Dark Dungeons, part 3

Chapter 7: Spells and Spellcasting

Many characters in Dark Dungeons can use spells. Humans are the most versatile spell casters. They can become magic-users or clerics (and later druids) and learn to cast many spells per day. Experienced thieves can learn to use magic-user scrolls to cast spells with a good chance of success. And even fighters can—if they take knightly vows—start casting low level clerical spells.

Many non-human races use spells too. Some creatures have natural (or magical) abilities that work like spells, but many of the intelligent races (humanoid or otherwise) can have shamans or sorcerers who cast spells like clerics and magic-users, although doing so through innate ability rather than formal training they lack the versatility of human spell casters.

The demi-human races are somewhat unusual, in that they have no clerical or shaman spell casters, and with the exception of elves—who can cast spells just like human magic-users—have no magic-users or sorcerers either.

All these major types of spell caster (clerics, druids, magic-users, shamans, sorcerers) share a common basis for spell casting, as detailed in this chapter.

Spell Levels

All spells have a level. This is a measure of how powerful the spell is and how difficult it is to prepare. Spells of the same level are roughly similar in terms of power level, and are interchangeable when it comes to spell preparation, providing the caster has access to each spell.

Cleric and druid spells range in level from 1-7. Magic-user and elf spells range in level from 1-9. Shamans and sorcerers can only cast spells from levels 1-6.

Each spell casting character is limited in the number of spells they can prepare each day. When first able to cast spells they will probably be limited to only preparing a single 1st level spell per day, but as they get more experienced they will be able to cast more spells and also more powerful spells. See Chapter 4: Creating a Character for exactly how many spells of each level a character gets based on their class.

Shamans get the same number of spells as clerics of the same level, and sorcerers get the same number of spells as magic-users of the same level.

Acquiring Spells

Spell casting characters acquire spells in different ways.

Clerics: Clerics (and fighters who have taken knightly vows) always have access to all clerical spells of levels that they can cast. As part of the new cleric’s rite of investiture (the details of which will vary from religion to religion and may be full of pomp and ceremony or be a quiet personal affair) their patron Immortal magically alters the cleric’s life force so that it will accept spells from that Immortal. This is a permanent alteration, and costs the Immortal some of its own essence; so it is not done lightly. The cleric now has access to all their clerical spells, providing nothing untoward happens to the Immortal who grants them the spells. This sort of thing rarely happens, but it is not unheard of.

Since the change done to the cleric has a permanent effect, the cleric will continue to gain spells even if they split from their church into heresy or even give up their religion altogether. However, depending on the attitude of the church towards this, it may result in the cleric being denounced and hunted down and killed.

In extreme cases it is possible for the Immortal to personally visit the offending cleric and remove their clerical powers in the same way that they granted them. However, since this also costs the Immortal some of its essence it is not done by any but the most forgiving Immortals. Less forgiving Immortals will either ignore the offending cleric and leave them for their worshippers to deal with or simply kill them outright.

Forsaking one’s church can be a dangerous business.

Druids: Druids get their spells from nature itself. Like clerics, they have access to all druidic spells they can cast, but unlike clerics this access cannot be blocked—since nature itself is never in a situation where it is unable to grant spells.

Magic-users & Elves: Magic-users and elves do not automatically acquire spells. Each spell they wish to learn must be formally studied and recorded in a spell book. Each spell book can contain up to 100 levels of spells, so a powerful magic user may need up to 6 spell books to hold all their spells.

A starting magic-user or elf begins with a free spell book, which contains the Read Magic spell and one other first level spell of their choice.

A spell book is a very personal item, and the spells written in it are scribed using an arcane symbolism unique to the individual spell caster. Each caster needs their own spell book in order to prepare spells, and no caster can prepare spells from anyone else’s spell book.

Although each magic-user or elf is dependent on their spell book to be able to prepare spells, their knowledge of spells does not rely on their book. If they lose their book for any reason or it gets destroyed, they can—given time and effort—make a replacement of it by writing down all the spells that they know.

However, because of the personal connection to the book, each magic-user or elf can only have one set of spell books in existence at a time. Writing a spell into a new one makes the old copy obsolete and useless; so it is not possible to keep a spare set around just in case.

In order to acquire mastery of a new spell in order to write it into their spell book the magic-user or elf needs two things. Firstly they need time to practise the spell. Secondly they need a source containing the spell. This source can be another magic-user or elf willing to teach the spell to them, or it can be another magic-user’s spell book or even a spell scroll. Although a magic-user or elf cannot use another caster’s spell book to prepare spells, casting a Read Magic spell on it will allow them to read its contents and use it as a research tool in order to learn the spells themselves.

It is far easier (and usually cheaper) to be taught spells than to research them, although if no teacher is available then research is always an option for a desperate magic-user or elf.

Shamans: Shamans are granted their spells either by an Immortal or by nature, depending on the individual shaman and their race and religion. Therefore they follow exactly the same rules as either clerics or druids.

Sorcerers: Sorcerers are able to use magic via a natural talent. Although they prepare spells in the same way as magic-users—and all sorcerer spells are also magic-user spells—they are able to do so without the aid of spell books or any kind of formal training.

A sorcerer’s spell casting is simply intuitive. Every so often, as they get more experienced, they will simply gain an insight and “know” how to prepare a new spell that they weren’t previously able to prepare.

Preparing Spells

Spells are complicated affairs involving powerful magical energies, and can not simply be cast on a whim.

Before a spell can be cast, it must be prepared by the caster. When preparing a spell, a caster gathers the magical energy and shapes it into the spell that they wish to cast, leaving it primed. Then at the time of casting the spell caster says the final words and makes the final gestures, which set the parameters for the spell effect and release the energy. This final release of the spell’s energy is known as casting the spell.

On a typical day, and adventuring spell caster will prepare all the spells they can first thing in the morning after waking up, and then cast them at various times during the day—often in the middle of combat.

Since each extra spell that is prepared adds more magical energy to the caster’s control, and higher level spells require more precise control than lower level ones, the number of spells a caster can have prepared at one time is limited by their experience level, as listed in the various tables in Chapter 4: Creating a Character.

Once a spell has been prepared, it will not fade away. Prepared spells can be kept primed for days or even weeks at a time before being cast; although a caster can dissipate the magical energy of a spell at any time in order to free up the spell slot that it was taking up.

Preparing spells requires a clear head, and must be done directly after a good night’s sleep, and before any strenuous or stressful activity has happened.

The character must then spend an hour performing meditation and rites (involving their spell book if they use one) in relatively quiet surroundings. Preparing spells is possible in the bustle of a campsite or shared room, and the caster can wave away interruptions without disturbing their preparation, but preparation is not possible in a crowded marketplace or in the middle of a fight.

At the end of the hour, any spare spell slots the character has that don’t already contain prepared spells can be filled with the character’s choice of spells from those that they know (of the appropriate level).

If a spell caster expects to cast a spell twice during a day, they must prepare it twice, taking up two slots of the appropriate level.

Reversible Spells

Some spells are reversible. This means that the spell can be cast in one of two ways, usually with the opposite effect. For example, a Raise Dead spell is normally cast to bring someone back from the dead, but it can be reversed and cast as a Finger of Death in order to kill someone.

Clerics, druids and shamans always prepare their spells in the normal form, and can choose to either use them in that form or reverse them at the time of casting. Although any cleric can cast any clerical spell, some religions may discourage or even prohibit the reversal of some spells.

Magic-users, elves and sorcerers must decide at the time of preparation whether they wish to prepare the normal or reversed form of the spell. Although they can, of course, prepare both forms of the same spell if they have two or more spell slots of an appropriate level.

Casting Spells

Unless the spell description explicitly says otherwise, any spell can be cast in a character’s turn in combat as a normal action.

However, casting a spell requires precise gestures and speaking. Therefore a spell caster must have at least one hand free and must be able to speak in order to be able to cast a spell.

If you wish to cast a spell, you must announce what spell you are casting at the beginning of the round before initiative is rolled. If you then take any damage before your initiative, your spell casting will be disrupted and you will lose the prepared spell but it will dissipate without effect.

When casting a spell that targets creatures or objects other than yourself, you must be able to see those targets. However, you can hit unseen or invisible targets with area effect spells even if you can’t see them (and even if you don’t know they are there).

Some spells, such as Cause Light Wounds (the reverse form of Cure Light Wounds) require the caster to make a successful melee attack in order to touch the target in order for the spell to work.

This attack does not require a separate action in combat—it can be performed as part of the Cast Spell action.

The attack must be done with bare hands and does not use the Unarmed Strikes weapon feats. Touching someone with a spell is very different from striking someone in melee.

However, if the attack misses the spell is not wasted. The spell that the caster was attacking with will stay “primed” for ten minutes or until they cast another spell. Therefore the caster can try repeatedly to touch the same (or a different) target. These additional attempts to touch a target each require an Attack action.

Saving Throws

Most spells that have an effect on others allow their targets to roll a saving throw in order to lessen or negate the effect. Unless the specific spell description mentions otherwise, all such saving throws are vs Spells.

If a spell does not mention giving a saving throw, then none should be given.

Conflicting Spells

When different spells are cast on the same target, each of the spells has its normal effect for its duration. However, multiple castings of the same spell (or spells that are the same except in terms of area of effect—such as Protection From Evil and Protection From Evil 10’ Radius) do not stack. The target gets the effect only once.

However, in cases where the multiple castings of the same spell could apply to the target without conflict (such as a target having two active Quest spells at the same time, or the target being simultaneously charmed by two different casters and therefore believing both of them to be friends) each of the spells stays active.

Alphabetical Spell List

Analyse

Magic-User 1, Elf 1

Target: One magic item

Range: special (see below)

Duration: Instant

To use an analyse spell, the caster must imitate using the item. This includes wearing armour (which won’t disrupt this spell), wielding weapons, wetting one’s lips with a potion, and so on.

Any curses or other ill effects of the item may affect the caster.

The caster then has a chance equal to 15% plus 5% per level to identify one magical property of the item and how to activate it (or that the item has no more unrevealed magical properties). If an item has more than one magical property, then the one that is revealed will be one that the caster does not already know about.

The caster does find out command words or other instructions needed to activate the power(s) that are discovered on the item, but does not discover how many charges each power has.

Animate Dead

Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5

Target: One or more corpses

Range: 60’

Duration: Permanent

When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.

A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).

Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.

Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.

See Chapter 18: Monsters for more details about skeletons and zombies.

The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.

The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.

Animate Objects

Cleric 6, Druid 6

Target: One or more objects

Range: 60’

Duration: 1 hour

This spell will animate a number of non-magical objects, giving them the capability of movement and causing them to mindlessly obey the caster’s commands, including being made to attack opponents. Each casting of the spell will animate one large object (such as a bed or tree), two medium objects (such as a table or chest), four small objects (such as chairs), or eight tiny objects (such as candlesticks). Two objects of a size smaller can be substitutes for one object of any given size—for example a single casting can animate a medium table, two small chairs and four tiny candlesticks.

This spell can be used to animate normally static plants, even if they are alive; but cannot be used to animate or control the movement of normally mobile creatures unless they are dead.

A dead body animated by this spell is not undead and uses the statistics of an animated object of the appropriate size and not those of a zombie.

See Chapter 18: Monsters for details and abilities of animated objects of different sizes.

Anti-Animal Shell

Druid 6

Target: Caster

Range: Personal

Duration: 10 mins/level

This spell prevents any animals from coming within 1” of the caster’s body, and therefore prevents them from physically attacking the caster. This protection also prevents the caster from physically attacking animals for the duration.

Since the protection is only against the animals themselves, it does not prevent such things as animals throwing things at the caster or spitting at the caster. Similarly, it does not prevent the caster from using missile weapons or spells against animals—unless those spells have a touch range.

Anti-Magic Shell

Magic-User 6, Elf 6

Target: Caster

Range: Personal

Duration: 2 hours

When this spell is cast, it creates an invisible shell around the caster that prevents the passage of magic in either direction. For the duration of the spell, the caster can not be affected by any spell or other magical effect except those that they cast themselves; but also cannot affect anything other than themselves with their magic; since magic cannot pass through the shell in either direction.

The shell cannot be bypassed by any other magic except a wish spell, which can be used to destroy it.

The caster can cancel the shell at any time before the duration has expired, but if they do so then they can’t put it back without casting this spell again.

Anti-Plant Shell

Druid 5

Target: Caster

Range: Personal

Duration: 1 rnd/level

This spell prevents any plants from coming within 1” of the caster’s body, and therefore prevents plant-like monsters from physically attacking the caster. This protection also prevents the caster from physically attacking plants or plant-like monsters for the duration.

Since the protection is only against the plants themselves, it does not prevent such things as plants shooting spores at the caster. Similarly, it does not prevent the caster from using missile weapons or spells against plants—unless those spells have a touch range.

While using this spell, the caster can push their way through thorny and tangled undergrowth without danger, leaving a trail that others can follow.

Barrier (R)

Cleric 6, Druid 6

Target: 15’ radius ring

Range: 60’

Duration: 2 hours

When this spell is cast, a ring shaped wall of spinning and whirling hammers appears up to 15’ in radius and up to 30’ tall.

The barrier must be created where there is room for it—it cannot be created on top of creatures or objects. Once it is in place, any creature passing through it takes 7d10 damage from the hammers.

Reverse:Remove Barrier will destroy the effect created by any one of the following spells: Barrier, Clothform, Wall of Ice, Wall of Fire, Wall of Stone, Woodform.

Bless (R)

Cleric 2, Druid 2, Shaman 2

Target: All allies in a 20’ radius

Range: 60’

Duration: 1 hour

When this spell is cast, all friendly creatures in the area of effect gain a +1 bonus to attack, damage, and morale rolls for the duration, providing they are not already engaged in combat.

Reverse: Blight gives each enemy in the area a –1 penalty to attack, damage and morale rolls for the duration providing they are not already in combat. Each of these enemies may make a saving throw vs Spells to avoid the effect.

Call Lightning

Druid 3

Target: One or more 10’ radius bolts

Range: 360’

Duration: 10 mins/level

This spell can only be used outside when there is stormy weather. Once per 10 minutes (60 rounds) the caster may direct the storm to strike the area of their choosing (within range) with lightning. All creatures within 10’ of the strike take 8d6 points of electrical damage, but can make a saving throw vs Spells to take half damage.

Charm Monster

Magic-User 4, Elf 4, Sorcerer 4

Target: One or more creatures

Range: 120’

Duration: Special

When this spell is cast, one or more creatures will imagine the caster to be their best friend, and treat them accordingly. It does not make them fanatically loyal and will not make them attack their other friends.

This spell works on any living creature, but not on undead or non-living creatures such as golems.

If cast on creatures with 3 hit dice or fewer, it will affect 3d6 targets, otherwise it will affect only a single target. In either case, all targets get a saving throw vs Spells to avoid the effect.

If a target fails its saving throw, then it gets another one periodically to throw off the charm effect. The frequency of the saving throw is based on the creature’s intelligence:

If the caster behaves in an overtly hostile manner to the charmed target, such as attacking it or ordering others to attack it, then the charm is broken.

If an Immortal is charmed using this spell, they may make a save every 10 minutes even if they have less than 21 Int.

Charm Person

Magic-User 1, Elf 1

Target: One or more humanoids

Range: 120’

Duration: Special

When this spell is cast, one humanoid creature will imagine the caster to be their best friend, and treat them accordingly. It does not make them fanatically loyal and will not make them attack their other friends.

This spell works on any living humanoid, but not on undead or non-living creatures such as golems and not on non-humanoid creatures. The target gets a saving throw vs Spells to avoid the effect.

If the caster behaves in an overtly hostile manner to the charmed target, such as attacking it or ordering others to attack it, then the charm is broken.

If the target fails its saving throw, then they get another one periodically to throw off the charm effect. The frequency of the saving throw is based on the target’s intelligence:

If an Immortal is charmed using this spell, they may make a save every 10 minutes even if they have less than 21 Int.

Charm Plant

Magic-User 7, Elf 7

Target: One or more plants

Range: 120’

Duration: Special

When this spell is cast, one plant or plant-like creature will imagine the caster to be their best friend, and treat them accordingly. In the case of plant-like creatures, it does not make them fanatically loyal and will not make them attack their other friends.

This spell will affect one tree or plant-like creature, six medium sized bushes, or 24 smaller plants. If the target is a plant-like creature such as a treant, it gets a saving throw vs Spells to avoid the effect. Normal plants get no save.

Normal plants affected by this spell will understand the commands of the caster and mindlessly carry them out, such as entangling or attacking creatures that come near them.

On normal plants, the effect lasts for 6 months.

If an intelligent plant-like target fails its saving throw, then it gets another one periodically to throw off the charm effect. The frequency of the saving throw is based on the target’s intelligence:

If the caster behaves in an overtly hostile manner to a charmed plant-like creature, such as attacking it or ordering others to attack it, then the charm is broken.

Clairvoyance

Magic-User 3, Elf 3, Sorcerer 3

Target: One creature at a time

Range: 60’

Duration: 2 hours

This spell allows the caster to see through the eyes of any one creature within range. Once the spell is cast, it takes 10 minutes to start seeing through the eyes of a creature, but then once the connection is established, the caster can change to a different creature (within range of the caster and within sight of the current creature) instantly. The caster can keep changing creatures until the spell duration runs out.

The creatures affected by this spell do not get a saving throw and are not aware that they are affected by it. The sight is temporarily blocked if the creature goes out of range or there is more than two feet or rock (or a thin coating of lead) between the creature and the caster.

Clone

Magic-User 8, Elf 8

Target: One creature

Range: 10’

Duration: Permanent

This spell is cast on a piece of flesh that has been taken from a single living or dead creature (but not a non-living or undead one).

The caster must place the flesh in a vat of alchemical reagents and let it slowly grow into a copy of the original creature.

The difficulty (and effect) of making a clone depends on the type of creature cloned.

Human or Demi-Human: The process takes a week per level of the target, and each such week costs 5,000gp in reagents and components. The piece of flesh used must be at least one pound in weight.

When the clone is fully grown, it wakes up and has the memories, personality and abilities (including level) that the original had at the time the flesh was taken. Note that if the target is alive then they will have gained more memories—and possibly more experience—since that time. The clone will not have these.

If the original is still alive when the clone wakes up (or if the original is raised from the dead after this time) and is on the same plane (and within the same celestial sphere, if on the prime material plane) as the clone, a mind link is immediately established between the two of them. They are both aware of each others’ existence and emotions. Further, any damage taken by one of them is also taken by the other, although the other can make a saving throw vs Spells to only take half damage.

The clone will also immediately become obsessed with destroying their original, even at the cost of their own life. This mind link remains even if the original and clone are separated onto different planes or celestial spheres, but if either one dies then it will be cancelled. The clone cannot be raised or reincarnated, but if the original was the one that died then raising or resurrecting them will cause the mind-link to re-establish itself.

After the pair have been mind-linked for a number of days equal to the level of the caster of the clone spell, and both are still alive, the clone will become completely insane. The original will permanently lose a point of intelligence and a point of wisdom when this happens, and has a 5% chance (not cumulative) per day of also going insane. Once both are insane, they will both die a week later. The clone cannot be raised or reincarnated, and the original can only be raised by a wish spell.

A human or demi-human can only have one clone at a time. Any attempt to make a second clone will fail. However, if the original is dead, the clone is effectively an independent being, and can be cloned (or raised) itself. Should the original be raised, all clones will be mind-linked as above.

If a clone is made of the preserved flesh of a person who has become an Immortal, it will retain the personality that the Immortal had during their mortal life, but not their abilities or memories. Instead it will be a 1st level character of the Immortal’s old class with no memories (and no knowledge that they are connected with the Immortal in any way).

Other Creatures: If the clone is made from another living creature other than a human or demi-human, the process takes a week per hit die of the target, and each such week costs 500gp in reagents and components. The piece of flesh used must be at least one percent of the weight of the original creature.

Once the clone wakes up, it will unfailingly obey the commands of its creator, and the caster can mentally command the clone when within 10’ of it.

The clone will begin with only 50% of the physical abilities (hit points, damage caused by attacks, strength, size) of the original creature, and will have a 50% chance to possess each special ability (except spell like abilities) that the original creature possessed.

Each week after waking, the clone continues to grow. The physical abilities of the clone increase by a further 5%, and it can re-roll for any special abilities (including spell like abilities) that it has not yet acquired, until 8 weeks have passed (at which time it will have 90% of the physical attributes of the original and will have had 8 chances to re-roll for special abilities). At this point it stops growing.

The clone does not have any special connection to the original creature, although it does count as an enchanted creature for purposes of Protection From Evil and Dispel Evil spells, and can be destroyed by a Dispel Magic spell (with normal chances of failure against the clone spell).

Clothform

Magic-User 4, Elf 4

Target: None

Range: Touch

Damage: Instant

When this spell is cast, it creates a single piece of un-worked and un-dyed linen up to 30’x30’ in size.

If the caster makes a Dexterity Check (with an appropriate craft skill) then the cloth can be created in a more finished form, such as with seams or twisted into 60’ of rope. The Game Master must decide on any penalties to the caster’s effective dexterity based on the complexity of what is desired.

The cloth is non-magical once created, and cannot be dispelled.

If the caster chooses to leave one or more ends of the cloth unfinished, with loose thread hanging from it, then a second casting of this spell can add to the existing cloth at that edge rather than creating a separate piece.

The cloth comes out of the caster’s hands when created and falls in a heap on the floor. The caster cannot use this spell to create cloth over targets’ heads or create cloth attached to (or tying) anything.

Cloudkill

Magic-User 5, Elf 5, Sorcerer 5

Target: 15’ radius

Range: 1’

Duration: 1 hour

This spell creates a 15’ radius and 20’ tall cloud of poisonous gas, the closest edge of which must be within 1’ of the caster. The gas is dense enough to be visible, but does not block sight. If cast within an enclosed space, the cloud may be smaller than the dimensions above. It will not expand to fill the same volume.

The cloud moves in a straight line away from the caster at a rate of 20’ per round, although it is also affected by winds. It is heavier than air, so will sink through holes or into pits, and will go around rather than over obstacles. If the cloud moves into thick vegetation it will dissipate.

The poisonous nature of the cloud means that all living (but not undead or non-living) creatures within it take 1 point of damage per round. Living creatures with fewer than 5 hit dice must also make a saving throw vs Poison each round or be killed.

Commune

Cleric 5, Druid 5

Target: Caster

Range: Personal

Duration: 30 minutes

This spell can be cast only once per week. The caster uses it to ask three questions of their patron Immortal that can be answered with a “yes” or a “no”. The Immortal will answer these questions to the best of their ability, which will almost always be sufficient to answer correctly. The Immortal may lie if they have a reason to mislead the caster, and on very rare occasions may be forced to answer “unknown”.

If the Immortal is more than 10 planar boundaries away from the caster, or is in a different Celestial Sphere, this spell will fail to contact them.

If this spell is cast on one particular day of the year (which will vary from religion to religion), the caster will get to ask 6 questions instead of the usual 3.

When cast by an Immortal, this spell allows a full telepathic conversation with another Immortal of their choice (providing that Immortal is no more than 10 planes away and is in the same Celestial Sphere) rather than just a limited number of yes/no questions

Confusion

Magic-User 4, Elf 4

Target: 3d6 creatures in a 30’ radius

Range: 120’

Duration: 12 rounds

When this spell is cast, 3d6 creatures within 30’ of the target point of the spell, starting with the closest, will be both confused and enraged, wishing to lash out at enemies but being unable to determine who those enemies are. Creatures with 2 hit dice or fewer will be automatically affected, but creatures with more than 2 hit dice may make a saving throw vs Spells each round to shake off the effect. Creatures who leave the area automatically shake off the effect, and new creatures who enter the area are unaffected.

Confused creatures must roll 2d6 each round to see how they are affected:

2-5—Attack the caster’s party

6-8—Do nothing but shout and scream

9-12—Attack the creature’s own party

Conjure Elemental

Magic-User 5, Elf 5

Target: None

Range: 240’

Duration: Concentration

When this spell is cast, a 16 hit dice Elemental (see Chapter 18: Monsters for statistics) will appear within 240’ of the caster. If this spell is cast more than once during the same day, a different type of elemental must be summoned each time.

While the caster controls the elemental, they can make it do anything it is capable of doing, including fighting to the death on the caster’s behalf. The caster can also send the controlled elemental home.

The caster must concentrate to keep controlling the elemental, and cannot fight or cast other spells or move at more than half normal speed. If the caster’s concentration is broken, either because they did one of those things or they take damage, then the control is broken.

Once the control is broken, it can not be re-established. The elemental will try to kill the caster who summoned it, but will not commit suicide doing so. If it looks to be a hopeless fight the elemental will flee instead.

A summoned elemental is blocked by a Protection From Evil, and can be sent home by a Dispel Magic or a Dispel Evil.

Contact Outer Plane

Magic-User 5, Elf 5

Target: Caster

Range: Personal

Duration: Special

This spell contacts an Immortal or other powerful entity on another plane and asks it questions. It can only be cast once per month. It is a risky procedure, since the Immortal is under no obligation to the caster and may not appreciate being disturbed. The caster may not get accurate answers and may be driven insane by the mental contact.

The caster must choose which plane to direct their questions to—further planes allow more questions but also increase the chance of insanity, as shown in Table 7-6. The chance of insanity must be checked first before any questions are asked.

For each level of the caster above level 20, the chance of insanity is reduced by 5%. If the caster is driven insane, no questions are answered and in will take a number of weeks equal to the number of questions asked for them to recover.

If the caster is not driven insane, they may ask a number of questions equal to the distance to the plane contacted plus two, with the listed chance of each question being answered correctly. Incorrect answers may be because the Immortal does not know the answer, or may be simply because the Immortal is unhappy about being contacted and is lying to the caster.

When cast by an Immortal, this spell allows a full telepathic conversation with another Immortal of their choice (providing that Immortal is no more than 10 planes away and is in the same Celestial Sphere) rather than just a limited number of questions, and the caster has no chance of going insane.

Contingency

Magic-User 9, Elf 9

Target: One creature, object or place

Range: Touch

Duration: Special

When this spell is cast, the caster also casts a second spell at the same time. The second spell must be 4th level or lower, and must not be a spell that causes damage.

The second spell does not go off immediately. Instead, the caster describes a situation upon which the second spell will activate, and the spell remains dormant until that time.

If the contingent spell has parameters that need to be decided at the time of casting, they must be decided at the time the contingency is set.

When the situation comes about, the spell triggers automatically and immediately. This may interrupt the action that caused the contingency to apply.

Example: Aloysius casts a contingency on himself with a Dimension Door spell setting the following condition: “If I am about to be dealt a blow that would knock me unconscious, Dimension Door me one hundred feet to the left of my position, or to the nearest open space to that point.”

Some weeks later he is bitten by a large dragon. The Game Master rolls the damage for the attack, and it would knock him unconscious. The contingency kicks in and he is teleported away before taking the damage.

A contingency will last until discharged, and each creature or object can only have a single contingency active on it at any time. Casting a second contingency dissipates the first. A waiting contingency cannot be dispelled, but if the contingent spell has a duration it can be dispelled normally once it has activated.

Continual Light (R)

Cleric 3, Druid 3, Shaman 3, Magic-User 2, Elf 2, Sorcerer 2

Target: 30’ radius

Range: 120’

Duration: Permanent

When this spell is cast, the area within 30’ of the target point is lit with light as bright as daylight on an overcast day.

This area will continue to be lit until it is dispelled.

The caster can choose to either cast this spell in a location, in which case it will stay in that location, or cast it on an object—in which case it will move as the object moves.

This spell creates ambient light throughout the area, not a light source in the centre of the area. There are no shadows in the area covered by this spell, and covering the object that the spell is centred on will not block out the light. However, any amount of lead or 6” of stone will block the area.

If this spell is cast on a creature’s eyes, that creature must make a saving throw vs Spells or be blinded until the spell is cancelled.

See Chapter 9: Dungeon Delving for details about how different types of natural and magical light and darkness interact.

Reverse:Continual Darkness causes the area within 30’ of the target point to be absolutely dark, with not even the heat vision of some demi-humans or the dark vision of some monsters able to penetrate it.

This spell creates ambient darkness rather than darkness radiated from a centre point, so covering the object that the spell was cast on will not block the darkness. However, any amount of lead or 6” of stone will block the area.

If this spell is cast on a creature’s eyes, that creature must make a saving throw vs Spells or be blinded until the spell is cancelled.

See Chapter 9: Dungeon Delving for details about how different types of natural and magical light and darkness interact.

Control Temperature 10’ Radius

Druid 4

Target: 10’ radius

Range: Personal

Duration: 10 mins/level

This spell allows the caster to alter the air temperature within 10’ of themselves. The spell will protect the caster and all around them from hot or cold environments, but will not protect them from fire sources or hot or cold items.

The caster can change the ambient temperature by concentrating for a round, and can vary that temperature from –5 to 40 degrees Celsius (23 to 104 Fahrenheit).

Control Winds

Druid 5

Target: 10’ radius/level

Range: Personal

Duration: 10 mins/level

Effect: Increases or decreases wind

This spell lets the caster completely control the speed and direction of wind within the area, from dead calm to gale force.

Changing the wind is slow and it can take up to 10 minutes to change from one extreme to another.

If cast at an air elemental or other creature made of air, the creature can resist the spell by making a saving throw vs Spells. If this saving throw fails, the caster can completely control the creature for the duration of the spell—or even choose to kill it outright.

Create Air

Magic-User 3, Elf 3

Target: 8,000 cubic feet or one creature or object

Range: Touch

Duration: 1 hour/level

This spell can be cast in a static area of up to 8,000 cubic feet (20’x20’x20’ or the equivalent) in order to fill that area with breathable air for the duration.

It can also be cast on an enclosed object, from a small one such as a helmet to one as large as 20’x20’x20’ such as the interior of a ship’s hold in order to fill that object with constantly refreshing air for the duration even if the object moves around. If the object is not airtight then the air will constantly leak out and be replaced.

Finally, it can be cast on a creature to surround the creature in a thin skin-like bubble of breathable air for the duration, even if the creature moves. In this case, a creature that flies using wings can use that air around it to fly even if there is no other air, so it can fly through an airless void or even the luminiferous aether. This bubble will maintain its integrity underwater or in a such a void.

In any of these cases, although the spell provides air where there may be none, it doesn’t stop poison from mixing with that air—so it provides no protection from Cloudkill spells or the poisonous breath of some monsters.

Create Any Monster

Magic-User 9, Elf 9

Target: None

Range: 90’

Duration: 30 minutes

This spell causes monsters to temporarily appear and obey the caster’s commands for the duration, before disappearing.

Any type of creature can be created except for humans and demi-humans, and the creatures will be typical for their species. Creatures of only one species can be created per casting.

The total number of hit dice of creatures that can be created at once is equal to the caster’s level, and if the creatures are humanoid then they appear with normal (non-magical) equipment that disappears when they do.

Monsters created by this spell are considered to be enchanted for purposes of the Protection From Evil, Dispel Evil and Anti-Magic Shell spells, and they can be dispelled by a Dispel Magic with normal chances of success.

This spell can also be used to create a construct. See Chapter 18: Monsters for details of different types of construct and Chapter 21: Game Master Advice for how to create them. When used to create a construct, the duration of the spell is permanent, and the construct cannot be destroyed by a Dispel Magic, although it is still affected by Protection From Evil, Dispel Evil and Anti-Magic Shell.

Create Food

Cleric 5, Druid 5, Shaman 5

Target: None

Range: 10’

Duration: Permanent

Each time this spell is cast, it creates enough food to feed up to 36 humans or demi-humans. If mounts such as horses are fed using this spell, each one eats food equivalent to 2 humans.

For every caster level above 10, 36 extra people can be fed by this spell, although the caster can produce less food if desired.

The food created by this spell is similar to a bland and almost tasteless porridge, but is highly nutritious. However, it will spoil after 24 hours.

Create Magical Monsters

Magic-User 8, Elf 8

Target: None

Range: 60’

Duration: 20 minutes

This spell causes monsters to temporarily appear and obey the caster’s commands for the duration, before disappearing.

Any type of creature that has up to two special abilities (up to two asterisks on its hit-dice) can be created except for humans and demi-humans, and the creatures will be typical for their species. Creatures of only one species can be created per casting.

The total number of hit dice of creatures that can be created at once is equal to the caster’s level, and if the creatures are humanoid then they appear with normal (non-magical) equipment that disappears when they do.

Monsters created by this spell are considered to be enchanted for purposes of the Protection From Evil, Dispel Evil and Anti-Magic Shell spells, and they can be dispelled by a Dispel Magic with normal chances of success.

This spell can also be used to create a construct with up to two special abilities (up to two asterisks on its hit-dice). See Chapter 18: Monsters for details of different types of construct and Chapter 21: Game Master Advice for how to create them. When used to create a construct, the duration of the spell is permanent, and the construct cannot be destroyed by a Dispel Magic, although it is still affected by Protection From Evil, Dispel Evil and Anti-Magic Shell.

If this spell is cast by an Immortal, the caster may choose to let the monsters remain in existence after the spell runs out, although if they do so the monsters will no longer be under their control.

Create Normal Animals

Cleric 6, Druid 6

Range: 30’

Duration: 2 hours

Effect: Creates one or more animals

This spell causes animals to temporarily appear and obey the caster’s commands for the duration, before disappearing.

The spell will create one large animal (rhinoceros, elephant, etc.), three medium sized animals (tiger, bear, horse, etc.), or six small animals (wolf, cat, monkey, etc.) and the creatures will be typical for their species. The caster can decide on the number and size of creature that they wish to create, but not on the actual species. Only one species of animal will appear per casting, and the animals will be typical for their species.

Animals created by this spell are considered to be enchanted for purposes of the Protection From Evil, Dispel Evil and Anti-Magic Shell spells, and they can be dispelled by a Dispel Magic with normal chances of success.

If this spell is cast by an Immortal, the caster may choose to let the animals remain in existence after the spell runs out, although if they do so the animals will no longer be under their control.

Create Normal Monsters

Magic-User 7, Elf 7

Range: 30’

Duration: 10 minutes

Effect: Creates one or more creatures

This spell causes monsters to temporarily appear and obey the caster’s commands for the duration, before disappearing.

Any type of creature that has no special abilities (no asterisks on its hit-dice) can be created except for humans and demi-humans, and the creatures will be typical for their species. Creatures of only one species can be created per casting.

The total number of hit dice of creatures that can be created at once is equal to the caster’s level, and if the creatures are humanoid then they appear with normal (non-magical) equipment that disappears when they do.

Monsters created by this spell are considered to be enchanted for purposes of the Protection From Evil, Dispel Evil and Anti-Magic Shell spells, and they can be dispelled by a Dispel Magic with normal chances of success.

This spell can also be used to create a construct with no special abilities (no asterisks on its hit-dice). See Chapter 18: Monsters for details of different types of construct and Chapter 21: Game Master Advice for how to create them. When used to create a construct, the duration of the spell is permanent, and the construct cannot be destroyed by a Dispel Magic, although it is still affected by Protection From Evil, Dispel Evil and Anti-Magic Shell.

If this spell is cast by an Immortal, the caster may choose to let the monsters remain in existence after the spell runs out, although if they do so the monsters will no longer be under their control.

Create Water

Cleric 4, Druid 4

Range: 10’

Duration: 1 hour

Effect: Creates a magical spring or fountain

When this spell is cast, a magical spring will appear from the ground or a wall and flow for an hour.

The spring will provide enough water for 36 humans or demi-humans (50 gallons or enough water to fill a 10’x10’x2’ pool) before drying up. If mounts such as horses are being watered, each one will take the same water as 2 humans. For each level of the caster above 8th, enough water for an additional 36 humans will flow through.

The caster can stop the spring at any time before the duration has expired, although this will not make the existing water disappear.

Creeping Doom

Druid 7

Range: 120’

Duration: 1 rnd/level

Effect: Creates a swarm of insects

This spell summons a swarm of hundreds of thousands of crawling insects and spiders. The swarm can vary from having a 10’ radius to a 30’ radius, and the caster can move the swarm up to 20’ per round and also alter the radius on a round by round basis.

The swarm is initially capable of doing 1,000 points of damage per round, which must be split as evenly as possible between all creatures in the area of the swarm; although no individual creature can be dealt more than 100 damage, so if there are fewer than 10 creatures in the area then some of the potential damage will be wasted. The insects cannot damage creatures that can be hit only by magical weapons.

Normal attacks will slay many dozens of insects, with each point of damage reducing the damage potential of the swarm on a 1-for-1 basis, so if an attack deals 50 damage then the swarm will only be capable of doing 950 points of damage from then on. Area effect attacks, such as a Fireball spell, do double damage against the swarm.

A Protection From Evil spell won’t keep the insects out, but a Dispel Magic will work against the swarm with normal chances of success.

Cure Blindness

Cleric 3, Druid 3, Shaman 3

Range: Touch

Duration: Permanent

Effect: Cures one creature

This spell cures both mundane blindness and magical blindness caused by Light and Darkness spells (and their Continual versions). The only form of blindness it will not normally cure is that caused by a Curse. This spell can only cure blindness caused by a Curse when it is cast by an Immortal.

Cure Critical Wounds (R)

Cleric 5, Druid 5, Shaman 5

Range: Touch

Duration: Permanent

Effect: Cures one creature

This spell cures one living (not undead or non-living) creature of 3d6+3 points of damage. The caster can cure themselves with this spell.

Reverse:Cause Critical Wounds inflicts 3d6+3 damage to a touched living (not undead or non-living) target. The target gets no saving throw against the damage, but the caster must make a normal attack roll to touch an unwilling target.

Cure Disease (R)

Cleric 3, Druid 3, Shaman 3

Range: 30’

Duration: Permanent

Effect: Cures one creature

This spell will cure any living (not undead or non-living) creature of a single disease. It will cure any mundane disease, and will even cure magical diseases such as Mummy Rot and kill disease-like monsters such as Green Slime.

This spell will only cure lycanthropy if cast by a caster of 11th level or higher.

Reverse:Cause Disease causes the target to contract a non-contagious disease that gives them a –2 to attack rolls, stops magical healing working on them, and causes natural healing to take twice as long. The target may make a saving throw vs Spells to avoid the effect.

This magical disease can only be cured by a Cure Disease spell, and if not cured it will prove fatal in 2d12 days.

Cure Light Wounds (R)

Cleric 1, Druid 1, Shaman 1

Target: One living creature

Range: Touch

Duration: Permanent

This spell cures one living (not undead or non-living) creature of 1d6+1 points of damage. The caster can cure themselves with this spell.

Alternately, the spell can be used to cure paralysis (except that caused by a Hold Person or Hold Monster spell), although if it does so then no damage will be cured at the same time.

Reverse:Cause Light Wounds inflicts 1d6+1 damage to a touched living (not undead or non-living) target. The target gets no saving throw against the damage, but the caster must make a normal attack roll to touch an unwilling target.

Cure Serious Wounds (R)

Cleric 4, Druid 4, Shaman 4

Target: One living creature

Range: Touch

Duration: Permanent

This spell cures one living (not undead or non-living) creature of 2d6+2 points of damage. The caster can cure themselves with this spell.

Reverse:Cause Serious Wounds inflicts 2d6+2 damage to a touched living (not undead or non-living) target. The target gets no saving throw against the damage, but the caster must make a normal attack roll to touch an unwilling target.

Cureall

Cleric 6, Druid 6, Shaman 6, Magic-User 9, Elf 9

Target: One living creature

Range: Touch

Duration: Permanent

This spell will cure nearly all damage from a living (not undead or non-living) target, leaving them with only 1d6 damage—although if the target is already healthier than that it won’t damage them.

Alternatively, the spell can be used as a Remove Curse, Cure Disease or Cure Blindness spell, or it can be used to cure a Feeblemind spell. However, it will only cure one thing per casting.

If cast on someone who has recently been brought back to life by a Raise Dead spell, it will eliminate the rest period and bring the target back to full strength immediately.

Dance

Magic-User 8, Elf 8

Target: One creature

Range: Touch

Duration: Special

When this spell is cast, the caster must touch a single target by making a successful attack roll. The target gets no saving throw, and is forced to dance wildly for three or more rounds.

While dancing, the target is unable to attack, move quicker than a walk, or use spells or spell like abilities. The target also has a –4 penalty to all saving throws and a +4 penalty to armour class until they stop dancing.

The duration of the spell is based on the caster’s level:

An Immortal target of this spell may make a saving throw each round to stop dancing.

Death Spell

Magic-User 6, Elf 6, Sorcerer 6

Target: One or more creatures in a 30’ radius

Range: 240’

Duration: Instant

This spell sucks the life out of all creatures within a 30’ radius of the target point of the spell.

Roll 4d8 to see how many hit dice worth of creatures are slain by the effect.

Go through all the living (not undead or non-living) creatures in the area with fewer than 8 hit dice or levels, starting with the weakest. If there are enough hit dice left from the roll, that creature is slain unless they can make a saving throw vs Death Ray and their hit dice are taken from the running total (whether they make or fail the save). Once there are no more creatures left with fewer (or equal) hit dice to the number of hit dice left over, the spell stops.

Example: Aloysius casts a Death Spell at a mixed bunch of opponents. There are ten goblins with one hit die each, three wolves with 2 hit dice each, and a giant with 9 hit dice along with his 5 hit dice hellhound pet.

Aloysius’s player rolls 4d8 and gets a total of 19. The ten goblins are the weakest creatures, so they are all affected, taking 1 hit dice each from the total (even though two of them make their saving throws and survive) leaving 9 left. The three wolves take 2 hit dice from the total each, leaving 3 more left. This is not enough to kill the 5 hit dice hellhound, so it is left alive. The giant is unharmed since even if there were no other creatures, it has 8 or more hit dice and is too powerful for the spell to kill.

Creatures with no hit points (vermin, insects, small plants, etc.) are instantly slain with no saving throw, and do not count towards this total.

Delayed Blast Fireball

Magic-User 7, Elf 7

Target: 20’ radius

Range: 240’

Duration: 0-60 rounds

When this spell is cast, the caster chooses a length of delay, from 0 to 60 rounds. A small ruby-like gem then shoots out to the target location, waits for the specified number of rounds, and explodes into a ball of fire that does 1d6 points of damage per caster level (to a maximum of 20d6 unless the caster is an Immortal) to all within a 20’ radius. Creatures within that radius can make a saving throw vs Spells to take half damage.

During the time between the casting of this spell and the explosion, the gem can be moved by normal means (carried, thrown, dropped, etc.) but it is immune to all magical attempts to move it (Teleport, Telekinesis, etc.)

Nothing can delay the gem’s explosion at the appointed time or make it explode before its time is up except a Wish spell. However, a Dispel Magic has normal chances to destroy the gem and thus prevent the explosion.

Detect Danger

Druid 1

Target: 5’/level

Range: Personal

Duration: 1 hour or 1/2 hour

This spell allows the caster to detect the presence of danger. If cast outdoors, it lasts for an hour, but if cast indoors then it only lasts for half an hour.

During that time, the caster can concentrate on a square foot of ground or wall, human-sized creature, or a chest sized object for a full round and know whether it is immediately dangerous, potentially dangerous, or benign (from the caster’s point of view).

Objects larger than those mentioned above can be examined, but will take correspondingly more time.

Detect Evil

Cleric 1, Druid 1, Magic-User 2, Elf 2, Sorcerer 2

Target: 120’ radius

Range: Personal

Duration: 1 hour

Effect: Reveals hostile intent

This spell allows the caster to see a glow around any creature or intelligent object within range that wishes them harm. The caster does not know exactly what harm the creature is intending or what they are capable of, merely that the intent is there.

Detect Invisible

Magic-User 2, Elf 2, Sorcerer 2

Target: 10’ radius/level

Range: Personal

Duration: 1 hour

This spell allows the caster to see all invisible creatures and objects within range. Invisible creatures do not get a saving throw against this effect.

Detect Magic

Cleric 1, Druid 1, Shaman 1, Magic-User 1, Elf 1, Sorcerer 1

Target: 60’ radius

Range: Personal

Duration: 20 minutes

This spell allows the caster to see a glow around any magical creature, object and place within range. Magical creatures do not get a saving throw against this effect.

The glow only extends a couple of inches around the magical object, so if it is in a container or behind another object then some or all of the glow may not be visible.

Dimension Door

Magic-User 4, Elf 4

Target: one creature

Range: 10’

Duration: Instant

This spell will teleport either the caster or a single creature within 10’ a distance of up to 360’ from its current location. If the caster cannot see the destination then it must be described in terms of direction and distance.

If the destination is occupied by solid matter, the spell fails and the target does not move.

An unwilling target may make a saving throw vs Spells to avoid being teleported by the spell.

Disintegrate

Magic-User 6, Elf 6

Target: One creature or object

Range: 60’

Duration: Instant

This spell destroys a single creature or a single non-magical object, leaving only a trace of fine silvery dust. If targeted on a creature, that creature may make a saving throw vs Death Ray to avoid the effect.

Dispel Evil

Cleric 5, Druid 5, Shaman 5

Target: One or more creatures

Range: 30’

Duration: 10 minutes

When cast, the caster can choose to make this spell affects any enchanted, summoned, controlled, animated, charmed or cursed creatures within range, or target it at a single such creature or object.

Each targeted creature must make a saving throw vs Spells (if a single creature is targeted it saves at –2) or take the following effect:

Animated: Creature is no longer animated.

Summoned: Creature is banished to where it was summoned from.

Cursed: The curse is removed from the creature.

Charmed: The charm is removed from the creature.

Controlled: The control is removed from the creature.

Even if the creature makes its saving throw, it must still flee for the duration of the spell. If the caster moves before the duration is up, the spell is ended early.

In the case of objects, the spell will remove any curse from the object, but only if the object is specifically targeted by the spell.

Dispel Magic

Cleric 4, Druid 4, Shaman 4, Magic-User 3, Elf 3, Sorcerer 3

Target: All spells in 10’ radius

Range: 120’

Duration: Permanent

When this spell is cast, it has a chance of cancelling all ongoing spell effects that are wholly or partly within a 10’ radius of the target point of the spell.

Spells cast by casters of equal or lower level to the caster of the dispel are automatically cancelled. Spells cast by higher level casters have a 5% chance per level of difference of resisting the dispel.

Example: Elfstar casts Dispel Magic on a Barrier spell cast by a 15th level cleric. Elfstar is only 12th level which is three levels difference, so there is a 15% chance of the Barrier spell resisting the dispel.

This spell will not destroy magic items unless cast by an Immortal, although it will cancel spell effects that were created by magic items. Even if cast by an Immortal, this spell will not destroy an artefact.

For purposes of this spell, Immortals are considered to be casters of twice their Hit Dice, rather than casters of their level. For example, a first level Immortal with 15 hit dice dispels other spells as if they were a 30th level caster, and has their spells dispelled as if they were a 30th level caster.

Dissolve (R)

Druid 5, Magic-User 5, Elf 5, Sorcerer 5

Target: 3,000 square feet of ground

Range: 240’

Duration: 3d6 days

This spell turns an area of up to 3,000 square feet of soil or natural rock (not constructions or worked rock) into a slurry of mud. The area can be shaped how the caster desires, but all of it must be within the range of the spell.

The mud is too thin to walk on properly and too thick to swim through. Creatures attempting to wade through it can only move at 10% of their normal speed.

The mud will dry out naturally in 3d6 days.

Reverse:Harden will change 3,000 square feet of mud, up to 10’ deep, into solid rock permanently.

Any creature standing in the mud must make a saving throw vs Spells to avoid being trapped by the solidifying mud.

Earthquake

Cleric 7, Druid 7

Target: 60’+5’/level diameter

Range: 360’

Duration: 10 minutes

This spell causes a powerful but localised earthquake. It will destroy small buildings and damage large ones, and may cause rockslides.

Each creature in the area has a 1 in 6 chance of being in danger of being engulfed in a crack in the ground. The creature must make a saving throw vs Death Ray in order to stop themselves falling in and being crushed for 1d100+100 damage per round.

Entangle

Magic-User 2, Elf 2

Target: One rope or vine

Range: 30’

Duration: 1 rnd/level

This spell animates a single rope or vine that can be up to 50’ long plus 5’ per level of the caster.

The rope cannot be ordered to attack, but it can be ordered to loop or tie around something, to knot or unknot itself, or to neatly coil up.

Using a combination of these commands, the rope can be used for climbing or for capturing enemies. The rope cannot stretch itself out, it can only grasp things within 1’ of it—so it must be thrown by hand at the thing it is commanded to loop or tie around.

If the rope is thrown at a creature and commanded to tie it, the creature gets a saving throw vs Spells to avoid the rope.

ESP (R)

Magic-User 2, Elf 2

Target: One creature at a time

Range: 60’

Duration: 2 hours

This spell allows the caster to hear and understand the thoughts of any living creature within range, regardless of language.

The caster must concentrate for six rounds. If there is more than one creature in the same direction, it takes the caster an additional six rounds to filter the thoughts of a single creature out of the cacophony.

The spell is blocked by two feet of stone or any thickness of lead, and each individual targeted can make a saving throw vs Spells to block out the ESP.

Reverse:Mindmask makes the caster or a touched creature immune to all forms of mind reading for the duration.

Explosive Cloud

Magic-User 8, Elf 8

Target: 15’ radius

Range: 1’

Duration: 1 hour

This spell creates a 15’ radius and 20’ tall cloud of poisonous gas, the closest edge of which must be within 1’ of the caster. The gas is dense enough to be visible, but does not block sight. If cast within an enclosed space, the cloud may be smaller than the dimensions above. It will not expand to fill the same volume.

From the outside, the cloud is indistinguishable from that created by a Cloudkill spell.

The cloud is poisonous, and each round all within it must make a saving throw vs Spells or be paralysed for that round. Additionally, the cloud contains sparkling lights visible only to those within it. These lights are small explosions that do 1 point of damage per two caster levels to each creature within the cloud. This damage will affect any creature, even those immune to fire, gas and poison, and there is no saving throw against it.

Faerie Fire

Druid 1

Target: One or more creatures

Range: 60’

Duration: 1 rnd/level

This spell causes one or more creatures or objects within the area to glow with flickering greenish flames as if on fire. The fire is bright enough to make the targets glow in the dark, but not bright enough to use as a light source.

The caster can outline one human sized target or the equivalent per 5 levels.

All attacks against outlined creatures gain a +2 bonus to hit.

Feeblemind

Magic-User 5, Elf 5

Target: One spell-using creature

Range: 240’

Duration: Permanent

This spell blasts the mind of the target, who must be a spell caster. The target must make a saving throw vs Spells (with a penalty of –4 to the roll unless the target is an Immortal) or be made helpless, unable to think clearly and unable to cast spells. The victim’s intelligence is reduced to a score of 2.

The effect is permanent, although it can be removed by a Dispel Magic (with the normal chance of success) or by a Cureall spell.

Find The Path

Cleric 6, Druid 6, Shaman 6

Target: Caster

Range: Personal

Duration: 1 hour + 10 mins/level

This spell mentally guides the caster to a specific place. The caster is subconsciously able to take the correct route, and even know the location of secret doors and know passwords. The caster is not conscious of any of this knowledge, however, and is therefore unable to remember it after the spell’s duration runs out or communicate it to others.

Once the spell runs out, the caster will remember the vague direction to the goal, but that is all.

The spell must be used to direct the caster to a fixed location that the caster has either visited before or had described in detail. It can not be used to simply find the current location of an object. It will only find a path that does not involve crossing planar boundaries. If there is no such path, then the caster will know this after casting the spell.

Find Traps

Cleric 2, Druid 2

Target: 30’ radius

Range: Personal

Duration: 20 minutes

This spell causes the caster to see a glow around any mechanical or magical traps that are within 30’ of them.

It does not give any indication about the type of trap or the triggering mechanism, and cannot find natural hazards or ambushes.

Fireball

Magic-User 3, Elf 3, Sorcerer 3

Target: 20’ radius

Range: 240’

Duration: Instant

This spell creates a small ball of flame that shoots out to the target point and then explodes into a 20’ radius ball of fire.

The fire does 1d6 damage per caster level (to a maximum of 20d6, unless the caster is an Immortal) to each creature in the area. Creatures that make a saving throw vs Spells take only half damage.

Floating Disc

Magic-User 1, Elf 1

Target: None

Range: Personal

Duration: 1 hour

This spell creates a small flying platform of force, about the size and shape of a round shield. The platform is invisible to all but the caster and hovers at the height of the caster’s waist. The platform follows the caster around, never getting more than 6’ away from them.

The platform can support 500lbs of weight.

The platform has no edges and can not be used as a weapon in any way, since it has no physical existence other than to support weight.

Fly

Magic-User 3, Elf 3, Sorcerer 3

Target: One creature

Range: Touch

Duration: 10 mins/level+1d6x10 mins

This spell allows the target to fly at 120’ per round by concentrating. If the target stops concentrating they will hover in place.

Force Field

Magic-User 8, Elf 8

Target: None

Range: 120’

Duration: 1 hour

This spell creates an impossibly hard field of force that cannot be dispelled and can only be broken by a Disintegrate or Wish spell.

The force field must be a simple smooth shape—either a flat plane of up to 5,000 square feet, a sphere or hemisphere of up to 20’ radius, or a rectangular box with a surface area of up to 5,000 square feet. Regardless of shape, it must always be created in an empty area. It can not be created inside any object or creature to cut them in half.

However, the edges of the force field will conform to the shape of surrounding material such as walls.

The force field does not need to be supported, its edges are not sharp, and it is completely immobile—only a Wish spell can move a force field.

No physical or magical force except those noted above can destroy or pass through a force field, although a Teleport or Dimension Door spell will bypass it.

Creatures enclosed within a force field are magically preserved, and will not starve or suffocate.

This spell can be made permanent with a Permanence spell, and if this happens then the permanence can still be dispelled even though the force field cannot be. If the permanence is dispelled after the normal duration of the force field has expired then the force field will immediately disappear.

A Force Field cast by a mortal can be destroyed by an Immortal’s attacks (treat it as having an armour class of –10 and 50 hit points).

A Force Field cast by an Immortal cannot be broken by Disintegrate or Wish spells cast by mortals, and cannot be penetrated by mortal Teleport, Gate, or Dimension Door spells.

Gate (R)

Magic-User 9, Elf 9

Target: One extraplanar being

Range: 30’

Duration: Special

This spell opens a one-way rift between two planes, even those attached to two different celestial spheres.

Normally, the caster must specify the target plane and the name of a creature on that plane. If the creature is on the named plane, then the spell opens a one-way physical portal between the caster’s current location and the creature’s location allowing the creature to step through to the caster (but not vice versa). If the creature is not on the named plane then the spell fails. If the creature is an Immortal, it can refuse to allow the gate to open.

However, the spell can also be cast through the open end of an open one-way gate, targeting the other end of the gate rather than a specific creature. In this case, the caster does not need to specify (or even know) where the other end of the gate is located. If cast in this manner, the gate becomes two-way and creatures can pass through in either direction.

The open end of a one-way gate appears misty and is opaque. The closed end of a one-way gate is invisible, although detectable with a Detect Magic spell. A two-way gate can be seen through in either direction.

If the either end of the gate is an outer plane then the gate only stays open for 10 minutes. Otherwise it stays open for 1d10 x 100 minutes.

Any creature can step through the open end of a gate, and there is a base 10% chance of a random inhabitant of the far plane (modified by the location that the gate is opened to) noticing the open gate and investigating it.

A gate can be held open permanently with a Wish spell, although if the gate is two way then a separate Wish must be used for each direction.

It costs an Immortal 50pp to step through a gate. This makes summoning one for frivolous reasons a risky proposition at best.

Reverse:Close Gate closes a gate to another plane, whether one made by this spell or a natural planar rift.

Geas (R)

Magic-User 6, Elf 6

Target: One creature

Range: 30’

Duration: Special

This spell forces the target to either perform a specific action or refrain from performing a specific action. The target may make a saving throw vs Spells to escape the effect.

The action must be something that is possible, and can’t be something suicidal—for example you can’t geas someone into jumping off a cliff or geas someone into never eating.

The target must perform (or refrain from performing) the action, but they are not mind controlled in any way, and they are fully aware that they may only be performing the action or refraining from it in order to avoid the consequences of this spell.

If the target goes against the geas, they receive a Curse, as if by the reversed form of the Remove Curse spell. Neither this curse nor the geas itself can be dispelled or removed via a Remove Curse spell, although a Dispel Evil will remove it. The curse will not lift until the geas is fulfilled (or, in the case of geases against performing actions, a week has passed without the action being performed).

This spell cannot affect an Immortal, even if cast by another Immortal.

Reverse:Remove Geas will remove an unwanted geas, although for each level the caster of the Geas is above the caster of the Remove Geas there is a 5% chance of failure.

Growth of Animal

Cleric 3, Druid 3

Target: One animal

Range: 120’

Duration: 2 hours

This spell causes one animal to grow to double its normal size, giving it twice its normal strength and making it do twice its normal damage in combat. The animal may also carry twice its normal load.

Growth of Plants (R)

Magic-User 4, Elf 4, Sorcerer 4

Target: 3,000 square feet of undergrowth

Range: 120’

Duration: Permanent

This spell causes all undergrowth (grasses, brambles, vines etc.) within a 3,000 square foot area of whatever shape the caster desires to become thickly overgrown. This growth makes the area impassable to creatures smaller than giant sized.

The effect can be removed by a Dispel Magic or by the reverse of this spell.

Reverse:Shrink Plants reverses this spell or makes a similar area of naturally overgrown plants shrink and shrivel making the area easily passable.

Hallucinatory Terrain

Magic-User 4, Elf 4

Target: One terrain feature up to 480’ diameter

Range: Touch

Duration: Special

This spell masks a terrain feature (either indoors or outdoors) and makes it look like a different feature. For example a pit could be made to look like solid floor or a small hill could be made to look like a patch of swamp.

The illusion last until it is touched by an intelligent creature.

Haste (R)

Magic-User 3, Elf 3

Target: 24 creatures in a 30’ radius

Range: 240’

Duration: 30 minutes

This spell speeds up creatures in a 30’ radius of the target point. Up to 24 creatures can be affected.

Hasted creatures move and act at twice normal speed, although spell casting (whether innate or through items) is not sped up. See Chapter 10: Combat for details about how haste affects combat.

This spell has no effect on Immortals.

Reverse:Slow slows creatures in the area rather than hasting them. Affected creatures move and act at half normal speed, although spell casting (whether innate or through items) is not slowed down. See Chapter 10: Combat for details about how slow affects combat.

Heat Metal

Druid 2

Target: One metal object

Range: 30’

Duration: 7 rounds

This spell heats one metal object to red hot over the course of 4 rounds. The object then takes a further three rounds to cool.

Any metal object of up to half a pound (5cn) per caster level can be affected by this spell. The metal is not damaged by the heating and cooling, although if the metal forms part of an object that also has wood or leather then the non-metal parts of the object may be scorched unless the object is magical.

If the object is being held or worn by a creature, the creature will take 1 damage on the first round, 2 on the second, 4 on the third, 8 on the fourth, 4 on the fifth, 2 on the sixth, and 1 on the seventh. The holder of the item gets no saving throw, although creatures will usually drop the item before the duration is up. The holder cannot cast spells while holding a hot item.

Hold Animal

Druid 3

Target: One or more animals

Range: 180’

Duration: 10 mins/level

This spell will paralyse several animals for the duration.

It will affect 1 hit dice of animal per level of the caster, although each animal gets a saving throw vs Spells to avoid the effect.

Hold Monster (R)

Magic-User 5, Elf 5, Sorcerer 5

Target: One to four creatures

Range: 120’

Duration: 1 hour + 10 min/level

This spell will paralyse up to four living creatures (not undead or non-living creatures) for the duration.

It can be cast at a single target, in which case the target may save vs Spells at a –2 penalty to avoid the effect; or at a group, in which case it will affect 1d4 of them each of which may save vs Spells without penalty to avoid the effect.

Reverse:Free Monster removes the paralysis caused by either this spell or a Hold Person spell. It will also remove the Paralysis effect of an Immortal’s aura, but only when cast by an Immortal.

Hold Person (R)

Cleric 2, Druid 2, Shaman 2, Magic-User 3, Elf 3

Target: One to four humanoids

Range: 180’

Duration: 90 minutes

This spell will paralyse up to four living humanoid creatures (not undead or non-living creatures) for the duration.

It can be cast at a single target, in which case the target may save vs Spells at a –2 penalty to avoid the effect; or at a group, in which case it will affect 4 of them each of which may save vs Spells without penalty to avoid the effect.

Reverse:Free Person removes the paralysis caused by this spell. It will also remove the Paralysis effect of an Immortal’s aura, but only when cast by an Immortal.

Hold Portal

Magic-User 1, Elf 1

Target: One door, chest or gate

Range: 10’

Duration: 2d6x10 minutes

This spell will hold a single portal or door closed by magical means.

The portal can only be forced open by creatures who have at least three hit dice more than the caster or opened with a Knock spell, although in either case if the portal is allowed to close it will continue to be held for the duration of the spell.

Immortals can always open doors held by a mortal’s casting of this spell, even if they have fewer hit dice.

Holy Word

Cleric 7, Druid 7

Target: All creatures in range

Range: 40’

Duration: Instant

This spell affects all creatures within 40’ of the caster. The exact effect varies depending on the creature’s level or hit dice, and only creatures of the same alignment as the caster (and any creature of 13 or more hit dice) may make saving throws vs Spells to avoid the effect:

Ice Storm / Wall of Ice

Magic-User 4, Elf 4, Sorcerer 4

Target: Special

Range: 120’

Duration: Instant or 2 hours

This spell can be cast in one of two ways, and the caster can decide which way to use it at the time of casting.

The first way to use the spell is to create a 10’ radius Ice Storm. This ice storm does 1d6 cold damage per caster level (maximum of 20d6) to every creature in the area. Each creature can make a saving throw vs Spells to take half damage.

Fire based creatures have a –4 penalty to their saving throws, but cold based creatures are immune to the spell.

The second way to use the spell is to create a vertical Wall of Ice of up to 1,200 square feet. The wall is not transparent, and must be created in unoccupied space on ground that will support it.

The wall will melt in two hours, but can be broken before that time by creatures of 5 hit dice or more. However, such creatures take 1d6 cold damage while doing so (fire based creatures take 2d6, cold based creatures take none).

Immunity

Magic-User 9, Elf 9

Target: One creature

Range: Touch

Duration: 10 mins/level

This spell gives the creature touched complete immunity to spells of 3rd level or less, and spells of 5th level or less only have half normal effect (halve whatever quantifiable effects they have, such as damage, duration, penalties, etc.)

The spell also grants immunity to all missiles and all non-magical weapons.

The target can drop the immunity temporarily by concentrating, if they wish to be affected by a beneficial spell.

Infravision

Magic-User 3, Elf 3

Target: One living creature

Range: Touch

Duration: 1 day

This spell gives a living (not undead or non-living) creature the Heatvision ability normally possessed by dwarves and elves.

When the creature is in the dark (and only then—normal light overloads the creature’s heatvision and prevents it from working) they can use their heatvision to navigate and even to fight. However, heatvision doesn’t allow the creature to see pictures and writing unless they are carved into the surface that the creature is looking at.

Insect Plague

Cleric 5, Druid 5, Shaman 5

Target: None

Range: 480’

Duration: Concentration

This spell summons a 30’ radius swarm of insects which obscures vision in the area.

The insects do no damage, but will drive away any creature of less than 3 hit dice with their stinging and biting. There is no saving throw against this effect.

The insect swarm can be moved up to 20’ per round by the caster, and lasts until the caster stops concentrating.

Invisibility

Magic-User 2, Elf 2, Sorcerer 2

Target: One creature or object

Range: 240’

Duration: Special

This spell makes a single creature or object invisible.

If cast on a creature, the creature’s clothing and equipment also become invisible. Any item the creature drops will become visible, but items the creature picks up will not become invisible.

The creature will become visible again if it attacks another creature or if it casts a spell. Otherwise the invisibility is permanent.

If the spell is cast on an object, the object remains invisible until touched by an intelligent creature.

Invisibility 10’ Radius

Magic-User 3, Elf 3

Target: One creature

Range: 120’

Duration: Special

This spell makes all creatures in a 10’ radius around the target invisible.

The creatures’ clothing and equipment also become invisible. Any item any creature drops will become visible, but items that one of the creatures pick up will not become invisible.

Any creature that strays more than 10’ from the target creature also becomes visible, and re-entering that radius does not make the creature become visible again.

Any creature will become visible again if it attacks another creature or if it casts a spell. Otherwise the invisibility is permanent.

Invisible Stalker

Magic-User 6, Elf 6

Target: None

Range: Personal

Duration: Special

This spell summons an Invisible Stalker (see Chapter 18: Monsters for details).

The caster must specify one task for the stalker to perform, and the stalker will attempt to perform that task even at the cost of its own life until either the task becomes impossible or a year and a day have passed. In either case, the spell then ends.

Ironform

Magic-User 7, Elf 7

Target: None

Range: Touch

Duration: Permanent

This spell creates a sheet of iron up to 2” thick and up to 500 square feet in area. The sheet can be created flat or can be created pre-shaped. The iron does not appear instantly, but takes time to form, ranging from a single round for a simple sheet of iron to two hours to create something with a precise specification.

Whatever the complexity of the shape, the iron must form a single piece with no moving parts. However, the caster can create the iron in a “rough” form, which can then have the Ironform spell cast on it again in order to either add to the object or reshape it. If the caster does create the iron in rough form, then this spell is cast once again to “set” the iron in its final form so that other casters can’t cast this spell on it in order to modify it.

Note that whatever shape the sheet takes, it is always a maximum of 2” thick—so that if it is formed into a statue, for example, the statue would be hollow.

Once created, the iron is real and cannot be dispelled, and it will last until it is physically or magically destroyed.

Knock

Magic-User 2, Elf 2

Target: One lock

Range: 60’

Duration: Special

This spell will temporarily unlock any lock, or open a door that is closed by a Hold Portal or Wizard Lock spell. If the door was locked by mundane means then it remains unlocked until physically locked again, but if it is held shut by magical means then it will re-fasten once closed.

This spell will even unbar a door that is barred on the other side, although if the door is both barred and locked then it will take two castings to remove both.

Know Alignment (R)

Cleric 2, Druid 2

Target: One creature or item

Range: 10’

Duration: Instant

This spell allows the caster to discern the alignment of a single creature or item within 10’. Most items do not have an alignment, but some magical ones might.

Reverse:Confuse Alignment lets the caster give a false alignment to a touched creature for 10 minutes per level of the caster. The creature does not actually take on the false alignment, but any magical effect that relies on alignment—such as the normal form of this spell, or an item that can only be operated by creatures of a particular alignment, or even a Holy Word spell—will be fooled and will treat the target as if the false alignment were their true one.

Levitate

Magic-User 2, Elf 2, Sorcerer 2

Target: Caster

Range: Personal

Duration: 1 hour + 10 mins/level

This spell allows the caster to rise into the air supported by magic. The caster can rise or lower themselves at a rate of 20’ per round, but the spell does not let the caster move horizontally.

The caster can move horizontally via other means while under the influence of this spell, such as by pulling themselves along a rope or crawling on the underside of a ceiling.

Light (R)

Cleric 1, Druid 1, Shaman 1, Magic-User 1, Elf 1, Sorcerer 1

Target: 15’ radius

Range: 120’

Duration: 1 hour + 10 mins/level

When this spell is cast, the area within 15’ of the target point is lit with light as bright as torchlight.

The caster can choose to either cast this spell in a location, in which case it will stay in that location, or cast it on an object—in which case it will move as the object moves.

This spell creates a central light source that radiates light throughout the area, so there are shadows in the area covered by this spell, and covering the object that the spell is centred on will block out the light.

If this spell is cast on a creature’s eyes, that creature must make a saving throw vs Spells or be blinded for the duration of the spell.

See Chapter 9: Dungeon Delving for details about how different types of natural and magical light and darkness interact.

Reverse:Darkness causes the area within 15’ of the target point to be absolutely dark, although the heat vision of some demi-humans or the dark vision of some monsters is able to penetrate it.

This spell creates a central source that radiatesdarkness rather, so covering the object that the spell was cast on will block the darkness.

If this spell is cast on a creature’s eyes, that creature must make a saving throw vs Spells or be blinded for the duration of the spell.

See Chapter 9: Dungeon Delving for details about how different types of natural and magical light and darkness interact.

Lightning Bolt

Magic-User 3, Elf 3, Sorcerer 3

Target: 60’x5’ bolt

Range: 180’

Duration: Instant

This spell creates a bolt of lightning that strikes creatures in the area for 1d6 damage per caster level (to a maximum of 20d6 unless the caster is an Immortal). Each creature hit may make a saving throw vs Spells to take half damage.

The caster may start the lightning bolt up to 180’ away from themselves, and the 60’ area of effect is then measured directly away from the caster in the same direction. If the bolt hits a wall, door, or other solid obstacle before it reaches a length of 60’, it will double-back and return directly towards the caster. Creatures in a doubled portion of the bolt do not take double damage.

Locate

Druid 1

Target: One animal or plant

Range: 120’

Duration: 1 hour

This spell lets the caster know the direction and distance to all instances of a particular animal or plant (chosen at time of casting) that fall within range. Animals detected by this spell do not get a saving throw. It will not locate animals or plants that are not on the same plane as the caster.

Locate Object

Cleric 3, Druid 3, Magic-User 2, Elf 2

Target: One object

Range: 120’

Duration: 1 hour

This spell lets the caster know the direction (but not distance) to the closest instance of a particular type of object (chosen at time of casting) that falls within range. The description of the object can be as vague or detailed as the caster chooses, although the object must be described rather than named.

This spell will not detect living creatures, and the object must be on the same plane as the caster.

Lore

Magic-User 7, Elf 7

Target: Caster

Range: Personal

Duration: Instant

This spell allows the caster to meditate on an item, place or person and gain knowledge about them. The meditation can take a long time, so can be split between multiple castings of this spell.

If the spell is cast with respect to an item that the caster has to hand, it will take 1d4x10 minutes of meditation to receive the information. At the end of that time, the caster learns the name of the item if it has one, the details of one of the item’s magical powers and how to activate that power (and how many charges it has, if applicable).

The caster does not learn whether or not the item has any additional powers, and must cast this spell again to find out.

If the spell is cast with respect to a place, an object that is not present, or a person; then the spell takes 1d100 days of meditation for the caster to learn about the subject, and the exact information learned is up to the Game Master’s discretion.

Lower Water

Magic-User 6, Elf 6

Target: 10,000 square feet of water

Range: 240’

Duration: 100 minutes

This spell causes an area of water to be reduced to half its normal depth. If cast on part of a larger body of water, it will create a trench in the water’s surface and will hold back the sides for the duration.

Any boat or ship caught in such a trench will take 1d12+20 points of hull damage when the water rushes back at the end of the duration, and all items on deck (including people if they fail saving throws vs Spells) will be swept off the ship.

Magic Door (R)

Magic-User 7, Elf 7

Target: One flat surface

Range: 10’

Duration: 7 uses

This spell creates a magical doorway in a solid non-living surface such as a wall or a floor. Behind the doorway is an invisible passage up to 10’ long with a similar door at the other end. The caster can see both door and passage and can pass through the passage 7 times before both disappear.

The door and passage are completely undetectable by normal means, although they will show up on a Detect Magic spell. The only way to destroy the passage (without destroying the wall that it runs through) is to use a Dispel Magic spell.

Reverse:Magic Lock seals any one door, chest lid, gate, archway, or other portal up to 10’x10’ in size with an invisible barrier.

The barrier doesn’t prevent the door (if there is one) from being opened, but it prevents passage through the portal by any but the caster. Once the caster has passed through the portal 7 times, the spell ends and the barrier disappears.

The barrier can be removed by either a Dispel Magic or Disintegrate spell.

Magic Jar

Magic-User 5, Elf 5

Target: One object

Range: 30’

Duration: Special

This spell takes the caster’s life-force and places it in one object within range (the object does not have to be an actual jar).

The caster’s body falls into a deep trance while their life-force is missing, and appears dead to all but a detailed examination. The caster’s body does not need air or sustenance while their life-force is in the jar, so the caster can stay in the jar indefinitely.

The caster may attempt to possess any creature within a range of 120’ of the jar. The target must make a saving throw vs Spells to prevent this possession, and if the saving throw succeeds the caster may not try to possess that target again for 10 minutes—although they may try to possess a different target immediately.

If the caster successfully possesses the target, the caster’s life force moves into the target’s body, and the target’s life force is forced into the jar.

The caster can use the target’s body, and its natural physical abilities; but cannot use the target’s special or magical abilities, and can cast neither their own spells nor the target’s spells.

If the target’s body is killed while the caster is in it, the target dies and the caster’s life-force returns to the jar.

If the jar is destroyed while the caster’s life-force is in it, the caster is killed.

If the jar is destroyed while the target’s life-force is in it, the target is killed and the caster is trapped in the target’s body until death.

If the caster’s own body is killed while the caster is either in the jar or in a target’s body, there is no immediate effect but the caster can no longer return to their body and must either stay in the jar or possess other bodies.

A Protection From Evil spell will stop the caster from possessing a potential target, and a Dispel Evil spell will force the caster back into the jar.

Immortal bodies cannot be possessed by use of this spell, and if an Immortal tries to possess a mortal body, the body is destroyed as if by a Disintegrate spell.

Magic Missile

Magic-User 1, Elf 1

Target: One or more creatures

Range: 150’

Duration: 1 hour

This spell creates one or more glowing missiles in the form of arrows that appear in the air around the caster and follow the caster’s movements, hovering in position.

When the caster commands, each missile will launch itself at a single target that is visible to the caster (if the caster is firing more than one missile then they may be aimed at different targets) and automatically hit for 1d6+1 damage, with no saving throw allowed.

The arrows are intangible until used, and cannot be touched or destroyed except by a Dispel Magic spell. Arrows that are not used within an hour of casting disappear.

For each 5 levels the caster has above 1st, two more missiles are created (i.e. 3 missiles at 6th level, 5 missiles at 11th level, 7 missiles at 16th level, 9 missiles at 21st level, 11 missiles at 26th level, 13 missiles at 31st level, 15 missiles at 36th level).

Mass Charm (R)

Magic-User 8, Elf 8

Target: One or more creatures

Range: 120’

Duration: Special

When this spell is cast, one or more creatures will imagine the caster to be their best friend, and treat them accordingly. It does not make them fanatically loyal and will not make them attack their other friends.

If a target fails its saving throw, then it gets another one periodically to throw off the charm effect. The frequency of the saving throw is based on the creature’s intelligence:

If the caster does something to break the charm against one target, such as attacking it, then other targets who see the incident get an immediate saving throw to break their charm too.

This spell works on any living creature, but not on undead or non-living creatures such as golems. The spell will affect a total of 30 hit dice or levels of creatures, and all targets get a saving throw vs Spells at a penalty of –2 to avoid the effect. Creatures who make the saving throw still count towards the 30 hit dice limit.

Reverse:Remove Charm removes all charm effects in a 10’ radius with no chance of failure, and also prevents any object or creature within that radius from creating charm effects for 10 minutes.

Mass Invisibility (R)

Magic-User 7, Elf 7

Target: One or more creatures

Range: 240’

Duration: Special

This spell makes all creatures in a 30’ radius around the target point of the spell invisible. The creatures’ clothing and equipment also become invisible. Any item any creature drops will become visible, but items that one of the creatures pick up will not become invisible.

Any creature will become visible again if it attacks another creature or if it casts a spell. Otherwise the invisibility is permanent.

Reverse:Appear causes all invisible creatures and objects within a 10’ radius of the target point of the spell to become visible and be unable to become invisible again for 10 minutes. Ethereal creatures are unaffected by this spell.

Massmorph

Magic-User 4, Elf 4, Sorcerer 4

Target: 120’ radius

Range: 240’

Duration: Special

This spell creates an illusion that makes up to 100 human sized creatures within a 120’ radius of the target point appear to be trees. Creatures that are larger than human sized may count as more than one towards this 100 creature total, for example horses count as two people each.

The illusion is effective against creatures both outside and passing through the area, and is not broken by movement of the illusion-covered creatures within the area. If creatures covered by the illusion leave the area or attack or cast spells then the illusion ends for those individual creatures (even if they return to the area), but continues to affect those that remain.

The spell lasts until none of the targeted creatures are still covered or until it is dispelled, although the caster can cancel it early if they desire.

Maze

Magic-User 9, Elf 9

Target: 1 creature

Range: 60’

Duration: Varies

This spell transports the target to an indestructible maze within a temporarily created outer planar space unless they can make a saving throw vs Spells. After the target has negotiated their way out of the maze, they re-appear in the exact location that they left (or as near to it as possible without appearing inside a solid object) and the outer planar space collapses into nothingness.

The length of time taken to escape the maze is based on the creature’s intelligence:

Metal to Wood

Druid 7

Target: One metal item

Range: 120’

Duration: Permanent

This spell changes a single metal item weighing up to 5 pounds (50cn) per level of the caster into wood.

If the metal is magical then this spell has only a 10% chance of working, otherwise it automatically works.

The item becomes normal non-magical wood, and this spell cannot be dispelled. Armour affected by this spell becomes useless and metal weapons become non-magical clubs.

Meteor Swarm

Magic-User 9, Elf 9

Target: Special

Range: 240’

Duration: Instant

This spell creates a number of flaming meteors that streak out from the caster’s fingertips and strike enemies, before each explodes into a 20’ radius fire ball.

The meteors automatically hit their targets (no attack roll or saving throw allowed) doing physical damage, and then explode for fire damage. All in the radius of the fire damage (including the target struck) can make saving throws vs Spells to take half damage from the explosion.

Each meteor must be aimed at a different target, although if the targets are close together then some or all of them may take damage from multiple explosions, which do stack with each other.

The caster can choose to shoot either four meteors that each do 8d6 physical damage (no save) to their targets plus 8d6 fire damage (save for half) in their explosions or eight meteors that each do 4d6 physical damage (no save) to their targets plus 4d6 fire damage (save for half) in their explosions.

Mind Barrier (R)

Magic-User 8, Elf 8

Target: One creature

Range: 10’

Duration: 1 hour/level

This spell makes the target immune to the ESP and Clairvoyance spells, and any type of magical scrying or information gathering spell.

This includes protecting the target from being the subject of Lore and Locate spells and protects the target from having their location discovered via the use of a Summon Object spell.

The target also gets a +8 bonus to all saving throws against mind-affecting attacks such as Charm and Feeblemind spells and abilities, illusions and phantasms that require saving throws, etc. However, it does not grant a saving throw against abilities that do not normally grant one.

Reverse:Open Mind causes the victim to get a –8 penalty to all saving throws against mind-affecting attacks such as Charm and Feeblemind spells and abilities, illusions and phantasms that require saving throws, etc.

The target gets no saving throw against Open Mind, but the caster must make a melee attack to touch the target.

Mirror Image

Magic-User 2, Elf 2

Target: Caster

Range: Personal

Duration: 1 hour

This spell creates 1d4 duplicate images of the caster which follow the caster’s every move and shift into and through each other.

It is impossible to tell which is the real caster and which are the images.

Every time the caster is hit by an attack that requires an attack roll, the attack will instead strike an image, destroying it. The caster takes no damage or other effect from the attack. Attacks and other effects that cause damage automatically (without an attack roll), such as falling or the Magic Missile spell, affect the caster normally without destroying any images.

Any attack that affects everything in an area, such as a Fireball spell or a dragon’s breath, will destroy all remaining images and the caster will be affected normally by the attack.

Move Earth

Magic-User 6, Elf 6, Sorcerer 6

Target: Special

Range: 240’

Duration: 1 hour

This spell allows the caster to cause soil, clay or sand—but not rock—to move horizontally or vertically in order to build a rampart or hill or to dig a hole or trench.

The caster can move soil at a rate of 60’ per turn, and will usually be able to dig to a depth of 240’ before reaching solid rock.

Soil can only be dug and pushed around with this spell. It cannot be made into structures that won’t support themselves.

When the duration expires, the soil stays where it is, although wind and rain may make it settle over the course of time.

Neutralise Poison (R)

Cleric 4, Druid 4, Shaman 4

Target: One creature, object or container

Range: Touch

Duration: Instant

This spell will make the poison in and on one creature, object or container harmless.

The spell affects all poisons present at the time of casting, but does not cure damage. However, if a creature has been killed by poison and this spell is cast within 10 rounds of the creature’s death then it will revive the creature.

Reverse:Create Poison will either poison a creature touched by the caster (requiring a melee attack), killing it unless it can make a saving throw vs Poison, or poison the contents of a container so that anyone who drinks or eats those contents will be killed unless they can make a saving throw vs Poison.

Obscure

Druid 2

Target: Caster

Range: Personal

Duration: 10 mins/level

This spell creates a cold, dense cloud of mist around the caster, 1’ high per level of the caster and 10’ radius per level of the caster.

The mist has no effect other than to completely obscure vision within it including the Heatvision of some demi-humans. Only the caster and creatures able to see invisible things can see through the mist.

Pass Plant

Druid 5

Target: Caster

Range: Special

Duration: Instant

This spell allows the caster to step inside a tree that is large enough to enclose them and instantly step out of another tree of the same kind some distance away. The maximum distance that can be teleported using this spell depends on the type of tree:

Passwall

Magic-User 5, Elf 5, Sorcerer 5

Target: One wall, ceiling or floor

Range: 30’

Duration: 30 minutes

This spell opens a tunnel through a stone wall, ceiling or floor by making the stone disappear. The tunnel is 5’ wide and tall, and 10’ long.

At the end of the duration, the stone re-appears and the tunnel closes. Anyone caught in it when that happens must make a saving throw vs Spells or be trapped in the re-appearing stone and killed.

Those who make their saving throws are ejected from the closest end of the tunnel.

Permanence

Magic-User 8, Elf 8

Target: Special

Range: 10’

Duration: Permanent

This spell causes another spell to become permanent in duration. The two spells must be cast together (the permanence spell cannot be cast on a spell that has already been cast and is currently still active).

The following spells can be made permanent using this spell:

  • Anti-Magic Shell

  • Cloudkill

  • Confusion

  • Create Air

  • Create Normal Monsters

  • Detect Evil

  • Detect Invisible

  • Detect Magic

  • ESP

  • Floating Disc

  • Fly

  • Force Field

  • Hold Person

  • Hold Portal

  • Infravision

  • Levitate

  • Light

  • Lower Water

  • Mirror Image

  • Move Earth

  • Phantasmal Force

  • Polymorph Self

  • Projected Image

  • Protection From Normal Missiles

  • Protection From Evil

  • Protection From Evil 10′ Radius

  • Read Languages

  • Read Magic

  • Shield

  • Statue

  • Sword

  • Telekinesis

  • Wall of Fire

  • Wall of Ice

  • Water Breathing

  • Web

If cast by an Immortal, this spell can also make the following spells permanent:

  • Explosive Cloud

  • Gate

  • Polymorph Any Object

  • Power Word Blind

  • Prismatic Wall

  • Shapechange

  • Survival

  • Timestop

  • Travel

The permanence spell only makes the natural duration of the above spells permanent. Spells that can be partially or fully cancelled before their duration has expired by particular situations (e.g. Mirror Image ending because all the images have been struck, Phantasmal Force or Project Image ending because the illusion has been touched, or Protection From Evil partially ending because the caster has attacked a target of the spell) will be still partially or fully cancelled if that situation occurs.

This spell can be dispelled by a Dispel Magic spell, and this will cause the spell that it is sustaining to immediately end—even if that spell can not normally be dispelled.

Any area or non-living object can only have one permanence spell active at a time. If a second one is cast on the same area or object then both immediately fail.

A living creature can have up to two permanence spells active at on it one time. If a third one is cast on the same creature than all three immediately fail.

Phantasmal Force

Magic-User 2, Elf 2

Target: 10’ radius

Range: 240’

Duration: Concentration

This spell creates a visual illusion within the area of effect that disappears when touched or when the caster stops concentrating.

The illusion can alter the appearance of everything within the area, and create images where there is nothing. The images can be mobile or static.

Any illusionary creatures created by this spell are armour class 9, and disappear if they take any damage.

If an illusion is of something which attacks a target, the attack is made as if the caster was making it. If that illusionary attack would damage the target, the target may make a saving throw vs Spells. If the saving throw succeeds, the target realises that the attack is illusionary and the attack has no effect.

If the target fails the saving throw, they take damage as normal from the attack (assuming it is something they would expect to damage them) but such damage is illusionary and fades away in 1d4x10 minutes. Such illusionary damage cannot kill the target. At the most it can knock them unconscious until it fades.

Since attacking a target with an illusion usually involves the illusion touching the target, this will normally end the illusion.

Plant Door

Druid 4

Target: Caster

Range: Personal

Duration: 10 mins/level

This spell causes the caster to be completely intangible to plants. The caster can walk through dense undergrowth and even step through living trees (or hide inside them).

The spell only works on living plants, not dead wood; and although the effect includes the caster’s equipment, it doesn’t include other creatures carried by the caster.

When the duration ends, flexible plants will be bent around the caster to give them room as they reappear, and solid plants such as trees will gently push the caster out.

Polymorph Any Object

Magic-User 8, Elf 8

Target: One object or creature

Range: 240’

Duration: Special

This spell will change any object or creature into another type of object or creature. If cast at a large object, it will only change a 10’x10’x10’ section of the object.

If the spell is cast at a creature, the creature may make a saving throw vs Spells at a –4 penalty to avoid the effect.

The duration of the spell depends on the degree of change between the old and new forms as indicated in table 7-7.

Regardless of the duration, the change can be dispelled with a Dispel Magic spell.

This spell can not affect a creature’s hit points, and only works on creatures with no more than 2 hit dice per level of the caster.

The target is given all special abilities of the new form, including thinking and behaving as the new form. It cannot create a duplicate of a specific individual, only a generic individual of the desired race or monster species; and if something is polymorphed into a human or demi-human then it will not have class levels.

Polymorph Other

Magic-User 4, Elf 4

Target: One living creature

Range: 60’

Duration: Permanent

This spell changes a living (not undead or non-living) creature into a different type of living creature.

The target creature type must have no more than twice the number of hit dice that the original creature has, and the creature’s hit points do not change.

The target of this spell can make a saving throw vs Spells to avoid the effect.

The change can be dispelled by a Dispel Magic spell.

The target is given all special abilities of the new form, including thinking and behaving as the new form. It cannot create a duplicate of a specific individual, only a generic individual of the desired race or monster species; and if something is polymorphed into a human or demi-human then it will not have class levels.

If an Immortal is polymorphed by this spell, they change in outward form only. They retain their mind (and their aura), and do not get the special abilities of the new form. However, they can return to their normal form at any time.

Polymorph Self

Magic-User 4, Elf 4

Target: Caster

Range: Personal

Duration: 1 hour + 10 mins/level

This spell allows the caster to change their shape into that of another race or species.

The caster can only change into a form that has no more hit dice than the caster’s normal form. The caster cannot take the form of a specific individual, only a generic individual of the desired race or species.

The caster’s basic statistics (armour class, hit points, attack rolls, and saving throws) do not change, and the caster does not get special or magical abilities of the new form (such as the breath of a dragon or hellhound, or the regeneration ability of a troll).

The caster does get the basic physical characteristics and physical attacks of the new form (such as a dragon’s flight and a hellhound’s bite). The caster cannot cast spells while polymorphed.

If the caster is killed while polymorphed, this spell ends and they revert back to their normal shape. It also ends if dispelled.

An Immortal under the effect of this spell retains their aura.

Power Word Blind

Magic-User 8, Elf 8

Target: One creature

Range: 120’

Duration: Special

This spell blinds the targeted creature with no saving throw allowed.

Creatures with 40 or fewer hit points are blinded for 1d4 days. Creatures with 41-80 hit points are blinded for 2d4 hours. Creatures with 81+ hit points are unaffected by the spell.

Power Word Kill

Magic-User 9, Elf 9

Target: One or more living creatures

Range: 120’

Duration: Instant

This spell can be cast on either a single living (not undead or non-living) creature or a group of creatures.

If cast on a single creature with 60 or fewer hit points the creature dies. If cast on a single creature with 61-100 hit points the creature is stunned for 1d4x10 minutes. Creatures with 101+ hit points are unaffected by the spell.

If cast on a group of up to five creatures, any of them with 20 or fewer hit points will die, but any with 21+ hit points will be unaffected by the spell.

The target or targets of this do not get a saving throw unless they are magic-users or can cast magic-user spells. Even if they can cast such spells, they must make a saving throw vs Spells at a penalty of –4 in order to avoid the effects of this spell.

Power Word Stun

Magic-User 7, Elf 7

Target: One creature

Range: 120’

Duration: Special

This spell stuns the targeted creature with no saving throw.

Creatures with 35 or fewer hit points are stunned for 2d6x10 minutes. Creatures with 36-70 hit points are stunned for 1d6x10 minutes. Creatures with 71+ hit points are unaffected by the spell.

Predict Weather

Druid 1

Target: Caster

Range: Personal

Duration: Instant

This spell lets the caster know exactly what the weather will be like for the next 12 hours, over a range of 1 mile per level of the caster.

Prismatic Wall

Magic-User 9, Elf 9

Target: Special

Range: Special

Duration: 1 hour

This spell creates seven magical barriers, each a quarter of an inch apart, that between them form a two-inch thick magical wall.

The wall can either be created as a 10’ radius sphere around the caster or as a vertical wall of up to 500 square feet within 60’ of the caster.

Once the wall is in place, only the caster may move through it without effect, and the wall may not be moved by any force—not even a Wish spell.

The wall must be created where there is room for it. If there are creatures or objects blocking the wall then it will form around them without affecting them.

Each magical barrier is a different colour, starting with violet—the barrier closest to the caster—and ending with red.

Any creature trying to pass through the barrier will be affected by each layer in turn as they move through. A creature with an Anti-Magic Shell spell active (including the caster) cannot pass through the barriers but cannot be affected by them either.

Each barrier has a different effect, and can only be destroyed in a specific way or by a Wish spell, which will destroy the nearest three barriers to the caster. In either case, only the barrier closest to the creature trying to destroy it can be destroyed. A barrier in the middle of the wall cannot be destroyed even in the listed manner while there is another barrier between it and the creature trying to destroy it.

The barriers extend into the Ethereal plane and have their full effect there as well as on the Material Plane.

Red: This barrier inflicts 12 points of damage (no save allowed) to any creature that crosses it. It blocks all magical missiles, and can only be destroyed by taking (any amount of) magical cold damage.

Orange: This barrier inflicts 24 points of damage (no save allowed) to any creature that crosses it. It blocks all non-magical missiles, and can only be destroyed by taking (any amount of) magical lightning damage.

Yellow: This barrier inflicts 48 points of damage (no save allowed) to any creature that crosses it. It blocks all breath weapons, and can only be destroyed by a Magic Missile spell.

Green: This barrier kills any creature that crosses it unless they can make a saving throw vs Spells. It blocks all forms of magical detection, and can only be destroyed by a Passwall spell.

Blue: This barrier turns any creature that crosses it to stone unless they can make a saving throw vs Petrification. It blocks all poisons, gasses and gaze attacks, and can only be destroyed by a Disintegrate spell.

Indigo: This barrier transports any creature that touches it to a random outer plane unless they can make a saving throw vs Spells. It blocks all matter, and can only be destroyed by a Dispel Magic spell.

Violet: This barrier knocks any creature that crosses it unconscious and sends them permanently insane, unless they make a saving throw vs Spells (only one saving throw is needed to avoid both effects at once). The insanity can only be cured by a Cureall spell or a Wish spell. It blocks all magic, and can only be destroyed by a Continual Light spell.

Produce Fire

Druid 2

Target: Caster

Range: Personal

Duration: 20 mins/level

This spell causes a small ball of flame to appear in the caster’s hand. The flame sheds light as a torch, and does not burn the caster.

The caster can cause the flame to disappear or reappear by concentrating for a round at any time during the duration of the spell.

The fire can be thrown up to 30’ by the caster and will set fire to particularly flammable objects that it hits or do 1d4 damage to a creature.

In either case, the flame will then disappear, although the caster can make it reappear again (back in their hand) as normal.

Projected Image

Magic-User 6, Elf 6, Sorcerer 6

Target: Special

Range: Personal

Duration: 1 hour

This spell causes an illusionary duplicate of the caster to appear within 240’ of the real caster.

For the duration of the spell, the caster can control the image’s actions by concentrating (the caster can have the image walk as they walk) and any spells cast by the caster will appear to be cast by the image—although the caster must be able to see the targets of the spell as normal, the caster cannot see through the image’s eyes.

The duplicate is armour class 9, but will not be affected by spells or missile attacks. It will disappear if touched.

Protection From Evil

Cleric 1, Druid 1, Shaman 1, Magic-User 1, Elf 1, Sorcerer 1

Target: Caster

Range: Personal

Duration: 2 hours

This spell creates a barrier an inch away from the caster’s body that protects the caster from various creatures.

No creature that is magically summoned, controlled, charmed or possessed can touch the caster. Neither can any creature that can only be hit by magical weapons. Such creatures can still throw or shoot things at the caster.

Additionally, all attacks against the caster are at a –1 penalty to hit and the caster gets a +1 bonus to all saving throws for the duration of this spell.

If the caster attacks a creature that is being blocked by this spell from touching them, that individual creature is no longer blocked. The to-hit penalty still applies to the creature, however.

Protection From Evil 10’ Radius

Cleric 4, Druid 4, Magic-User 3, Elf 3

Target: 10’ radius

Range: Personal

Duration: 2 hours

This spell creates a 10’ radius barrier around the caster’s body that protects all within it from various creatures.

No creature that is magically summoned, controlled, charmed or possessed can touch those within the barrier. Neither can any creature that can only be hit by magical weapons. Such creatures can still throw or shoot things at those within.

Additionally, all attacks against creatures within the barrier are at a –1 penalty to hit and those creatures get a +1 bonus to all saving throws while inside.

If anyone within the barrier attacks a creature that is being blocked by this spell from touching them, that individual creature is no longer blocked from touching anyone inside the barrier. The to-hit penalty still applies to the creature, however.

Protection From Lightning

Druid 4

Target: One creature

Range: Touch

Duration: 10 mins/level

This spell protects the target from lightning damage. The spell will stop a total of 1 die of damage (of whatever die type the attack uses) per level of the caster from attacks. In the case of dragon breath, each hit dice of the dragon counts as a damage die.

Dice that are stopped by this spell are removed before rolling the damage.

Protection From Normal Missiles

Magic-User 3, Elf 3

Target: One creature

Range: 30’

Duration: 2 hours

This spell stops all small non-magical missiles (arrows, bolts, sling stones, thrown weapons, etc.) from striking the target creature.

Large missiles such as those from siege weaponry and magical missiles are not blocked by this spell.

Protection From Poison

Druid 3

Target: One creature

Range: Touch

Duration: 10 mins/level

This spell makes the target completely immune to all non-magical poisons, and magical poison spells such as the Cloudkill spell. It also gives the target a +4 bonus to all saving throws against the poisonous breath weapons that some creatures possess.

Purify Food And Water

Cleric 1, Druid 1

Target: Special

Range: 10’

Duration: Permanent

This spell will purify spoiled or poisoned food and drink.

It will affect enough fresh food to feed a dozen people, or enough preserved food (making it fresh again) for one person, or enough water for six people.

The spell will purify muddy or otherwise dirty water by settling out the sediment, but will have no effect on water-based creatures.

Quest (R)

Cleric 5, Druid 5

Target: One living creature

Range: 30’

Duration: Special

This spell forces the target to perform a specific action. The target may make a saving throw vs Spells to escape the effect.

The action must be something that is possible, and can’t be something suicidal—for example you can’t quest someone into jumping off a cliff.

The target must perform the action, but they are not mind controlled in any way, and they are fully aware that they may only be performing the action in order to avoid the consequences of this spell.

If the target goes against the quest, they receive a Curse, as if by the reversed form of the Remove Curse spell. Neither this curse nor the quest itself can be dispelled or removed via a Remove Curse spell, although a Dispel Evil will remove it. The curse will not lift until the quest is fulfilled.

This spell cannot affect an Immortal, even if cast by another Immortal.

Reverse:Remove Quest will remove an unwanted quest, although for each level the caster of the Quest is above the caster of the Remove Quest there is a 5% chance of failure.

Raise Dead (R)

Cleric 5, Druid 5

Target: One human or demi-human

Range: 120’

Duration: Permanent

This spell raises the body of a human or demi-human from the dead.

If the body has been dead for more than four days per level of the caster above 7th then this spell will not work.

The body must be reasonably whole for this spell to work, and severed or missing body parts will still be missing afterwards, possibly leading to disability.

The target returns to life in a weakened state that lasts until they have had two weeks of bed rest, being unable to move faster than a walk and unable to attack or cast spells or use class abilities. Additionally, the target has only 1 hit point and cannot be cured further until they have rested for the two weeks.

A Cureall spell can be used to remove the two week rest period, but will not do this and also cure the target at the same time.

If a Raise Dead spell is cast on an undead creature with 9 or fewer hit dice, the creature must make a saving throw vs Spells or be destroyed. Vampires are not destroyed by this spell, but forced into gaseous form and forced to retreat to their coffins until the following night.

If Raise Dead is cast on an undead creature with more than 9 hit dice, the creature takes 3d10 damage, although it can make a saving throw vs Spells to take only half damage.

When a character becomes an Immortal, this spell will not bring their former mortal body back to life.

Reverse:Finger of Death will kill any one living creature within 60’ unless it can make a saving throw vs Spells. Undead targeted by a Finger of Death spell are cured of 3d10 damage.

Raise Dead Fully (R)

Cleric 7, Druid 7

Target: One dead creature

Range: 60’

Duration: Permanent

This spell raises the body of any formerly living creature from the dead.

If the body has been dead for more than four months per level of the caster above 16th then this spell will not work.

If the body has been dismembered, eaten or otherwise damaged, then only a small piece of it—a lock of hair or a sliver of bone— is needed to cast this spell, and the whole body will re-form around that piece. The piece must have been recovered from the body after death.

If the target is a human or demi-human, they are raised back up to full health and can immediately use abilities and spells with no rest period required.

If the target is not a human or demi-human, they return to life in a weakened state that lasts until they have had two weeks of bed rest, being unable to move faster than a walk and unable to attack or cast spells or use class abilities. Additionally, the target has only 1 hit point and cannot be cured further until they have rested for the two weeks.

A Cureall spell can be used to remove the two week rest period, but will not do this and also cure the target at the same time.

If a Raise Dead Fully spell is cast on an undead creature with 7 or fewer hit dice, the creature is destroyed with no saving throw.

If a Raise Dead Fully spell is cast on an undead creature with 8-14 hit dice, the creature must make a saving throw vs Spells with a –4 penalty or be destroyed.

If Raise Dead Fully is cast on an undead creature with 15+ hit dice, the creature takes 6d10 damage, although it can make a saving throw vs Spells to take only half damage.

When a character becomes an Immortal, this spell will not bring their former mortal body back to life.

Reverse:Obliterate will kill any one living creature.

If an Obliterate spell is cast on a living creature with 7 or fewer hit dice or levels, the creature is killed with no saving throw.

If an Obliterate spell is cast on a living creature with 8-14 hit dice or levels, the creature must make a saving throw vs Spells with a –4 penalty or be killed.

If Obliterate is cast on a living creature with 15+ hit dice or levels, the creature takes 6d10 damage, although it can make a saving throw vs Spells to take only half damage.

If Obliterate is cast on an undead creature, it will cure nearly all damage from the target, leaving them with only 1d6 damage—although if the target is already healthier than that it won’t damage them.

Alternatively, the spell can be used on an undead creature as a Remove Curse, Cure Disease or Cure Blindness spell, or it can be used to cure an undead creature of a Feeblemind spell. However, it will only cure one thing per casting.

Read Languages

Magic-User 1, Elf 1, Sorcerer 1

Target: Caster

Range: Personal

Duration: 20 minutes

This spell lets the caster read (but not speak or write) any non-magical written language or code.

Read Magic

Magic-User 1, Elf 1, Sorcerer 1

Target: Caster

Range: Personal

Duration: 10 minutes

This spell lets the caster read magical runes and writings. Once a particular magical inscription has been read by this spell, the caster can re-read it at any time without needing to cast this spell again.

The most common use of this spell is to read magical scrolls.

Reincarnation

Magic-User 6, Elf 6, Sorcerer 6

Target: One dead creature

Range: 10’

Duration: Permanent

This spell creates a new body—not necessarily of the same species—to house the life-force of a dead creature. There is no limit on how long the creature can have been dead for, but the caster must have part of the creature’s body to cast this spell.

If the body has been dismembered, eaten or otherwise damaged, then only a small piece of it—a lock of hair or a sliver of bone— is needed to cast this spell, and the new body will re-form around that piece. The piece must have been recovered from the body after death.

All creatures have an 80% chance to come back in a body of the same gender, and a 20% chance to come back in a body of the opposite gender.

A human who comes back in a human body has the same class and level as before they died.

A demi-human who comes back in a human body has the same experience points as before they died, and will be the class that is closest to their racial class (elf = magic-user or fighter at the player’s choice, dwarf = fighter, halfling = fighter or thief at the player’s choice).

A human or demi-human who comes back in a demi-human body has the same experience points as before they died, but now has the racial class that corresponds to their new race.

A humanoid that comes back in a human or demi-human body will be a normal commoner without a class or levels.

A human or demi-human that comes back in a humanoid body will be a normal member of that race and unable to gain further experience.

When a creature is reincarnated, roll 1d8, and consult the list below:

A “close” race is one that is similar in both form and outlook to the original race. For example, humans and demi-humans are close to each other, and goblins and hobgoblins are close to each other—but a human is not close to a goblin.

A “distant” race is one that is similar in either form or outlook, but not both, to the original race. For example humans and kobolds are distant from each other, as are elves and treants.

A “very distant” race is one that is similar in neither form nor outlook, for example humans and badgers.

In any case, the exact race or species must be determined by the Game Master.

When a character becomes an Immortal, this spell will not bring their former mortal body back to life.

Remove Curse (R)

Cleric 3, Druid 3, Shaman 3, Magic-User 4, Elf 4, Sorcerer 4

Target: One creature or item

Range: Touch

Duration: Permanent

This spell removes a curse from a creature or item. Some very powerful curses may not be removable with this spell.

Reverse:Curse gives the target a curse unless they can make a saving throw vs Spells.

The exact nature of the curse is up to the caster, although the following are typical effects.

  • Something that produces up to a –4 penalty to attacks (e.g. blindness)

  • Something that produces up to a –2 penalty on saving throws (such as a susceptibility to poison)

  • Something that produces up to a –2 penalty to social interactions (such as smelling like a corpse)

  • Something that causes a halving of a single ability score (such as withering of a limb).

Using the Curse spell to inflict effects other than things in this list require the Game Master’s permission.

Remove Fear (R)

Cleric 1, Druid 1

Target: One living creature

Range: Touch

Duration: 20 minutes

This spell makes the touched creature resist fear effects. Any fear effect that allows a saving throw will automatically be resisted by the target. The target is also allowed a saving throw against effects that do not normally allow saving throws, with a bonus on the saving throw equal to the caster’s level.

Remove Fear can be cast on a target who is already afraid, and will either remove or allow an immediate saving throw against the fear as above.

This spell will also remove the Terror effect of an Immortal’s aura, but only when cast by an Immortal.

Reverse:Cause Fear can be cast on any living creature within 120’ and will make it flee in terror for 20 minutes unless it can make a saving throw vs Spells. If the target is cornered, they will cower and fight only to defend themselves.

Resist Cold

Cleric 1, Druid 1

Target: 30’ radius

Range: Personal

Duration: 1 hour

This spell protects all creatures in the area from frostbite in freezing temperatures, gives each creature a +2 bonus to saving throws made against cold based attacks, and reduces all magical cold damage by one point per die of damage (to a minimum of 1 damage per die). In the case of dragon breath, each hit dice of the dragon counts as a damage die.

Resist Fire

Cleric 2, Druid 2

Target: One creature

Range: 30’

Duration: 20 minutes

This spell protects the target from being burned by natural fires, gives them a +2 bonus to saving throws made against fire based attacks, and reduces all magical fire damage by one point per die of damage (to a minimum of 1 damage per die). In the case of dragon breath, each hit dice of the dragon counts as a damage die.

Restore (R)

Cleric 7, Druid 7

Target: One creature

Range: Touch

Duration: Permanent

This spell restores one level that has been drained from the target by an energy drain spell or an energy draining creature. The target is restored to the exact experience total that they had before they were energy drained. If the target has already gained more experience than that since the energy drain then this spell does not add extra experience.

Restore can also be used to remove a magical aging effect from a creature, restoring them to their normal age (plus any time that has passed since the magical aging happened). It will not remove natural aging.

Unless the caster of this spell is an Immortal, they temporarily lose a level when casting this spell as if they had been energy drained themselves. However, this level is recovered after 2d20 days of rest.

Reverse:Energy Drain drains a single level from the target, who the caster must touch (make a normal attack), but who gets no saving throw.

If an Immortal casts Energy Drain at another Immortal, the target must make a saving throw vs Power or lose 5pp. Immortals can not lose levels due to energy drain, even if they have no power points left.

Reverse Gravity

Magic-User 7, Elf 7

Target: 30’ radius

Range: 90’

Duration: 2 seconds

This spell reverses the pull of gravity on all creatures within a 15’ radius of the target point. The creatures will fall upwards for the duration of the spell, falling a maximum of 65’. Then, at the end of the spell’s duration, they will fall back to the floor again.

There is no saving throw against this spell.

Creatures who hit obstacles on either the upwards or downwards fall take 1d6 damage per 10’ fallen.

Shapechange

Magic-User 9, Elf 9

Target: Caster

Range: Personal

Duration: 10 mins/level

This spell allows the caster to change their shape into that of other races or species. The caster can change shape as often as they like during the spell’s duration, with each change taking a round.

The caster cannot take the form of a specific individual, only a generic individual of the desired race or species.

The caster’s basic statistics (armour class, attack rolls, number of attacks) change, although the caster’s hit points and saving throws do not.

The caster does get the special abilities of the new form (such as the breath of a dragon or hellhound, and the regeneration ability of a troll). This applies to flaws of the form as well as benefits.

The caster cannot cast spells while shapechanged, unless in the form of a bipedal humanoid. In any case, the caster can only cast their own spells, not spells that are innate to the form (such as a dryad’s innate Charm Person spell).

If the caster is killed while shapechanged, this spell ends and they revert back to their normal shape. It also ends if dispelled.

A shapechanged caster cannot pass through a Protection From Evil spell or an Anti-Magic Shell spell.

A shapechanged Immortal retains their aura, and can cast spells regardless of form.

Shield

Magic-User 1, Elf 1

Target: Caster

Range: Personal

Duration: 20 minutes

This spell creates a magical barrier an inch away from the caster’s body that shields the caster from harm.

While this spell is in effect, the caster has an armour class of 2 against missile attacks and an armour class of 4 against all other attacks rather than their normal armour class of 9.

This spell also grants the caster a saving throw vs Spells each time they would be hit by the missile from a Magic Missile spell. If the saving throw fails, the missile hits the caster normally. If the saving throw succeeds, the missile is blocked, but this spell is ends immediately.

When cast by an Immortal, this spell gives the caster a –4 AC bonus against missile attacks and a –2 AC bonus against other attacks.

Silence 15’ Radius

Cleric 2, Druid 2

Target: 15’ radius

Range: 180’

Duration: 2 hours

This spell makes it impossible for any noise to be produced in the targeted area. However, noises from outside the area can still be heard from within it.

The spell can be cast at an area, in which case the effect is static until the duration ends or it is dispelled, or it can be cast at a creature, in which case the creature must make a saving throw vs Spells. If the saving throw fails, the spell moves with the creature. If the saving throw succeeds, the spell still works centred on the creature’s current position; but does not move with the creature.

Sleep

Magic-User 1, Elf 1, Sorcerer 1

Target: Creatures in a 20’ radius

Range: 240’

Duration: 4d4 x 10 minutes

This spell puts one or more creatures to sleep.

Roll 2d8 to see how many hit dice worth of creatures are slept by the effect.

Go through all the living (not undead or non-living) creatures in the area with fewer than 5 hit dice or levels, starting with the closest to the target point of the spell. If there are enough hit dice left from the roll, that creature is slept with no saving throw and their hit dice are taken from the running total. Once there are no more creatures left with fewer (or equal) hit dice to the number of hit dice left over, the spell stops.

Falling to the ground when slept by this spell will not wake the target up, and neither will noise. Targets will awaken if kicked, shaken or otherwise physically disturbed.

Sleeping creatures are considered to be helpless opponents (see Chapter 10: Combat for details).

Snake Charm

Cleric 2, Druid 2, Shaman 2

Target: One or more snakes

Range: 60’

Duration: Special

This spell charms 1 hit dice of snakes per level of the caster, with no saving throw allowed.

The affected snakes will rise up and sway, and will not attack any creature unless they are attacked themselves.

If this spell is cast on snakes that are attacking the caster, it lasts for 1d4+1 rounds. If cast on snakes that are not attacking the caster, it lasts for 10 minutes + 1d4 x 10 minutes.

After the spell duration has ended, the snakes return to their normal behaviour.

Speak With Animal

Cleric 2, Druid 2, Shaman 2

Target: Caster

Range: Personal

Duration: 1 hour

This spell lets the caster communicate with a single species of animal for the duration. The species named must be a normal type of animal, not a magical or intelligent type.

The communication is limited by the intelligence of the animal being communicated with.

Speak With Dead

Cleric 3, Druid 3

Target: One corpse

Range: 10’

Duration: 1 rnd/level

This spell lets the caster ask three questions to a dead body. The spirit of the deceased will is summoned and must answer the questions, although it cannot interact in any other way unless it is already an undead creature such as a ghost or spectre.

The caster must possess a part of the corpse, such as a lock of hair or a piece of bone. The age of the corpse that can be spoken with by use of this spell depends on the level of the caster:

The spirit of the deceased will always reply in a language known to the caster, and must answer the questions truthfully, but a hostile spirit may equivocate and mislead if it chooses providing it does not directly lie.

The spirit will only have knowledge of things that it experienced when it was alive.

Speak With Monsters (R)

Cleric 6, Druid 6, Shaman 6

Target: 30’ radius

Range: Personal

Duration: 1 rnd/level

This spell lets the caster communicate with any creature for the duration.

The depth of communication is limited by the intelligence of the creature being communicated with, although even unintelligent creatures which do not normally communicate can do so in a rudimentary fashion if this spell is used.

Reverse:Babble causes one target within 60’ of the caster to be completely unable to communicate with other creatures for 10 minutes per caster level, unless they can make a saving throw vs Spells with a –2 penalty.

Any attempt to communicate with others—including hand signals, telepathy and writing will be garbled.

The target can still cast spells, but is unable to use magic items that require command words to activate them.

Speak With Plants

Cleric 4, Druid 4, Shaman 4

Target: Caster

Range: Personal

Duration: 30 minutes

This spell allows the caster to talk to plants, which will respond as if they were intelligent.

Normal plants will be friendly to the caster, and are able to move slowly while under the influence of this spell in order to obey simple commands from the caster, such as picking something up or leaning out of the way of a path.

The spell also allows the caster to talk to plant-like monsters, although it does not influence them.

Statue

Magic-User 7, Elf 7

Target: Personal

Range: Caster

Duration: 20 mins/level

This spell allows the caster to transform to or from a statue as often as they like during the duration. Each transformation takes a round. The caster can even turn back to normal after having been petrified by a monster’s attack or a spell, providing this spell was already active when the petrification happened.

While in stone form, the caster cannot move or cast spells (but can continue to concentrate on spells already cast). The caster is armour class –4, and cannot be hurt by non-magical weapons or by cold or fire attacks. The caster does not need to breathe while in statue form and is immune to poison, drowning, and gas-based attacks.

When this spell is active but the caster is in normal form, the caster gets a +2 bonus on initiative rolls if their action for the round is to turn to statue form.

Steelform

Magic-User 8, Elf 8

Target: None

Range: Touch

Duration: Permanent

This spell creates a sheet of high quality steel up to 2” thick and up to 500 square feet in area. The sheet can be created flat or can be created pre-shaped. The steel does not appear instantly, but takes time to form, ranging from a single round for a simple sheet of steel to two hours to create something with a precise specification, such as a sword.

Whatever the complexity of the shape, the steel must form a single piece with no moving parts.

However, the caster can create the steel in a “rough” form, which can then have the Steelform spell cast on it again in order to either add to the object or reshape it. If the caster does create the steel in rough form, then this spell is cast once again to “set” the steel in its final form so that other casters can’t cast this spell on it in order to modify it.

Note that whatever shape the sheet takes, it is always a maximum of 2” thick—so that if it is formed into a statue, for example, the statue would be hollow.

Once created, the steel is real and cannot be dispelled, and it will last until it is physically or magically destroyed.

Sticks to Snakes

Cleric 4, Druid 4

Target: Up to 16 sticks

Range: 120’

Duration: 1 Hour

This spell turns a number of normal sticks into snakes.

Roll 2d8. That many sticks in range turn into small snakes. Each snake has an equal chance to be a Pit Viper or a Racer (see Chapter 18: Monsters for details of these snakes).

The snakes obey the caster, and then turn back to sticks when either the duration ends or they are killed.

Stone to Flesh (R)

Magic-User 6, Elf 6, Sorcerer 6

Target: One creature or object

Range: 120’

Duration: Permanent

This spell turns any one stone object (or a 10’x10’x10’ section of stone wall) to flesh.

If the stone object is a petrified creature or part of one, then the creature will be restored by this spell (although they may immediately die if there are parts missing). If the stone object is not a petrified creature or part of one, then it turns into a gelatinous mass of shapeless skin, fat and dead flesh with tufts of coarse hair and the occasional eye. The lump of flesh has no proper internal structure or bones, and cannot support its own weight. It cannot be raised or reincarnated, since it has never had a life-force.

The meat is edible, although it smells and tastes foul.

Reverse:Flesh to Stone will permanently turn one living creature (including all equipment carried) into stone unless the target makes a saving throw vs Petrification.

If an Immortal is petrified by this spell, it only lasts for one round per hit dice the Immortal has, and the target remains fully aware of their surroundings while petrified. An Immortal whose Embodied Form is petrified can still switch to Spirit Form.

Stoneform

Magic-User 6, Elf 6

Target: None

Range: Touch

Duration: Permanent

This spell creates a mass of stone up to 1,000 cubic feet in area. The mass can be arranged in any manner the caster desires. The stone does not appear instantly, but takes time to form, ranging from a single round for a simple stone wall to two hours to create something with a precise specification, such as a statue.

The stone created by this spell can be as soft as chalk or as hard as granite, but cannot be a precious or semi-precious stone. The exception to this is that the spell can create clear (or tinted) lead crystal of a fine enough quality to be used for windows.

Whatever the complexity of the shape, the stone must form a single piece with no moving parts. However, the caster can create the stone in a “rough” form, which can then have the Stoneform spell cast on it again in order to either add to the object or reshape it. If the caster does create the stone in rough form, then this spell is cast once again to “set” the stone in its final form so that other casters can’t cast this spell on it in order to modify it.

Note that whatever shape the stone takes, it cannot be created in the space where another object exists and must be created on a surface that can support its weight.

Once created, the stone is real and cannot be dispelled, and it will last until it is physically or magically destroyed.

Striking

Cleric 3, Druid 3

Target: One weapon

Range: 30’

Duration: 10 minutes

This spell temporarily enchants a weapon to do extra damage. It can only be cast on hand-held weapons or missile weapons, not on the natural weaponry of a creature.

Until the duration ends, the weapon does an extra 1d6 damage to anything it hits, and can hit creatures that are only hit by magical weapons (although it does not grant the weapon any magical bonuses to hit).

Summon Animals

Druid 4

Target: Special

Range: 360’

Duration: 30 minutes

This spell summons one or more animals within range. It only affects normal, non-magical animals, and not normal insects and arthropods.

The caster may specify a particular species or group of animals (but not individual named animals) or may summon any animals in range.

The minimum number of animals that arrive will be none—if there are no animals within range—and the maximum number of animals is a number whose hit dice are equal to the caster’s level. Tiny animals (such as mice, songbirds, frogs, rabbits etc.) count as a tenth of a hit dice each.

When the animals arrive, they will understand the caster’s instructions and help the caster in any way they can, although if they are attacked by anything they will not fight to the death but will flee instead—although if the caster is already in combat when the animals arrive, they will fight to help the caster unless badly injured.

When deciding which animals answer the summons, animals that the caster can see will be affected first, even if they are currently hostile to the caster.

Summon Elemental

Druid 7

Target: None

Range: 240’

Duration: 1 hour

When this spell is cast, a 16 hit dice Elemental (see Chapter 18: Monsters for statistics) will appear within 240’ of the caster. If this spell is cast more than once during the same day, a different type of elemental must be summoned each time.

While the caster controls the elemental, they can make it do anything it is capable of doing, including fighting to the death on the caster’s behalf. The caster can also send the controlled elemental home.

The caster does not need to concentrate to keep controlling the elemental.

A summoned elemental is blocked by a Protection From Evil, and can be sent home by a Dispel Magic or a Dispel Evil.

Summon Object

Magic-User 7, Elf 7

Target: One object in caster’s home

Range: Infinite

Duration: Instant

This spell summons a non-living object weighing 50 pounds (500cn) or less from the caster’s home to their hand, no matter how great the distance even if the caster is on another plane, but providing the caster is in the same celestial sphere as their home. The object must be no bigger than a staff or small chest.

The caster must know the exact location of the item, and must be familiar with it. The item must also have been prepared beforehand by sprinkling it with a special powder that costs 1,000 gold pieces per item. The powder evaporates as part of the preparation process, and does not affect the item in any way once the preparation is complete.

If the item is a container of some sort, it will appear without its contents—even if those contents have been independently prepared.

If another creature has taken the object from where the caster placed it, the object will not be summoned—but the caster will know roughly where the object is and who has it.

If an Immortal casts this spell while in a Mortal Form, it will not summon objects from the home of the Immortal’s Embodied Form.

Summon Weather

Druid 6

Target: One weather phenomenon

Range: 5+ miles

Duration: 1 hour/level

This spell summons a weather phenomenon within range that the caster is aware of (either by being able to see it or knowing about it through a Predict Weather spell or other form or scrying) to the caster’s current location.

The weather phenomenon must be within 5 miles, plus a mile for every caster level above 15th.

Particularly powerful weather conditions such as hurricanes, tornadoes, etc. can only be summoned by a caster of 21st level or higher.

Survival

Cleric 7, Druid 7, Magic-User 9, Elf 9

Target: One creature

Range: Touch

Duration: 1 Hour / level

This spell protects the target from harmful environments.

The target is completely protected from normal heat and cold, and can survive without air, food, water or sleep.

This spell does not protect the target against attacks of any kind, only the natural environment. It does protect completely from the environment of other planes, and even the luminiferous aether.

Sword

Magic-User 7, Elf 7

Target: None

Range: 30’

Duration: 1 rnd/level

This spell creates a glowing sword made from magical force next to the caster.

The caster can make the sword attack any creature within 30’ by concentrating. The sword flies to the target and attacks.

If the caster stops concentrating, the sword stops attacking, but remains in existence and returns to the caster’s side, following them for the duration.

The sword attacks twice per round, making attacks at the caster’s base attack bonus for 1d10 damage. The sword has no magical bonuses to its attack rolls, but can hit any target.

The sword cannot be physically damaged in any way, but may be dispelled.

Symbol

Magic-User 8, Elf 8

Target: Special

Range: Touch

Duration: Permanent

This spell creates a glowing magical rune that can be traced either on an object or surface or even traced in the air.

The rune can have one of six different effects, chosen at the time of casting.

Any creature that passes through a rune in the air, or touches the object on which the rune is placed, is affected by the rune immediately with no saving throw allowed.

Merely seeing the rune is not enough to make it work, but reading the rune aloud will also trigger it with no saving throw.

A character using the Read Magic spell can read a rune safely in order to identify which type of rune it is without triggering it.

A symbol can be triggered any number of times, and will remain active until dispelled.

If placed on an object, the symbol must be exposed for it to work. A symbol will not work if it is covered over and hidden.

Symbol of Death: Kills any creature with 75 hit points or fewer. Creatures with more than 75 hit points are unaffected.

Symbol of Discord: Confuses the creature permanently, as if the Confusion spell had been cast upon them. The confusion can be cured by a Cureall spell or a Wish spell.

Symbol of Fear: Causes the target to flee for 30 rounds.

Symbol of Insanity: Causes the victim to be driven permanently insane and unable to cast spells. The insanity can only be cured by a Cureall spell or a Wish spell.

Symbol of Sleep: Sends the creature into a magical sleep for 1d10+10 hours, which they cannot be woken from unless the sleep is dispelled.

Symbol of Stunning: Stuns any creature with 150 or fewer hit points for 2d6x10 minutes.

Immortals are immune to the effects of Symbol spells, even if cast by other Immortals.

Telekinesis

Magic-User 5, Elf 5

Target: One object or creature

Range: 120’

Duration: 6 rounds

This spell lets the caster move an object or creature weighing up to 20 pounds (200cn) per level of the caster by concentrating on it.

The object can be moved at a speed of 20’ per round.

If the target is a creature, it can avoid the effect by making a saving throw vs Spells.

If the target is an object being held by a creature, such as a weapon in the creature’s hand, the creature can make a saving throw vs Spells with a –2 penalty in order to keep hold of the object—but if the caster is high enough level to move the weight of both the object and creature together, this will result in the creature being dragged along with the object unless they let go.

If the target is an object being carried (but not held) by a creature, such as a weapon in the creature’s scabbard, the creature can make a saving throw vs Spells with a –5 penalty in order to keep hold of the object—but if the caster is high enough level to move the weight of both the object and creature together, this will result in the creature being dragged along with the object unless they let go.

If the target is an object being worn by a creature, such as a backpack, it cannot be moved unless the caster is high enough level to move the weight of both the object and creature together, this will result in the creature being dragged along with the object.

Teleport

Magic-User 5, Elf 5

Target: One living creature

Range: 10’

Duration: Instant

This spell instantly transports a living (not undead or non-living) creature to another place on the same plane and within the same celestial sphere. The caster can use this spell to transport themselves.

The destination can be any distance from the target’s current location, but it cannot be a place occupied by a solid object and must be a place with a solid ground or floor.

If the target is unwilling to be teleported, they may make a saving throw vs Spells to avoid the effect.

There is a chance that a teleport spell will result in the target appearing too high or too low. A character appearing in solid matter (usually because they appeared to low) is instantly killed.

The chance of failure depends on how familiar the caster is with the destination:

Very Familiar: The caster can see the destination or the caster has spent several weeks there. Roll 1d100:

Familiar: The caster has spent more than a day at the destination, or has spent several weeks scrying on the destination. Roll 1d100:

Unfamiliar: The caster has been to the location but spent less than a day there, or the caster is currently scrying the location but has not studied it. Roll 1d100:

Teleport Any Object

Magic-User 7, Elf 7

Target: One object or creature

Range: Touch

Duration: Instant

This spell instantly transports one creature or object that weighs up to 50 pounds (500cn) per level of the caster to another place on the same plane and within the same celestial sphere. The spell can be used to transport a 10’x10’x10’ section of rock such as from a wall or floor, but can not be used in this way to transport only part of a creature.

The caster can use this spell to transport themselves, and if doing so there is no chance of error.

The destination can be any distance from the target’s current location, but it cannot be a place occupied by a solid object and must be a place with a solid ground or floor.

If the target is unwilling to be teleported, or unwilling to have an object that they are holding or carrying teleported, they may make a saving throw vs Spells with a –2 penalty to avoid the effect.

Unless the caster is teleporting themselves, there is a chance that a teleport spell will result in the target appearing too high or too low. A character appearing in solid matter (usually because they appeared to low) is instantly killed.

The chance of failure depends on how familiar the caster is with the destination:

Very Familiar: The caster can see the destination or the caster has spent several weeks there. Roll 1d100:

Familiar: The caster has spent more than a day at the destination, or has spent several weeks scrying on the destination. Roll 1d100:

Unfamiliar: The caster has been to the location but spent less than a day there, or the caster is currently scrying the location but has not studied it. Roll 1d100:

Timestop

Magic-User 9, Elf 9

Target: Caster

Range: Personal

Duration: 1d4+1 rounds

This spell speeds up the caster so much that from their perspective time seems to have stopped.

From the caster’s point of view, time has effectively stopped, and they have 1d4+1 rounds during which everything else is frozen.

The extra rounds that a caster has during this spell are not affected by Haste and Slow effects that the caster might be under. The caster always gets the normal one action per round.

During the spell, the caster is still harmed by magical fire, cold, gas, poison and so on; but not by their non-magical equivalents.

The caster can move freely through air and water during the timestop, but cannot affect creatures or normal objects (other than those the caster was carrying when the spell was cast) in any way.

The caster can cast other spells during the timestop. Those of instant duration such as a Fireball spell will have no effect on anything other than the caster, and those with a non-instant duration will not come into effect until the timestop runs out.

The caster cannot pass through a Protection From Evil or an Anti-Magic Shell during the timestop.

Immortals within 50’ of the caster when the spell is cast (or whom the caster approaches within 50’ during the spell’s duration) are sped up alongside the caster and can interact with the caster and each other normally until they are no longer within 50’.

Transport Through Plants

Druid 6

Target: Caster and up to two others

Range: Touch

Duration: Instant

This spell allows the caster to magically enter a plant large enough to hold them within range that is and emerge from a similar plant at their chosen destination.

The caster can either specify an exact plant that they wish to emerge from, or specify a general location; in which case they will emerge from a random plant at that location. There is no limit to the distance that can be travelled using this spell, although both plants must be alive and both plants must be on the same plane and within the same celestial sphere.

If either plant is dead, or if there is no plant large enough to hold the caster at the specified location, the spell fails.

The caster can take up to two creatures with them, providing each creature is small enough to fit into the plants and each creature is willing.

This spell can only be cast once per day.

Travel

Cleric 7, Druid 7, Magic-User 8, Elf 8

Target: Special

Range: Personal

Duration: 10 mins/level

This spell allows the caster, to travel quickly, even from plane to plane.

The caster can fly at a rate of 120’ per round, and can enter another plane (adjacent to the caster’s current plane) by concentrating for a round. The caster can only enter one plane per 10 minutes.

The caster can also use this spell to open up a hole in a celestial shell in order to travel from a celestial sphere to the luminiferous aether or vice versa. The hole is 100’ in diameter, and lasts for 10 minutes before closing. Not even a Wish spell can hold such a hole open for longer.

The caster can also turn to smoke, and fly at double the normal rate (240’ per round).

While in smoke form the caster cannot use items or cast spells, but cannot be hurt by non-magical means. Also, while in smoke form, the caster cannot pass through a Protection From Evil spell or an Anti-Magic Shell.

The caster can bring up to one other creature with them for each five levels. All passengers must be touching the caster at all times, and the caster controls the direction and form of travel. Unwilling passengers may make a saving throw vs Spells to avoid the effect.

The caster must travel with all passengers, they cannot send passengers on while remaining behind.

When an Immortal is travelling under the effect of this spell, it costs them 5pp to cross a planar boundary, or 10pp if the planes either side of the boundary are both outer planes. Opening a hole in a celestial sphere costs an Immortal 100pp.

Truesight

Cleric 5, Druid 5

Target: Caster

Range: Personal

Duration: 10 mins + 1 rnd/level

This spell allows the caster to see all ethereal, hidden and invisible things within 120’.

The caster also sees the true form of any disguised, polymorphed and shapechanged creatures.

Finally, the caster can tell the alignment and level or hit dice of any creature by looking at them.

Turn Wood

Druid 6

Target: Special

Range: 360’

Duration: 10 mins/level

This spell creates an invisible force field 120’ wide and 60’ tall anywhere within 30’ of the caster.

The field moves away from the caster at 10’ a round until it reaches a maximum distance of 360’ from the caster. The caster can stop the movement of the field at a shorter distance, but if they do so they can not re-start it again.

The field pushes all wood and wooden objects, including those held by creatures but excluding those securely fastened down, away. The objects aren’t harmed by the pushing—if pushed against a wall they won’t be damaged—but can’t be moved back through the field and are therefore probably unusable.

The caster can cancel the spell at any time, or it can be dispelled. Otherwise, the force field remains until the end of the duration.

Ventriloquism

Magic-User 1, Elf 1

Target: One object or location

Range: 60’

Duration: 20 minutes

This spell allows the caster to make the sound of their voice come from the targeted object or location rather than from their own mouth.

The caster can still cast spells normally while this spell is in effect.

Wall of Fire

Magic-User 4, Elf 4, Sorcerer 4

Target: Special

Range: 60’

Duration: Concentration

This spell creates a vertical wall of fire of any shape with a total area of up to 1,200 square feet. The entire wall must be within 60’ of the caster. The wall cannot be created in the space occupied by creatures or objects.

The wall blocks sight, and lasts as long as the caster concentrates.

The wall cannot be pushed through by creatures with less than 4 hit dice or levels. Creatures with 4 or more hit dice or levels can push through the wall but take 1d6 damage while doing so (cold based creatures and undead take double damage). Pushing through does break the wall or leave a hole in it.

Wall of Iron

Magic-User 6, Elf 6, Sorcerer 6

Target: Special

Range: 120’

Duration: Permanent

This spell creates a wall of solid iron, up to 500 square feet in area and 2’ thick. The entire wall must be within 120’ of the caster.

The wall cannot be created in the space occupied by creatures or objects, and it must rest on the ground or similar support.

The wall is magical and lasts until it is dispelled, disintegrated or physically destroyed.

If the wall is toppled over, it will cause 10d10 damage to those it lands on, and then it crumbles to rust coloured dust and disappears. Any iron chipped or hacked off the wall also crumbles to rust coloured dust and disappears.

Wall of Stone

Magic-User 5, Elf 5, Sorcerer 5

Target: Special

Range: 60’

Duration: Permanent

This spell creates a wall of solid stone, up to 500 square feet in area and 2’ thick. The entire wall must be within 60’ of the caster. The wall cannot be created in the space occupied by creatures or objects, and it must rest on the ground or similar support.

The wall is magical and lasts until it is dispelled, disintegrated or physically destroyed.

If the wall is toppled over, it will cause 10d10 damage to those it lands on, and then it crumbles to sand. Any stone chipped or hacked off the wall also crumbles to sand and disappears.

Warp Wood

Druid 2

Target: One or more wooden weapons

Range: 240’

Duration: Permanent

This spell causes one or more wooden weapons within range to bend and twist and become unusable.

The spell will affect one arrow per level of the caster. Spears, javelins or magical wands count as two arrows each, and clubs, bows, axe or mace shafts, or staffs count as four arrows each.

Weapons wielded by creatures will be unaffected if their holders make a saving throw vs Spells. Weapons merely carried by creatures get no such saving throw.

Magic items have a 10% chance per magical plus (rolled independently of the saving throw, if any) to be unaffected.

Water Breathing

Druid 3, Magic-User 3, Elf 3, Sorcerer 3

Target: One creature

Range: 30’

Duration: 1 day

This spell lets the target creature breathe either water or air for the duration of the spell, and switch between the two automatically even if unconscious. It does not affect movement in any way.

Weather Control

Druid 7, Magic-User 6, Elf 6

Target: 720’ radius around caster

Range: Personal

Duration: Concentration

This spell allows the caster to control the weather in the surrounding area. The spell only works outdoors, and lasts as long as the caster concentrates.

The caster may make any of the following conditions, and can change the conditions by one minute of concentration:

Clear: This nullifies any existing weather conditions, and has no special effect of its own.

Fog: Reduces visibility to 20’ and halves the movement rate of all creatures.

Gales: Halves the movement rate of all creatures, and makes missile fire and flying impossible. Speeds up the movement of sailing ships by 50%. In a desert, sandstorms reduce visibility to 20’.

Heatwave: Halves the movement rate of all creatures and after 30 minutes dries up rain, mud and snow.

Rain: Gives a –2 penalty to attack rolls with missile weapons. After 30 minutes, the ground turns muddy and non-flying movement is halved.

Snow: Visibility is reduced to 20’ and all non-flying creatures have their movement halved. After 30 minutes, standing water and slow rivers and streams freeze. When the snow thaws, the ground turns muddy and non-flying movement is halved.

Tornado: Treat as a 12 hit dice Air Elemental (see Chapter 18: Monsters for statistics) under the caster’s control.

Web

Magic-User 2, Elf 2, Sorcerer 2

Target: 10’x10’x10’ cube

Range: 10’

Duration: 8 hours

This spell creates a mass of sticky web in the area, blocking the area from movement and trapping all those within it. Creatures caught in the web can still defend themselves but cannot move.

To break through or out of the web takes 2d4x10 minutes for creatures of human strength. Creatures with giant strength (21+) can break through or out in two rounds, and creatures with ogre strength (18+) can break through or out in four rounds.

The web is highly flammable and if touched by a flame it will burn away in two rounds doing 1d6 damage to all creatures within it.

Wind Walker

Cleric 6, Druid 6

Target: None

Range: 60’

Duration: 1 day/level

This spell summons a wind walker (a type of monster—see Chapter 18: Monsters for details) and gives it a specific task. When the wind walker arrives, the caster must describe a creature or object (and can optionally describe its location to make the walker’s task easier and more likely to succeed).

The wind walker will then search for the object or creature and do its best (fighting to the death if necessary) to return it to the caster. It will not be distracted from this task except to defend itself.

However, if the duration of the spell runs out before the walker has returned with the item then the walker will drop the item (if it already has it) and return immediately to the caster and attempt to slay them unless the caster was an Immortal.

Wish

Cleric 7, Druid 7, Magic-User 9, Elf 9

Target: Varies

Range: Varies

Duration: Varies

This particularly powerful spell can only be cast by a 36th level caster with 18 or higher wisdom.

The caster speaks a wish out loud and the universe itself—a power beyond even the Immortals, although Immortals are certainly capable of casting this spell—will rearrange matters to make the wish come true within limits.

If the wish is overly powerful, then it may be only partially granted or may be granted in a way that fits the caster’s literal wording but goes against the caster’s intent.

However, usage of this spell should not be allowed to degenerate into a contest between the player and the Game Master where the player tries to make the wording of the wish as airtight as possible in order to achieve an effect that the Game Master would otherwise not allow and the Game Master tries their best to find loopholes in the wording that they can use to mess up the player’s intent.

Instead, if the Game Master is not happy with the wording of the wish because the effect is too powerful they should simply say that it does not work, and explain what it is about it that they think is too powerful.

The exact limits of this spell are left to the Game Master’s discretion, although some default limitations and examples are given below:

A wish can duplicate the effects of any other magic-user spell of 8th level or lower, or any other cleric or druid spell of 6th level or lower.

A wish cannot give experience points or levels.

A wish can gain the caster treasure, goods or magic items worth up to 50,000gp, but at the cost of an equal number of experience points.

A wish cannot hurt or kill another creature (unless it is duplicating a lower level spell that might have that effect), but can inconvenience them such as by transporting them away.

A wish can change the species or race of an intelligent creature as if it had been killed and raised by the Reincarnation spell, with the caster choosing the new race. An unwilling target of this can make a saving throw vs Spells at a –4 penalty to avoid this effect.

Multiple wishes can permanently raise an ability score by one point, up to a maximum of 18. It takes a number of wishes equal to the new value of the ability score, and they must all be cast within a week by the same caster.

Some other spells, items or abilities specifically say that their effects can be altered by a wish or that their effects cannot be altered by a wish. Those effects override the limitations and permitted usages listed here.

When cast by an Immortal, this spell costs the Immortal 100,000 experience points, and this spell can not be used to increase an Immortal’s ability scores.

Wizard Eye

Magic-User 4, Elf 4

Target: One invisible eye

Range: 240’

Duration: 1 hour

This spell creates an invisible magical eye the size of a human eye. It can see as well as a human and has the Heatvision ability of a demi-human.

The caster can see through and/or move the eye (40’ per round) by concentrating, although it remains in existence for the duration even while the caster is not concentrating; returning to the caster’s side and following them.

Wizard Lock

Magic-User 2, Elf 2

Target: One portal or other lock

Range: 10’

Duration: Permanent

This spell magically holds closed any door, gate or other portal; or magically holds locked any lock.

The caster can open the door at any time, but otherwise the door can only be forced open by creatures with at least three more levels or hit dice than the caster or by a Knock Spell. In either case, the door re-locks as soon as it is allowed to close, and this spell resumes until dispelled.

An Immortal can always open a door that is being held closed by a mortal’s casting of this spell.

Wizardry

Cleric 7, Druid 7

Target: One magical item

Range: Personal

Duration: 10 minutes

This spell allows the caster to use one magic item that is normally useable only by magic-users or elves (e.g. a wand or staff), or read one scroll containing a magic-user spell of up to third level.

If used to read a scroll, the scroll (but not others with the same spell) is considered “known” to the caster, who can use it at a later time after this spell has run out. The caster is treated as if they are a magic-user of the minimum level needed to cast the spell on the scroll.

Woodform

Magic-User 5, Elf 5

Target: None

Range: Touch

Duration: Permanent

This spell creates a mass of wood up to 1,000 cubic feet in area. The mass can be arranged in any manner the caster desires. The wood does not appear instantly, but takes time to form, ranging from a single round for a simple wooden wall to two hours to create something with a precise specification, such as a staircase.

Whatever the complexity of the shape, the wood must form a single piece with no moving parts. However, the caster can create the wood in a “rough” form, which can then have the Woodform spell cast on it again in order to either add to the object or reshape it. If the caster does create the wood in rough form, then this spell is cast once again to “set” the wood in its final form so that other casters can’t cast this spell on it in order to modify it.

Note that whatever shape the wood takes, it cannot be created in the space where another object exists and must be created on a surface that can support its weight.

Once created, the wood is real and cannot be dispelled, and it will last until it is physically or magically destroyed.

Word of Recall

Cleric 6, Druid 6, Shaman 6

Target: Caster

Range: Personal

Duration: Instant

This spell instantly teleports the caster and their equipment (but no other creatures) back to the caster’s home, providing the caster is on the same plane and within the same celestial sphere.

The caster must have a permanent home for this spell to work, and must have a private bedroom or meditation chamber within that home.

The caster automatically wins initiative in the round that they cast this spell, although it cannot be cast in a surprise round.

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