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SPELLS

A variety of spells to expand the caster’s spell list.


▶ Adding: The spells below may be added normally at the spells available to arcane and divine spell
caster or be acquired through Magical Research.
▶ Origins: The majority of spells listed are from the first editions of Dungeons & Dragons with some
adaptations.
▶ Original spells: New spells crafted are specified with a ※ at the right side of the spell name.
▶ Reversed spells: Reversible spells are specified with a ↶ at the left side of the spell name.
▶ Abbreviations: C: Cleric, D: Druid, I: Illusionist, MU: Magic-User

CLERIC SPELLS

1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS


Aid Chant Animate Dead
Command Death Recall ※ Cure Blindness
Humble Pebbles ※ Drag from Death’s Door ↶ Blindness
Pass Undead Healing Splash ※ Death Ward
Resist Acid Resist Lightning Dispel Magic
Sanctuary Reveal Charm Feign Death
Slow Poison Glyph of Warding
Strength Prayer
Translate Reflect Coat ※
Speak with Dead
Tongues

4th LEVEL SPELLS 5th LEVEL SPELLS


Blessed Guard ※ Cureall
↶ Blighted Guard Cure Critical Wounds
Detect Lie ↶ Cause Critical Wounds
Divination Heal
Exorcise Heavenly Grace Shield ※
Flame Strike Part Water
Lower Water Plane Shift
Restore Regenerate
↶ Energy Drain Truesight
Sacrificial Resurrection
Sunburst
1st LEVEL SPELLS Pass Undead
Duration: 1 turn per level
Aid Range: The caster or a creature touched
Duration: 6 turns ------------------------------------------------
Range: The caster or a creature touched The subject is rendered completely
------------------------------------------------ undetectable to undead.
A living subject touched gains bonus hit
▶ Detection: Undead with 6 or more HD may
points.
save versus spells to detect anyone
▶ Bonus hit points: Subject gains a protected by this spell. Undead with 9 or
number of bonus hit points equal to 1d6+1. more HD are never deceived by the spell.
▶ Any damage suffered: Is subtracted first ▶ Hostile actions: Taking hostile action
from the bonus hit points. against undead (e.g. attacking, casting
▶ When the duration ends: If any of the offensive spells) reveals the subject’s
bonus hit points remain, they disappear. presence, but only to the individuals which
▶ Higher level casters: May give more were attacked.
bonus hit points: an additional 1d6+1 per five
experience levels the caster has gained (i.e. Resist Acid
2d6+2 at 6th–10th level, 3d6+3 at 11th–15th Duration: 6 turns
level, etc.). Range: 30’
------------------------------------------------
Command All creatures within range are protected from
Duration: 1 round cold, as follows:
Range: 10’
▶ Normal acid: Unharmed by non-magical
------------------------------------------------
acid.
The caster issues a command of a single word
▶ Save bonus: Gain a +2 bonus to all saving
to a single human, demihuman, or
throws versus acid-based magical or breath
human-like monster, as follows:
attacks
▶ Commands: If they share a language, the ▶ Acid-based damage: Is reduced by 1 point
caster may give a command like "flee", "stop", per damage die rolled. (Each die inflicts a
etc, which they will obey. minimum of 1 hit point damage.)
▶ Suicidal commands: Causes the creature
to faint for the spell duration. Sanctuary
▶ INT 13+ and/or 6+ HD: May save versus Duration: 2 rounds +1 round per level
spells to avoid command. Range: The caster or a creature touched
Restrictions: Undead are not affected. ------------------------------------------------
The caster or another creature cannot be
Humble Pebbles directly attacked:
Duration: Permanent
▶ Attackers: Must save versus spells to
Range: Touch
become able to attack the protected creature.
------------------------------------------------
▶ Area attacks: Can still affect the target.
Consecrate 1d6 sling stones to be used
▶ Protected creature: If the subject attacks
against a certain type of creature (e.g.
or casts a harmful spell, the protection is
goblins, kobolds, undead).
broken, ending the spell.
▶ Against the chosen creature: Gains the
following if used by the caster:
a. +1 on missile attack roll.
b. +3 on damage roll.
c. Considered as a magical attack.
▶ Loses effectiveness: After 1 day.
2nd LEVEL SPELLS Healing Splash
Duration: Instant
Chant Range: Holy water throwing
Duration: Concentration ------------------------------------------------
Range: 30' Launches a vial of holy water over an ally to
------------------------------------------------ heal it.
This spell grants the caster to influence other
▶ Missile attack roll: Is not required if the
living creatures.
target is willing to be hit.
▶ Allies: Gain a +1 bonus to attack, damage, ▶ Heals: 1d4+1 hit points of damage in one
saving throws. living subject for two rounds, as the liquid
▶ Foes: Suffer a -1 penalty to attack, drips off.
damage, saving throws.
▶ Concentration: The Chant persists as long Resist Lightning
as the caster concentrates on the spell and Duration: 2 turns
does not move. Range: 30’
------------------------------------------------
Death Recall A single creature is bestowed with
Duration: 1 turn supernatural resistance to lightning, as
Range: Corpse touched follows:
------------------------------------------------
▶ Normal heat: Unharmed by non-magical
Upon casting this spell and touching the body
lightning or electricity.
of a creature which has died within the last 24
▶ Save bonus: Gain a +2 bonus to all saving
hours, the caster experiences a vision of the
throws versus lightning-based magical or
last 10 minutes of the creature’s life, ending
breath attacks
with its demise:
▶ Lightning-based damage: Is reduced by 1
▶ Trance: While witnessing the deceased point per damage die rolled. (Each die inflicts
creature’s last moments of life, the caster is in a minimum of 1 hit point damage.)
a trance state, unable to move or perceive
their surroundings. Reveal Charm
Duration: 1 turn
Drag From Death’s Door Range: 30’
Duration: Instant ------------------------------------------------
Range: Creature touched Up to 10 creatures within range are caused to
------------------------------------------------ glow, to determine if they are under the
A subject killed by damage (i.e. not by poison, influence of a charm spell.
disintegration, etc.) within the last 3 rounds
is dragged back from the brink of death.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
▶ Bargain: In return for cheating death, the
cleric suffers 1d6 damage and the subject
suffers a permanent loss of one point from a
random ability score (if using the optional
rule for returning from death).
Slow Poison 3rd LEVEL SPELLS
Duration: 1 hour per level
Range: The caster or a creature touched Animate Dead
------------------------------------------------ Duration: Permanent
Poisons affecting the subject are dramatically Range: 60’
slowed, giving the caster time to effect a full ------------------------------------------------
cure. Causes corpses or skeletons to rise as undead
Skeletons or Zombies.
▶ Poison effects: As long as the subject has
more than 1 hit point, the slowed poison ▶ Obedient: Created undead obey the
inflicts 1hp of damage per turn. If the subject caster’s commands.
is at 1hp, the poison inflicts no further ▶ Special abilities: They are unable to use
damage. any special abilities (including spell casting)
▶ Characters killed by poison: Can be that they possessed in life.
revived by this spell. Death must have ▶ Duration: The reanimating magic remains
occurred within one turn per level of the active until dispelled or until the undead are
caster. slain.
▶ Natural poisons: If the subject was Number: The spell animates up to 1 Hit Die
poisoned by a natural plant or animal, the of zombies or skeletons per level of the
caster has a 10% chance per level of knowing caster:
a herbal antidote that will fully neutralise the ▶ Skeletons: Have AC 7 [12] and HD equal
poison. In the wilderness, gathering the herbs to those the creature had in life.
for the antidote takes one turn. In a ▶ Zombies: Have AC 8 [11] and HD one
settlement, the herbs may be available for greater than the creature had in life.
purchase from a herbalist. ▶ Classed characters: If a PC or NPC with
▶ When the duration ends: The full effects levels in a class is reanimated by this spell,
of the poison occur. If the subject was revived the levels are not counted as HD. For
from death by this spell, they die once more. example, the reanimated corpse of a 5th level
fighter would have 2 HD (1 HD as a normal
Strength human, +1 for being reanimated as a zombie).
Duration: 6 turns per level
Range: Touch Cure Blindness
------------------------------------------------ Duration: Instant
Confers a temporary STR bonus, which varies Range: Touch
depending on the affected creature’s class. ------------------------------------------------
▶ +1d4: Non-martial classes. Cure a subject of any forms of blindness.
▶ +1d6: Semi-martial classes.
▶ +1d8: Martial classes. ↶ Blindness
Causes permanent blindness upon a creature,
Character’s STR: Cannot go above 18.
if it fails a save versus spells.
Translate
Duration: 3 turns
Range: The caster
------------------------------------------------
The caster gains the ability to understand
written information in any language, except
coded messages or symbols (e.g. on treasure
maps). No ability to speak unknown
languages is conferred.
Death Ward Feign Death
Duration: 1 turn per level Duration: 6 turns +1 per level
Range: 60’ Range: The caster or a creature touched
------------------------------------------------ ------------------------------------------------
A living subject is warded such that they do A willing subject falls into a cataleptic state,
not die when reduced to 0 hit points, instead indistinguishable from death.
being able to survive and continue to act ▶ Hit Dice limit: The subject may not have
normally until they reach –10 hit points.. higher HD than the caster’s level.
▶ Death saves: The subject also gains a +2 ▶ Senses: The subject retains their senses of
bonus to saving throws versus death or hearing and smell, but cannot see or feel.
poison. ▶ Damage: Any damage inflicted on the
▶ Healing: Healing magic functions subject is halved.
normally for a character under this ward. For ▶ Immunities: The subject is unaffected by
example, a character could be reduced to paralysis and energy drain.
–8hp, then receive a healing spell taking ▶ Poison: The effects of any poison in the
them up to –2hp, then drink a potion of subject’s system are suspended while the
healing taking them up to 3hp. spell lasts. Once the duration ends, poison
▶ Expiration: Once the spell expires, if the has its normal effect once more.
subject has 0 or less hit points, they die ▶ Ending: The caster can end the spell at any
immediately. time. The subject requires 1 round to awaken.

Dispel Magic Glyph of Warding


Duration: Instant Duration: Permanent (until triggered)
Range: 120’ Range: Touch
------------------------------------------------ ------------------------------------------------
Dispel Magic ends spell effects within a 20’ Inscribes a glyph to protect an area or object.
cube area. ▶ Area: Up to 5' square per caster level.
▶ Caster levels: Effects created by lower ▶ Password: Any creature entering the area
level casters are automatically dispelled. without first speaking the password, triggers
Effects created by higher level casters have a the glyph.
5% chance per level difference of not being ▶ Glyph: Is invisible and loses power after
dispelled. triggered and has two usages:
▶ Magic items: Are unaffected. a. Blast Glyph: Inflicts 2 points of damage
(fire or electricity) per caster level (save
versus spells for half damage).
b. Spell Glyph: Causes blindness, paralysis,
or energy drain on a creature (save versus
spells to avoid).
Prayer Speak with Dead
Duration: 1 round per level Duration: 1 turn per level
Range: 60' Range: 10’
------------------------------------------------ ------------------------------------------------
This spell grants the caster to influence other The caster may ask questions of a deceased
living creatures. person, the spirit’s voice echoing out from
▶ Allies: Gain a +1 bonus to attack, damage, beyond the grave.
saving throws. ▶ Remains: Some remnant of the person’s
▶ Foes: Suffer a -1 penalty to attack, physical body (e.g. bones) must be within
damage, saving throws. range.
▶ Caster: May cast other spells, attack, or ▶ Time since death: It is only possible to
take other actions while Prayer is active. awaken the spirit of a person who died within
a certain time frame, dependent on the
Reflect Coat caster’s level (see table below).
Duration: 6 turns +1 per level ▶ Questions: The number which can be
Range: The caster or a creature touched asked depends on the caster’s level (see table
------------------------------------------------ below). The spirit answers truthfully but
Magic and energy attacks against the briefly, and only possesses knowledge it had
protected creature has a 1-in-6 chance of during life.
being reflected back at its origin. ▶ Speech: The spirit speaks with tongues it
▶ Break: After 2 spells or attacks are knew in life.
reflected, the spell ends.
▶ Touch: Cannot be reflected. Speak With Dead Limitations
▶ Polishment: At 9th level, the chance of
Level Time Since Questions
reflection becomes a 2-in-6 chance. Death

6 or lower 7 days 2

7-8 7 months 3

9-10 7 years 4

11-12 70 years 5

13+ Unlimited 6

Tongues
Duration: 2 turns
Range: The caster
------------------------------------------------
The caster becomes able to speak the
language of any creature within a 15’ radius
area.
4th LEVEL SPELLS Exorcise
Duration: Permanent
Blessed Guard Range: 5’
Duration: 6 turns ------------------------------------------------
Range: 60’ Caster can remove foreign influences from a
------------------------------------------------ being (e.g., Magic Jar, charm spells,
May be used in one of two situations: possession and similar effects).
1. Battle: Allies within a 10’ square area who ▶ Success Probability: Referee rolls d100 to
are not yet in melee gain a +1 bonus to AC determine success probability per turn of the
and saving throws, and damage is reduced by exorcism. Probability is adjusted by a 1% for
1 point per damage die rolled. (Each die each level difference between the caster and
inflicts a minimum of 1 hit point damage.) opposing entity/caster.
2. Ritual: Casting Blessed Guard may also ▶ Caster level: Higher level increases
form part of rituals of warding or probability, lower level decreases probability.
consecration, at the referee’s discretion. ▶ Ritual: Casting Exorcise may also form
part of rituals of purification or consecration,
↶ Blighted Guard at the referee’s discretion.
Incurs a -1 penalty to AC and saving throws,
and damage is increased by 1 point per Flame Strike
damage die rolled (Each die inflicts a Duration: Instant
minimum of 2 hit points damage.) on Range: 60’
enemies within a 10’ square area. A save ------------------------------------------------
versus spells is allowed to resist the Blighted A vertical column of divine fire 30' high and
Guard. 10' in diameter that roars downward on a
target.
Detect Lie
▶ Damage: Creatures caught in the column
Duration: 1 round per level
suffer 6d6 hit points of damage, with a
Range: 30’
successful save versus spells indicating half
------------------------------------------------
damage.
Grants the ability to distinguish truth from
lies in words heard. Lower Water
Duration: Instant1o turns
Divination Range: 240’
Duration: 1 turn ------------------------------------------------
Range: Caster This spell reduces the depth of a body of
------------------------------------------------ water by half for the duration. An area of up
Caster gathers information about a location. to 10,000 square feet may be affected.
▶ Reveals: Strength of creatures, treasure
quantity, resistances, etc.
▶ Chance for correct divination: 60% + 1%
per caster level.
▶ Incorrect divination: May reveal false
information, at referee's description.
Restore Sunburst
Duration: Permanent Duration: Instant
Range: Touch Range: 120’
------------------------------------------------ ------------------------------------------------
This spell restores one experience level (or Caster conjures a momentary flash of blazing
Hit Die) of a character. golden light rays, emanating from a point
▶ Limit: Only one lost experience level may within 120’.
be restored per character until its former level ▶ Creatures viewing the flash: Must save
is achieved again. versus spells or be blinded for 2d6 rounds.
▶ The cleric: Loses one experience level, as ▶ Undead creatures: Within the flash suffer
if hit by a wight. The loss is not permanent. 1d6 damage per level of the caster, with a
▶ Rest for: 2d10 days to regain the lost successful save versus spells indicating half
experience level. damage.

↶ Energy Drain
A successfully hit target permanently loses
one experience level (or Hit Die). This incurs
a loss of one Hit Die of hit points, as well as
all other benefits due to the drained level (e.g.
spells, saving throws, etc.). Causes no
experience level loss to the caster, but it is a
chaotic act, avoided by lawful clerics.

Sacrificial Resurrection
Duration: Instant
Range: 120’
------------------------------------------------
By making a bargain with the powers of
netherrealm, the caster can exchange one
soul for another, bringing a dead creature
back to life in return for a sacrifice of equal
magnitude.
▶ Time limit: The caster can raise a person
that has been dead for no longer than four
days per level of the caster above 6th. For
example, a 9th level caster can revive a
character that has been dead for twelve days
(three levels above 6th × four days).
▶ Ritual sacrifice: The spell is cast as a
ritual lasting 1 turn, during which a number
of intelligent beings must be sacrificed,
whose total Hit Dice equal that of the
creature to be resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
5th LEVEL SPELLS Heavenly Grace Shield
Duration: 6 turns
Cureall Range: The caster or a creature touched
Duration: Permanent ------------------------------------------------
Range: Touch This spell summons 1d6+1 guardians from
------------------------------------------------ the heavenly realm. The guardians are faintly
A powerful restoration spell against any kind visible, whirling around a creature, forming a
of harm: protective shield against magic.
▶ Panacea: Resolves effects like curses, ▶ Spell reflection: When the protected
poisoning, blindness, petrification, creature is targeted by a spell, one of the
polymorph, feeblemind, etc. guardians negates that spell. The guardian
▶ Limit: Only one harmful effect may be perishes.
resolved per spell use. ▶ Expiration: Once all guardians have
negated a spell, Heavenly Grace Shield ends.
Cure Critical Wounds
Duration: Instant Part Water
Range: The caster or a creature touched Duration: 6 turns
------------------------------------------------ Range: 120’
The caster’s touch heals 3d6+3 hit points of ------------------------------------------------
damage in one living subject. This cannot A body of water parts, revealing a pathway
raise the subject’s hit points above their across the bottom.
normal maximum.
▶ Size: The path is 10’ wide and up to 120’
↶ Cause Critical Wounds long.
Inflicts 3d6+3 hit points of damage to a ▶ Dismissing: The caster may end the spell
touched creature. In combat, a melee attack any time they wish.
roll is required.
Plane Shift
Duration: Permanent
Heal
Duration: Instant Range: Touch
Range: The caster or a creature touched ------------------------------------------------
------------------------------------------------ Allows caster to transport itself or another
The caster’s touch heals 1d6+1 × 10 hit creature to another plane or alternate
points of damage in one living subject. This dimension.
cannot raise the subject’s hit points above ▶ Willing subjects: Up to eight individuals
their normal maximum. can be affected when linking hands in a circle.
▶ Usage limit: Heal may only be cast once ▶ Unwilling subjects: May save versus
per day. spells to prevent the plane shifting.
Regeneration
Duration: Permanent
Range: Touch
------------------------------------------------
Body parts, bones, and organs grow back.
▶ Time to regenerate:
a. 1 round: Severed limbs to rettach.
b. 2d4 turns: If a body part must be grown
from scratch.

↶ Decay
A body part or organ shrivels in 1 round,
becoming useless. It withers, falls, and
crumbles into dust in 2d4 turns. In combat, a
melee attack roll is required. Some kinds of
magic (e.g. Cure Disease or Remove Curse)
stops decaying.

Truesight
Duration: 1 turn +1 round per level
Range: The caster
------------------------------------------------
The subject sees all things within 120’ as they
truly are.
▶ Secret doors: Are revealed.
▶ Alignments: Are revealed.
▶ Invisibility: Invisible objects and creatures
are perceived.
▶ Illusions: Are seen through.
▶ Enchantments: Enchanted objects and
creatures are made apparent.
DRUID SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Humble Pebbles ※ Booby Trap Climate Blade ※
Detect Magic Charm Person or Mammal Cure Disease
Purify Water Feign Death ↶ Cause Disease
↶ Contaminate Water Goodberry Drag from Death’s Door
Shillelagh Transmute Metal to Wood Fire Mantle ※
Insect Swarm
Litoform
Neutralise Poison
Thunder Mantle ※

4th LEVEL SPELLS 5th LEVEL SPELLS


Conjure Fire Elemental Conjure Earth Elemental
Hallucinatory Forest Cure Critical Wounds
Hold Plant ↶ Cause Critical Wounds
Repel Vermin Gaea’s Regeneration ※
Sticks to Snakes ↶ Gaea’s Decayment ※
Insect Plague
Return to Nature ※
Sacrificial Resurrection
1st LEVEL SPELLS 2nd LEVEL SPELLS

Detect Magic Booby Trap


Duration: 2 turns Duration: Permanent (until triggered)
Range: 60’ Range: Touch
------------------------------------------------ ------------------------------------------------
Enchanted objects, areas, or creatures are Affects any closable item (book, box, bottle,
caused to glow. Both permanent and chest, door, etc) to become a bomb that burst
temporary enchantments are revealed. in a magical explosion when triggered.
▶ Do not work: On an item already affected
Humble Pebbles
with Hold Portal or Wizard Lock spells (the
Duration: Permanent
same spells do not affect an item already
Range: Touch
affected with a Booby Trap Spell).
------------------------------------------------
▶ Triggering: Any other creature than the
Consecrate 1d6 sling stones to be used
caster touching the affected item, causing a
against a certain type of creature (e.g.
magical explosion in a 5' radius sphere.
goblins, kobolds, undead).
▶ Damage: Creatures caught in the magical
▶ Against the chosen creature: Gains the explosion suffer 1d6 damage per level of the
following if used by the caster: caster, with a successful save versus spells
a. +1 on missile attack roll. indicating half damage.
b. +3 on damage roll. ▶ Enchanted item: Is not harmed by the
c. Considered as a magical attack. magical explosion.
▶ Loses effectiveness: After 1 day. ▶ Detection and removal: There is a 50%
chance of being detected by any means.
Purify Water Failing to remove it triggers the Booby Trap.
Duration: Permanent
Knock spell: Opens the item, but triggers the
Range: 10’
explosion.
------------------------------------------------
Poisoned, spoiled, or contaminated water is
purified. .
▶ Drink: 6 quarts.

↶ Contaminate Water
Causes a 6 quarts of drink to be spoiled, or
contaminated.

Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
------------------------------------------------
The caster's club or staff is enchanted:
▶ Weapon: Treated as a magical:
1. Mace +2: Against human-sized or smaller
creatures.
2. Club or staff +1: Against greater than
human-sized creatures.
Charm Person or Mammal Goodberry
Duration: One or more days (see below) Range: Touch
Range: 80’ Duration: 1 day +l per level
------------------------------------------------ ------------------------------------------------
A single person or mammal must save versus Caster enchants 8 berries, where 2d4 of them
spells or be charmed, as follows: have magical effects when eaten:
▶ Friendship: The subject regards the caster 1. Nourishment: Provides enough sustain for
as a close friend and will come to the caster’s a person for that day (no need to eat).
defence. 2. Healing: Restores 1 hit point of damage.
▶ Commands: If they share a language, the ▶ Identifying: Divine spell casters with
caster may give the charmed creature access to druidic magic can identify the
commands, which they will obey. berries. A Detect Magic spell may also be
▶ Subject’s nature: The subject may resist used to identify the berries.
commands that contradict their habits or ▶ Frequency: A creature can eat up to 8
alignment. magical berries within a day.
▶ Suicidal commands: Are always refused.
Restrictions: Undead and monsters of ↶ Badberry (Reverse)
greater than 4+1 HD are not affected. Contaminates 8 berries. If ingested, poisons a
Duration: The charm lasts indefinitely, but creature, inflicting 1 point of damage per
the subject is allowed to make further saves berry eaten (no saving throw is required).
versus spells at intervals, depending on their
Transmute Metal to Wood
INT score. If one of these saves succeeds, the
Duration: Permanent
spell ends.
Range: 120’
INT 3–8: New save once every month. ------------------------------------------------
INT 9–12: New save each week. This spell turns a metal object into wood.
INT 13–18: New save once every day.
▶ Transmutes: Up to 80 coins of weight per
level of the caster.
Feign Death
Duration: 6 turns +1 per level ▶ Magic items: Have a 10% chance to be
Range: The caster or a creature touched affected by this spell.
------------------------------------------------
A willing subject falls into a cataleptic state,
indistinguishable from death.
▶ Hit Dice limit: The subject may not have
higher HD than the caster’s level.
▶ Senses: The subject retains their senses of
hearing and smell, but cannot see or feel.
▶ Damage: Any damage inflicted on the
subject is halved.
▶ Immunities: The subject is unaffected by
paralysis and energy drain.
▶ Poison: The effects of any poison in the
subject’s system are suspended while the
spell lasts. Once the duration ends, poison
has its normal effect once more.
▶ Ending: The caster can end the spell at any
time. The subject requires 1 round to awaken.
3rd LEVEL SPELLS Drag From Death’s Door
Duration: Instant
Climate Blade Range: Creature touched
Duration: 3 turns ------------------------------------------------
Range: 60’ A subject killed by damage (i.e. not by poison,
------------------------------------------------ disintegration, etc.) within the last 3 rounds
This spell wards the caster and all allies is dragged back from the brink of death.
within 10’ in an aura of fire:
▶ Weakness: Returning from death is an
▶ Bonuses: Those warded gain a +1 bonus ordeal. Until the subject gets two full weeks
to saving throws against fire. of bed rest, they have 1 hit point, move at half
▶ Barkskin: When the spell is active, the the normal rate, cannot carry heavy items,
subject gains a +1 bonus to AC. and cannot attack, cast spells, or use other
▶ Monsters with fewer than 4 HD within class abilities. This period of weakness may
10': Suffer 2d6 damage. not be shortened by any magical healing.
▶ Monsters with 4 or more HD within 10': ▶ Bargain: In return for cheating death, the
Suffer 1d6 damage. cleric suffers 1d6 damage and the subject
suffers a permanent loss of one point from a
Cure Disease
random ability score (if using the optional
Duration: Instant
rule for returning from death).
Range: 30’
------------------------------------------------ Fire Mantle
This spell has two usages: Duration: 1 turn +1 per level
1. Cure a subject of any disease: Including Range: 10’ around the caster
those of magical origin. ------------------------------------------------
2. Kill Green slime: This monster is killed This spell wards the caster and all allies
instantly. within 10’ in an aura of fire:
▶ Bonuses: Those warded gain a +1 bonus
↶ Cause Disease to saving throws against fire.
The victim must save versus spells or be ▶ Barkskin: When the spell is active, the
afflicted with a horrid disease of withering: subject gains a +1 bonus to AC.
▶ Death: Within 2d12 days. ▶ Monsters with fewer than 4 HD within
▶ Attack penalty: -2 to attack rolls. 10': Suffer 2d6 damage.
▶ Natural healing: Takes twice the usual ▶ Monsters with 4 or more HD within 10':
amount of time. Suffer 1d6 damage.
▶ Magical healing: Is utterly ineffective.
▶ Curing: This disease can be cured with a Insect Swarm
casting of Cure Disease. Duration: 1 round per level
Range: 30’
------------------------------------------------
Engulfs a victim with biting, pinching, and
stinging insects.
▶ 50% chance: Of a flying or crawling swarm
that inflicts 2 points of damage per round.
▶ Victim: Can only try to get rid of the
swarm.
▶ Caster: Can direct the swarm to attack
different opponents. Insects take one round
to disengage and move to another opponent.
▶ Movement: Flying insects move at 180'
(60') and crawling insects move at 120' (40').
Neutralise Poison 4th LEVEL SPELLS
Duration: Instant
Range: 10’ around the caster Conjure Fire Elemental
------------------------------------------------ Duration: Permanent (until dismissal or
This spell wards the caster and all allies slain)
within 10’ in an aura of lightning: Range: 240’
------------------------------------------------
1. Characters: Neutralise the effects of
A 16 Hit Dice Fire Rlemental—a being formed
poison on a character. A character who has
of pure elemental matter—is summoned from
died from poisoning can be revived, if
fire elemental plane to do the caster’s
Neutralise Poison is cast within ten rounds.
bidding.
2. Items: Remove poison from an item.
▶ Materials: The summons requires a large
Litoform volume of the appropriate element.
Duration: Permanent ▶ Concentration: Is required to command
Range: Touch an elemental.
------------------------------------------------ ▶ Dismissing: While control over the
Up to 1000 cubic feet of stone is rearranged as elemental is maintained, the caster may
the caster wishes. dismiss it at any time, sending it back to its
plane of origin.
▶ Stone size: Up to a 5’ cube area.
▶ Disruption: If the caster moves at more
▶ Examples of uses: Caster can make
than half speed or their concentration is
weapons, doors, sculptures out of stone.
disturbed, the command over the elemental
Thunder Mantle ends. It is, henceforth, a free-willed entity
Duration: 1 turn +1 per level and will immediately try to kill the caster and
Range: 10’ around the caster any who get in its way.
------------------------------------------------ ▶ Dispelling: A conjured elemental may be
This spell wards the caster and all allies dispelled by Dispel Magic or Dispel Evil.
within 10’ in an aura of lightning: Restrictions: The caster may summon at
▶ Bonuses: Those warded gain a +1 bonus to most one fire elemental in a single day.
saving throws against lightning.
▶ Barkskin: When the spell is active, the Hallucinatory Forest
subject gains a +1 bonus to AC. Duration: Permanent
▶ Monsters with fewer than 4 HD within Range: 240’
10': Suffer 2d6 damage. ------------------------------------------------
▶ Monsters with 4 or more HD within 10': Hallucinatory Forest conjures an illusory
Suffer 1d6 damage. forest feature (e.g. a thicket, wood, a grove,
etc.) to hide an existing terrain feature.
▶ Area: The illusion must fit completely
within the spell’s range.
▶ Perceiving: Druids, rangers and creatures
of Sylvan forests (e.g. dryads, green dragons,
pixies, treants) are the only ones able to
perceive the illusion.
Hold Plant 5th LEVEL SPELLS
Duration: 1 turn per level
Range: 180’ Conjure Earth Elemental
------------------------------------------------ Duration: Permanent (until dismissal or
This spell causes one or more plants to be slain)
paralysed if they fail a saving throw versus Range: 240’
spells. ------------------------------------------------
A 16 Hit Dice Earth Rlemental—a being
▶ Number of targets: Up to 1 Hit Die of
formed of pure elemental matter—is
plants per level of the caster may be targeted.
summoned from earth elemental plane to do
▶ Affects: Normal or magical plants, fungi.
the caster’s bidding.
Plant and fungi-based creatures that are
fantastical, or magically conjured, controlled, ▶ Materials: The summons requires a large
or summoned are also affected. volume of the appropriate element.
▶ Concentration: Is required to command
Repel Vermin an elemental.
Duration: 1 turn per level ▶ Dismissing: While control over the
Range: 10' radius around the caster elemental is maintained, the caster may
------------------------------------------------ dismiss it at any time, sending it back to its
Prevent all ordinary insects, rats, spiders, etc. plane of origin.
from approaching. ▶ Disruption: If the caster moves at more
▶ Vermins with 2 or more HD: Must save than half speed or their concentration is
versus spells to approach, but suffer 1d6 disturbed, the command over the elemental
damage. ends. It is, henceforth, a free-willed entity
and will immediately try to kill the caster and
Restriction: Intelligent vermins are not
any who get in its way.
affected.
▶ Dispelling: A conjured elemental may be
dispelled by Dispel Magic or Dispel Evil.
Sticks to Snakes
Duration: 6 turns Restrictions: The caster may summon at
Range: 120’ most one earth elemental in a single day.
------------------------------------------------
2d8 normal sticks are miraculously Cure Critical Wounds
Duration: Instant
transformed into snakes that follow the
Range: The caster or a creature touched
caster’s orders.
------------------------------------------------
▶ Reversion: The snakes become sticks once The caster’s touch heals 3d6+3 hit points of
more if killed or when the duration ends. damage in one living subject. This cannot
raise the subject’s hit points above their
Conjured Snakes
normal maximum.
------------------------------------------------
AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
↶ Cause Critical Wounds
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 Inflicts 3d6+3 hit points of damage to a
B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if touched creature. In combat, a melee attack
poisonous) roll is required.
------------------------------------------------
▶ Poison: There is a 50% chance of the
snakes being poisonous.
▶ When killed: Revert back to sticks.
Gaea’s Regeneration Return to Nature
Duration: 1 turn Duration: Permanent
Range: Touch Range: 120’
------------------------------------------------ ------------------------------------------------
Potentializes the healing of a living being. Artificial items and structures pointed by the
▶ Rate: Regains 1 hit point per round. caster in a 30’ radius area crumble in rust and
▶ Severed limbs: Can be reattached if moss, with branches, mushrooms and leaves
severed in less than 1 hour. Takes 1 turn to blooming through it.
reattach and heal. ▶ Magic items: Have a 75% chance to be
▶ Fire or acid damage: Cannot be affected by this spell.
regenerated. ▶ Non-magical armours and weapons: Are
utterly ruined.
↶ Gaea’s Decayment ▶ On constructs and metallic creatures:
Creature loses 1 hit point per round and loses Suffer 1d6 damage per level of the caster,
body parts for every 6 hit points lost this way. with a successful save versus spells
In combat, a melee attack roll is required. indicating half damage.
Some kinds of magic (e.g. Cure Disease or
Remove Curse) stops decaying. Sacrificial Resurrection
Duration: Instant
Insect Plague Range: 120’
Duration: Concentration (up to 1 day) ------------------------------------------------
Range: 480’ By making a bargain with the powers of
------------------------------------------------ netherrealm, the caster can exchange one
Cast above ground, this spell conjures a 60’ soul for another, bringing a dead creature
diameter swarm of flying insects (Insect back to life in return for a sacrifice of equal
Swarm) with the following properties: magnitude.
▶ Movement: 20’ per round. While the ▶ Time limit: The caster can raise a person
swarm is within range, the caster is able to that has been dead for no longer than four
direct its movements. days per level of the caster above 6th. For
▶ Vision: Within the area of the swarm is example, a 7th. For example, a 10th level
obscured. caster can revive a character that has been
● Creatures of 2 HD or less: Are driven dead for twelve days (three levels above 7th ×
away, if caught within the swarm. four days).
● Concentration: If the caster moves or loses ▶ Ritual sacrifice: The spell is cast as a
concentration, the swarm dissipates, ending ritual lasting 1 turn, during which a number
the spell. of intelligent beings must be sacrificed,
Restrictions: The spell has no effect if cast whose total Hit Dice equal that of the
underground. creature to be resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
ILLUSIONIST SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Analyse ESP Haste
Beast of Burden Knock ↶ Slow
Message Levitate Clairvoyance
Wizard Hand Ray of Enfeeblement
Wizard Lock

4th LEVEL SPELLS 5th LEVEL SPELLS


Wizard Eye Faithful Hound
Feeblemind
Telekinesis
Teleport
1st LEVEL SPELLS 2nd LEVEL SPELLS

Analyse ESP
Duration: 1 round Duration: 12 turns
Range: Touch Range: 60’
------------------------------------------------ ------------------------------------------------
The caster can handle an item to understand This spell grants the caster the ability to
the enchantment on it. perceive and understand the thoughts of
▶ Handling: Caster suffers consequences if other living creatures.
the item is cursed or boobytrapped. ▶ Focus for 1 turn: To pick up thoughts, the
▶ Chance of success: 15% +5% per caster caster must focus their concentration in one
level to determine the magical characteristic direction for one turn.
of the item. ▶ After this turn: The thoughts of all
▶ Uncertainty: About exact information of creatures within range in that direction can
the item, but knowing the number of pluses be perceived.
and an estimate of charges an item has. ▶ Multiple creatures: If multiple creatures
are within range in the direction being
Wizard Hand focused on, the caster perceives an
Duration: 6 turns incomprehensible mix of all their thoughts. If
Range: 30’ the caster focuses for an additional turn, they
------------------------------------------------ can filter out and understand a single
A floating hand to help its conjurer. creature’s thoughts.
▶ Useful: The magical hand can perform ▶ Meaning: The caster can magically
various tasks (e.g. hold a torch, open a door). understand thoughts in languages they do
▶ Can’t: Attack, use magic items or hold not speak.
more than 100 coins of weight. ▶ Obstructions: ESP' is obstructed by a thin
▶ Within a day: The hand can be convoked layer of lead or by rock of 2’ thick or greater.
and dismissed at will, but when its duration
ends, it needs to be casted again. Knock
Duration: 1 round
Range: 60’
------------------------------------------------
Causes locked, barred, secured, or stuck
doors, gates, chests, and so forth to open.
▶ Magically held doors: Are affected (e.g.
Hold Portal, Wizard Lock).
▶ Secret doors: May be opened, but they
must be known to the caster.
Levitate 3rd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: The caster Clairvoyance
------------------------------------------------ Duration: 12 turns
This enchantment allows the caster to move Range: 60’
up and down through the air: ------------------------------------------------
The caster gains the ability to see through the
▶ Vertical: Vertical movement as desired, at
eyes of other living creatures.
up to 20’ per round.
▶ Horizontal: The caster can move laterally ▶ Focus for 1 turn: To establish a
by pushing against solid objects. connection with a creature, the caster must
▶ Weight: A normal amount of weight can focus their concentration in one particular
be carried while levitating. direction for one turn.
▶ After this turn: The visual perceptions of
Ray of Enfeeblement one creature within range in that direction
Duration: 30' are relayed to the caster.
Range: 1 round per level ▶ Switching: Once a connection is
------------------------------------------------ established, the caster may choose to
Reduces the strength of a single creature. maintain it or to change to another subject.
▶ Obstructions: Clairvoyance is obstructed
▶ Enfeeblement: Creature making an attack
by a thin layer of lead or by rock of 2’ thick or
gets a -2 penalty on attack and damage rolls.
greater.
The victim may save versus spells to negate.
Haste
Wizard Lock
Duration: 3 turns
Duration: Permanent
Range: 240’
Range: 10’
------------------------------------------------
------------------------------------------------
Up to 24 creatures in a 30’ radius area are
A Wizard Lock spell magically locks a door,
enchanted to be able to move and act twice as
gate, similar portal, or any item that has a
quickly as normal:
lock. The magical lock is permanent but may
be bypassed as follows: ▶ Movement: Subjects’ maximum
movement rates are doubled.
▶ The caster: Can freely pass through any
▶ Attacks: Subjects may make double the
portals locked by their own spell.
normal number of attacks per round.
▶ A Knock spell: Allows passage.
▶ Spells: The number of spells a subject may
▶ Higher level casters: Magic-using
cast per round is not doubled.
characters 3 or more levels higher than the
▶ Magical devices: The use of devices such
caster of wizard lock may pass.
as wands is also not doubled.
▶ Temporary: Bypassing does not destroy a
Wizard Lock.
↶ Reversed: Slow
Can dispel an active Haste spell. Creatures
affected moves at half speed or attacks each
round. Spellcasting and use of magical
devices are not affected. The victim may save
versus spells to resist. Initiative always loses
(no roll).
4th LEVEL SPELLS 5th LEVEL SPELLS

Wizard Eye Faithful Hound


Duration: 6 turns Duration: 2 rounds +1 per level
Range: 240’ Range: 5’
------------------------------------------------ ------------------------------------------------
An invisible, magical eye is conjured that Summons a phantom hound to serve as a
allows the caster to see at a distance. watchdog to guard a passage, room, door, or
similar space or portal designated by the
▶ Movement: The eye can be directed to
caster:
move within range at up to 120’ per turn.
▶ Seeing through the eye: By ▶ Unseen: The hound is invisible to any
concentrating, the caster can see through the other than its master. Cannot be attacked.
eye. ▶ Detects: Invisible, ethereal, concealed or
▶ Types of vision: The magical eye grants any similar hard to find creature.
infravision to 60’ as well as normal vision. ▶ Barks if: Any suspect creature approaches
▶ Barriers: Though invisible, the eye is its guarded place.
tangible and cannot pass through solid ▶ Bites: Any intruders who enter its range,
barriers. dealing 3d6 damage. The bite is considered a
▶ Size: The eye is as big as a normal human magical melee attack with THAC0 11 [+8].
eye. ▶ Dispelling: The hound may be dispelled by
Dispel Magic or if the caster is more than 5'
away from the hound's guarded place.

Feeblemind
Duration: Permanent
Range: 240’
------------------------------------------------
An arcane spell caster within range must save
versus spells (at a -4 penalty) or become an
imbecile, unable to think clearly or cast
spells.

Telekinesis
Duration: Concentration (up to 6 rounds)
Range: 120’
------------------------------------------------
By concentrating, the caster is able to move
objects or creatures by the power of thought.
▶ Weight: Up to 200 coins of weight per level
of the caster may be targeted.
▶ Movement: The target may be moved up
to 20’ per round, in whatever direction the
caster wishes (including vertically).
▶ Save: If a creature is targeted, it may save
versus spells to resist the spell.
▶ Concentration: If the caster’s
concentration is broken, the target will fall.
Teleport ▶ Scant: A location that the caster has
Duration: Instant visited once or twice, has seen by magical
Range: 10’ scrying, or has heard of from descriptions.
------------------------------------------------ ▶ Moderate: A location that the caster has
The caster or a chosen creature vanishes and visited often or has studied via scrying for
reappears at a location of the caster’s several weeks.
choosing. ▶ Exact: A location that the caster has made
▶ Gear: The subject is teleported with all its a detailed study of, in person.
gear, up to its maximum load.
▶ Unwilling subjects: May save versus
spells to prevent the teleportation.
▶ Destination: May be at any distance, but
must be known to the caster. The destination
must be an open space at ground level. (It is
not possible to intentionally teleport the
subject into mid-air or into solid matter.)
▶ Risk: There is a risk, when teleporting, of
accidentally arriving above or below ground
level. The chance of a successful teleportation
depends on the caster’s knowledge of the
destination (see below). Roll d% and consult
the table below.

Teleport Result

Knowledge Ground Too Too


of Dest. Level High Low

Scant 01–50 51–75 76–00

Moderate 01–80 81–90 91–00

Exact 01–95 96–99 00

Ground level: The subject appears at the


intended destination.
Too high: The subject appears 1d10×10’
above the intended destination. If this causes
the subject to appear inside solid matter, they
die instantly. Otherwise, the subject falls
from a height.
Too low: The subject appears below the
surface of the ground and dies instantly.
Knowledge of destination: The caster’s
knowledge of the destination is rated as
follows:
MAGIC-USER SPELLS

1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS


Analyse Amnesia Blink
Beast of Burden Electric Shield ※ Booby Trap
Burning Hands Ice Shield ※ Clairaudience
Cold Scrunch ※ Fake Trap Cone of Cold
Ember Flick ※ Fire Shield Explosive Runes
Erase Flame Lash ※ Feign Death
Feather Fall Frost Lash ※ Gust of Wind
Frost Fingers Magic Mouth Fool’s Gold
Jump Minor Repairing Haste
Mending Phantom Sword ↶ Slow
Message Ray of Enfeeblement Suggestion
Scribe Rope Trick Summon Monster: Lv1
Shocking Grasp Shatter Tiny Hut
Spark Crackle ※ Shock Lash ※
Spider Climb Spellblade ※
Summon Familiar Strength
Unseen Servant Tongues
Wizard Hand ※

4th LEVEL SPELLS 5th LEVEL SPELLS 6th LEVEL SPELLS


Arcane Window Faithful Hound Globe of Invulnerability
Blazestorm Litoform Summon Monster: Lv4
Dig Summon Monster: Lv3
Fear
Fire Charm
Frost Charm ※
Fumble
Hailstorm
Lesser Globe of Invulnerability
Spark Charm ※
Summon Monster: Lv2
Thunderstorm ※
1st LEVEL SPELLS Dancing Lights
Duration: 1 turn
Analyse Range: 40’ + 10’ per level
Duration: 1 round ------------------------------------------------
Range: Touch Lights under the caster’s control are conjured
------------------------------------------------ and may be directed to move anywhere within
The caster can handle an item to understand range. The caster may choose to conjure one
the enchantment on it. of the following types of light:
▶ Handling: Caster suffers consequences if 1. Torches: 1–4 lights that resemble torches
the item is cursed or boobytrapped. or lanterns, casting the appropriate volume of
▶ Chance of success: 15% +5% per caster light.
level to determine the magical characteristic 2. Spheres: 1–4 glowing spheres, resembling
of the item. will-o-the-wisps.
▶ Uncertainty: About exact information of 3. Humanoid: A single, glowing, humanoid
the item, but knowing the number of pluses form.
and an estimate of charges an item has.
Ember Flick
Beast of Burden Duration: Instant
Duration: 2 hours per level Range: 60’
Range: 30' ------------------------------------------------
------------------------------------------------ Casts blazing energy in a 10’ radius sphere.
Partially lightens weight placed upon a single
▶ Damage: Creatures caught suffer 1d4
mount.
damage per four experience levels the caster
▶ Mount's encumbrance and load of coins: has gained (5th, 9th,13th levels) with a
Are doubled. successful save versus spells indicating half
▶ Overloaded mount: At end of duration of damage.
the spell, cannot move and have a 50%
chance to fall and suffer 1d6 points of Erase
damage. Duration: Permanent
Range: 30’
Burning Hands ------------------------------------------------
Duration: Instant Removes magical or mundane writings from a
Range: Touch scroll, one or two pages of paper, parchment,
------------------------------------------------ or similar surfaces.
Unleashes blazing energy when touching a
▶ Cannot remove: Explosive Runes or Glyph
creature.
of Warding.
▶ Damage: 1d6+1 point of damage per level ▶ Success Probability:
of the caster (no saving throw). 1. For magical writings: 50% chance +2%
per level of the caster.
Cold Scrunch
2. For non-magical writings: 50% chance
Duration: Instant
+4% per level of the caster.
Range: 60’
------------------------------------------------ ▶ In hold: If the writing is in the hands of a
Casts freezing energy in a 10’ radius sphere. creature, the creature may also save versus
spells the effects of Erase spell.
▶ Damage: Creatures caught suffer 1d4
damage per four experience levels the caster
has gained (5th, 9th,13th levels) with a
successful save versus spells indicating half
damage.
Feather Fall Message
Duration: 1 round per level Range: 60’ +10' per level
Range: 10’ per level Duration: 1 round
------------------------------------------------ ------------------------------------------------
A creature or object falls slowly like a feather. Caster can whisper a message to a pointed
▶ Falling damage: 1 point of damage per 50’ target creature.
fallen. ▶ Message travels: In a straight line.
▶ Messages shorter than 10 seconds: The
Frost Fingers target creature may use the remaining time to
Duration: Instant answer the caster.
Range: Touch ▶ Obstruction: Between the caster and the
------------------------------------------------ target creature cancels the spell (e.g. pillar,
Unleashes freezing energy when touching a lead).
creature.
▶ Damage: 1d6+1 point of damage per level Run
of the caster (no saving throw). Range: The caster or a creature touched
Duration: 6 hours
Jump ------------------------------------------------
Range: The caster or a creature touched A humanoid creature can move at twice its
Duration: 1 turn movement rate.
------------------------------------------------ ▶ Rest: Afterwards, the creature must rest
This enchantment allows a creature to make for 1d6 hours.
an improved jump. ▶ Higher level casters: May affect more
▶ Leap: Up to 10’ high and 30’ horizontally. creatures: One additional creature per three
▶ Higher level casters: One more leap on experience levels the caster has gained (i.e.
4th level, two on 7th level, three on 10th two creatures at 3rd–4th level, three
level and four on 13th level. creatures at 5th–6th level, etc.).

Mending Scribe
Duration: Instant Range: The caster’s spell book
Range: The object touched Duration: 6 turns per level
------------------------------------------------ ------------------------------------------------
This spell has two usages: Allows the caster to copy spells into their
1. Fix: An adventure gear item or another spell book for the spell duration, regardless of
common object that’s broken. level or intelligence restrictions.
2. Polish: Cleans and makes an adventure ▶ Scribing: Takes 1 hour per spell level of
gear item or another common object looks the spell. Caster must save versus spells to
like new. copy a spell with success. In a failed save,
suffers 1d4 damage per level of the spell.
▶ Higher level spells: Caster suffers a -1
penalty for each spell level higher than
usable.
▶ Caster: Will always be surprised during
scribing.
Shocking Grasp Summon Familiar
Duration: Instant Duration: Up to 24 hours (at referee’s
Range: Touch description)
------------------------------------------------ Range: 10’ per level
Unleashes electric energy when touching a ------------------------------------------------
creature. Allows the caster to obtain a familiar with an
▶ Damage: 1d6+1 point of damage per level AC 7 [12] and 2d4 hp.
of the caster (no saving throw). ▶ Cost: Rare herbs and materials worth
100gp, consumed during a ritual.
Spark Crackle ▶ Summon: Referee determines the
Duration: Instant probability of a creature responding to the
Range: 60’ spell and the type of creature summoned.
------------------------------------------------ ▶ Familiar Abilities: Caster can sense
Casts electric energy in a 10’ radius sphere. through its familiar and can communicate
▶ Damage: Creatures caught suffer 1d4 with it.
damage per four experience levels the caster ▶ Behaviour: Familiar is loyal and follows
has gained (5th, 9th,13th levels) with a orders until death.
successful save versus spells indicating half ▶ Intelligence: Higher than ordinary
damage. animals.
▶ HP: Familiar grants additional hit points to
Spider Climb the caster when within 120’. If the familiar is
Duration: The caster or a creature touched slain, the caster loses the familiar's maximum
Range: 1 round +1 per level hit points from their own current hit points.
------------------------------------------------
This enchantment allows a creature to move
like a giant spider: Familiars table
▶ Climb: Can walk on walls and ceilings d8 Familiar Improved senses
surfaces: 120’ (40’).
▶ Sticky fingers: The subject must have bare 1 Bat Hearing
hands and feet and cannot hold anything in
its hands while climbing. 2 Cat Hearing and
▶ Spell casting: Not possible while climbing. infravision

3 Hawk Distance vision

4 Lizard Smell

5 Owl Hearing and


infravision

6 Raven Vision

7 Toad 180’ vision

8 Weasel Hearing, smell

Restriction: A new familiar cannot be


summoned for one year.
Unseen Servant 2nd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: 30’ Amnesia
------------------------------------------------ Duration: Permanent
This spell temporarily summons a non-visible Range: 30’
humanoid to do the caster’s bidding.. ------------------------------------------------
This spell erases the memory of opponents.
▶ Obedient: The servant obeys the caster’s
commands. ▶ Erased memories: 1 round memories,
▶ Servant cannot: Fight or hold more than with an additional round for every level of the
200 coins weight. caster.
▶ Affect: Up to 4 beings within range.
Servant ▶ Scope: Affect only the target's memory and
------------------------------------------------ does not alter actual events or nullify other
AC 9 [10], HD ½* (2hp), Att None, THAC0 20 spell effects.
[-1], MV 120' (40'), SV D14 W15 P16 B17 S18 ▶ Saving Throw: Targeted beings have a
(NH). ML 12, AL Neutral, XP 6, NA 1 (1), TT save versus spells with a penalty to avoid
None memory erasing:
------------------------------------------------ a. -2 penalty: if only one creature is targeted.
▶ Invisible: Naturally invisible; cannot be b. -1 penalty: If 2 creatures are targeted.
attacked in the first round; in subsequent c. No penalty: If 3 or 4 creatures are
rounds, may be attacked at a –2 penalty to targeted.
hit (locatable by faint shadows and air ▶ Restoration: If a victim realises their
movement). memory has been altered, the spells Cureall
or Restore can restore the memory.
Wizard Hand
Duration: 6 turns Electric Shield
Range: 30’ Duration: 1 turn +1 per level
------------------------------------------------ Range: 10’ around the caster
A floating hand to help its conjurer. ------------------------------------------------
▶ Useful: The magical hand can perform This spell wards the caster and all allies
various tasks (e.g. hold a torch, open a door). within 10’ in an aura of lightning:
▶ Can’t: Attack, use magic items or hold ▶ Bonuses: Those warded gain a +1 bonus
more than 100 coins of weight. to saving throws against lightning.
▶ Within a day: The hand can be convoked ▶ Shield: When the spell is active, caster
and dismissed at will, but when its duration gains a +1 bonus to AC.
ends, it needs to be casted again. ▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Fake Trap Frost Lash
Duration: Permanent (until triggered) Duration: Instant
Range: Touch Range: 70’
------------------------------------------------ ------------------------------------------------
Sets an inoffensive trap to deceive certain Creates and wields two ice chain whips that
foes. flail up to 6 creatures within range.
▶ Deceives: Classes, abilities and items able ▶ Damage: Creatures flailed by frost lash
to detect traps and dangers to believe that it’s suffer 1d8 damage for each level multiple of
a real trap. three (3rd, 6th, 9th, 12th levels), with a
▶ Chance of Detection: A 1-in-10 chance. successful save versus spells indicating half
▶ Removal: If the removal of a Fake Trap damage.
fails, a hyena laugh bursts from the trap, but ▶ Deep in flesh: 8 on a damage dice result
do not harm anyone. gives a -1 penalty to a creature’s AC for 1
turn.
Fire Shield
Duration: 1 turn +1 per level Ice Shield
Range: 10’ around the caster Duration: 12 turns +1 per level
------------------------------------------------ Range: 10’ around the caster
This spell wards the caster and all allies ------------------------------------------------
within 10’ in an aura of fire: This spell wards the caster and all allies
▶ Bonuses: Those warded gain a +1 bonus within 10’ in an aura of cold:
to saving throws against fire. ▶ Bonuses: Those warded gain a +1 bonus
▶ Shield: When the spell is active, caster to saving throws against cold.
gains a +1 bonus to AC. ▶ Shield: When the spell is active, caster
▶ Monsters with fewer than 4 HD within gains a +1 bonus to AC.
10': Suffer 2d6 damage. ▶ Monsters with fewer than 4 HD within
▶ Monsters with 4 or more HD within 10': 10': Suffer 2d6 damage.
Suffer 1d6 damage. ▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Flame Lash
Duration: Instant
Range: 70’
------------------------------------------------
Creates and wields two fire chain whips that
flail up to 6 creatures within range.
▶ Damage: Creatures flailed by flame lash
suffer 1d8 damage for each level multiple of
three (3rd, 6th, 9th, 12th levels), with a
successful save versus spells indicating half
damage.
▶ Deep in flesh: 8 on a damage dice result
gives a -1 penalty to a creature’s AC for 1
turn.
Magic Mouth [MU] Phantom Sword
Duration: Permanent until triggered Duration: 3 rounds per level
Range: Touch Range: 80’
------------------------------------------------ ------------------------------------------------
The caster imbues an inanimate object with a Caster summons a normal sword +1 to be
message that is to be spoken out loud by a wielded by a mysterious force.
magical mouth when a certain trigger ▶ Concentration: Required to make the
condition occurs. sword attack something within its range. If
▶ The message: Must be in a language the broken, the sword stops.
caster speaks and may consist of up to 25 ▶ Attacks: Twice per round, using the
words. caster’s THAC0.
▶ The trigger condition: May be as broad or ▶ Cannot: Move more than 80’ away from its
as specific as the caster wishes. It may include caster or stop attacking (but can be wielded
conditions on the enchanted object being by an ally).
touched or on the presence of creatures ▶ Within a day: The sword can be convoked
within 30’ of the object. The trigger condition and dismissed at will, but when its duration
may only take visual appearances into ends, it needs to be casted again.
account (e.g. it cannot discern the alignment, ▶ Dispelling: The magical sword may be
class, level, etc. of creatures who pass by). dispelled by Dispel Magic or Dispel Evil.
▶ Once triggered: The mouth appears,
animates, and speaks the predetermined Ray of Enfeeblement
message. The enchantment then ends. Duration: 30'
▶ Casting spells: The triggered message Range: 1 round per level
cannot cast spells. ------------------------------------------------
Reduces the strength of a single creature.
Minor Repairing ▶ Enfeeblement: Creature making an attack
Duration: Instant gets a -2 penalty on attack and damage rolls.
Range: Object or creature touched The victim may save versus spells to negate.
------------------------------------------------
This spell has two usages:
1. Healing a construct subject: Restores
1d6+1 hit points of damage. This cannot raise
the subject’s hit points above their normal
maximum.
2. Repair vehicles and objects: Repairs one
hull point or 5hp of objects.
Rope Trick Shock Lash
Duration: 2 turns per level Duration: Instant
Range: Touch Range: 70’
------------------------------------------------ ------------------------------------------------
A rope is enchanted to rise up into the air, Creates and wields two lightning chain whips
enabling the caster and others to climb it and that flail up to 6 creatures within range.
disappear into an imaginary space. ▶ Damage: Creatures flailed by shock lash
▶ The rope: Rises up to its full length (or at suffer 1d8 damage for each level multiple of
most 30’) and hangs stiffly in the air, three (3rd, 6th, 9th, 12th levels), with a
magically tethered at the upper end. successful save versus spells indicating half
▶ Climbing the rope: The rope may be damage.
climbed normally. ▶ Deep in flesh: 8 on a damage dice result
▶ Imaginary space: Human-sized (or gives a -1 penalty to a creature’s AC for 1
smaller) creatures that climb to the top of the turn.
rope disappear into the imaginary space
beyond. Spellblade
▶ Capacity: The imaginary space can hold up Duration: 3 turns
to six individuals. Range: 60’
▶ Hidden: Creatures inside the imaginary ------------------------------------------------
space cannot be perceived or affected in any Calls for the forces of frost, flame and
way by those on the outside, in real space. lightning to empower a bladed weapon.
▶ Pulling up the rope: The rope may be ▶ Wild magic: Roll 1d6 to know the property
pulled up into the imaginary space, also (1-2: Cold, 3-4: Fire, 5-6: Lightning)
disappearing. ▶ Damage in melee: Bladed weapon deals
▶ Malleability: The caster may command. an additional 1d4 damage per odd level of the
When the spell’s duration ends: The rope wielder (save versus spells for half).
falls slack, the imaginary space disappears, ▶ Bladed weapon: It is considered as a
and anyone inside the imaginary space magical weapon while empowered.
reappears in mid air.
Strength
Shatter Duration: 6 turns per level
Duration: Permanent Range: Touch
Range: 60’ ------------------------------------------------
------------------------------------------------ Confers a temporary STR bonus, which varies
A magical crushing blow to destroy a depending on the affected creature’s class.
non-magical and non-metallic object (crystal, ▶ +1d4: Non-martial classes.
cloth, jugs, windows, etc) into pieces and ▶ +1d6: Semi-martial classes.
shreds. ▶ +1d8: Martial classes.
▶ Limit: 200 coins of weight objects. Character’s STR: Cannot go above 18.
▶ Wielding: If the object is in the hands of a
creature, the creature may also save versus Tongues
spells to prevent the object being destroyed. Duration: 1 round per level
Range: The caster
------------------------------------------------
The caster becomes able to speak the
language of any creature within a 15’ radius
area.
3rd LEVEL SPELLS Clairaudience
Duration: 12 turns
Blink Range: 60’
Duration: 1 round per level ------------------------------------------------
Range: The caster The caster gains the ability to hear through
------------------------------------------------ the ears of other living creatures.
Enables caster to blink in and out of
▶ Focus for 1 turn: To establish a
existence.
connection with a creature, the caster must
▶ Blink: Caster reappears 10’ from its focus their concentration in one particular
original location, in a random direction direction for one turn.
relative to the direction he is facing. ▶ After this turn: The auditory perceptions
▶ Roll 1d8 for direction: 1-forward, of one creature within range in that direction
2-forward right, 3-right, 4-backward right, are relayed to the caster.
5-backward, 6-backward left, 7-left, ▶ Switching: Once a connection is
8-forward left. established, the caster may choose to
▶ Obstruction: If the caster's original maintain it or to change to another subject.
location is blocked, the caster is shifted ▶ Obstructions: Clairaudience is obstructed
randomly within 10’ away. by a thin layer of lead or by rock of 2’ thick or
▶ Opponents: Cannot attack the caster when greater.
it has initiative, but area effect attacks affect
the caster if they occupy both locations. Cone of Cold
▶ Combat: Caster can blink and attack with Duration: Instant
hand weapons from the second round. Other Range: 60’ long cone, 30’ wide at end
actions have a 15-in-20 chance of failure. ------------------------------------------------
A cone of freezing energy from a point within
Booby Trap range.
Duration: Permanent (until triggered)
▶ Damage: Creatures caught in the Cone of
Range: Touch
Cold suffer 1d6 damage per level of the caster,
------------------------------------------------
with a successful save versus spells
Affects any closable item (book, box, bottle,
indicating half damage.
chest, door, etc) to become a bomb that
bursts in a magical explosion when triggered.
▶ Do not work: On an item already affected
with Hold Portal or Wizard Lock spells (the
same spells do not affect an item already
affected with a Booby Trap Spell).
▶ Triggering: Any other creature than the
caster touching the affected item, causing a
magical explosion in a 10' radius.
▶ Damage: Creatures caught in the blast
suffer 1d4 damage per level of the caster, with
a successful save versus spells indicating
half damage.
▶ Enchanted item: Is not harmed by the
magical explosion.
▶ Detection and removal: There is a 50%
chance of being detected by any means.
Failing to remove it triggers the Booby Trap.
Knock spell: Opens the item, but triggers the
explosion.
Explosive Runes Fool’s Gold
Duration: Permanent Duration: 6 turns per level
Range: Touch Range: 10’
------------------------------------------------ ------------------------------------------------
Caster traces mystic runes on a written object This spell has two usages:
(book, map, scroll, etc.) that detonate when 1. Copper, silver and electrum coins: Turns
read. into gold pieces.
▶ Damage: Detonation deals 6d6+6 points of 2. Low-value metals: Turns into solid gold.
damage in a 10' radius. Reader suffers full ▶ Inspection: Creatures inspecting the gold
damage without a saving throw and others in must save versus spells to detect if the gold
the area must save versus spells for half is real. Creatures with average or lower
damage. intelligence get a -2 penalty in the saving
▶ Object bearing the runes: Is obliterated, throw.
unless if cannot be harmed by fire. ▶ Shock: If the gold is struck hard by an iron
▶ Caster and specified beings: Can read the object, there is a 10% chance it will revert to
writing without triggering the runes. its natural state.
▶ Removal: Caster can remove the runes at
▶ Restrictions: Arcane and divine spell
will. Another creature can remove them with
casters 9th level or higher are not affected by
a successful Dispel Magic spell.
this spell.
▶ Detection: Magic-users have a 5% chance
per level to detect the runes and thieves have
Gust of Wind
a flat 5% chance.
Duration: 1 round
Feign Death Range: 10’ long and wide, +10’ long per
Duration: 6 turns +1 per level level
Range: The caster or a creature touched ------------------------------------------------
------------------------------------------------ Casts a severe blast of air originating from the
A willing subject falls into a cataleptic state, caster that affects all creatures in its path.
indistinguishable from death. ▶ Creatures caught in the blast of air:
▶ Hit Dice limit: The subject may not have a. Smaller flying creatures: Are blown 1d6 ×
higher HD than the caster’s level. 10’ away.
▶ Senses: The subject retains their senses of b. Human-sized creatures: Cannot move
hearing and smell, but cannot see or feel. forward against the force of the wind.
▶ Damage: Any damage inflicted on the c. Larger flying creatures: Have half their
subject is halved. movement speed.
▶ Immunities: The subject is unaffected by ▶ Unprotected flames (e.g. torches): Are
paralysis and energy drain. automatically extinguished.
▶ Poison: The effects of any poison in the ▶ Protected flames (e.g. lanterns): Are
subject’s system are suspended while the caused to dance wildly, with a 5% chance per
spell lasts. Once the duration ends, poison caster level to be extinguished.
has its normal effect once more.
▶ Ending: The caster can end the spell at any
time. The subject requires 1 round to awaken.
Haste Summon Monster: Level 1
Duration: 3 turns Duration: 1 round +1 per level (until
Range: 240’ dismissed or slain)
------------------------------------------------ Range: 5’
Up to 24 creatures in a 30’ radius area are ------------------------------------------------
enchanted to be able to move and act twice as Summons monsters to do the caster’s
quickly as normal: bidding:
▶ Movement: Subjects’ maximum ▶ 1st level monsters: Summons 2d4 1st
movement rates are doubled. level monsters.
▶ Attacks: Subjects may make double the ▶ Type of monsters: The referee should
normal number of attacks per round. randomly determine the type of monsters
▶ Spells: The number of spells a subject may which are summoned, for example using
cast per round is not doubled. dungeon wandering monster tables.
▶ Magical devices: The use of devices such ▶ Arrival time: Summoned monsters arrive
as wands is also not doubled. at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
↶ Reversed: Slow enemies as directed or, if the character can
Can dispel an active Haste spell. Creatures communicate with them, be given other
affected moves at half speed or attacks each tasks.
round. Spellcasting and use of magical ▶ Dismissing: The caster may dismiss it at
devices are not affected. The victim may save any time, sending it back to its plane of
versus spells to resist. Initiative always loses origin.
(no roll).
Tiny Hut
Suggestion [MU] Duration: 6 turns per level
Duration: 4 turns +4 per level Range: 5’
Range: 30’ ------------------------------------------------
------------------------------------------------ Creates an unmoving, opaque 10' diameter
The caster utters a suggestion to influence sphere of force as a hut.
the behaviour of a selected subject.
▶ Capacity: Up to 6 human-sized creatures
▶ Wording: The suggestion must take the can be inside the hut with the caster.
form of a short phrase (at most one or two ▶ Access: Occupants can freely enter and
sentences) suggesting a course of action to exit the hut, but the spell ends if the caster
the subject. leaves.
▶ Comprehension: A language that is ▶ Interior temperature: 70°F.
understood by the subject must be used. ▶ Protection: Provides shelter against rain,
▶ Harmful suggestions: Suggestions that dust, and sandstorms. Withstands wind up to
are obviously harmful to the subject cause the 50 mph; stronger force destroys it.
spell to automatically fail. ▶ Transparency: Opaque outside,
▶ Saving throw: A save versus spells is transparent inside. Occupants remain unseen
allowed to resist the suggestion. If the save from outside.
fails, the subject will follow the caster’s ▶ Missiles weapons and most spells: Pass
suggestion for up to the duration. through without affecting the hut.
▶ Reasonable suggestions: A suggestion
that is worded in a way to make it sound very
reasonable incurs a –2 penalty to the saving
throw.
Restrictions: Undead are unaffected.
4th LEVEL SPELLS Dig
Duration: 1 round +1 per level
Arcane Window Range: 30'
Duration: 1 round per level ------------------------------------------------
Range: Touch Enables the caster to excavate 125 cubic feet
------------------------------------------------ of earth, sand, or mud per round.
Grants the ability to see through walls as if a
▶ Pit size: A 5’ cube area.
3 square window is present.
▶ Digging waste: Scatters around the pit.
▶ Wall Transition: Caster can see through ▶ Digging beyond 5’: There's a chance that
multiple walls, but switching between walls the pit will collapse in:
takes one round. a. Earth: 10%
▶ Visibility Option: Caster can choose to b. Sand: 30%
make the window visible to other creatures, c. Mud: 55%
limited to one wall at a time.
▶ Other creatures at the edge of the pit:
▶ One-Way Vision: Window allows vision
Must save versus spells or will fall into the
only from the caster's side.
pit.
▶ Material Penetration: Spell can penetrate
walls of different materials:
Fear
1. Up to 20 inches thick wood.
Duration: Instant
2. Up to 6 inches thick stone.
Range: 60’ cone, 30’ wide at end
3. Up to 4 inches thick metal.
------------------------------------------------
▶ Obstructions: Arcane Window is Conjures a cone of magical energy that
obstructed by a thin layer of lead or by terrifies those within it.
platinum or gold.
▶ Effect: Creatures in the cone are struck
with terror and will flee from the caster at
Blazestorm
maximum speed for one round per level of
Duration: Instant
the caster. (A save versus spells negates the
Range: 120’
effect).
------------------------------------------------
▶ Dropping items: Affected creatures have a
Masses of fire that violently punishes any in a
60% chance of immediately dropping
30’ cube.
anything in their hands. The chance is
▶ Damage: Creatures caught in the decreased by 5% for each level or Hit Die
Blazestorm suffer 1d8 damage per level of the above 1.
caster, with a successful save versus spells
indicating half damage.
▶ Cold-based creatures: Have a -4 penalty
on the saving throw.
▶ Fire-based creatures: Have a +2 bonus
on the saving throw and suffer half damage.
Fire Charm Hailstorm
Duration: 2 rounds per level Duration: Instant
Range: 30' Range: 120’
------------------------------------------------ ------------------------------------------------
A blazing charm appears, exerting fascination Solid ice crystals that violently punishes any
on those who gaze it. in a 30’ cube.
▶ Charm: Any 90' near creatures looking it ▶ Damage: Creatures caught in the
must save versus spell or cannot make any Hailstorm suffer 1d8 damage per level of the
actions, gazing with obsession while the caster, with a successful save versus spells
charm is active. indicating half damage.
▶ Charmed creatures: Suffers a -2 penalty ▶ Fire-based creatures: Have a -4 penalty
on saving throws against mind-affecting on the saving throw.
spells. ▶ Cold-based creatures: Have a +2 bonus
▶ Charm break: If the blazing charm is on the saving throw.
destroyed or if something obstructs the
charmed creature's vision. Lesser Globe of Invulnerability
▶ Attacking the charm: AC 7 [12], 1hp. If Duration: 1 round per level
reduced to 0hp, the charm ceases to function. Range: Globe
------------------------------------------------
Frost Charm Creates an immobile magical sphere with a
Duration: 2 rounds per level 10' diameter around the caster that nullifies
Range: 30' any spell effects of 3rd level or lower from
------------------------------------------------ entering the sphere.
A freezing charm appears, exerting ▶ Spells already in effect: Are unaffected.
fascination on those who gaze it. ▶ The caster: Can cast spells through the
▶ Charm: Any 90' near creatures looking it globe.
must save versus spell or cannot make any ▶ Area or effect: Of affected spells does not
actions, gazing with obsession while the include the area of the globe.
charm is active. ▶ Dispel Magic: Can dispel the globe.
▶ Charmed creatures: Suffers a -2 penalty
on saving throws against mind-affecting Spark Charm
spells. Duration: 2 rounds per level
▶ Charm break: If the freezing charm is Range: 30'
destroyed or if something obstructs the ------------------------------------------------
charmed creature's vision. An electric charm appears, exerting
▶ Attacking the charm: AC 7 [12], 1hp. If fascination on those who gaze it.
reduced to 0hp, the charm ceases to function. ▶ Charm: Any 90' near creatures looking it
must save versus spell or cannot make any
Fumble actions, gazing with obsession while the
Duration: 1 round per level charm is active.
Range: 10' per level ▶ Charmed creatures: Suffers a -2 penalty
------------------------------------------------ on saving throws against mind-affecting
Up to 6 creatures suddenly become clumsy. spells.
▶ Moving creatures: After moving, must ▶ Charm break: If the electric charm is
save versus spells or will trip and fall to the destroyed or if something obstructs the
ground, with a 50% chance of dropping held charmed creature's vision.
items. ▶ Attacking the charm: AC 7 [12], 1hp. If
▶ Break: Fallen creatures suffer 1 point of reduced to 0hp, the charm ceases to function.
damage and dropped held items with hp
suffer 1d3 damage.
Summon Monster: Level 2 Wizard Eye
Duration: 1 round +1 per level (until Duration: 6 turns
dismissed or slain) Range: 240’
Range: 5’ ------------------------------------------------
------------------------------------------------ An invisible, magical eye is conjured that
Summons monsters to do the caster’s allows the caster to see at a distance.
bidding: ▶ Movement: The eye can be directed to
▶ 2nd level monsters: Summons 1d6 2nd move within range at up to 120’ per turn.
level monsters. ▶ Seeing through the eye: By
▶ Type of monsters: The referee should concentrating, the caster can see through the
randomly determine the type of monsters eye.
which are summoned, for example using ▶ Types of vision: The magical eye grants
dungeon wandering monster tables. infravision to 60’ as well as normal vision.
▶ Arrival time: Summoned monsters arrive ▶ Barriers: Though invisible, the eye is
at the character’s location in 1d4 rounds. tangible and cannot pass through solid
▶ Commanding: Monsters will attack barriers.
enemies as directed or, if the character can ▶ Size: The eye is as big as a normal human
communicate with them, be given other eye.
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.

Thunderstorm
Duration: Instant
Range: 120’
------------------------------------------------
Thunderbolts clashes that violently punishes
any in a 30’ cube.
▶ Damage: Creatures caught in the
Thunderstorm suffer 1d8 damage per level of
the caster, with a successful save versus
spells indicating half damage.
▶ Aquatic and flying creatures: Have a -4
penalty on the saving throw.
▶ Burrowing and petrifying creatures:
Have a +2 bonus on the saving throw.
5th LEVEL SPELLS Summon Monster: Level 3
Duration: 1 round +1 per level (until
Faithful Hound dismissed or slain)
Duration: 2 rounds +1 per level Range: 5’
Range: 5’ ------------------------------------------------
------------------------------------------------ Summons monsters to do the caster’s
Summons a phantom hound to serve as a bidding:
watchdog to guard a passage, room, door, or
▶ 3rd level monsters: Summons 1d4 3rd
similar space or portal designated by the
level monsters.
caster:
▶ Type of monsters: The referee should
▶ Unseen: The hound is invisible to any randomly determine the type of monsters
other than its master. Cannot be attacked. which are summoned, for example using
▶ Detects: Invisible, ethereal, concealed or dungeon wandering monster tables.
any similar hard to find creature. ▶ Arrival time: Summoned monsters arrive
▶ Barks if: Any suspect creature approaches at the character’s location in 1d4 rounds.
its guarded place. ▶ Commanding: Monsters will attack
▶ Bites: Any intruders who enter its range, enemies as directed or, if the character can
dealing 3d6 damage. The bite is considered a communicate with them, be given other
magical melee attack with THAC0 11 [+8]. tasks.
▶ Dispelling: The hound may be dispelled by ▶ Dismissing: The caster may dismiss it at
Dispel Magic or if the caster is more than 5' any time, sending it back to its plane of
away from the hound's guarded place. origin.

Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged as
the caster wishes.
▶ Stone size: Up to a 10’ cube area.
▶ Examples of uses: Caster can make
weapons, doors, sculptures out of stone.
6th LEVEL SPELLS

Globe of Invulnerability
Duration: 1 round per level
Range: Globe
------------------------------------------------
Creates an immobile magical sphere with a
10' diameter around the caster that nullifies
any spell effects of 4th level or lower from
entering the sphere.
▶ Spells already in effect: Are unaffected.
▶ The caster: Can cast spells through the
globe.
▶ Area or effect: Of affected spells does not
include the area of the globe.
▶ Dispel Magic: Can dispel the globe.

Summon Monster: Level 4


Duration: 1 round +1 per level (until
dismissed or slain)
Range: 5’
------------------------------------------------
Summons monsters to do the caster’s
bidding:
▶ 4th level monsters: Summons 1d3 4th
level monsters.
▶ Type of monsters: The referee should
randomly determine the type of monsters
which are summoned, for example using
dungeon wandering monster tables.
▶ Arrival time: Summoned monsters arrive
at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
enemies as directed or, if the character can
communicate with them, be given other
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.

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