Magic-users and Fighter-mages get one spell slot of their own level per day, and two slots for spells of each lower level.
E.g.: a 6th level magic-user could cast one 6th level spell per day, and two spells each of levels 5, 4, 3, 2, and 1.
A higher-level spell slot can instead be used for a spell of the level immediately below, but no lower.
E.g.: a 10th level spell slot could be used for a 9th level spell, but not an 8th or lower level spell.
Magic-users are limited to spells of a level equal to or lower than their INT score.
Fighter-mages and Bards are limited in the same way, but can only cast spells of up to Level 12 even if their INT is higher than 12.
Magic-users may not cast any spells when wearing any type of armour with the single exception of magical bracers.
Fighter-mages may cast spells while armoured, but only as long as the spell being cast is no higher in level than three times the “plus” of the armour. For example, a fighter-mage in +1 armour may cast any spell up to Level 3; if they wished to cast a higher level spell, then they would have to doff their armour to do so. Armour of +2 allows the casting of any spell up to Level 6, +3 armour allows casting up to Level 9, and +4 or better armour allows spell casting up to the fighter-mage's maximum of 12th level.
All spell use requires the free use of both hands, so no weapons may be in hand, nor any shield worn on arm while casting spells.
Unless specifically stated in the spell description, any spell cast as an attack allows the victim a saving throw to avoid or mitigate its effects. For these purposes, any spell that the target is unwilling to be affected by is an attack, regardless of whether the spell effect would be harmful or not.
A spell takes just one round to cast, but ten minutes per spell level to prepare for casting.
Thus, a 3rd level spell will take 30 minutes to prepare, while a 12th level spell will take two hours (120 minutes). Either, once prepared, could be cast in a single round.
Preparing a spell is a difficult combination of impressing on one's mind a complex arrangement of incantations, gestures and mental patterns and attitudes, and of constructing a magically charged and/or mnemonic device (the material component of the spell) that focuses the spell energies into a usable form. Some spells require rare and valuable substances for the construction of their focus. The material component is usually destroyed in the casting of the spell.
Once prepared, the spell may be cast at any later time, unless any of the following conditions apply:
A spell-slot need not be filled ahead of time. The magic-user may elect to leave it blank, and prepare and cast a spell of the appropriate level when he or she knows more about the situation at hand.
This can be risky in a dangerous location however, as the long periods of uninterrupted study and construction required to prepare spells can leave the wizard (and the rest of the party) vulnerable to attack — and the wizard's valuable spell-books might then be damaged!
All spells require the clear utterance of an incantation, and that both hands be free to move in order to make specific magical gestures. Spells cannot be cast while walking or performing any other activity, and a spell-caster gets no DEX or BCB bonus to AC while casting a spell. They also require material components to focus the magical energies; these material components are consumed by the casting of the spell, so can be used only once.
Material components can be specified for each spell (if you enjoy that level of book-keeping) or the magic-user can simply spend a certain amount of gold on generic components. In any case, the material components for a spell cost at least 1gp per spell level.
Spell books are large, heavy and bulky. They are also quite valuable.
The usual size of a spell book is about 12 x 18” (30 x 45cm) and about 4” (10cm) thick. It contains 100 leaves of vellum (200 pages) and weighs in the region of 12-15 lbs.
A spell takes up one page per level of the spell. Thus, a 1st level spell will fit on to one side of a single leaf, while a 20th level spell would require twenty pages to describe in detail all the complex instructions necessary to cast the spell.
Spell scrolls can normally be used in exactly the same way as spells from a spell book (i.e. by studying and preparing the spell for later casting), in which case the the spells they contain can be re-used again and again as long as the appropriate material components are at hand. In fact, many magic-users' spell “books” are nothing more than a motley collection of scrolls, sometimes not even bound together.
In an emergency however, they can be read and cast directly from the scroll. In such a case the scroll itself acts as the focus of the spell, and is destroyed in the casting. Spell scrolls take one round per spell level to read.
A spell can be read, in the same way as a scroll, directly from a spell book. However, if the pages holding the spell instructions are not first removed from the book, the casting of the spell may destroy not only those pages but also the pages holding neighbouring spells! In a worst-case scenario, it could create a chain-reaction and destroy the entire book! Obviously, this is a last-ditch tactic, something no wizard would willingly do.
Protective scrolls, such as a Scroll of Protection Against Water Elementals, cannot be transcribed into a spell-book, but may only be read directly. They take 2d4 rounds to read.
When a magic-user character is created, they begin at level one with a rather limited magical repertoire consisting of Read Magic and 1-4 other randomly determined first-level spells. These are the spells allowed them by their erstwhile Master before being thrust out into the world to make their own way.
When they train to rise in level, they come away from their training with one new spell of their new level. Note that this assumes that the training is done under the guidance of a Master of higher level.
If the wizard self-trains, then no new spell is gained unless he or she is willing to place themselves under obligation to some entity capable of passing on the knowledge... and that's almost never an advantageous bargain. However, sometimes it's the only feasible way of getting hold of the knowledge one requires, and many — one might say most — wizards end up in a net of supernatural obligation as they rise in power.
Apart from the above circumstances, new spells must invariably be garnered in the course of the wizard's adventuring career.
The idea of a free exchange of knowledge is far from common amongst the wizarding community, and as a rule, magicians tend to become more and more secretive about their knowledge and skills as they gain in power. The only other wizard who can be relied on to share knowledge is the Master under whom one's apprenticeship was taken, and even then only if the Master and apprentice parted on good terms, and only to a very limited degree. The price for this cooperation is generally an undertaking to perform any tasks required by the Master, and naturally those tasks will likely be those the Master would rather not have to take care of themselves, due to their unpleasant or tedious or dangerous nature (or, likely enough, all three). Note that this is pretty much the only reason that any wizard would burden him or herself with an apprentice at all; few magicians are of a naturally charitable nature.
The most common source of new spells is from scrolls: bought, found or stolen — and only the most common and puny of spells will generally be available for sale. Scrolls, unlike spells indited within a spellbook, are essentially charged one-use magic items and must be reverse-engineered to be transferred into a reusable set of instructions. This will require the use of one Read Magic spell per two spell-levels, to read the text without activating its magic, and to allow a literal transcription to a non-volatile form. Once that is done, the wizard can attempt to transcode the scroll text into their own notational system as if translating spells from another wizard's spellbook (see below).
Every wizard, in the course of their career, develops their own unique and idiosyncratic system of notation, based originally on that taught to them by their original Master, but diverging further and further as they undergo their own unique experiences and develop their own mnemonic codes and so on. For this reason, the spellbook of another wizard will almost never be immediately comprehensible, and will inevitably require careful study to allow a workable translation.
Assuming that magical means of translation aren't available, the chance of being able to decipher enough of a specific wizard's code to be able to then start transliterating the spells within his or her book(s) has a base of 50%, assuming the writer of the book is of the same level as the magician attempting to decode it.
This is modified by plus or minus 5% per level of difference between the reader, and writer at the time of writing. For example, a 5th level reader trying to decode the book of a 10th level wizard (5 levels below) would have a 25% chance of success. The same 5th level reader deciphering the book of a 1st level magician (4 levels above) would have a 70% chance to succeed.
This initial period of study takes 5-30 days, after which the d100 is rolled for success. A further period of study can be employed following a failure If that fails, the spellbooks will remain incomprehensible until the reader has risen at least one level, at which time they can try again.
If the reader succeeds, they can then begin translating the instructions within the book into their own system of notation. As a rule, this will take 2d4 hours of uninterrupted concentration per page, and will, of course, require access to inks, pens, and drawing instruments. This process requires absolute precision, and is not the sort of thing it would be wise to undertake in the Wild or the tunnels of the Underdark.
The chance of successfully transcribing a spell is the same as that of deciphering the notational system, but there is no limit to the number of times a failed attempt can be repeated. Note that in general the only way to find out if you have correctly transliterated the instructions is to attempt to cast the new spell.
Decoding a spell already known is considerably easier than attempting to decode instructions to one that is completely new. Add 5% to the chance of a successful transliteration for every character level above that of the level of the known spell. For example, a 5th level decoder attempting to transliterate a known 3rd level spell would add 10% to the chance of success (2 levels difference = +10%).
Each time a spell from a particular source is successfully transliterated, add 5% to the overall chance of success, to a maximum of +25%, as the decoder becomes more and more familiar with the original system. Success is never absolutely guaranteed however, and can never rise above 99%. (This includes multiple spells taken from scrolls, assuming that all were created by the same wizard).
The spells appearing in these lists are not the only spells that exist — there are many, many more that have been developed over the eons.
These, however, are the tried and true work of the Ancient Masters of Magic, whose like is not seen in these decadent days. These spells have been thoroughly tested and codified, and as long as the appropriate conditions are met, can normally be guaranteed to work as expected.
Other spells are not necessarily so reliable, and though they may be useful and valuable, their use is often something of a gamble. They may fizzle disappointingly, or work at wildly variable levels of effect, or even backfire on their caster.
Nevertheless, any magic-user worth his or her salt would be gratified to be able to include spells in their repertoire that might be unknown to their rivals.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Level 13
Range: Not applicable
Duration: Until task completed or insanity
This spell summons a powerful creature from the elemental planes of air to fetch and return one thing (or creature) to the caster. Only a creature with a Strength of 18 can fight its way from the servant's grasp, and even then the chance is not likely to be greater than 50%. The servant can carry up to 500 pounds in weight. An aerial servant has the following attributes: HD 16, AC 3 [16], Atk Bonus +17, Atk 1 (4d4), Move 240ft. If the servant is frustrated in its efforts to bring the desired object to the caster, it will become insane, returning and attacking him.
Level 9
Range: 120ft
Duration: 2 hours
This spell causes 1d6 normal creatures to grow immediately to giant size. While the spell lasts, the affected creatures can attack as per a giant version of the normal animal.
Level 10
Range: GM discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per level of the caster above 8th. The corpses remain animated until slain. The freshness of the cadavers will determine whether zombies or skeletons result.
Level 12
Range: 60ft
Duration: 1 hour
The caster “brings to life” inanimate objects such as statues, chairs, carpets, and tables. The objects follow the caster's commands, attacking his foes or performing other actions on his behalf. The GM must determine the combat attributes of the objects, such as armour class, speed, hit dice, and to-hit bonuses on the spur of the moment. A stone statue, as a basic example, might have AC of 1 [18], attack as a creature with 7-9HD, and inflict 2d8 points of damage. Wooden furniture would be considerably less dangerous.
Level 12
Range: Caster
Duration: 2 hours
An invisible bubble of force surrounds the caster, impenetrable to magic. Spells and other magical effects cannot pass into or out of the shell.
Level 15
Range: 100 miles (above ground) 100 yards (below ground)
Duration: 2 hours
The caster projects his astral form into other places; the astral form is invisible to all creatures but those also traveling the astral plane of existence. The spell has a duration of two hours. If the caster's physical body is moved more than 100 miles from its original location while the astral form is away, the link is sundered and the caster's soul becomes lost in the beyond; and if the caster's body is underground, it need only be moved 100 yards before the connection is broken. The astral form is capable of casting spells, but there is a 3% chance per spell level that the spell will fail. Additionally, there is a 1% chance per spell level of the attempted spell that the astral spell itself will falter as a result of the spell casting, and the astral form will return to the physical body. When traveling in astral form upon the earth, the astral form may travel as fast as 100 miles per hour per level above 18th. If the form is traveling underground, its top speed is much slower: 120ft per 10-minute turn. When traveling into the deeper regions beyond the earth, speed and distance are obviously not measured in miles.
Level 12
Range: 60ft
Duration: 12 turns
Mystical blades, whirling and thrusting, form a lethal circle around the spell's recipient, at a radius of 15ft. The barrier inflicts 7d10 points of damage to anyone trying to pass through.
Level 3
Range: Only upon a character not in combat
Duration: 1 hour (6 turns)
This spell grants its recipient a +1 to attack rolls (and improves morale, if the recipient is not a player character). The recipient cannot already be in combat when the spell is cast.
Level 15
Duration: GM discretion
Range: 10 ft
This spell summons a demon or other fiend (such as a devil) from the lower planes of existence. The spell provides no protection whatsoever against the wrath of the summoned creature, and the magic user should be versed in the lore of pentacles and other magical means of hedging out demons. Gaining the demon's assistance is beyond the spell's power, coming down to a matter of negotiations and threats between the caster and the fiend.
Level 7
Duration: See below
Range: 60 ft
This spell operates in the same manner as charm person, but can affect any one living creature, including powerful monsters. For monsters of fewer than 3 hit dice, up to 3d6 can be affected. Monsters can break free of the charm, (one chance per week) based on their hit dice:
Hit Dice | Chance per week to break the charm |
---|---|
Fewer than 2 | 5% |
2-4 | 10% |
5-7 | 20% |
8-10 | 40% |
11+ | 80% |
Level 2
Duration: Until dispelled
Range: 120 ft.
This spell affects living bipeds of human size or smaller, such as goblins or dryads. If the spell succeeds (saving throw allowed), the unfortunate creature falls under the caster's influence.
Level 13
Range: 120 ft
Duration: Until dispelled
If the plant fails a saving throw (and it need not be intelligent), it will obey the caster to the extent of its ability. The spell affects one large tree, six man-sized plants, twelve plants three feet tall, or twenty-four flower-sized plants.
Level 5
Range: 60ft
Duration: 2 hours
Clairaudience allows the caster to hear through solid stone (limiting range to 2ft or so) and other obstacles, any sounds within a range of 60ft. The spell's effect cannot pass through even a thin sheeting of lead, however, for this metal blocks it utterly. The spell can be cast through a crystal ball.
Level 6
Range: 60ft
Duration: 2 hours
Clairvoyance allows the caster to see through solid stone (limiting range to 2ft or so) and other obstacles, any sounds within a range of 60ft. The spell's effect cannot pass through even a thin sheeting of lead, however, for this metal blocks it utterly.
Level 16
Range: Short
Duration: Permanent
By this eerie and disturbing spell, a piece of flesh, taken from a living person, is grown into an exact duplicate of the person at the time the flesh was removed (whether this requires a laboratory and how much time is required to re-grow the clone depend upon the spell formula and the GM's discretion). If a clone is created while its parent-creature still lives, the clone will seek to kill its original. If it fails to achieve this goal, both the clone and the original will become insane.
Level 11
Range: Moves 6ft per minute
Duration: 1 hour
Foul and poisonous vapors boil from the thin air, forming a cloud 15ft in radius. The cloud moves directly forward at a rate of 6ft per minute unless its direction or speed is affected by winds. Unusually strong gusts can dissipate and destroy it. Poison-laden, the horrid mist is heavier than air, and thus sinks down any pits or stairs in its path. Even touching the cloud (much less breathing it) requires a saving throw to avoid immediate death.
Level 10
Range: Upon self
Duration: 3 questions
Higher powers grant an answer to three questions the caster poses to them. Higher powers don't like constantly being interrogated by mere mortals, so the spell should be limited to once per week or so by the GM.
Level 7
Range: 120ft
Duration: 2 hours
This spell confuses people and monsters, making them act randomly.
The effects of the confusion may shift every ten minutes or so, and the dice are rolled again to determine any change.
The spell affects 2d6 creatures, plus an additional creature for every caster level above 8th. Creatures of 3 hit dice or fewer are automatically affected by the spell, and it takes effect immediately. Creatures of 4 hit dice or more automatically overcome the confusion effect as it builds up to its full power (1d12 minutes, minus the caster's level), and are permitted a saving throw once the spell is at full power. Eventually, these creatures are likely to succumb to the confusion, for they must continue to make another saving throw every 10 minutes until the spell's two-hour duration has run its course.
2d6 | Reaction (2d6) |
---|---|
2-5 | Attack the caster and his allies |
6-8 | Stand baffled and inactive |
9-12 | Attack each other |
Level 11
Range: 30ft
Duration: 1 hour
The caster conjures up normal animals to serve as his allies: 1 creature larger than a man (such as an elephant), 3 animals the size of a man or horse (such as a lion), or 6 animals smaller than a man (such as a wolf). The animals obey the caster's commands.
Level 10
Range: 240ft
Duration: Until dispelled
The caster summons a 16HD elemental (any kind) from the elemental planes of existence, and binds it to his commands. The elemental obeys the caster only for as long as the caster concentrates on it; and when the caster ceases to concentrate, even for a moment, the elemental is released and will attack him.
Level 10
Range: None
Duration: a certain number of yes or no questions
The caster creates a mental contact with the planes, forces, powers, and geometries of the beyond, in order to gain affirmative or negative answers to the questions he contemplates. The spell's effects depend upon how deeply into the caster quests into the various planes of existence. The caster must decide how “far” into the planes of existence he wishes to make contact. The number of planes in “depth” that he chooses will affect the number of yes or no questions he can ask, the chance that the knowledge is available at that level, the chance of receiving a wrong answer, and the chance that he will become temporarily insane from the experience. Temporary insanity lasts for as many weeks as the “number” of the plane where the caster's sanity failed (or was deliberately removed).
Level 3
Range: 120ft
Duration: Permanent until dispelled
The targeted person or object produces light about as bright as a torch, to a radius of 120ft.
Level 12
Range: GM discretion
Duration: GM discretion
The caster can summon or stop rainfall, create unusually high or low temperatures, summon or disperse a tornado, clear the sky of clouds, or summon clouds into being.
Level 8
Range: Close
Duration: Immediate
This spell creates a one-day supply of drinking water for 24 men (or horses, which drink the same amount as a man for game purposes). The amount of water doubles, and doubles again at every level beyond the spell's minimum casting level.
Level 9
Range: Close
Duration: Immediate
This spell creates a one-day supply of food for 24 humans (or the like). At 9th level, the amount of water doubles, and doubles again at every level thereafter.
Level 6
Range: Touch
Duration: Immediate
Cures the spell's recipient of any diseases, including magically inflicted ones.
Level 1
Range: Touch
Duration: Immediate
Cures 1d6+1 hit points of damage
Level 6
Range: Touch
Duration: Immediate
Cures 2d6+2 hit points of damage
Level 4
Range: 120ft
Duration: 1 hour
Darkness falls within the spell's radius, impenetrable even to darkvision. A Light spell or Dispel Magic can be used to counteract the darkness.
Level 5
Range: 40ft
Duration: 1 day
The recipient of the spell can see in total darkness (but not within the area of effect of a Darkness spell) for the length of the spell's duration.
Level 13
Range: 240ft
Duration: Causes normal death
Within a 60ft radius, up to 2d8 creatures with fewer than 7 hit dice perish. The victims are selected from the centre of the area of effect outwards, and when the number of potential victims rolled on the effect dice have died (or made their saving throw) the spell ceases. If two or more victims are equidistant from the epicentre, the order is determined randomly.
Level 14
Range: 240ft
Duration: Chosen by caster, up to 10 minutes
This spell creates a normal fireball, but the blast can be delayed for a period of up to 10 minutes. The burst radius, per a normal fireball, is 20ft, and damage is 1d6 per level of the caster. The blast shapes itself to the available volume (33,000 cubic feet), filling 33 ten-by-ten-by-ten cubical areas.
Level 1
Range: 60ft from caster
Duration: Concentration, up to 1 round/level
You detect the presence of Evil auras in a 60' cone up to 60' long, within your line of sight.
Although the spell will alert you to the presence of evil within that area, it does not specify which object or creature, if any, is actually magical.
If you continue to concentrate on the same area, the second round of concentration will give you a direction to the most powerful source of evil in the area of effect. A third round will give you both direction and range to within a 5' diameter area of the most powerful evil, OR you can discern the direction to the next most powerful source of evil. Successive rounds of concentration will allow you to home in on other sources of evil within the area of effect.
To focus on a specific object, you must actually be touching it, though if you have narrowed the detection down to a 5' circle, and there's only one object in that area, it might be safe to assume that that object is the source. Then again, it might not.
You may turn to face another 60', or focus on another object at hand each round.
Poison is not inherently evil, and cannot be detected by means of this spell. Nor is a hungry animal or monster necessarily evil. To be detected by this spell, a creature or thing must be of Evil alignment and/or be intimately connected with the Negative Material or Abyssal planes (e.g. undead, demons, devils, etc.) A magic item created specifically to do evil will normally be detected by the spell, but an item that merely has the potential for evil use will not necessarily be.
Level 3
Range: 10ft per caster level
Duration: 1 hour
The caster can perceive the presence of invisible objects and creatures, possibly even those lurking in another plane of existence. The spell reveals the presence and general location of an invisible creature or thing, but it will not allow the caster to see it in any sort of detail. At best, the caster will see a vague, blurry, translucent sihouette.
Level 1
Range: 60ft
Duration: Concentration, up to 1 round/level
You detect the presence of magical auras in a 60' cone up to 60' long, within your line of sight.
Although the spell will alert you to the presence of magic within that area, it does not specify which object, if any, is actually magical.
If you continue to concentrate on the same area, the second round of concentration will give you a direction to the most powerful magic source in the area of effect. A third round will give you both direction and range to within a 5' diameter area of the most powerful magic source, OR you can discern the direction to the next most powerful magic source. Successive rounds of concentration will allow you to home in on other magic sources within the area of effect.
To focus on a specific object, you must actually be touching it, though if you have narrowed the detection down to a 5' circle, and there's only one object in that area, it might be safe to assume that that object is the source. Then again, it might not.
You may turn to face another 60', or focus on another object at hand each round.
Level 8
Range: 10ft casting distance (360ft teleport distance)
Duration: Immediate
Dimension door is a weak form of teleportation, a spell that can be managed by lesser magicians who cannot yet manage the Teleportation spell. The caster can teleport himself, an object, or another person with perfect accuracy to the stated location, as long as it is within the spell's range.
Level 13
Range: 60ft
Duration: Permanent, cannot be dispelled
The caster defines one specific target such as a door, a peasant, a Ravenous Bugblatter Beast of Thrarll, or a statue, and it disintegrates into dust. Magical materials are not disintegrated, and living creatures (such as the aforementioned peasant) are permitted a saving throw.
Level 10
Range: 30ft
Duration: 10 minutes against an item, spell, or agent of evil
This spell is similar to the spell Dispel Magic, but affects only evil magic. Also unlike the Dispel Magic spell, Dispel Evil functions (temporarily) against evil “sendings,” possibly including dreams or supernatural hunting-beasts.
The power of an evil magic item is held in abeyance for 10 minutes rather than being permanently dispelled. Evil spells are completely destroyed.
The chance of successfully dispelling evil is a percentage based on the ratio of the level of the dispelling caster over the level of original caster (or HD of the monster).
Thus, a 6th level caster attempting to dispel an evil charm cast by a 12th level caster has a 50% chance of success (6/12 = 1/2, or, 50%). If the 12th level caster were dispelling the 6th level caster's charm, the chance would be 200% (12/6 = 2, or, 200%).
Level 5
Range: 120ft
Duration: 10 minutes against an item
Although it is not powerful enough to permanently disenchant a magic item (at best it nullifies it for 10 minutes), Dispel Magic can be used to completely dispel most other spells and enchantments.
The chance of successfully dispelling magic (or nullifying a magic item) is a percentage based on the ratio of the level of the magic-user trying to dispel over the level of the magic user (or HD of the monster) who cast the original magic.
Thus, a 6th level magic user attempting to dispel a charm cast by a 12th level magic-user has a 50% chance of success (6/12 = 1/2, or, 50%). If the 12th level magic user were dispelling the 6th level magic-user's charm, the chance would be 200% (12/6 = 2, or, 200%).
Level 15
Range: 60ft/level
Duration: Immediate
In an area 60 x 60 ft plus an additional 10 ft (in both length and width) per three levels above 17th, the caster causes a powerful earthquake. The quake topples walls, causes rock-slides, and opens gaping fissures in the earth. Any creature caught in the quake has a 1 in 6 chance of falling into the depths of the earth and being killed. The earthquake's tremors do not extend in any way beyond the spell's area of effect.
Level 12
Range: Touch
Duration: Permanent
This spell is used in the creation of a magical item, in addition to whatever research, special ingredients, and other efforts the GM may determine are necessary for the task.
Level: 4
Range: 60ft
Duration: 2 hours
The caster can detect the thoughts of other beings at a distance of 60ft. The spell cannot penetrate more than two feet of stone, and is blocked by even a thin sheet of lead or gold.
Level 7
Range: Same as the spell being extended
Duration: See below
Extension lengthens the duration of another spell by 50%. Only spells of level 1-3 can be affected by Extension I.
Level 9
Range: Same as the spell being extended
Duration: See below
Extension II lengthens the duration of another spell by 50%. Extension II can affect only spells of level 1-4.
Level 12
Range: Same as the spell being extended
Duration: See below
Extension III lengthens the duration of another spell by 50%. Extension II can affect spells of level 1-5.
Level 7
Range: 240ft
Duration: 1 hour of fear
This spell causes the creatures in its cone-shaped path to flee in horror (if they fail the saving throw). There is a 60% chance that they will drop whatever they are holding. The cone extends 240ft to a base 120ft across.
Level 2
Range: 10 yards per level
Duration: 1 hour per level; target feather falls for up to 1 round per caster level.
This spell reduces the recipient's mass to that of a piece of feathery down for 1 round per caster level, and slows a creature's or object's fall to a maximum of just 20 feet per round.
The caster may learn this spell in either of two forms:
Active: At any time within the spell's duration, with a single word and gesture the caster can activate the spell effect on a falling creature or object within range. The spell caster must make a successful attack roll against an AC of 10 (plus any range modifiers) to affect his or her target. The spell's energy is vitiated regardless of whether a successful hit is made or not.
Passive: The magic-user may cast the spell directly on him or herself, and/or on any number of other creatures up to a maximum total weight (including his or her own) of 200 lbs per caster level. Each spell recipient is given a magically activated feather; as long as they are carrying the feather, if they fall more than 10' any time within the spell's duration the spell is activated and their mass (and rate of fall) is reduced as described above. The spell being activated on one recipient does not end the spell for any of the others.
Note that a human-sized creature with the mass of a piece of feathery down is very strongly affected by air currents, and in any sort of breeze they may well be carried a very long way before landing. Updrafts may even carry them higher than they were before the spell was activated.
A feather-falling creature has no footing and nothing to brace against, and falls like a piece of down — that is, in a swirling, haphazard fashion. Therefore, attempting any sort of melee combat, missile fire or spell-casting is likely to be futile.
When the spell recipient lands, he/she/it immediately regains their normal mass. Once the spell's duration ends, normal falling resumes.
Material component: a handful of down, which is distributed among the recipients of the spell.
Level 9
Range: 240ft
Duration: Permanent until dispelled
Feeblemind is a spell that is especially effective against magic-users. A magic-user's saving throw (including fighter mages, elven adventurers, or any other spell-casting creature) against the spell is made at a —4 penalty, and if the saving throw fails, the victim becomes feebleminded until the magic is dispelled.
Level 11
Range: Upon caster
Duration: 1 hour plus 10 minutes per level (1 day outdoors)
The caster perceives the fastest way out of an area, even if the area is designed to be difficult to navigate (such as a labyrinth). In the outdoors, the spell has greater power, lasting a full day.
Level 3
Range: 30ft around caster
Duration: 20 minutes (2 turns)
The caster can perceive the presence of both magical and non-magical traps at a distance of 30ft. The spell does not reveal the precise nature of the trap.
Level 11
Range: 120ft
Duration: Immediate
This spell kills a single creature (saving throw applies). Misusing the spell is an evil act that will likely invoke divine retribution of some kind.
Level 5
Range: 240ft
Duration: Instantaneous
A bead-like missile shoots from the caster's finger, to explode, at the targeted location, in a furnace-like blast of fire. The burst radius is 20ft, and damage is 1d6 per level of the caster. The blast shapes itself to the available volume (33,000 cubic feet), filling 33 ten-by-ten-by-ten cubical areas. A successful saving throw means that the target only takes half damage.
If the bead strikes an intervening surface (such as an invisible door, for example) the fireball will erupt prematurely.
Level: 5
Range: Touch
Duration: 1d6 turns plus 1 turn/level
This spell imbues the magic-user with the power of flight, with a movement rate of 120 ft per round. The Game Master secretly rolls the 1d6 additional turns; the player does not know exactly how long the power of flight will last.
Level: 20
Range: Near the caster
Duration: See below
A gate spell creates an opening to another plane of existence, and summons forth a specified, tremendously powerful being from the other plane, including gods and demi-gods. The caster must know the name of the creature he is attempting to summon, or the spell will fail. There is a 5% chance that the wrong being may be summoned, and (regardless whether the summoned being is the right one or not) there is a 5% chance that it will lack interest in the situation and return through the gate. The summoned being is not necessarily friendly to the caster, and may even be extremely annoyed.
Level 12
Range: 30ft
Duration: Until task is completed
If the spell succeeds (saving throw), the caster may set a task for the spell's victim. If the victim does not diligently work at performing the task, he will suffer weakness and nausea (50% reduction in strength), and trying to ignore the geas causes death.
Level 7
Range: 240ft
Duration: Until touched (other than by an ally) or dispelled
This spell changes the appearance of the terrain into the semblance of what the caster desires. A hill can be made to disappear, or could be replaced with an illusory forest, for example.
Level 6
Range: Touch
Duration: 3d6 rounds
One creature is enabled to move and attack at double normal speed. Actions that are restricted by objective time, such as spell-casting, are unaffected. At the end of the spell's duration, the exhausted beneficiary is then allowed only 1 action per two rounds for the same number of rounds as they were hasted, plus or minus their CON bonus.
Level 13
Range: Touch
Duration: Permanent
This very potent spell will wipe away hit-point or CON damage from wounds, sickness or poison, all bar 1d4 points of either. It will cure disease, but does not neutralize any poison still in the recipient's system. It will dispel and heal the effects of a Feeblemind spell.
This spell can also be cast in a reversed form, known as Harm. In this case, a successful touch wipes away all bar 1d4 hit and CON points from the victim (a successful saving throw negates the effect).
Heal requires a valuable white pearl as a material component, while Harm uses a rarer, and thus more valuable black pearl.
Level 9
Range: 120ft
Duration: 1 hour + 10 minutes per caster level
The caster targets 1d4 creatures, which are completely immobilized (saving throw applies). The caster may also target a single creature, in which case the saving throw is made with a penalty of —2.
Level: 5
Range: 120 ft
Duration: 1 hour plus 10 minutes per caster level
The caster targets 1d4 persons (the same parameters as the Charm Person spell), who are completely immobilized (saving throw applies). The caster may also target a single person, in which case the saving throw is made with a penalty of —2.
Level: 2
Range: GM discretion
Duration: 2d6 turns
This spell holds a door closed for the spell's duration (or until dispelled). The door can still be battered down, but it is difficult as it is supported my the magical force holding it closed. Creatures with magic resistance can shatter the spell without effort.
Level 14
Range: 40ft radius
Duration: Immediate
The speaking of a holy word dramatically affects all those within the range of its divine power. Creatures of fewer than 5 hit dice are slain, creatures of 5 to 8 hit dice are stunned for 2d10 turns, and creatures with 9-12 hit dice are deafened for 1d6 turns. Creatures with 13+ hit dice are unaffected but probably impressed. Note that the Holy Word takes no account of friend or foe. Divinities can be ineffable like that.
Level 8
Range: 120ft
Duration: 1 round
A whirling vortex of ice, snow, and hail forms in a cube roughly thirty feet across. Massive hailstones inflict 3d10 hit points of damage (no saving throw applies) to all within the area.
Level 6
Range: Touch
Duration:Immediate
Over a period of time (3d6 hours) of touching and meditating over a magical object, the caster can gain some knowledge of its nature. The information will seldom be explicit — for example, all he or she might learn about a Ring of Invisibility would be that the magic was concerned with concealment, hiding, furtive action. A Wand of Fireballs might be identified as being strongly associated with elemental magic, perhaps with strong associations to the elemental plane of fire.
The spell will not, in any case, reveal any command words or phrases that are not actually inscribed on the object. It will, however, reveal such inscriptions that are magically or cunningly hidden on it.
Note that because the spell requires that the magician hold the object, he or she may then be subject to the effect of any curse or glyph or so forth associated with it.
Level 10
Range: 480ft
Duration: 1 day
This spell only works outdoors. A storm of insects gathers, and goes wherever the caster directs. The cloud is approximately 8,000 cubic feet (20ft by 20ft by 20ft). Any creature of 2HD or fewer that is exposed to the cloud of insects flees in terror (no saving throw). Any creature without a particularly thick hide that is trapped within the area of effect takes 1d6 hp damage per round, regardless of any physical armour.
The swarm can travel about as fast as a running man, but not as fast as a galloping horse.
Level 4
Range: 240ft
Duration: Until dispelled or an attack is made
The object of this spell, whether a person or a thing, becomes invisible (to both normal vision and to darkvision). If the Game Master is using the invisibility rules unchanged, the result is that an invisible creature cannot be attacked unless its approximate location is known, and all attacks are then made at —4 to hit. If the invisible creature makes an attack, the spell is broken. Otherwise, it lasts until dispelled or removed by the caster.
Level: 5
Range: 240ft
Duration: Until dispelled or an attack is made
Like the Invisibility spell, Invisibility 10ft radius makes the target creature or object invisible to normal sight and to darkvision. It also, however, throws a radius of invisibility around the recipient, which moves with him/it. If the Game Master uses the game's invisibility rules unchanged, the invisible creature cannot be attacked unless its approximate location is known, and all attacks against him/it are made at —4 to hit. If the invisible creature makes an attack, the spell is broken. Otherwise, it lasts until dispelled or removed by the caster.
Level 12
Range: Summoned near caster
Duration: Until mission is completed
This spell summons (or perhaps creates) an invisible stalker, an invisible being with 8HD. The stalker will perform one task as commanded by the caster, regardless of how long the task may take or how far the stalker may have to travel. The stalker cannot be banished by means of dispel magic; it must be killed in order to deter it from its mission.
Level 3
Range: 60 ft
Duration: Immediate
This spell unlocks and unbars all doors, gates, and portals within its range, including those held or locked by normal magic.
Level 12
Range: Caster
Duration: See below
Over the course of long and arduous magical efforts (1d100 days), the caster gains knowledge about some legendary person, place, or thing. The spell's final result may be no more than a cryptic phrase or riddle, or it might be quite specific.
Level: 3
Range: 20 ft/ level
Duration: 1 turn/ level
This spell allows the magic user to levitate himself, moving vertically up or down, but the spell itself provides no assistance with lateral movement. A wall, cliff side or ceiling could, of course, be used to pull along hand-over-hand. Levitation allows up or downward movement at a rate of up to 6ft per minute (60ft per turn), and the caster cannot levitate more than 20ft per level from the ground level where the spell was cast (such range being applied both to movement into the air, and to downward movement into a pit or chasm).
Level 1
Range: 60 ft
Duration: 1 hour + 10 minutes per caster level
The target person or object (at a range of up to 120ft) produces light about as bright as a torch, to a radius of 20ft.
Level 6
Range: 240ft maximum distance
Duration: Instantaneous
A bolt of lighting extends 60ft from the targeted point, almost ten feet wide. Anyone in its path suffers 1d6 points of damage per level of the caster (half with a successful saving throw). The bolt always extends 60ft, even if this means that it ricochets backward from something that blocks its path.
Level: 14
Range: GM discretion
Duration: changes reality
This spell is a weak version of the “wish” spell. Limited wish is not even powerful enough to create or bring treasure to the caster, and under some circumstances only a part of the wish might actually be fulfilled. The spell does have the power to reach for a limited period of time into the past or future as well as the present.
Level: 4
Range: 60ft + 10ft/level
Duration: 1 round/ level
This spell gives the caster the correct direction (as the crow flies) toward an object the casters specifies with a description. The object cannot be something the caster has never seen, although the spell can detect an object in a general class of items known to the caster: stairs, gold, etc.
Level 12
Range: 240 ft
Duration: 2 hours
This spell lowers the depth and water level of lakes, rivers, wells, and other bodies of water to one-half normal.
Level 11
Range: See below
Duration: See below
This spell relocates the caster's life essence, intelligence, and soul into an object (of virtually any kind — it need not be an actual jar). The “jar” must be within 30ft of the caster's body for the transition to succeed.
Once within the magic jar, the caster can possess the bodies of other creatures and people, provided that they are within 120ft of the jar and fail a saving throw.
The caster can return his soul to the magic jar at any time, and if a body he controls is slain, his life essence returns immediately to the jar.
If the caster's body is destroyed while his soul is in the magic jar, the soul no longer has a home other than within the magic jar (although the disembodied wizard can still possess other bodies as before). If the jar itself is destroyed while the magic-user's soul is within, the soul is lost.
The magic user can return from the jar to his own body whenever desired, thus ending the spell.
Level 1
Range: 150ft
Duration: Immediate
A magical missile flies where the caster directs, with a range of 150ft.
There are two versions of the magic missile spell, and your GM will specify which version (one or both) is available in his campaign: in the first version, the magic user must roll to hit the target with a +5 bonus to the roll. The missile inflicts 1d6+1 points of damage. In the second version of the spell, the missile hits automatically, doing 1d4+1 points of damage.
In either case, the magic user casts an additional two missiles for every 5 levels of experience. Thus, at fifth level, the caster is able to hurl 3 magic missiles, and 5 missiles at 10th level.
Level 3
Range: Touch
Duration: Permanent until triggered or dispelled
This enchantment is set upon an object, and the magic is triggered when certain conditions established by the caster are met. When that happens, a mouth appears in the object and speaks the message it has been commanded to speak. The message may be up to 30 words long.
Level 17
Range: 120ft
Duration: until dispelled
This spell operates in the same manner and with the same restrictions as Charm Person. However, it affects a total of 30HD of creatures, in any combination. All saving throws are made with a penalty of —2.
Level 10
Range: Up to 24 creatures within 60' radius
Duration: 3d6 rounds
Up to 24 creatures within 60' of the spell-caster are enabled to move and attack at double normal speed. If there are more than 24 creatures within the area of effect, they will be affected from nearest outwards, until the limit of 24 creatures has been attained. Precise target selection is not under the control of the spell-caster. Actions that are restricted by objective time, such as spell-casting, are unaffected. At the end of the spell's duration, the exhausted beneficiaries are then allowed only 1 action per two rounds for the same number of rounds as they were hasted, plus or minus their CON bonus.
Level 15
Range: 240ft
Duration: See below
This spell makes 1d3 hundred man or horse-sized creatures (or objects) invisible, as if they had been affected by a single invisibility spell. The spell can also affect up to 6 creatures of dragon size. As with the invisibility spell, the enchantment lasts until dispelled or until the creature makes an attack.
Level 8
Range: 240ft
Duration: Until negated by the caster or otherwise dispelled
One hundred or fewer man or horse-sized creatures are changed to appear like innocent trees. The illusion is so perfect that creatures moving through the “forest” will not detect the deception.
Level 18
Range: 60ft
Duration: Depends on intelligence
The targeted creature disappears into a gap in reality, where strange curving and branching passages conceal the way out. Creatures with intelligence lower than 6 require 2d4 x3 rounds (minutes) to escape the interdimensional prison. Creatures with intelligence 7-11 require 2d4 rounds, and creatures with an intelligence of 12+ require only 1d4 rounds to puzzle the way back into normal reality. Although monsters aren't described with specific intelligence scores, it shouldn't be hard to determine into which category any specific monster falls. Unless ruled otherwise by the GM, there is no saving throw to avoid the spell.
Level 19
Range: 240ft
Duration: Instantaneous
Tiny meteors swarm from the caster's hands and explode into fireballs where he desires. The caster may hurl 4 normal fireballs for 10d6 damage or 8 fireballs of 10ft diameter that inflict 5d6 points of damage. A saving throw is permitted in order to take half damage.
Level 3
Range: Around caster
Duration: 1 hour or until destroyed
The spell creates 1d4 images of the caster, acting in perfect synchronization with him like mirror images. Attackers cannot distinguish the images from the caster, and may attack one of the images instead of the caster himself (determine randomly). When a hit is scored upon one of the images, it disappears.
Level 5-18
Range: not applicable
Duration: 6 rounds (minutes)
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. Evil casters may get the monsters in parentheses, at the GM's option
1d6 | Level 5: Monster Summoning I |
---|---|
1 | 1d6 Giant rats |
2 | 1d3 Dwarves (goblins) |
3 | 1d3 Elves (hobgoblins) |
4 | 1d6 Kobolds |
5 | 1d3 Orcs |
6 | 1d3 Skeletons |
1d6 | Level 7: Monster Summoning II |
1 | 1d2 Hobgoblins |
2 | 1d2 Zombies |
3 | 1d2 Gnolls |
4 | 1d2 Bugbears |
5 | 1d6 Orcs |
6 | 1d6 Skeletons |
1d6 | Level 9: Monster Summoning III |
1 | 1d4 Bugbears |
2 | 1d2 Harpies |
3 | 1d2 Ochre Jellies |
4 | 1d2 Were-rats |
5 | 1d2 Wights |
6 | 1d2 Wild Boar |
1d6 | Level 12: Monster Summoning IV |
1 | 1 Gargoyle |
2 | 1 Ogre |
3 | 1 Owlbear |
4 | 1 Shadow |
5 | 1 Werewolf |
6 | 1 Wraith |
1d6 | Level 14: Monster Summoning V |
1 | 1 Cockatrice |
2 | 1 Manticore |
3 | 1 Minotaur |
4 | 1 Ogre Mage |
5 | 1 Salamander |
6 | 1 Troll |
1d10 | Level 16: Monster Summoning VI |
1 | 1 Black Dragon |
2 | 1 Chimera |
3 | 1 Efreeti |
4 | 1 Flesh Golem |
5 | 1 Frost Giant |
6 | 1 Hill Giant |
7 | 1 Hydra (7 heads) |
8 | 1 Mummy |
9 | 1d2 Ogre Magi |
10 | 1 White Dragon |
1d10 | Level 18: Monster Summoning VII |
1 | 1d2 Chimerae |
2 | 1 Fire Giant |
3 | 1 Hydra (9 heads) |
4 | 1 Iron Golem |
5 | 1 Lich |
6 | 1 Purple Worm |
7 | 1 Red Dragon |
8 | 1 Stone Golem |
9 | 1 Storm Giant |
10 | 1 Titan |
Level 12
Range: 240ft radius
Duration: 1 hour, effects permanent
This spell can only be used above ground. It allows the caster to move earth and/or unworked stone within the spell's area of effect at a rate of 6ft per minute (60ft per turn).
Precision in shaping the earth or stone is not possible, but crude features like trenches or dikes can be created, knolls flattened or raised, a river-bed shifted, etc. Note that the spell does not create or destroy material, so if it is used to raise a dike, for example, earth must be drawn from adjacent areas to do so, probably creating a ditch in the process.
The spell requires concentration by the magic-user throughout the process. It is centred on the location of the magic-user and earth or stone up to 240' from that point can be affected.
Level 7
Range: Touch
Duration: Immediate
This spell counteracts poison if used promptly, but can't be used to bring the poisoned dead back to life later on.
Level 13
Range: 1 hour
Duration: 120ft
This spell creates a gap through water, but only to a depth of 10ft.
Level 10
Range: 30 ft
Duration: 30 minutes (3 turns)
This spell creates a hole through solid rock, about 7 feet high, 10ft wide, and 10ft deep (possibly deeper at the discretion of the GM). The hole closes again at the end of the spell's duration.
Level 16
Range: See below
Duration: Permanent until dispelled by opponent of twice caster's level
This spell makes the effect of another spell permanent — unless a wizard of twice the caster's level dispels it. No more than one permanency is ordinarily possible on any one object, and no more than two upon a creature. Considerable GM discretion is required for the use of this spell: many spells should not be subject to being made permanent.
Level 4
Range: 240ft
Duration: Until concentration ends
This spell creates a realistic illusion in the sight of all who view it. The illusion disappears when it is touched, but if the viewer believes the illusion is real, he can take damage from it. Unless the Game Master rules otherwise, victims of the spell are permitted a saving throw, and the illusion cannot cause more than 2d6 points of damage per victim.
Level 7
Range: 240ft
Duration: Permanent until dispelled
Up to 300 square feet of ground can be affected by this spell; undergrowth in the area suddenly grows into an impassable forest of thorns and vines. The caster can decide the shape of the area to be enchanted. An alternate version (GM's decision) would allow the spell to affect an area of 300x300ft, for a total of 90,000 square feet)
Level 17
Range: 240ft
Duration: Varies at GM discretion — see below
An object can be turned into another object, animal, vegetable, or mineral.
The degree of change will affect the spell's duration. Animal-to-animal changes, vegetable-to-vegetable changes, and mineral-to-mineral changes are all likely to remain permanent until dispelled.
Thus, turning a human into an orc, or turning a wall into a pile of sand, would both result in a permanent change.
On the other hand, turning a shrub into a thinking human being would last only a small number of turns. Determining how long a proposed use of the spell will last is the province of the GM; it is important to remember that this is a seventeenth level spell of considerable power — but not as powerful as a twentieth level wish spell.
Level 8
Range: 240ft
Duration: Permanent until dispelled
This spell allows the caster to turn another being into a different type of creature (such as a dragon, a garden slug, and of course, a frog or newt). The polymorphed creature gains all the abilities of the new form, but retains its own mind and hit points.
Level 7
Range: Affects caster
Duration: 1 hour or GM discretion
The caster assumes the form of any object or creature, gaining the new form's attributes (the use of wings, for example), but not its hit points or combat abilities. The GM might allow the benefit of the new form's armour class, if it is due to heavily armoured skin. A great deal of the spell's effect is left to the Game Master to decide.
Level 17
Range: 120ft
Duration: 1d4 or 2d4 days (see below)
The caster speaks a word of power to a particular creature. If that creature has fewer than 40 hit points, it is instantly blinded for 2d4 days; if the creature has from 41 to 80 hit points, it is blinded for 1d4 days. If the creature has more than 80 hit points it is not affected by the spell. No saving throw applies.
Level 20
Range: 120ft
Duration: Immediate
The caster speaks a word of power to particular creature. If that creature has fewer than 50 hit points, it is slain by the word it hears; if it has more than 50 hit points it is not affected by the spell. No saving throw applies.
Level 15
Range: 120ft
Duration: 1d6 or 2d6 turns (see below)
The caster speaks a word of power to a particular creature. If that creature has fewer than 35 hit points, it is instantly stunned for 2d6 turns; if the creature has from 36 to 70 hit points, it is stunned for only 1d6 turns. If the creature has more than 70 hit points it is not affected by the spell. No saving throw applies.
Level 6
Range: 30ft
Duration: The following melee round
The prayer spell seeks short-term favor from the gods to help some other spell or attack to succeed. Prayer affects a 20x20ft area, causing a saving throw penalty to all creatures in that area. The penalty is a —1, plus an additional —1 for every ten caster levels. Thus, a 10th level caster causes a saving throw penalty of —2. The penalty actually takes effect in the melee round following the one in which it was cast.
Level 19
Range: 10ft sphere
Duration: 1 hour
A sphere of seven colours whirls about the magic-user, with a radius of ten feet. The glowing colours form a layered spectrum; to destroy the sphere, each layer must be destroyed in turn from Red to Orange, to Yellow, to Blue, to Indigo, and then to the innermost Violet layer. Any creature of 7 or fewer hit dice that looks upon the sphere will be blinded for 1d6 turns. The layers of the spectrum, from outermost (red) to innermost (violet) are as shown on the table below.
Level 12
Range: 240ft
Duration: 1 hour
The caster projects an image of himself, to a maximum range of 240ft. Not only does the projected image mimic the caster's sounds and gestures, but also any spells he casts will appear to originate from the image.
Level 2
Range: Affects caster only
Duration: 1 hour
Creates a magical field of protection around the caster, blocking out all enchanted monsters (e.g., elementals and demons). Evil monsters suffer a —1 penalty to hit the caster, and the caster gains +1 on all saving throws against such attacks. If the caster already has any magical bonuses to his saving throws or armour class, the bonus from the magic circle has no effect (although the protective circle still functions against enchanted creatures).
Level 7
Range: 10ft radius around the caster
Duration: 2 hours
The spell creates a magical field of protection, ten feet in radius, around the caster. The field blocks out all enchanted monsters (e.g., elementals and demons). Evil monsters suffer a —1 penalty to hit anyone within the protective globe, and these shielded individuals gain +1 on all saving throws against such attacks. If a person in the circle already has any magical bonuses to his saving throws or armour class, the bonus from the magic circle has no effect (although the protective circle still functions against enchanted creatures).
Level 5
Range: Upon caster
Duration: 2 hours
The caster becomes invulnerable to small non-magical missiles, although larger missiles such as boulders or ballista bolts will overcome the spell's magic.
Level 1
Range: Close or touch (GM discretion)
Duration: Immediate
Enough food and water for up to a dozen people is made pure, removing spoilage and poisons.
Level 3
Range: 240 ft
Duration: 1 segment/level (fireworks) or 1 hour (smoke)
The pyrotechnics spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spell's range), and the spell's area of effect depends on the size of the originating fire.
If the spell is used to produce fireworks, the flashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120 ft beyond — provided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/ caster level.
If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20 ft in an area 100 times the volume of the fire source.
Whatever fire is used as the spell's source is extinguished immediately as the spell is cast.
Level 9
Range: Speech range
Duration: Until completed
If the spell succeeds (saving throw), the caster may set a task for the spell's victim. If the victim does not diligently work at performing the task, he will suffer weakness (50% reduction in strength), and an attempt to entirely abandon the quest incurs a curse set by the caster (details to be approved by the GM).
Level 9
Range:
Duration:
Raise Dead allows the caster to raise a corpse from the dead, provided it has not been dead too long. The normal time limit is 5 days, but for every caster level higher than 8th, the time limit extends another 5 days. Characters with low constitution might not survive the ordeal, and even for those with strong constitution a period of at least a week is required before they can function normally. This spell only functions on races that can be used for player characters (i.e., “human-like”).
Level 1
Range: normal reading distance
Duration: One or two readings
This spell allows the caster to decipher directions, instructions, and formulae in languages unknown to the caster. Particularly useful for treasure maps; doesn't solve codes.
Level 1
Range: Caster only
Duration: 2 scrolls or other magical writings
This spell allows the caster to read the magical writings upon scrolls and (occasionally) dungeon walls. Without the use of this spell, magical writing cannot be read even by a magic-user.
Level 10
Range: Touch
Duration: variable (permanent)
This spell allows the cleric to reattach or regrow missing limbs and/or organs. A regenerating creature must be obtained and restrained, and exactly the same damage inflicted on it as on the spell recipient*. Then the cleric creates a mystical link between the two creatures, so that the intended recipient partakes of the other creature's regeneration as it heals.
The length of time it takes to complete the spell depends on the regenerative ability of the creature being leeched off, and the amount of damage that needs to be healed. The cleric must maintain full concentration throughout the process or else all benefit is lost, and the spell must be started again from scratch.
* Note that this is likely to make the creature quite angry.
Level 12
Range: Touch
Duration: Instantaneous
This spell brings a dead character's soul back from the dead, but the soul reappears in a newly formed body.
If the resulting creature is a normal character race, roll 1d6 to determine the character's new level.
Level 8
Range: Very close
Duration: Immediate
This spell, if successful, removes one curse from a person or object.
The chance of successfully removing a curse depends on the relative levels of the entity who bestowed the curse, and the magic-user attempting to remove it. A magician has a 10% chance of success per level above that of the curser.
For example, if a curse laid by a 6th level caster is being removed by a 10th level magician, he or she would have a 40% chance of success. A 16th level wizard would have a 100% chance of success. A 6th or lower level magic-user would have no chance at all.
If the victim is under the influence of multiple curses, the spell affects the lowest-level curse first. If all the curses are the same level, one is removed (hopefully) at random per casting of the spell.
Level 12
Range: 120ft
Duration: 1 hour
Any creature trying to move toward the caster finds itself moving away, instead.
Level 14
Range: GM discretion
Duration: Immediate
This spell restores levels lost to such horrible creatures as wraiths and shadows. An evil reversal of the spell allows an evil caster to drain a level from his target. The “good” version of the spell is exhausting to the caster, incapacitating him for 2d10 days. It is in the discretion of the GM to allow this spell to restore lost points of ability scores as well as lost levels.
Level 14
Range: GM discretion
Duration: Immediate
This spell (also called “Raise Dead Fully”) raises the dead back to life, in the same manner as the raise dead spell. It is, however, considerably more powerful: the person raised from the dead needs no time to recuperate from the experience of death, and suffers no other penalties. An evil “reversal” of the spell can also be cast, which causes death with no saving throw.
This spell allows the cleric and up to 1d6 others to enter a mystical trance, during which their spirits pass over into the Spirit Realm. Once there, they can track down the spirit of someone deceased and return with it to its body. The corpse will be regenerated by the spirit's self-image, so that when the spell is complete it will be whole and entire, even if it was originally nothing but bones.
The nature of, and dangers inherent in travelling the Spirit Realm is at the discretion of the individual GM. I suggest that it not be entirely easy or straightforward; casting (or partaking in the casting) of this spell can be the basis for a whole adventure in itself. I'd also suggest that the GM should adjust the difficulty of finding the correct spirit according to how long they have been dead.
Level 13
Range: 90ft
Duration: 1 round (minute)
The spell reverses gravity in a cubical area, 30x30x30ft. Anything in the area falls upward, and then when the spell ends they fall back down again.
Level 5
Range: As far as you can throw a rope
Duration: 1 hour + 1 turn/level
The caster tosses a rope into the air, and it hangs there, waiting to be climbed. The caster and up to three others can climb the rope and disappear into a small other dimension. The rope itself can be pulled into the pocket dimension, or left outside. If it's left outside, someone may steal it, though.
Level 18
Range: Cast on self
Duration: 1d6+10 turns, plus 1turn/level
When the caster casts this spell upon himself, he is able to turn at will into a variety of creatures. In each form, he gains the characteristics of the creature (much as with the polymorph others spell). Thus, turning into a dragon actually allows the caster to use the dragon's breath weapon. The caster might then choose to turn into a raven, then a frog, and whatever other creatures he might choose. It is not, of course, required that the caster use more than one shape — if he wants to remain as a dragon for the duration of the spell, that's fine.
Level 2
Range: Cast upon self
Duration: 2 turns
The caster conjures up an invisible shield that interposes itself in front of attacks. The shield improves the caster's armour class to 2 [17] against missile attacks and to 4 [15] against other (melee) attacks. If the caster's armour class is already better than the spell would grant, the spell has no effect.
Level 4
Range: 180ft
Duration: 12 turns
Magical silence falls in an area 15ft around the targeted creature or object, and moves with it. Nothing from this area can be heard outside, no matter how loud.
Level 14
Range: Touch
Duration: Permanent
The caster creates a duplicate of himself or some other person. The basic form is created from snow and ice, and must then be animated (animate dead is an acceptable means). A limited wish (along with the actual simulacrum spell) is then used to imbue the animated form with intelligence and certain knowledge of the person being simulated. The simulacrum gains 30-60% (use a d3) of the simulated creature's knowledge and experience. The simulacrum follows its creator's orders. It is worthy of note that the simulacrum is not a perfect representation of the original. Side by side, the differences are obvious, and the simulacrum is a magical creature detectable with a detect magic spell. If the original of the simulacrum dies, a strange effect begins: the simulacrum begins to gain the knowledge and experience of the dead individual at a rate of 1% per week (to a maximum of 90%).
Level 2
Range: 240ft
Duration: 1 hour
This spell puts enemies into an enchanted slumber (no saving throw is permitted). It affects creatures based on their hit dice.
Hit Dice of Victims | Number Affected |
---|---|
Less than 1 to 1+1 | 4d4 |
1+2 to 2+x | 2d6 |
3 to 4+1 | 1d6 |
Level 6
Range: 240ft
Duration: 3 turns (30 min)
In an area of radius of 60ft around the point where the spell is targeted, as many as 24 creatures failing a saving throw can only move and attack at half speed.
Level 3
Range: 60ft
Duration: 1d4+2 turns
1 hit die of snakes can be charmed per level of the caster. The snakes obey the caster's commands.
Level 3
Range: Upon caster
Duration: 6 turns
The caster can speak with normal animals. There is a chance that the animals will assist him, and they will not attack him or his party (unless he's got something particularly offensive to say).
Level 6
Range: Close or touch (GM discretion)
Duration: 3 questions
The caster can ask three questions to a corpse, and it will answer, although the answers might be cryptic. Only higher-level casters have enough spiritual power to command answers of long-dead corpses. Casters lower than 8th level can only gain answers from bodies that have been dead 1d4 days. Casters level 8-14 can speak to corpses that have been dead 1d4 months. Casters of level 15+ can gain answers from a corpse of any age, including thousand-year old relics (as long as the body is still relatively intact). Take note that there's a die roll involved here: for example, a seventh level caster attempting to speak with a 2 day old corpse might still fail — his d4 roll might indicate that he can only talk to a 1 day old corpse with this attempt at the spell.
Level 11
Range: Speaking range
Duration: 3d4 questions
The caster can speak with any type of monster, for the duration of a certain number of questions. The monster is not forced to answer.
Level 7
Range: 30ft speaking range
Duration: 6 turns
The caster can speak with and understand the speech of plants. Plants smaller than trees will obey his commands, moving aside when requested, etc.
Level 4
Range: Touch
Duration: 8 hours (80 turns)
For the duration of the spell, a fighter gains 2d6 points of strength, a thief gains 2d4 points of strength, and a spell-caster of any kind gains 1d6 points of strength. The recipient gains all of the usual benefits of greater strength, such as increased “to-hit” probablity and damage adjustments, encumbrance, and so forth.
Level 7
Range: 120ft
Duration: 1 hour
The caster may turn as many as 2d8 normal sticks into snakes, each one having a 50% chance of being venomous. The snakes follow his commands, but turn back into sticks at the end of the spell (or when killed).
Level 12
Range: 120ft
Duration: Permanent until reversed
This spell transforms flesh into stone or stone into flesh, as desired by the caster. A saving throw is permitted to avoid being turned into stone, but if the spell succeeds the victim is transformed into a statue (until the stone-to-flesh version of the spell is cast).
Level 6
Range: Up to shouting distance
Duration: 1 week
The caster speaks a hypnotic suggestion to his intended victim. If the victim fails a saving throw, he will carry out the suggestion (as long as it can be performed within a week). The suggestion might not call for the action to be carried out immediately. A suggestion that the victim kill himself is only 1% likely to be obeyed.
Level 15
Range: GM discretion according to the symbol
Duration: Varies according to the symbol used
A symbol spell creates a deadly magical trap, written into the shape of an arcane rune. The rune's magic is activated when any person or creature hostile to the caster reads it, or passes over, under, or past it. Various different runes are known, and others may be possible:
Level 10
Range: 120ft
Duration: 6 turns (1 hour)
The caster can move objects using mental power alone. The amount of weight he can lift and move is 20 pounds per level. It is up to the GM's interpretation of the spell whether the objects can be thrown and at what speed.
Level 10
Range: Touch
Duration: Instantaneous
This spell transports the caster or another person to a destination that the caster knows (at least knowing what it looks like from a picture or a map). Success depends on how well the caster knows the targeted location:
If the caster has only seen the location in a picture or through a map (i.e., his knowledge is not based on direct experience), there is only a 25% chance of success, and failure means death, for the traveler's soul is lost in the spaces between realities.
If the caster has seen but not studied the location, there is a 20% chance of error. If there is an error, there is a 50% chance that the traveler arrives low, 1d10 x10 feet below the intended location (with death resulting from arrival within a solid substance). If the error is high (over the 50% chance for a “low” arrival), the traveler arrives 1d10 x10ft over the targeted location — probably resulting in a deadly fall.
If the caster is well familiar with the location, or has studied it carefully, there is only a 5% chance of error — a 1 in 6 chance of teleporting low, otherwise high. In either case, the arrival is 1d4 x10ft high or low.
Level 19
Range: Around caster
Duration: 1d4+1 rounds (minutes)
The caster stops the passage of time in a radius about 15 feet around himself (the time-stopped area does not thereafter move with the caster. Any creatures within this area are suspended in time, unable to act. The caster is not stopped in time while in the area or beyond.
Level 9
Range: 120ft
Duration: 3d6 days, unless spell is reversed
This spell transmutes rock (and any other form of earth, including sand) into mud. An area of roughly 300x300ft becomes a deep mire, reducing movement to 10% of normal.
Type of Undead | Character Level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Example | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9-13 | 14-18 | 19+ | |
Type 1 | Skeleton | 10 | 7 | 4 | T | T | D | D | D | D | D | D |
Type 2 | Zombie | 13 | 10 | 7 | T | T | D | D | D | D | D | D |
Type 3 | Ghoul | 16 | 13 | 10 | 4 | T | T | D | D | D | D | D |
Type 4 | Shadow | 19 | 16 | 13 | 7 | 4 | T | T | D | D | D | D |
Type 5 | Wight | 20 | 19 | 16 | 10 | 7 | 4 | T | T | D | D | D |
Type 6 | Ghast | --- | 20 | 19 | 13 | 10 | 7 | 4 | T | T | D | D |
Type 7 | Wraith | --- | --- | 20 | 16 | 13 | 10 | 7 | 4 | T | D | D |
Type 8 | Mummy | --- | --- | --- | 19 | 16 | 13 | 10 | 7 | 4 | T | D* |
Type 9 | Spectre | --- | --- | --- | 20 | 19 | 16 | 13 | 10 | 7 | T | T |
Type 10 | Vampire* | --- | --- | --- | --- | 20 | 19 | 16 | 13 | 10 | 4 | 4* |
Type 11 | Ghost | --- | --- | --- | --- | --- | 20 | 19 | 16 | 13 | 7 | 4 |
Type 12 | Lich | --- | --- | --- | --- | --- | --- | 20 | 19 | 16 | 10 | 7 |
Type 13 | Demon | --- | --- | --- | --- | --- | --- | --- | 20 | 19 | 13 | 10 |
*Vampires cannot be turned automatically |
Level 1
Range: 60' cone, 10' long + 10' per level
Duration: 3d6 rounds (or 24 hours for command)
This spell grants the caster the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, a d20 should be rolled and the Turning table consulted for the result.
Level 8
Range: 60 ft
Duration: Concentration
A wall of fire flares into being and burns for as long as the caster concentrates upon it. Creatures with 3 or fewer hit dice cannot pass through it, and no creature can see through it to the other side. Passing through the fire inflicts 1d6 hit points of damage (no saving throw) and undead creatures sustain twice the normal damage. The caster may choose to create a straight wall 60ft long and 20ft high, or a circular wall with a 15ft radius, also 20ft high.
Level 7
Range: 60ft
Duration: Concentration
The caster conjures up a wall of ice, six feet thick and non-transparent. The caster may choose to create a straight wall 60ft long and 20ft high, or a circular wall with a 15ft radius, also 20ft high. Creatures with 3 or fewer hit dice cannot affect the wall, but creatures of 4+ hit dice are able to smash through it, taking 1d6 points of damage in the process. Creatures with fire-based metabolisms take 2d6 instead of the normal 1d6. Fire spells and magical effects are negated in the vicinity of the wall.
Level 10
Range: 60ft
Duration: 2 hours
The caster conjures an iron wall from thin air. The wall is 3ft thick, 50ft tall, and 50ft long.
Level 9
Range: 60ft
Duration: Permanent until dispelled
The wall of stone conjured by this spell is two feet thick, with a surface area of 1,000 square feet. The caster might choose to make the wall 50ft long (in which case it would be 20ft tall), or 100ft long (in which case it would be only 10ft tall.
Level 5
Range: 30ft
Duration: 2 hours
The recipient of the spell is able to breathe underwater until the spell's duration expires.
Level 4
Range: 30ft
Duration: 8 hours
Fibrous, sticky webs fill an area up to 10x10x20ft. It is extremely difficult to get through the mass of strands — it takes one turn if a torch and sword (or a flaming sword) are used, and creatures larger than a horse can break through in 2 turns. Humans take longer to break through — perhaps 3-4 turns or longer at the GM's discretion.
Level 14
Range: Touch
Duration: 1 day or until dispelled
The caster and one other person in contact with him become incorporeal and mist-like, able to travel through walls and other obstacles. The caster can bring this companion along, traveling at 48ft per minute indoors (or in subterranean settings) and much faster outdoors.
Level 8
Range: 240ft movement from creator
Duration: 1 hour
The caster conjures up an invisible, magical “eye,” that can move a maximum of 240ft from its creator. It floats along as directed by the caster, at a rate of 120ft per turn (12ft per minute)
Level 3
Range: Close to door
Duration: Permanent until dispelled
As with a hold portal spell, Wizard Lock holds a door closed, but it is permanent until dispelled. Creatures with magic resistance can shatter the spell without effort. Any magic-user three levels or higher than the caster can open the portal, and a Knock spell will open it as well (although the spell is not permanently destroyed in these cases).
Level 20
Range: Unlimited
Duration: See below
This spell is not all-powerful; it grants wishes of limited scope (although more powerful than a limited wish). The Game Master's discretion will rule what sort of wishes are within the spell's power (one possible guideline — not official — might be that a wish can grant effects that would be similar in power to a spell of level 18 or lower, with permanent effect in many cases). After casting a wish spell, the magic-user is too mentally drained to cast spells for a period of 1d4 days.
Level 13
Range: Indefinite
Duration: Immediate
The caster teleports without error back to his pre-prepared sanctuary.