not less than 5,000 g.p. each.
Telekinesis
- Alteration
- Level: 5
- Range: 1”/level
- Duration: 2 rounds + 1 round/level
- Area of Effect: 250 g.p. weight/level
- Components: V, S
- Casting Time: 5 segments
- Saving Throw: None
The telekinesis spell enables the magic-user to move objects or creatures through sheer mental focus. The spell allows vertical or horizontal movement of the target, accelerating each round:
- 2” in the first round
- 4” in the second
- 8” in the third, doubling each round until reaching a maximum speed of 1,024” per round.
Heavy objects moving at high speeds can serve as effective weapons. The spell’s weight limit is 250 g.p. per caster level, determining what can be moved.
Telekinesis can target creatures, provided their weight falls within the spell’s capacity. Countermeasures, such as increasing the target’s weight with spells like enlarge or employing ambulation or motive power, can negate the spell’s effect if velocity has not exceeded 16” per round. At higher speeds, movement becomes harder to counter.
Certain spells, such as Bigby’s hand variations, and other magics can also disrupt or nullify the telekinesis effect.
Teleport
- Alteration
- Level: 5
- Range: Touch
- Duration: Instantaneous
- Area of Effect: Special
- Components: V
- Casting Time: 2 segments
- Saving Throw: None
When this spell is used, the magic-user instantly transports himself or herself, along with a certain amount of additional weight which is upon, or being touched by, the spell caster, to a well-known destination. Distance is not a factor, but inter-plane travel is not possible by means of a teleport spell. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weight for each level of experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If the destination area is very familiar to the magic-user (he or she has a clear mental picture through actual proximity to and studying of the area) it is unlikely that there will be any error in arriving exactly in the place desired. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril. This is demonstrated below:
Destination Area Is | High | On Target | Low |
---|---|---|---|
Very familiar | 01-02 | 03-99 | 00 |
Studied carefully | 01-04 | 05-98 | 99-00 |
Seen casually | 01-08 | 09-96 | 97-00 |
Viewed once | 01-16 | 17-92 | 93-00 |
Never seen | 01-32 | 33-84 | 85-00 |
Teleporting high means the magic-user will arrive 1” above ground for every 1% he or she is below the lowest “On Target” probability — only 2” when the destination is very familiar, and as high as 32” if the destination area was never seen. Any low result means the instant death of the magic-user if the area into which he or she teleports to is solid. Note that there is no possibility of teleporting to an area of empty space, i.e. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc.
Temporal Stasis
- Alteration
- Reversible
- Level: 9
- Range: 1”
- Duration: Permanent
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: None
Upon casting this spell, the magic-user places the recipient creature into a state of suspended animation.
This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of the spell (temporal reinstatement) is uttered. Note that the reverse requires only a single word and no somatic or material components.
The material component of a temporal stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, one stone of each type being required.
Tenser’s Floating Disc
- Evocation
- Level: 1
- Range: 2”
- Duration: 3 turns + 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
The Tenser’s Floating Disc spell creates a circular, concave, null-gravity plane, 3 feet in diameter. The disc can hold up to 1,000 g.p. weight per level of the magic-user casting the spell. It remains approximately 3 feet above the ground, stays level at all times, and automatically maintains a 6-foot distance from the caster unless commanded otherwise.
The disc moves at a rate of 6” and remains within range of the caster. If the magic-user moves beyond the spell’s range or the duration expires, the disc vanishes, dropping whatever it was carrying to the ground beneath.
The material component for the spell is a drop of mercury.
GM NOTE: The caster cannot ride on the disc. It follows the magic-user but does not allow for personal transportation.
Tenser’s Transformation
- Alteration-Evocation
- Level: 6
- Range: 0
- Duration: 1 round/level
- Area of Effect: Personal
- Components: V, S, M
- Casting Time: 6 segments
- Saving Throw: None
The Tenser’s Transformation spell transforms the magic-user into a powerful and berserk fighter. Upon casting, the spell increases the caster’s size and strength to heroic proportions, making them a fearsome combatant.
The effects of the transformation include:
- The magic-user’s hit points double, with all damage sustained initially deducted from the additional magical hit points. If damage exceeds the magical bonus, any extra damage counts as double against the caster’s original hit points.
- Armor Class improves by 4 points (e.g., AC 10 becomes AC 6).
- Attack abilities align with those of a fighter of the caster’s level, using the fighter’s combat table.
- The caster can attack only with a dagger but gains +2 damage per attack and can make 2 attacks per round.
The spell compels the magic-user to continue attacking until one of the following conditions is met:
- All opponents are defeated.
- The caster is killed.
- The spell is dispelled.
- The spell’s duration expires.
The material component is a potion of heroism or superheroism, which the magic-user must consume while casting the spell.
Time Stop
- Alteration
- Level: 9
- Range: 0
- Duration: 1/2 segment/level + 1-8 segments
- Area of Effect: 3” diameter sphere
- Components: V
- Casting Time: 9 segments
- Saving Throw: None
Upon casting a time stop spell, the magic-user causes the flow of time to stop in the area of effect, and outside this area the sphere simply seems to shimmer for an instant.
During the period of spell duration, the magic-user can move and act freely within the area where time is stopped, but all other creatures there are frozen in their actions, for they are literally between ticks of the time clock, and the spell duration is subjective to the caster. No creature can enter the area of effect without being stopped in time also, and if the magic-user leaves it, he or she immediately negates the spell. When spell duration ceases, the magic-user will again be operating in normal time.
GM NOTE: Use a stop watch or silent count to time this. The caster must be able to complete his or her acts before spell duration expires, or else he or she will likely be found in an embarrassing act. The use of a teleport spell just before the spell duration of the time stop expires is permissible.
Tongues (Cleric)
- Alteration
- Reversible
- Level: 4
- Range: 0
- Duration: 1 turn
- Area of Effect: 6” diameter circle
- Components: V, S
- Casting Time: 7 segments
- Saving Throw: None
This spell enables the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
Tongues (Magic-User)
- Alteration
- Reversible
- Level: 3
- Range: 0
- Duration: 1 round/level
- Area of Effect: 6” diameter circle
- Components: V, M
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, this spell is the same as the fourth level cleric spell, tongues (q.v.). Also, the material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.
Transmute Metal To Wood
- Alteration
- Level: 7
- Range: 8”
- Duration: Permanent
- Area of Effect: One metal object
- Components: V, S, M
- Casting Time: 9 segments
- Saving Throw: Special
The transmute metal to wood spell allows the druid casting it to change an object from metal to wood. The volume of metal is equal to a maximum weight of 80 gold pieces per level of experience. Magical objects of metal are only 10% likely to be affected by the spell. Note that even a dispel magic spell will not reverse the spell effects. Thus, a metal door changed to wood would be forevermore a wooden door.
Transmute Rock to Mud (Druid)
- Alteration
- Reversible
- Level: 5
- Range: 16”
- Duration: Special
- Area of Effect: 2“ cube/level
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The transmute rock to mud spell transforms natural rock into an equal volume of mud. The mud’s depth cannot exceed half its length or breadth. For instance, a rock affected by the spell collapses into mud, potentially trapping creatures unable to fly, levitate, or otherwise escape. Lightweight creatures capable of traversing soft ground may avoid sinking.
The mud remains until it is dispelled or reversed by the mud to rock spell. Natural evaporation can turn the mud into dirt, requiring 1 to 6 days per cubic inch, depending on environmental factors such as sun, wind, and drainage. The mud to rock reversal hardens mud into soft stone (e.g., sandstone) permanently, unless altered by magic.
Sinking Rate:
- Creatures sink at a rate of 1 foot per segment (6 seconds) or 10 feet per minute (round).
Rescue Measures:
- Throwing brush onto the mud’s surface can halt the sinking of creatures, provided they can climb onto the brush (subject to weight and brush availability).
- Ropes can be used to pull creatures out of the mire, with strength requirements as follows:
- 1 person can pull out another person.
- 10 people are needed to pull out a horse (or vice versa).
Transmute Rock To Mud (Magic-User)
- Alteration
- Reversible
- Level: 5
- Range: 1“/level
- Duration: Special
- Area of Effect: 2 cubic “/level
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
Except as noted above, and that the material components for the spell are clay and water (or sand, lime and water for the reverse), this spell is the same as the fifth level druid spell, transmute rock to mud (q.v.).
Transport Via Plants
- Alteration
- Level: 6
- Range: Touch
- Duration: Special
- Area of Effect: Special
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
The transport via plants spell allows the druid to enter any large, living plant and travel instantly to another plant of the same species, regardless of the distance between them. The entry plant must be alive, and the destination plant must also be living but does not need to be familiar to the druid. If the druid is unsure of the destination plant, they can specify direction and distance, and the spell will take them as close as possible to the intended location.
There is a base 20% chance that the druid will arrive at an allied species of plant up to 1 to 100 miles away from the intended destination. This chance decreases by 1% per level of the druid. If the desired destination plant is not alive, the spell fails, and the druid must leave the entry plant within 24 hours. Harm to a plant housing the druid can affect the druid in a similar way to the plant door spell.
Trap The Soul
- Conjuration/Summoning
- Level: 8
- Range: 1”
- Duration: Permanent until broken
- Area of Effect: One creature
- Components: V, S, M
- Casting Time: Special + 1 segment
- Saving Throw: Neg.
The trap the soul spell functions like magic jar, but it captures the target’s life force and, if applicable, material body in a specially prepared gem. To successfully cast the spell, the magic-user must see the target and know its true name when uttering the final word.
The gem used as the soul prison must have a value of 1,000 g.p. per hit die or level of the creature to be trapped. The caster must enchant the gem with enchant an item and imbue it with a maze spell to form the prison. Two methods exist for trapping the soul:
The first method involves speaking the final word of the spell while the target is within range. The target can resist using its magic resistance (if applicable) and a saving throw. If the saving throw succeeds, the gem shatters.
The second, more devious method involves using a trigger object inscribed with the spell’s final word. When the target accepts or picks up the object, its soul is automatically transferred to the gem. This method requires naming the trigger object during the gem’s enchantment. A sympathy spell can be placed on the object to entice the target.
The gem imprisons the soul indefinitely or until it is broken, which releases the soul and allows the material body to reform. If the trapped creature is a powerful being from another plane, it can be compelled to perform a service upon release. Otherwise, the creature is free once the gem is destroyed.
Tree
- Alteration
- Level: 3
- Range: 0
- Duration: 6 turns + 1 turn/level
- Area of Effect: Personal
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
By means of this spell the druid is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with but a few limbs.
Although the closest inspection will not reveal that this plant is actually a druid, and for all normal tests he or she is, in fact, a tree or shrub, the druid is able to observe all that goes on around his or her person just as if he or she were in human form. The spell caster may remove the dweomer at any time he or she desires, instantly changing from plant to human form, and having full capability of undertaking any action normally possible to the druid. Note that all clothing and gear worn/carried change with the druid.
The material components of this spell are mistletoe and a twig from a tree.
GM NOTE: Note that the druid can appear as a conifer, bush, etc. The armor class of such a plant is that of the druid, and its hit points are likewise those of the druid.
Trip
- Enchantment/Charm
- Level: 2
- Range: Touch
- Duration: 1 turn/level
- Area of Effect: One 10’ long object
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: Neg.
The trip spell enchants a length of vine, stick, pole, rope, or similar object, causing it to rise slightly off the ground or floor and trip creatures attempting to cross it. A creature crossing the enchanted object must make a saving throw versus magic to avoid being tripped. The object can only trip as many creatures as its length allows; for example, a 3’ rope can trip only one man-sized creature at a time.
Creatures running or moving at high speed when tripped will sustain 1-6 hit points of damage and be stunned for 2-5 rounds (d4 + 1) if they fall onto a hard surface. On softer surfaces, they will only be stunned for 2-5 segments. Very large creatures, such as elephants, are unaffected by the spell.
The enchanted object continues to trip all creatures passing over it, including the spell caster, for the duration of the spell. Creatures aware of the object’s magical properties gain a +4 bonus to their saving throw when crossing it. The object is 80% undetectable without magical detection methods.
True Seeing
- Divination
- Reversible
- Level: 5
- Range: Touch
- Duration: 1 round/level
- Area of Effect: 12” sight range
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
The true seeing spell allows the cleric to perceive things as they truly are within the spell’s area of effect. Secret doors become visible, displaced objects are revealed in their true location, and invisible, astral, or ethereal entities become plainly seen. Illusions and apparitions are pierced, and polymorphed or magically altered things appear in their actual form. The spell also reveals the aura of creatures, indicating whether they are good, evil, or neutral.
The spell requires the application of an ointment made from very rare mushroom powder, saffron, and fat. This ointment must be applied to the eyes of the caster or the target.
The reverse of the spell, false seeing, causes the recipient to perceive the world incorrectly. Wealth appears as poverty, rough surfaces seem smooth, and beauty is seen as ugliness. The ointment for false seeing is made from oil, poppy dust, and pink orchid essence, and like the true seeing ointment, it must age for 1-6 months before use.
True Sight
- Divination
- Level: 6
- Range: Touch
- Duration: 1 round/level
- Area of Effect: 6” light range
- Components: V, S
- Casting Time: 1 round
- Saving Throw: None
This spell is very like the fifth level cleric spell, true seeing (q.v.). However, while the true sight spell allows the illusionist to see its actual or former form, it does not allow determination of alignment.
Turn Wood
- Alteration
- Level: 6
- Range: 0
- Duration: 4 rounds/level
- Area of Effect: 12” wide path, 2” long/level
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
The turn wood spell sends out waves of force from the druid, pushing away all wooden objects within its area of effect. The force moves in the direction faced by the caster, affecting wooden objects as follows:
- Loose wooden objects larger than 3 inches in diameter (e.g., mantlets, siege towers) are pushed back.
- Fixed wooden objects larger than 3 inches in diameter are unaffected.
- Fixed wooden objects smaller than 3 inches in diameter splinter and break, with the pieces swept away.
- Loose wooden objects smaller than 3 inches in diameter (e.g., shields, spears, arrow shafts) are forced back, carrying their wielders with them unless they are dropped. Fixed smaller objects like planted spears will splinter under the pressure.
The waves of force continue to sweep down the defined path for the spell’s duration, moving wooden objects back at a rate of 4” per round. The spell’s path is 12” wide and 2” long per level of the druid. For instance, a 14th-level druid creates a path 12” wide by 28” long, lasting 56 rounds (5.6 turns). The druid need not maintain concentration after casting, and the path remains fixed regardless of their subsequent actions.
GM NOTE: Even magical weapons with wooden components are subject to this spell. Protection from its effects can be achieved with an anti-magic shell, and it can be countered by a dispel magic spell with standard chances of success.
Unseen Servant
- Conjuration/Summoning
- Level: 1
- Range: 0
- Duration: 6 turns + 1 turn/level
- Area of Effect: 3” radius of spell caster
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
The unseen servant is a non-visible valet, a butler to step and fetch, open doors and hold chairs, as well as to clean and mend.
The spell creates a force which is not strong, but which obeys the command of the magic- user. It can carry only light-weight items — a maximum of 200 gold pieces weight suspended, twice that amount moving across a relatively friction-free surface such as a smooth stone or wood floor. It can only open normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after taking 6 hit points of magical damage.
The material components of the spell are a piece of string and a bit of wood.
GM NOTE: The created force has no shape, so it cannot be clothed.
Vanish
- Alteration
- Level: 7
- Range: Touch
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: 2 segments
- Saving Throw: None
The vanish spell allows the magic-user to cause an object to disappear. Depending on the object’s characteristics, the spell has two effects:
-
Teleportation: If the object weighs up to 500 g.p. per level of the caster, it vanishes and reappears at a location of the caster’s choosing, as per the teleport spell. For example, a 14th-level caster can teleport an object weighing up to 7,000 g.p.
-
Ethereal Displacement: If the object exceeds the weight limit or is too large to teleport (maximum volume of 3 cubic feet per caster level), it is transferred to the ethereal plane. In its place, a stone structure appears, matching the volume of the original object. For example, if a door is vanished, it is replaced by a stone wall at least 1 foot thick or equal to the door’s thickness, whichever is greater.
The spell is limited by both the object’s weight and volume, and any material exceeding these limits will not be affected. A successful dispel magic can return objects from the ethereal plane.
Veil
- Illusion/Phantasm
- Level: 6
- Range: 1“/level
- Duration: 1 turn/level
- Area of Effect: 2” × 2”/level
- Components: V, S
- Casting Time: 3 segments
- Saving Throw: None
The veil spell enables the illusionist to instantly change the appearance of his or her surroundings and/or party or create Hallucinatory Terrain so as to fool even the most clever creatures unless they have true seeing/sight, a gem of seeing, or similar magical aid. The veil can make a sumptuous room seem a filthy den and even touch will conform to the visual illusion. If hallucinatory terrain is created, touch will not cause it to vanish.
Ventriloquism (Magic-User)
- Illusion/Phantasm
- Level: 1
- Range: 1“/level, maximum 6” Duration: 2 rounds + 1 round/level
- Area of Effect: One object
- Components: V, M
- Casting Time: 1 segment
- Saving Throw: None
This spell enables the magic-user to make it sound as if his or her voice — or someone’s voice or similar sound — is issuing from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spell caster is able to make his or her voice sound as if a different creature were speaking or making the noise; of course, in a language known by him or her, or a sound which the caster can normally make. With respect to such voices and sounds, there is a 10% chance per point of intelligence above 12 of the hearer that the ruse will be recognized. The material component of the spell is a small cone of parchment.
Ventriloquism (Illusionist)
- Illusion/Phantasm
- Level: 2
- Range: 1“/level, maximum 9”
- Duration: 4 rounds + 1 round/level
- Area of Effect: One object
- Components: V, M
- Casting Time: 2 segments
- Saving Throw: None
Except as noted above, this spell is the same as the first level magic-user spell, ventriloquism (q.v.)
Vision
- Divination
- Level: 7
- Range: 0
- Duration: Special
- Area of Effect: The illusionist
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The vision spell allows the illusionist to seek supernatural guidance by calling upon a chosen power for assistance and asking a question. The response is determined by rolling two six-sided dice:
- 2 to 6: The power is annoyed and imposes a powerful geas or quest upon the caster without answering the question.
- 7 to 9: The power is indifferent and provides a minor, possibly unrelated vision.
- 10 or higher: The vision is granted, though it is cryptic and indirect.
The spell requires a material component in the form of a sacrifice valued by the caster or the power being appealed to. The quality of the sacrifice affects the outcome:
- Precious: +1 bonus to the dice roll.
- Extremely precious: +2 bonus.
- Priceless/Nonesuch: +3 bonus.
GM NOTE: Treat this spell similarly to contact other planes in handling. Even unrelated visions should offer a cryptic clue relevant to the caster’s question. On a roll of 10 or higher, ensure the vision remains obscure and indirect, requiring interpretation.
Wall of Fire (Druid)
- Evocation
- Level: 5
- Range: 8”
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 7 segments
- Saving Throw: None
The wall of fire spell summons a blazing curtain of magical fire with shimmering yellow-green or amber hues, characteristic of druidical magic.
- Creatures passing through the wall take 4-16 hit points of damage, plus 1 point per caster level.
- Creatures within 1” of the wall suffer 2-8 hit points of damage.
- Creatures within 2” of the wall suffer 1-4 hit points of damage.
- Creatures especially vulnerable to fire may take additional damage.
- Undead always take twice normal damage.
The wall inflicts damage only on the side facing away from the druid. The opaque wall lasts as long as the druid concentrates on it, or 1 round per level if not concentrating.
The wall can take one of two forms:
- A sheet of flame up to 2” square per caster level, stationary.
- A ring of fire with a radius of up to 1/2” per caster level, moving with the druid. The flames rise to a height of 2”.
GM NOTE: The spell caster cannot move while concentrating on maintaining the wall of fire.
Wall Of Fire (Magic-User)
- Evocation
- Level: 4
- Range: 6”
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
This spell differs from the fifth level druid spell, wall of fire (q.v.) only as indicated above and as stated below: the flame color is either violet or reddish blue, base damage is 2-12 hit points (plus 1 hit point per level), the radius of the ring-shaped wall of fire is 1” + 1/4” per level of experience of the magic user casting it, and the material component of the spell is phosphorus.
Wall Of Fog
- Alteration
- Level: 1
- Range: 3”
- Duration: 2-8 rounds + 1
- round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 segment
- Saving Throw: None
By casting this spell, the illusionist creates a wall of misty vapors in whatever area within the spell range he or she desires. The wall of fog obscures all sight, normal and/or infravisual, beyond 2’. The area of effect is a cube of 2” per side per level of experience of the spell caster. The misty vapors persist for 3 or more rounds unless blown away by a strong breeze (cf. gust of wind). The material component is a pinch of split dried peas.
Wall Of Force
- Evocation
- Level: 5
- Range: 3”
- Duration: 1 turn + 1 round/level
- Area of Effect: 20’ square/level
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell’s range.
The wall of force will not move and is totally unaffected by any other spells, including dispel magic, save a disintegrate spell, which will immediately destroy it. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, or any similar things. Spells or breath weapons will not pass through it in either direction. The magic- user can, if desired, shape the wall to a hemispherical or spherical shape with an area equal to his or her ability, maximum of 20 square feet per level of experience.
The material component for this spell is a pinch of powdered diamond.
GM NOTE: A rod of cancellation or a sphere of annihilation will bring down the wall of force, the former being used fully in the process, and the latter drawing any and all small objects into its vortex in the process. (Small objects are those weighing less than 100 g.p. and within 1” radius of the sphere.) The diamond dust for the spell must be the equivalent of stone(s) of not less than 10,000 g.p. value.
Wall Of Ice
- Evocation
- Level: 4
- Range: 1”/level
- Duration: 1 turn/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
The wall of ice spell creates a sheet of strong, flexible ice, primarily used for defensive purposes. The wall can stop pursuers or block paths. The wall is 1 inch thick per caster level and covers an area of 1” square per caster level (e.g., a 10th-level caster could create a wall 10” long and 1” high, or 5” long and 2” high). Creatures breaking through the wall take 2 hit points of damage per inch of thickness. Fire-using creatures take 3 points per inch. Cold-using creatures take 1 point per inch. If the wall is created as a horizontal sheet to fall on opponents, it deals damage as if struck by ice storm hailstones in the affected area.
Magical fires like fireballs or dragon breath melt the wall in 1 round, creating a steamy fog cloud that persists for 1 turn. Normal fires or lesser magical flames do not significantly hasten the wall’s melting. The material component for this spell is a small piece of quartz or similar rock crystal.
Wall Of Iron
- Evocation
- Level: 5
- Range: 1/2”/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
When this spell is cast, the magic-user causes a vertical iron wall to spring into being. Typically, this wall is used to seal off a passage or close a breach, as it inserts itself into any surrounding material if the area is sufficient to do so.
The wall of iron is one-quarter of an inch thick per level of experience of the caster. The magic-user can evoke an area of iron wall equal to 15 square feet per experience level. For example, a 12th-level caster can create a wall of up to 180 square feet in area. If created in an unsupported location, the wall will fall, potentially crushing creatures beneath it.
The wall is permanent unless affected by a dispel magic spell. It is otherwise subject to all forces that a normal iron wall would be, such as rust, perforation, and similar effects. The material component for this spell is a small piece of sheet iron.
GM NOTE: If the wall of iron is created vertically, there is a 50% chance it will fall left, right, forward, or backward depending on its placement. Adjusting this probability requires at least 30 strength points and 400 pounds of mass; for every pound above 300 or strength point above 30, there is a 1% chance to influence the outcome. If the caster concentrates specifically, they can double the area of the wall by halving its thickness.
Wall Of Stone
- Evocation
- Level: 5
- Range: 1/2”/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
This spell creates a wall of granite rock that merges seamlessly into adjoining rock surfaces if the area allows it. It is commonly used to seal passages, portals, or breaches to impede opponents.
The wall of stone is 1/4 foot thick and covers an area of 20 square feet per level of the caster. For example, a 12th-level caster could create a wall 3 feet thick and 240 square feet in area, such as a wall 12 feet wide and 20 feet high to block a 10 × 16-foot passage completely.
The wall need not be vertical or rest upon a foundation, unlike a wall of iron. It can connect with existing stone formations, enabling it to form a bridge over a chasm or serve as a ramp. The wall is permanent unless destroyed by a dispel magic spell or through physical means like breaking, chipping, or using a disintegrate spell. The material component required is a small block of granite.
GM NOTE: If the wall is used as a bridge, it must be arched and buttressed. Creating such a structure consumes 50% of the wall’s total volume. For example, a 20th-level caster who can normally create a wall 400 square feet in area and 5 feet thick could instead produce a bridge 5 feet wide and 40 feet long, assuming the chasm to be bridged is about 38 feet wide. Unsupported spans exceeding 20 feet in width will collapse under their own weight.
Wall of Thorns
- Conjuration/Summoning
- Level: 6
- Range: 8”
- Duration: 1 turn/level
- Area of Effect: 10” cube/level
- Components: V, S, M
- Casting Time: 8 segments
- Saving Throw: None
The wall of thorns spell creates a dense, tough barrier of green, tangled brush armed with needle-sharp thorns as long as a person’s finger. Any creature that impacts the wall or attempts to break through suffers 8 hit points of damage plus additional damage equal to their armor class. Negative armor classes reduce the base damage of 8 hit points. Creatures caught within the area when the spell is cast are treated as if they impacted the wall and must also break through to move.
The damage applies per 1” thickness of the barrier. Chopping through the wall requires at least 4 turns per inch of thickness. The barrier is immune to normal fire, though magical fires will destroy it in 2 turns, creating a temporary wall of fire in the process (see wall of fire). The nearest edge of the wall can be placed up to 8” away from the caster. The wall’s area of effect is ten cubic inches per level of the caster and can be shaped as desired. For example, a 14th-level druid might create a 7” × 2” × 1” wall, a 1” × 1” × 14” barrier to block a corridor, or any similar configuration.
GM NOTE: Do not factor dexterity bonuses to armor class for damage purposes. If the wall burns and creates a wall of fire, the non-harmful side of the flames faces the druid.
Warp Wood
- Alteration
- Level: 2
- Range: 1”/level
- Duration: Permanent
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 4 segments
- Saving Throw: None
When this spell is cast the druid causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 1” for each level of experience of the druid casting it. It affects approximately a fifteen inch shaft of wood of up to one inch diameter per level of the druid. Thus, at 1st level, a druid might be able to warp a hand axe handle, or four crossbow bolts, at 5th level he or she could warp the shaft of a typical magic spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak.
GM NOTE: Attempting to affect the wood of a magically held or wizard locked door is another matter. The level of the druid is compared to the level of the magic-user, and only if the latter is of lower level than the former will the spell have any chance of working. For each level of experience greater than the magic-user, the druid has a 20% chance of warping dweomered wood.
Water Breathing (Druid)
- Alteration
- Reversible
- Level: 3
- Range: Touch
- Duration: 6 turns/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 5 segments
- Saving Throw: None
The recipient of a water breathing spell is able to freely breathe underwater for the duration of the spell, i.e. 6 turns for each level of experience of the druid casting the spell. The reverse, air breathing, allows water breathing creatures to comfortably survive in the atmosphere for an equal duration.
Water Breathing (Magic-User)
- Alteration
- Reversible
- Level: 3
- Range: Touch
- Duration: 3 turns/level
- Area of Effect: Creature touched
- Components: V, S, M
- Casting Time: 3 segments
- Saving Throw: None
Except as noted above, and that the material component of the spell is a short reed or piece of straw, this is the same as the third level druid spell, water breathing (q.v.).
Weather Summoning
- Conjuration/Summoning
- Level: 6
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
The weather summoning spell allows a druid to call forth weather patterns consistent with the current climate and season of the region. For instance, spring could bring tornadoes, thunderstorms, sleet, or heat waves, while summer might summon torrential rains, hailstorms, or extreme heat. In autumn, the spell could summon fog, sleet, or sharp temperature shifts, and winter might yield blizzards, extreme cold, or thawing conditions. Coastal areas in late winter or early spring might experience hurricane-force winds.
The summoned weather behaves naturally and remains uncontrolled by the druid. The effects might last as briefly as a single turn for something like a tornado, or persist for hours or even days in the case of less intense phenomena. The area affected can range from 1 square mile to over 100 square miles. Multiple druids working in concert can summon even more extreme weather or exercise control over the summoned winds.
Four turns after casting, signs of the impending weather appear, such as gusts, warming or cooling breezes, or overcast skies. The full effect of the weather arrives 6 to 17 turns (d12 + 5) after the spell is completed. The use of greater mistletoe as a material component ensures the desired extremes of weather; lesser materials significantly reduce the spell’s effectiveness.
Web
- Evocation
- Level: 2
- Range: 1/2”/level
- Duration: 2 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 2 segments
- Saving Throw: Neg. or 1/2
The web spell generates a mass of tough, sticky strands resembling giant spider webs. These webs must anchor to two or more opposing points, such as walls, floors, ceilings, or objects. The spell can cover an area of up to 8 cubic inches, requiring a minimum thickness of 1”. For example, a web 4” high, 2” wide, and 1” deep might be cast.
Creatures caught or touching the webs become entangled. Creatures with less than 13 strength remain stuck until freed or until the spell ends, with a 5% cumulative chance of suffocation per turn trapped. Creatures with 13–17 strength can break through 1’ of webbing per turn, while those with 18 or greater strength break 1’ per round. Large or massive creatures destroy 1’ of webbing per segment.
The webs are highly flammable. Fire from a torch, flaming oil, or a magic flaming sword burns the strands in one round, dealing 2–8 points of damage to creatures within the webs. Creatures freed from the strands are unharmed. A saving throw versus webs, made at -2, determines the outcome. A successful save allows a creature to jump free if space permits; otherwise, the webs are at half strength.
The material component is a fragment of spider web.
GM NOTE: Proper anchoring is crucial. Without two firm attachment points, the webs collapse and entangle themselves, nullifying the spell.
Wind Walk
- Alteration
- Level: 7
- Range: Touch Duration: 6 turns/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: None
This spell enables the cleric, and possibly one or two other persons, to alter the substance of his or her body to cloud-like vapors.
A magical wind then wafts the cleric along at a speed of up to 60” per turn, or as slow as 6” per turn, as the spell caster wills. The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind walking are not invisible but appear misty and are transparent. If fully clothed in white they are 80% likely to be mistaken for clouds, fog, vapors, etc.
The material components of this spell are fire and holy/unholy water.
Wish
- Conjuration/Summoning
- Level: 9
- Range: Unlimited
- Duration: Special
- Area of Effect: Special
- Components: V
- Casting Time: Special
- Saving Throw: Special
The wish spell represents the pinnacle of magical power, allowing the caster to reshape reality itself. It functions as an enhanced version of the limited wish spell but with broader scope and greater potential.
Simple wishes, such as restoring hit points, resurrecting a dead character, or transporting the caster and their party from one place to another, impose no adverse effects on the caster. However, more ambitious or reality-bending wishes strain the caster significantly, reducing their strength by 3 points and requiring 2 to 8 days of bed rest to recover from the immense exertion.
The exact wording of the wish is critical, as the spell interprets and fulfills the request literally. This can lead to unintended outcomes depending on the phrasing used. The Dungeon Master has discretion in adjudicating the effects of the wish to preserve game balance. For example, a wish for another character’s death might propel the caster to a future where the target is no longer alive, effectively removing the caster from the current campaign.
GM NOTE: Careful interpretation of the caster’s wish is essential. Players should understand that overly broad or unfair uses of the spell will likely result in consequences to maintain fairness and balance within the game.
Wizard Eye
- Alteration
- Level: 4
- Range: 0
- Duration: 1 round/level
- Area of Effect: Special
- Components: V, S, M
- Casting Time: 1 turn
- Saving Throw: None
When this spell is employed, the magic-user creates an invisible sensory organ which sends visual information to him or her.
The wizard eye travels at 3” per round, viewing an area ahead as a human would or 1” per round examining the ceiling and walls as well as the floor ahead and casually viewing the walls ahead. The wizard eye can “see” with infravision at 10’, or it “sees” up to 60’ distant in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts.
The material component of the spell is a bit of bat fur.
GM NOTE: The ocular device magically formed has substance and it has form which might be detected (Cf. INVISIBILITY). Solid objects prevent the passage of a wizard eye, although it can pass through a space no larger than a small mouse hole (about one-half inch diameter).
Wizard Lock
- Alteration
- Level: 2
- Range: Touch
- Duration: Permanent
- Area of Effect: 30 square feet/level
- Components: V, S
- Casting Time: 2 segments
- Saving Throw: None
When a wizard lock spell is cast upon a door, chest or portal, it magically locks it. The wizard-locked door or object can be opened only by breaking, a Dispel Magic, a Knock spell, or by a magic-user 4 or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock, they only negate it for a brief duration. Creatures of extra-dimensional nature do not affect a wizard lock as they do a held portal (see hold portal).
GM NOTE: The caster can always pass through his or her own wizard locked portal freely.
Word Of Recall
- Alteration
- Level: 6
- Range: 0
- Duration: Special
- Area of Effect: Special
- Components: V Casting Time: 1 segment
- Saving Throw: None
The word of recall spell takes the cleric instantly back to his or her sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the cleric. It must be a well known place, but it can be any distance from the cleric, above or below ground. Transportation by the word of recall spell is infallibly safe. The cleric is able to transport, in addition to himself or herself, 250 gold pieces weight cumulative per level of experience. Thus, a 15th level cleric could transport his or her person and 3,750 (375 pounds) gold pieces weight in addition; this extra matter can be equipment, treasure, or living material such as another person.
GM NOTE: For each plane that the cleric is removed from the plane of his or her designated Sanctuary, there is a 10% cumulative chance that the cleric will be irrevocably lost in the intervening astral or ethereal spaces.
Write
- Evocation
- Level: 1
- Range: 0
- Duration: 1 hour/level
- Area of Effect: One magical spell inscription
- Components: V, S, M
- Casting Time: 1 round
- Saving Throw: Special
This spell allows a magic-user to inscribe a spell that they cannot currently comprehend due to insufficient level or intelligence into their spellbook or magical tome. The process involves a saving throw versus magic. If the spell being transcribed is:
- Up to 1 level higher than the caster’s current capabilities, the saving throw gains a +2 bonus.
- 2 levels higher, the saving throw is made without modification.
- For spells 3 or more levels higher, a penalty of -1 per additional level applies.
Failure results in the caster taking 1d4 damage per level of the attempted spell and being rendered unconscious for the same number of turns. This damage can only be healed at a rate of 1-4 hit points per day as it affects both psyche and body.
The transcription process requires 1 hour per spell level, during which the magic-user enters a trance-like state, leaving them vulnerable to surprise attacks. In addition to the spellbook, the caster requires fine ink made from rare and costly ingredients, costing a minimum of 200 gold pieces per bottle, with availability often limited.
GM NOTE: The special ink needed for this spell has a 10% chance of being available in an apothecary or alchemist’s shop in a town, and a 20% chance in a city. Each flask contains enough ink to transcribe 2-4 spells, costing between 200 and 500 gold pieces. You can develop your own formula for the ink, using rare components such as slithering tracker ichor, octopus ink, and powdered gems as starting points.