131 spells, grouped by spell level, with reversed forms and supporting
rules.
Distances marked ′ are in feet. AC — Armour Class; HD — Hit Dice; hp —
hit points; Att — attacks; THAC0 — To Hit Armour Class 0; MV — movement
rate; SV — saving throws (D: death / poison; W: wands; P: paralysis /
petrify; B: breath attacks; S: spells / rods / staves); ML — morale; AL
— alignment; XP — experience points; gp — gold pieces. Bracketed AC
values normally give ascending Armour Class. Book references refer to
the source books.
This spell is a lengthy ritual (1 hour) that invokes the power of
the caster’s deity to sanctify a person, place, or event. The
specific ceremonies a caster can perform depend on their level. A
caster may perform any ceremony available at their level or lower.
1st level - Burial: Protects a corpse for one
week. Anyone attempting to defile the grave within this time must
save vs spells or flee in fear for 1 turn. The creature will
refuse to return to the grave for the remainder of the week.
3rd level - Coming of Age: Cast upon a youth of
the caster’s faith. The recipient gains a permanent +1 bonus to a
single saving throw roll, which they may choose to use at any
point in the future. This ceremony may only be received once.
5th level - Ordination: A special vow required
before a caster can lead a congregation. The recipient becomes
immune to bestow curse spells of a non-divine origin, but is at a
−4 penalty to saving throws against a quest from a caster of the
same faith.
7th level - Consecrate Ground: Hallows an area of
ground (up to 2,000 square feet) for a temple or graveyard. Undead
cannot be raised from bodies buried in consecrated ground.
Material components: Holy water, incense, and
offerings appropriate to the ceremony (minimum 100 gp value).
Allows a group of three to five casters of the same faith to empower
a single caster among them.
The ritual: One caster stands at the center while
the others (2 to 4) join hands in a circle around them. All must
cast the same spell simultaneously.
Effect: The central caster’s effective level is
increased by 1 for each caster in the encircling ring (to a maximum
gain of 4 levels). This bonus applies to turning undead and all
level-based spell effects (e.g., duration, damage).
Vulnerability: For the duration, the encircling
casters must concentrate and are vulnerable: they lose any AC bonus
from Dexterity or shields, and attacks against them are made with a
+4 bonus.
Allows the caster to give a one-word command to a single living
creature - in a language it can understand. If the creature fails a
save vs spells, it will obey the command to the best of its ability
for one round.
Conjuring light: In a 15′ radius. The magical
light is sufficient for reading, but is not as bright as daylight.
The spell may be cast upon an object, in which case the light
moves with the object.
Blinding a creature: By casting the spell upon
its eyes. If the target fails a saving throw versus spells, it is
blinded for the duration. A blind creature cannot attack.
Cancelling darkness: Light may cancel a darkness
spell (see below).
Reversed: Darkness
Creates a 15′ radius area of magical blackness, preventing normal
sight (but not infravision). Like light, it may alternatively be
used to blind creatures or to dispel a light spell.
The caster enchants one small stone or pebble to become magical
ammunition.
Attack: The stone can be thrown (range 20′/40′/60′)
or used with a sling (range 40′/80′/160′). It attacks with a +1
bonus to the attack roll.
Damage: If it hits, it inflicts 1d4 points of
damage. Against an undead target, it inflicts 1d6+1 damage.
Higher levels: At every 5 levels past 1st the
caster may enchant one additional stone per casting (i.e., at 6th
level, the caster may enchant two stones, at 11th level, three
stones, and so on).
The caster may gaze at a creature to determine if it is wearing a
non-magical disguise.
Saving throw: The target may save vs spells to
resist.
Effect: If the save fails, the caster knows the
creature is disguised, though its true appearance is not revealed.
If the save succeeds, the caster is magically convinced that the
disguise (if it exists) is genuine.
The caster touches a creature and receives a cryptic vision of its
future luck.
Modifier: The referee secretly rolls 1d6. The
result determines the modifier to a future roll. 1: −3 / 2: −2 / 3:
−1 / 4: +1 / 5: +2 / 6: +3. The referee then tells the player if the
portent is “good” (a positive modifier +2 or better), “poor” (a
negative modifier −2 or worse) or “fair” (either a −1 or +1
modifier). These modifiers are converted into 5% increments if the
portent ends up applying to a percentile roll (i.e., a +2 bonus
becomes +10%, a −1 penalty becomes a −5% penalty).
Application: From then on, each time the character
is about to make a roll in a perilous situation (i.e., combat, a
saving throw, a risky jump, etc.) there is a 1-in-12 chance for that
roll to receive the modifier. The player should check for the chance
before making each roll.
Premonition: When the portent finally manifests,
the player must choose whether to go ahead with their character’s
planned action or to change it to another action (not taking any
actions for one round is allowed).
Causes a light rain to fall in a 30′ diameter cylinder. The
precipitation is enough to dampen surfaces and extinguish small,
unprotected flames (candles, torches, etc.), but not large fires.
This spell wards the caster from attacks by creatures of another
alignment, as follows:
Bonuses: The caster gains a +1 bonus to saving
throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against the caster
are penalised by −1.
Enchanted, constructed, or summoned creatures:
The spell additionally prevents such creatures from attacking the
caster in melee, though they may still make ranged attacks. If the
caster engages such a creature in melee, this protection is broken
(the caster still gains the save and attack bonuses mentioned
above).
This spell makes spoiled, rotten, poisonous, or otherwise
contaminated food and water pure and suitable for eating and
drinking. One of the following may be affected:
Drink: 6 quarts.
Rations: One trail ration (iron or standard).
Unpreserved food: A quantity sufficient for 12
human-sized beings.
The creature touched is calmed and purged of fear. Magically induced
fear may be dispelled, but this requires the subject to make a
saving throw versus spells. The save is modified by +1 per level of
the caster.
Reversed: Cause Fear
Will cause a target within 120′ to flee for the duration unless it
saves versus spells.
Creates a protective ward around the creature touched. Any opponent
attempting to directly attack the warded creature must first make a
save vs spells.
If the save fails: The opponent cannot follow
through with its attack and is forced to target another creature,
or lose its attack for the round.
If the save succeeds: The opponent may attack the
warded creature normally for that round.
Dispelling: The warded creature may not take any
offensive actions. If it does so, the spell immediately ends.
Casting non-offensive spells (e.g., cure light wounds) does not end
the effect.
Area effects: The spell does not protect against
spells or attacks that affect an area (e.g., fireball).
Grants the caster magical aptitude for writing and copying texts.
Effect: For the duration, the caster’s handwriting
becomes flawless, their writing speed is doubled, and they may
re-roll one failed attempt at scribing a magical scroll per scroll.
Limitation: The spell ends if the caster ceases
their work for more than one turn. Also, this spell cannot be used
to scribe a scroll containing itself or the Scroll spell.
The caster spits a glob of magical saliva at a target. A successful
missile attack roll is required to hit. If the target is struck, it
must save vs paralysis or suffer a debilitating effect for 1d4+1
rounds, based on the location hit (roll 1d8):
1: Head (Unconscious).
2-4: Body (Paralysis).
5: Weapon Arm (Cannot attack).
6: Shield Arm (Loses shield AC bonus, if it
exists).
7-8: Leg (Movement rate halved, loses DEX bonus
to AC).
This spell combines the effects of a bless spell with temporary
healing.
Benefit: The recipient gains a +1 bonus to attack
and damage rolls and morale.
Healing: The recipient also gains 1d6 temporary hit
points.
Temporary hit points: These are the first hit
points lost when the character takes damage. They cannot be healed
and disappear when the spell’s duration expires.
By casting a set of divinatory tools, the caster gains a glimpse of
the future concerning a specific, intended course of action.
Casting time: Requires one turn to cast.
Timeframe: The action must be planned to take place
within the next 3 turns (30 minutes).
Chance of success: There is a base 70% chance of
the augury being successful, +1% per level of the caster.
Success: If the augury is successful, the referee
provides an omen of the outcome: “Weal” (good fortune), “Woe” (bad
fortune), “Weal and Woe” (a mixed result), or “Nothing” (the
action has no particularly significant consequences). The reading
is typically cryptic.
Failure: If the augury fails, a false or
misleading result is given.
Repeated use: If the spell is cast more than once
in a 24-hour period regarding the same course of action, there is a
cumulative reduction of 25% to the base chance of success.
The caster imbues a wooden cudgel or staff with a charm enchantment.
Attack: The caster may make a normal attack with
the weapon.
Effect: If the attack hits, the target must save vs
spells. The save is at a +1 bonus for every point of damage
inflicted by the attack.
Failure: A creature that fails its save is charmed.
It regards the caster as a trusted friend and will not harm them for
the duration, though it will defend itself if attacked. The creature
will obey reasonable commands that do not place it in obvious peril.
Battle: Allies within a 20′ square area who are
not yet in melee gain a +1 bonus to attack and damage rolls and a
+1 bonus to morale.
Ritual: Casting bless may also form part of
rituals of purification or consecration, at the referee’s
discretion.
Reversed: Blight
Incurs a −1 penalty to morale checks, attack rolls, and damage rolls
of enemies within a 20′ square area. A save versus spells is allowed
to resist the blight.
By chanting, the caster invokes their deity’s favor upon allies and
disfavor upon enemies.
Effects: All allies in the area of effect gain a +1
bonus to attack rolls, damage rolls, and saving throws. All enemies
in the area suffer a −1 penalty to their attack rolls, damage rolls,
and saving throws.
Concentration: If the caster moves or loses
concentration, the spell ends.
The caster summons a minor air elemental in the form of a swirling
dust devil.
Dust Devil
AC 4[15], HD 2 (9hp), Att 1 × buffet (1d4), THAC0 18 [+1], MV 180′
(60′) flying, SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral.
Magic vulnerability: Takes double damage from
magical weapons.
Cloud of dust: If in an area of loose sand or dirt,
the dust devil creates a 30′ diameter cloud of blinding dust around
itself (save vs breath or take −2 to attack rolls and AC).
Dismissal: Can be dismissed by any creature native
to the Elemental Plane of Air.
This spell causes one or more humans, demihumans, or human-like
monsters (see Persons in the Advanced Fantasy Referee’s Tome) to be
paralysed if they fail a saving throw versus spells. It may be cast
in two ways:
Against an individual: The target’s saving throw
is penalised by −2.
Against a group: 1d4 individuals in the group are
targeted.
Restrictions: Human-like monsters of greater than
4+1 HD (see Hit point modifiers in the Advanced Fantasy Referee’s
Tome) and undead are not affected.
A ritual spell used to sanctify an object to serve as a
caster's holy symbol.
Process: The object must be of appropriate material
and design for the caster's faith. A caster may only create a
symbol of their own faith and can possess no more than two at a
time.
The caster gains immediate knowledge of the alignment of one
character, monster, object, or location within range. (Most objects
or locations do not have an alignment, but magic items or holy
places might.)
Within the area: All sound is stopped.
Conversation and spell casting are impossible.
Noise from outside the area: Can be heard by
those within it.
Casting upon a creature: Silence may be cast upon
a creature, which must save versus spells. If the save fails, the
15′ radius area of silence moves with the creature. If the save
succeeds, the spell’s effect remains stationary—the targeted
creature may move out of it.
One or more snakes are rendered non-hostile, rearing up and swaying
to and fro but not attacking.
HD affected: The spell affects snakes whose total
Hit Dice do not exceed the caster’s level. For example, a 7th
level caster can affect 7 HD of snakes, which can equal seven 1 HD
snakes, or two 3 HD snakes and one 1 HD snake, or any other
combination.
Duration: When cast on snakes that are already
attacking, the spell lasts for 1d4+1 rounds. Otherwise, it lasts
for 1d4+1 turns.
The caster can communicate with one type of animal within range when
the spell is cast.
Type of animal: Ordinary animals or giant
versions of ordinary animals may be targeted.
Questions: The caster can ask questions of and
receive answers from animals of the chosen kind, although the
spell doesn’t make animals any more friendly or cooperative than
normal (a reaction roll may be required).
Services: If an animal is friendly toward the
caster, it may perform some favour or service.
The caster brings into existence a magical, hammer-shaped field of
force that attacks one opponent per round as directed.
Attack roll: The hammer attacks once per round
using the caster’s THAC0.
Magic: As it is a magical force, it can harm
creatures only affected by magic weapons.
Damage: The hammer inflicts 1d6 points of damage on
a successful hit.
Concentration: The caster must concentrate to
maintain the field. If their concentration is broken (e.g., they
move or are successfully attacked), the spell ends.
The recipient of this spell becomes nearly undetectable in natural
surroundings.
Effect: The creature is almost silent, and its
scent is masked. It is invisible to non-magical detection while
stationary and beyond 30′. Movement does not break the spell but
allows for normal chances of detection.
Breaking the spell: The spell ends immediately if
the recipient makes an attack, enters an area of non-natural
surroundings, or casts a spell.
The caster is able to read any non-magical text, including maps and
mundane scrolls, regardless of the language. Does not decipher codes
or allow the reading of magical writing.
The caster withdraws in meditation to contemplate some subject.
While in this state, the caster experiences time 10x slower than
others (i.e., one round for the caster is but one second for
others).
Movement: The caster must remain stationary for the
duration of the spell.
Actions: While the external world seems almost
frozen, the caster can perform actions that take up to one round:
Reading: The caster may read a text for the
number of rounds that the spell lasts.
Spellcasting: Once per round, they can cast an
augury spell, any curing or healing spells, or any informational
spells - on themselves only. Casting other spells or using these
spells in other fashion will cause the magic of the withdraw spell
to cease.
Dispelling: Any successful attack against the
caster ends the spell immediately.
The caster creates a faintly shimmering, 5′ sphere of magical energy
that acts as a ward.
Trigger: The first creature to approach within 5′
of the sphere is attacked by a lash of magical force.
Lashing: The target must save vs spells or be
paralyzed for 1 round per level of the caster. A successful save
means the magical lash missed, and the ward remains active,
triggering against the next creature that comes within its range (or
against that same target if it leaves the affected area and
returns).
Dispelling: The spell is discharged and ends once
it successfully paralyzes a creature.
Causes a torrential downpour in a 30′ diameter area.
Normal fires: Are extinguished.
Vision: The rain obscures vision but does not
outright block it (creatures more than 5′ away are blurred).
Mud: Natural ground becomes muddy, halving movement
rates for all creatures without special abilities.
Magical fire: Has a 50% chance of extinguishing
magical fires (e.g., a wall of fire). If successful, the magical
fire erupts in a huge cloud of steam that fills an area four times
the size of the original fire effect, blocking normal vision and
infravision.
Conjuring light: In a 30′ radius. The magical
light is as bright as full daylight (creatures that suffer attack
penalties in daylight are affected). The spell may be cast upon an
object, in which case the light moves with the object.
Blinding a creature: By casting the spell upon
its eyes. If the target fails a saving throw versus spells, it is
blinded. A blind creature cannot attack.
Cancelling darkness: Continual light may cancel a
continual darkness spell (see below).
Reversed: Continual Darkness
Creates a 30′ radius area of magical blackness, preventing both
normal sight and infravision. Light sources brought within the area
of darkness do not illuminate it.
Like continual light, it may alternatively be used to blind
creatures or to dispel a continual light spell.
This spell saves the life of a creature that has died within the
last round (10 seconds).
Body: The creature’s body must be whole (i.e., no
decapitations, amputations, disintegrations, etc.), and the final
attack that killed them cannot have reduced their hit points below
−9.
Effect: If cast on time, the spell instantly
stabilizes the creature at 0 hit points. For the duration, the
creature is unconscious, allowing time for magical healing to be
administered. If the creature does not receive magical healing
within the duration of the spell, they die.
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.
Places a willing creature into a cataleptic state that is
indistinguishable from death by normal means.
HD: The target's Hit Dice cannot be greater
than the caster's level.
Awareness: While in this state, the subject is
aware of their surroundings (hearing and smelling only) but can’t
see or feel.
Protection: They are immune to pain and take only
half damage from physical attacks. Magical effects such as
paralysis, poison, or energy drain do not affect the subject while
the spell is active.
Delayed effects: Any poison introduced to the
subject's body will take effect when the spell ends, though a
saving throw is still permitted at that time.
Ending the spell: The caster may end the spell at
any time. It takes one full round for the subject to be able to act
normally again.
The caster draws an inscription on a surface (a floor, a door, a
chest lid, etc.). When casting, the caster chooses one of the
following effects to be activated when the glyph is triggered:
Blasting: Explodes in a 10′ radius fireball.
Inflicts 1d8 damage per two levels of the caster (e.g., 3d8 at 6th
level). A successful save vs spells indicates half damage.
Paralysis: The creature that triggers the glyph
is paralyzed for 2d4 turns. A successful save vs spells negates
the effect.
Warning: A loud alarm sounds, audible up to 300′.
This glyph has no other effect.
Trigger: The glyph triggers when a creature
touches, opens, or passes over it, unless the creature speaks a
pass-phrase designated by the caster.
Detection: The glyph is nearly invisible and
requires magical means to detect.
Consecrated grounds: The spell only functions while
the caster is on ground consecrated to their deity (i.e., a
sanctuary, temple, church, shrine, etc.).
Effect: The vestments provide a base Armor Class of
5[14]. The AC is improved by 1 for every 4 levels of the caster
(e.g., AC 4[15] at 4th level, AC 3[16] at 8th level, to a maximum AC
of 1[18]).
Limitation: If the caster wears any other armor or
uses a shield, the spell's effect is reduced to AC 8[11].
The caster and all their gear merge into a single, contiguous block
of stone they can touch.
Limitations: The block of stone must be large
enough to contain the caster's entire volume.
While melded: The caster can hear but not see what
occurs outside the stone. They can exit the stone at any time before
the duration expires, appearing on the same surface they entered.
Forced exit: If the duration expires before the
caster exits, they are violently expelled, suffering 4d8 damage.
Certain spells (stone to flesh, transmute rock to mud) will also
expel the caster and may cause harm.
Grants the caster the ability to ask questions of a deceased
creature’s spirit.
Corpse state: The corpse must be present and
largely intact.
Time since death: The caster can only affect the
corpse of a creature that died within a certain time frame,
dependent on the caster’s level (see table below).
Questions: The caster may ask a number of questions
based on their own level.
Answers: The spirit’s knowledge is limited to what
it knew in life (including languages it can speak). Answers are
truthful, but brief and cryptic.
Refusal: The spirit is not obligated to answer, and
may refuse or lie, though this is rare unless the caster was its
enemy in life. A referee may grant the spirit a save vs spells to
resist the questioning.
Forces a creature from another plane back to its own plane.
Knowledge: The caster must know the creature's
name and type. If it has a secret name, they must also know that.
Chance of success: There is a base 50% chance of
success. This chance is modified by 5% for each level of difference
between the creature and the caster (i.e., a caster of 10th level
has a 75% chance of success against a creature with 5HD and a 25%
chance against a 15HD creature).
Reversed: Implore
An entreaty for a creature from another plane to travel to the
caster's location.
Knowledge: Same as abjure.
Chance of success: Same as abjure.
Control: A creature that answers the summons is not
under the caster's control.
The caster is surrounded by an invisible, 30′ radius aura of magical
fear that moves with them.
Trigger: Any creature that enters the aura must
save vs spells.
Failure: The creature flees in panic for 6
rounds. The spell’s effect is then immediately ended.
Success: The creature resists the fear, and the
aura remains active.
Allies: Allies of the caster are not immune and
must save if they enter the aura.
Cancellation: The caster may end the spell at will.
Limitations: Undead are immune to this spell.
Creatures that have their own magical fear aura are also immune.
Reversed: Cloak Of Bravery
Grants a +3 bonus to the subject’s next saving throw against a
magical fear effect. Whether the save succeeds or fails, the spell
is discharged and its effect ends.
This spell causes a magical fount to spring forth from the ground or
a wall.
Volume: The fount produces approximately 50
gallons of water—enough to sustain twelve humans and twelve mounts
for one day.
Higher level casters: If the caster is higher
than 8th level, water sufficient for an additional twelve humans
and mounts is produced for each level beyond 8th.
While this spell is active, the caster can concentrate on a single
creature they can see and hear each round to determine if it is
speaking a deliberate falsehood.
Concentration: The caster can only concentrate on
one creature at a time.
Limitations: The spell does not reveal the truth,
nor does it function on creatures that believe they are speaking the
truth. It cannot detect evasions or carefully worded, technically
true statements.
By means of this spell, the caster is able to gain a useful piece of
advice or a cryptic clue regarding a specific goal, event, or
activity that is to occur within the next seven days.
Answer: The divination can come in the form of an
omen, a cryptic phrase, or a vision (referee’s choice).
Casting: The caster must burn incense and make a
worthy sacrifice (e.g., gems, a magic item) while meditating on the
question for one full turn.
Clarity: The advice or clue granted is always
subject to the referee's interpretation. The more significant
the question, the more cryptic the answer may be.
This spell is used to forcibly eject a possessing or controlling
entity from a creature or object, such as a magic jar, demonic
possession, charm, curse, ghostly possession, and other similar
circumstances.
Casting: The caster must remain stationary and
chant for one full turn, presenting their holy symbol to the
possessed subject.
Effect: At the end of the casting time, the
possessing entity must make a save vs spells. This save is modified
based on the level difference between the possessing spirit and the
caster: +1 per 2 levels of difference if the caster is higher level,
−1 per 2 levels of difference if the possessing spirit is higher
level. If the save fails, the spirit is cast out.
Powerful entities: Particularly powerful, named, or
unique entities require two (or more) successful castings to be
expelled (e.g., a named devil, an evil wizard’s spirit). These
entities must fail one additional saving throw for every 5 of their
HD during the same casting of the spell to be expelled.
A subtle curse is placed upon a single creature. The victim feels no
immediate effect, but any overland journey they undertake takes
twice as long as normal due to a magical tendency to wander, take
unnecessary rests, and move inefficiently.
Dispelling: The spell can only be removed by a
remove curse from a higher-level caster.
Turns normal insects into giant versions under the caster's
command. The number and maximum Hit Dice of insects that can be
created depend on the caster's level.
7th – 9th level: One 3 HD insect.
10th - 11th level: Two 2 HD insects or one 4 HD
insect.
12th - 13th level: Three 2 HD insects or one 6 HD
insect.
14th+ level: Four 2 HD insects or two 4 HD
insects.
Abilities: The giant insects have the statistics of
their normal giant counterparts but lose any special abilities
(e.g., poison).
Reversion: They revert to normal when the spell
ends or they are killed.
The caster transfers some of their own divine magic to a
non-spell-casting character.
Requirements: The recipient must have a Wisdom of 9
or higher.
Number of spells: The caster may transfer one 1st
level spell they have memorized. At 5th level, they may transfer two
1st level spells. At 7th level, they may transfer two 1st level
spells and one 2nd level spell.
Casting: The recipient can cast the imbued spell(s)
as if they were the caster’s class, but at their own character
level.
Cost: The caster who imbues the spells cannot
re-memorize the transferred spell slots until the recipient has cast
the imbued spells.
The caster touches a creature, granting it a massive bonus to saving
throws against certain types of mind-altering magic. The bonus
depends on the nature of the magic:
The caster creates a 15′ radius dome of force around their position.
Properties: The ward is immobile and impervious to
physical attacks. It blocks astral travel, teleportation, and
dimension doors. Spells cannot be cast from within the ward, and
creatures cannot teleport to a place within the ward.
Breaking: The ward is instantly destroyed by a
disintegrate, limited wish, phase door, shadow door, or wish spell,
or by any magical attack that inflicts 20 or more points of damage.
From below: The ward does not cover the ground;
therefore, creatures, attacks, and spells from beneath can affect
those within the ward.
Characters: Neutralize the effects of poison on a
character. A character who has died from poisoning can be revived,
if neutralize poison is cast within ten rounds.
This spell wards the caster and all allies within 10′ from attacks
by creatures of another alignment, as follows:
Bonuses: Those warded gain a +1 bonus to saving
throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against those warded
are penalised by −1.
Enchanted, constructed, or summoned creatures:
The spell additionally prevents such creatures from making melee
attacks against those warded, though they may still make ranged
attacks. If any of the warded party engages such a creature in
melee, this protection is broken (those warded still gain the save
and attack bonuses mentioned above).
The caster focuses all their energy into a single task:
scribing a magical scroll.
Casting time: 1 hour.
Effect: Allows automatic success when scribing
scrolls of any level that the caster can cast. For spells of higher
levels, it allows one re-roll of a failed attempt per scroll.
Limitations: Cannot be used to scribe a scroll
containing itself or the Scribe spell.
Normal plants: Communication with normal plants.
The caster is able to ask questions and receive answers and may
ask for simple favours. Plants may comply, if the request is
within their ability to understand and perform. For example,
densely overgrown plants may clear a passageway through which the
caster and party may travel.
Monstrous plants: Communication with plant-like
or plant-based monsters.
The caster touches a creature, granting it immunity to the effects
of one specific spell of 4th level or lower that the caster has
experienced before.
Name: The caster must name the spell to which the
recipient will be immune. This spell protects against all forms of
the specific chosen spell, whether cast by a creature or from a
device.
A brilliant flash of golden light erupts in a 40′ radius globe.
Undead: Undead within the area suffer 6d6 points of
damage (no save).
Blinding: All other creatures in the area must save
vs spells or be blinded for 2d6 rounds. Creatures sensitive to
sunlight (e.g., Drows, some subterranean creatures) save at −2
penalty.
Darkness: The spell negates any magical darkness of
an equivalent or lower spell level.
Grants the caster the ability to speak and understand the languages
of any creature in range. This includes the languages of monsters
and alignment tongues.
Limitations: It does not grant the ability to
communicate with creatures that do not have a spoken language.
Reversed: Gibberish
Causes all verbal communication in the area of the spell to become
confused and unintelligible.
Animates the skeletons or corpses of large, bipedal monsters (e.g.,
ogres, trolls, giants).
Number: The caster may animate one monster for
every two experience levels.
Stats: Animated monsters have half the Hit Dice of
the original creature (rounded up) and retain their normal physical
attacks, but lose all special abilities.
Control: Monsters understand and obey the
caster's commands.
Removes the burden of unwilling or unintentional misdeeds from a
creature or absolves a character who has magically had their
alignment changed, reverting it to their original alignment.
Repentance: The subject of the spell must be truly
repentant for their actions. The referee is the final judge of the
creature's sincerity.
Limitations: The spell cannot atone for deliberate
acts of a heinous nature or actions that were undertaken willingly
and with full knowledge of their consequences. The referee may rule
that certain acts are beyond the power of this spell to forgive.
Volume: Food sufficient for twelve humans and
twelve mounts for one day is conjured.
Higher level casters: If the caster is higher
than 8th level, food sufficient for an additional 12 humans and
mounts is produced for each level beyond 8th.
Concentration (up to 1 turn) or instant (see below)
Range
30′
This spell has three uses:
Ward: By concentrating and remaining stationary,
enchanted or undead monsters that come within range may be
banished or destroyed. Each monster may save versus spells to
avoid banishment or destruction. If a monster’s save succeeds, it
flees the affected area.
Target single monster: Instantly banish or
destroy a single enchanted or undead monster within range. The
monster may save versus spells (with a −2 penalty) to avoid
banishment or destruction. If the monster’s save succeeds, it
flees the affected area.
Dispel curse: Instantly dispel the hold that a
cursed item has over a being within range.
A 5′ diameter sphere of black energy appears, sprouting four 10′
long tendrils, 90 degrees apart from each other.
Damage: The sphere and the tendrils are immune to
all forms of damage.
Central sphere: Any creature touching the central
sphere directly must save vs death or be slain. Swords and other
non-magical weapons that touch it are instantly turned to dust.
Tendrils: The tendrils attack nearby creatures with
the same THAC0 as the caster. A successful hit inflicts 1d8+2 points
of damage and grabs the victim.
Grab: A creature has one single chance to break
free. Small creatures have a 1-in-6 chance, human-sized creatures
2-in-6, and larger creatures 3-in-6.
Drag: Grabbed targets are dragged toward the
central sphere and must save vs death. Failure means they remain
grabbed and take 1d8+2 damage each round thereafter for the
duration; a success means they don’t take damage but remain grabbed
nonetheless.
Dead creatures: While active, the tendrils do not
let go of a grabbed victim, even if the victim is dead.
The caster enchants a specially constructed, man-shaped figure,
animating it as a lesser golem. The type of golem depends on the
caster's level and the materials used in its construction.
Material: The caster must put together an amount of
material equal to 20 lbs. per HD of the golem (without HD
modifiers). For example, a Rope Golem has an unmodified HD of 3;
thus, the caster needs 60 lbs of rope.
Construction: Takes 1 hour.
Caster level: At 7th level, the caster can create
straw golems; at 9th level, they can create rope golems, at 11th
level, they can create leather golems, and at 13th level, they can
create wood golems.
Straw Golem
AC 9[10], HD 2+4 (13hp), Att 2 × fist (1d2), THAC0 17 [+2], MV 120′
(40′), SV D10 W11 P12 B13 S14 (5), ML 12, AL N
Vulnerable to fire: Takes double damage.
Rope Golem
AC 8[11], HD 3+6 (20hp), Att 1 × fist (1d6 + constriction), THAC0 16
[+3], MV 90′ (30′), SV D10 W11 P12 B13 S14 (5), ML 12, AL N
Immunity: Immune to blunt weapons.
Leather Golem
AC 6[13], HD 4+8 (26hp), Att 2 × fist (1d6), THAC0 15 [+4], MV 60′
(20′), SV D8 W9 P10 B10 S12 (6), ML 12, AL N
Immunity: Can only be hit by +1 or better magic
weapons
Wood Golem
AC 4[15], HD 5+10 (32hp), Att 1 × fist (3d4), THAC0 14 [+5], MV 30′
(10′), SV D8 W9 P10 B10 S12 (6), ML 12, AL N
The caster touches a basin of holy water, turning it into a scrying
device similar to a crystal ball. The duration of the scrying
depends on the size of the font (1 round per 8oz of water).
The caster creates a 30′ radius, hemispherical dome of force.
Properties: The ward is immobile and impervious to
physical attacks. It blocks astral travel, teleportation, and
dimension doors. Spells cannot be cast from within the ward, and
creatures cannot teleport to a place within the ward.
Breaking: The ward is instantly destroyed by a
disintegrate, limited wish, phase door, shadow door, or wish spell,
or by any magical attack that inflicts 50 or more points of damage.
From below: The ward does not cover the ground;
therefore, creatures, attacks, and spells from beneath can affect
those within the ward.
Allows the caster to move themselves and others to another plane of
existence.
Number of creatures: The caster may transport
themselves and up to seven other willing creatures to a plane of
existence of the caster’s choice.
Precision: The destination on the chosen plane is
not precise; the party will arrive at a random location.
Unwilling creatures: The caster may use this spell
to banish an unwilling creature to another plane. This requires a
successful attack roll to touch the creature. If the touch succeeds,
the victim may make a save vs spells to resist the effect. If the
save fails, they are sent to a plane of the caster’s choosing.
The caster commands a single subject to perform a specific quest or
task.
Examples: Rescuing a prisoner, killing a specific
monster, bringing a magic item to the caster, or going on a
journey to a holy site.
Suicidal quests: The prescribed quest must not be
obviously suicidal.
Saving throw: The subject may save versus spells,
with success indicating that the quest has no effect.
Refusal: Otherwise, the subject must undertake
the quest or fall under a curse (per the curse spell, with the
exact nature of the curse determined by the referee).
Completion: Once the task is completed, the spell
ends.
Reversed: Remove Quest
Can dispel an active quest spell. If the character who cast the
quest spell to be nullified is higher level than the character
casting remove quest, there is a chance of the spell having no
effect. The probability of failure is 5% per level the caster is
below the caster of quest.
The caster must be in sight of a natural rainbow or use a diamond
component to cast this spell. The spell has four possible effects,
chosen at the time of casting:
1. Bow: Creates a shimmering +3 magical bow, usable
by anyone who can wield a bow. It can fire up to 7 arrows, one of
each color of the rainbow, chosen by the wielder. After an arrow is
shot, it cannot be used again. Each arrow does double damage to a
specific creature type or types:
a. Red: Fire dwellers/users b. Orange: Earth
elementals c. Yellow: Plants and fungi. d. Green: Aquatic creatures
and water elementals. e. Blue: Aerial or electricity-using
creatures, and air elementals. f. Indigo: Acid-using or poison-using
creatures. g. Violet: Metallic or regenerating creatures.
2. Bridge: Forms a solid, rainbow-hued bridge that
can be up to 120′ long. Its width in feet and its carrying capacity
in hundreds of pounds are both equal to the caster's level.
3. Elevator: Creates an arching path of light that
can carry the caster and all within 10′ up into the air and back
down to a point up to 120′ away.
4. Flagon: Condenses the rainbow into a magical
flagon containing seven doses of liquid, each corresponding to a
color and a magical effect:
a. Red: Cure light wounds. b. Orange: Resist fire.
c. Yellow: Cure blindness. d. Green: Slow poison. e. Blue: Cure
disease. f. Indigo: Resist cold. g. Violet: Remove paralysis.
Material component: If no rainbow is present, a
1,000 gp diamond is required.
Restore life: To a recently deceased human or
demihuman. See below.
Destroy undead: A single undead monster is
destroyed, if it fails a saving throw versus spells.
Restoring life: When used to restore life, the
following stipulations apply:
Time limit: The caster can raise a person that
has been dead for no longer than four days per level of the caster
above 7th. For example, a 10th level caster can revive a character
that has been dead for twelve days (three levels above 7th × four
days).
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.
Reversed: Finger of Death
Directs a ray of deadly magic at a single target. If the target
fails a saving throw versus death, it dies instantly. Casting finger
of death is a chaotic act; it will only be used by lawful casters in
desperate situations.
Summons an invisible servant from the Elemental Plane of Air to
perform a single task.
Task: The servant’s primary purpose is to find and
retrieve an object or creature and bring it to the caster. It will
not fight, except in self-defense or if it turns hostile.
Retrieval: The servant can carry up to 500 lbs
(5,000 coins). If sent to retrieve a resisting creature, the target
may save vs spells to avoid being grabbed. If the save is
successful, the servant cannot attempt to grab it again.
Hostility: If the servant is prevented from
completing its assigned task (e.g., the target saves, the object is
immovable), it will return to the caster and attack them
Aerial Servant
AC 3[16], HD 8*, Att 1 × blow (4d4), THAC0 12 [+7], MV 120′ (40′),
SV D8 W9 P10 B10 S12 (8), ML 12
Imbues an inanimate object with mobility and a semblance of life,
causing it to fight on the caster's behalf.
Object size: The caster can animate 10 cubic feet
of material (1,000 coins of weight) per experience level. This may
be one large object or several smaller ones.
Commands: The animated object(s) understand and
obey the caster’s spoken commands. They can be commanded to attack,
guard, or perform other simple actions. The caster may direct
individual objects or command them as a group.
Statistics: An animated object's combat stats
depend on its size:
Animated objects
Size
Examples
HD
AC
Damage
Small
Stool, book
1
12[7]
1d4
Medium
Chair, statue
3
13[6]
1d8
Large
Table, rug
5
14[5]
2d6
The source lists AC as 12[7], 13[6], and 14[5]; that notation is
retained here.
The caster creates a shimmering wall of spinning, razor-sharp blades
of magical energy.
Shape: The barrier can be created in a straight
line up to 60′ long and 20′ high, or as a circle with a 20′ radius,
with an origin anywhere in range.
Effect: Any creature attempting to pass through the
barrier suffers 6d6 points of damage per 5′ of movement. A
successful save vs death halves the damage.
Grants the caster limited power over creatures of elemental earth.
Protection: While the spell is in effect, earth
elementals and similar creatures cannot approach within 5′ of the
caster or attack them.
Communication: For the duration, the caster can
converse with any earth elemental creatures.
Charm: The caster can forgo this protection to
attempt to charm one such creature. The creature must save vs spells
at −2. If the save fails, it is charmed and will obey the caster
unquestioningly.
The caster forges a two-way, audio-visual link with a known creature
on the same plane of existence.
Requirements: The target must be willing to accept
the communication. The link fails if the target is busy or inside a
magical barrier.
Cure: The caster may cast a single cure spell
through the link upon the target. Doing so immediately ends the
communicate spell, and the caster cannot cast any more spells for 24
hours.
The caster creates a 30′ cube of weak, sticky, magical threads. The
threads block vision but do not impede movement.
Trap: Any creature that touches the threads must
save vs spells at −3 or be teleported into a misty, featureless
labyrinth for the duration of the spell.
Escape: A creature trapped in the labyrinth may
attempt a new save vs spells each round to escape and return to its
original location.
A creature touched is able to find the shortest, most direct
physical route to a specified destination. The destination can be a
place or an object.
Obstacles: The spell grants the subject knowledge
of the correct path to follow and any physical actions required to
traverse it (e.g., "pull the third lever", "step on
the blue tile"). The referee indicates this knowledge to the
player as the character comes across each obstacle.
Limitations: The spell does not reveal secret doors
or bypass the need to open locked doors. It only reveals the most
direct known path.
Maze: Will instantly free the subject and any
companions from a maze-type spell.
Reversed: Lose The Path
Causes the touched creature to become utterly lost if it fails a
save vs spells. The creature will be unable to find its way or
follow tracks for the duration of the spell unless led by others. In
combat, a melee touch attack roll is required to touch an unwilling
creature.
The caster wards a large area (up to a 60′ cube per level) that has
previously been consecrated.
Consecration: The area must have previously been
consecrated (e.g., such as from a Ceremony spell)
Effect: The ward makes entry difficult for
creatures of a different alignment than the caster.
Saving throw: Creatures of a different alignment
must save vs spells to enter. Failure inflicts 5d6 points of damage
and bars them from entry for 24 hours.
Password: The caster can set a password that allows
creatures of any alignment to bypass the ward.
Completely cures a living creature it is cast upon.
Healing: It restores all but 1d4 of the
subject's lost hit points.
Curing: It also cures all diseases, blindness,
paralysis, and feeblemindedness affecting the subject.
Reversed: Harm
This form of the spell reduces the victim to 1d4 hit points and
infects them with a debilitating disease if they fail a save vs
spells (as Cause Disease, see OSE).
Attack roll: An attack roll is required to touch an
unwilling target.
The caster conjures a magnificent feast for one person per caster
level.
Consumption: It takes one full hour to consume the
feast.
Benefits: All participants are cured of all
diseases and heal 1d4+1 hit points. Additionally, for the next 12
hours after feasting, subjects are immune to poison, gain +1 to
attack rolls and morale, and are immune to magical fear.
The caster is instantly teleported back to a designated sanctuary.
Sanctuary: The sanctuary must be a place well known
to the caster and must be designated by them before the spell is
memorized.
Transport: The caster can transport themselves and
any equipment they are carrying, plus an additional 250 coins of
weight per experience level. This additional weight may include
other living creatures.
Safety: The transportation is always successful and
without error, as long as the sanctuary still exists.
The caster and up to five other willing creatures may project their
astral forms onto the Astral Plane, an intermediary plane that
connects all other planes.
Physical bodies: The subjects leave their physical
bodies behind in a state of defenseless suspended animation.
Travel: On the Astral Plane, the party can travel
to any of the other planes of existence. Travel is accomplished by
thought, and the time it takes is determined by the referee.
Manifestation: Upon reaching the desired plane, the
travelers can manifest a new physical body there.
Silver cord: The astral form is always connected to
the material body by an incorporeal silver cord. If this cord is
broken, the character dies instantly. Only attacks by magical
creatures of 10HD+ or magical weapons of +3 or better can sever the
silver cord.
Ending the spell: The spell lasts until the caster
wills it to end, or until it is broken by an external force (such as
the death of the caster's physical body or the death of the
caster’s astral body).
Creates a powerful, localized tremor that rips through the ground,
affecting all structures and creatures in the area.
Area: The tremor is localized in a circle with a
diameter of 5′ per level of the caster, centered anywhere within
range.
Creatures: All creatures on the ground in the area
must save vs paralysis or be knocked down (one full round to stand
up).
Structures: Buildings in the area take 5d12 points
of structural damage and may collapse due to catastrophic structural
failure (referee’s discretion). If a building collapses, any
creatures inside are killed.
Terrain: Cliffs crumble, and caves or tunnels
collapse. Fissures may open in the ground, potentially swallowing
creatures (save vs death to avoid if near any of these).
Vegetation: Large trees have a 2-in-6 chance of
being uprooted. Creatures nearby must save vs death or be crushed.
The caster compels a powerful extraplanar creature (who is not a
deity) to perform a single service.
Requirements: The caster must know the
creature's name and have a valid reason to compel it (e.g., the
creature owes a debt to the caster's faith, or the caster
offers a worthy reward).
Effect: The spell functions as a quest. The service
must be reasonable and not in extreme opposition to the
creature's nature.
Bargain: If the caster offers a reward, failure to
provide it upon the quest's completion will incur the wrath of
the creature and the caster's deity.
Opens a portal to another plane and calls a specific, powerful
entity to the caster’s location.
Knowledge: The caster must know the name of the
entity they wish to summon.
Summoning: The spell ensures that an entity will
arrive, but it may not be the one called if that entity is unable or
unwilling to answer.
Reaction: The summoned entity is not under the
caster’s control. Its reaction is determined by the referee, based
on its alignment, its nature, and the reason for its summoning. The
caster is strongly advised to have protections (like a magic circle)
and a worthy bargain prepared.
Service: If a bargain is struck, the entity may
perform one service for the caster. Once the service is complete, or
if no bargain is made, the entity returns to its home plane.
The caster utters a divine word of power, affecting all creatures of
a different alignment than theirs in range.
Alignment: Lawful casters use Holy Word, chaotic
casters use Unholy Word. Neutral casters cannot use this spell.
Extraplanar creatures: Are sent back to their plane
of origin (no save).
Other creatures: Are affected based on their Hit
Dice (no save);
Holy (Unholy) Word
HD
Effect
MV
AT
SF
Up to 4+
Death
—
—
—
5 to 7+
Paralysis (1d4 turns)
—
—
—
8 to 11+
Stun (2d4 rounds)
−50%
−4
100%
12 or more
Deaf (1d4 rounds)
−25%
−2
50%
MV: Movement rate; AT: Attack roll; SF:
Spellcasting failure.
Stun: The creature has its movement rate halved,
takes a −4 penalty to attack rolls, and can’t cast spells for 2d4
rounds.
Deafness: The creature has its movement rate
reduced by a quarter, takes a −2 penalty to attack rolls, and has
a 50% chance of failing when casting any spell for 1d4 rounds.
Allows a creature to regrow a severed or damaged body parts.
Healing: Lost limbs (fingers, toes, hands, arms,
legs, tails) are restored over a period of 2d4 turns. If the
original severed member is present and touched to the stump, it is
reattached instantly.
Internal Organs: The spell can also repair damaged
internal organs.
Reversed: Wither
Causes a limb or organ of a touched creature to shrivel and become
useless if they fail a save vs spells. An attack roll is required
for an unwilling target.
Restores a life-force that has been magically drained from a
creature.
Casting: The casting of this spell is a lengthy
ritual that takes one full turn.
Restores level drain: It will restore one
experience level to a character who has been drained by an undead
monster or a similar effect. The character’s XP is set at the
minimum value for the new level.
Time limit: The spell is only effective if cast
within a number of days equal to the caster’s level since the time
the level was drained. For example, a 14th level caster can restore
a level that was lost up to 14 days ago.
Cures insanity: Also cures magical insanity or
mental incapacity, including those caused directly or indirectly by
spells (i.e., feeblemind, contact higher plane, etc.)
Reversed: Life Drain
Drains a life level from a touched creature.
Attack: The caster must make a successful attack
roll to touch an unwilling opponent.
Effect: If the touch succeeds, the victim must save
vs death or lose one experience level. This entails the loss of one
Hit Die of hit points and any other abilities dependent on the lost
level.
Time limit: The subject may have been dead for up
to 10 years per level of the caster.
Body state: The spell works even if only a small
portion of the body remains. The resurrected individual returns to
life whole and sound, with all of their hit points. The subject does
not need rest after being resurrected.
Exhaustion: Casting this spell is an immense
strain. The caster is immediately unable to engage in combat, cast
other spells, or adventure. After each casting (successful or not),
they require bed rest for one full day for each experience level of
the person brought back to life.
Reversed: Destruction
One humanoid subject turns to dust. An attack roll is required to
touch the subject.
Exhaustion: Casting this spell is an immense
strain. The caster is immediately unable to engage in combat, cast
other spells, or adventure. On a success, they require bed rest for
one full day for each experience level of the victim.
The caster enchants a small object to serve as a magical beacon.
Casting requirements: 1 day and an item of fine
craftsmanship worth at least 2,000 gp.
Usage: The object can be given to another creature.
At any time, that creature can break the object while speaking a
command word to be instantly teleported to a sanctuary previously
prepared by the caster.
Reversed: Summons
The holder of the item can break it to summon the caster to their
location. The caster is aware of the summons and may choose to heed
it or not.
The caster inscribes a potent magical rune upon a surface (e.g., a
floor, a wall, an object). The symbol is nearly invisible and
remains dormant until a creature touches it, passes over it, or
reads it.
Trigger: When triggered, the symbol flares with
light, and all creatures of a different alignment than the caster
within a 60′ radius must save vs spells or suffer its effect.
Casting: The casting of this spell takes one full
turn.
When casting the spell, the caster chooses one of the following
effects:
Hopelessness: Affected creatures are overcome
with despair and immediately flee the area for 2d6 turns. They
will not willingly return to the location of the symbol.
Pain: Affected creatures are wracked with
agonizing pain for 1d10 turns. During this time, they suffer a −4
penalty to attack rolls and a −4 penalty to their Armor Class.
Persuasion: Affected creatures regard the caster
as a trusted friend and ally for 2d6 turns. They will follow the
caster’s commands, as long as those commands are not obviously
harmful or self-destructive.
The caster and other touched creatures are transformed into a
cloud-like vapor.
Movement: While in this form, creatures can fly at
360′ (120′). The caster controls the speed and direction of travel.
Passengers: The caster may bring one additional
creature for every eight levels of experience.
Form: The travelers are not invisible, but appear
as misty, translucent clouds. They cannot attack or cast spells, but
are also immune to physical attacks. They can be harmed by magical
attacks.
Reverting: The caster can end the spell at will,
causing all affected creatures to reform their bodies.