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OSE Extended A5 - Spells v005
OSE Extended A5 - Spells v005
CLERIC SPELLS
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 ※
↶ 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
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
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
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
4 Lizard Smell
6 Raven Vision
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.