Old-School Essentials

Cleric Spells

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.

Level 1

Ceremony

Duration
Permanent
Range
Touch

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).

Combine

Duration
3 turns
Range
Touch

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.

Command

Duration
1 round
Range
30′

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.

Typical commands: “Halt”, “Flee”, “Drop”, “Surrender”, “Sleep”.

Unclear commands: Commands that are nonsensical or self-destructive (e.g., “die”) will only cause the creature to be confused for one round.

Limitations: Creatures of more than 4+1 Hit Dice and all undead are immune to this spell.

Cure Light Wounds

Duration
Instant
Range
The caster or a creature touched

This spell has two uses:

  1. Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum.
  2. Curing paralysis: Paralysing effects are negated.

Reversed: Cause Light Wounds

Inflicts 1d6+1 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Detect Evil

Duration
6 turns
Range
120′

Objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow.

  • Intent only: This spell does not grant the ability to read minds, but only grants a general sense of evil intent.
  • Definition of evil: The referee must decide what is “evil”. Some things that are potentially harmful, like traps, are not “evil”.

Detect Magic

Duration
2 turns
Range
60′

Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.

Hand Fire

Duration
Permanent, until dispelled
Range
The caster

A harmless, cold flame, providing light equivalent to a torch, appears in the caster's cupped hand.

Wind: The flame cannot be extinguished by wind.

Dispelling: It is instantly dispelled by magical darkness or if the hand is used for another purpose.

Invisibility to Undead

Duration
6 rounds
Range
Touch

The caster touches a creature, making it invisible to undead of 4 Hit Dice or less.

Detection: Affected undead within 30′ of the subject must save vs spells.

  • Failure: The undead will ignore the subject.
  • Success: The undead can perceive the subject and will attack it in preference to all other targets.

Breaking the spell: The spell ends immediately if the subject makes an attack or casts a spell.

Light

Duration
12 turns
Range
120′

This spell has three usages:

  1. 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.
  2. 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.
  3. 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.

Magic Stone

Duration
6 rounds
Range
20′

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).

Penetrate Disguise

Duration
7 rounds
Range
120′

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.

Portent

Duration
Special
Range
Touch

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).

Precipitation

Duration
1 round per level
Range
10′ per level

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.

Protection from Evil

Duration
12 turns
Range
The caster

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).

Purify Food and Water

Duration
Permanent
Range
10′

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.

Remove Fear

Duration
2 turns
Range
The caster or a creature touched

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.

Resist Cold

Duration
6 turns
Range
30′

All creatures within range are protected from cold, as follows:

  • Normal cold: Unharmed by non-magical freezing temperatures.
  • Save bonus: Gain a +2 bonus to all saving throws versus cold-based magical or breath attacks.
  • Cold-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)

Sanctuary

Duration
2 rounds + 1 round per level
Range
Touch

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).

Scribe

Duration
Up to 8 hours
Range
The caster

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.

Spittle

Duration
Instant
Range
30′

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).

Level 2

Aid

Duration
1 round + 1 round per level
Range
Touch

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.

Augury

Duration
Instant
Range
The caster

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.

Beguiling

Duration
2d10 rounds
Range
Touch

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.

Bless

Duration
6 turns
Range
60′

May be used in one of two situations:

  1. 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.
  2. 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.

Chant

Duration
Concentration
Range
30′ around the caster

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.

Detect Charm

Duration
1 turn
Range
30′

The caster can determine whether a creature is under the influence of any magical charm.

Examination: The spell can be used to examine one creature per round for the duration of the spell.

Reversed: Undetectable Charm

Conceals the presence of a magical charm on one creature for the duration of the spell.

Detect Curse

Duration
Instant
Range
Touch

The caster can determine if a creature or object touched is cursed.

Casting time: The spell requires 6 rounds to cast.

Saving throw: A creature is allowed a save vs spells. An item “saves” with a 2-in-6 chance. If the save succeeds, the curse is not detected.

Aftermath: Casting this spell is mentally taxing. The caster cannot cast any other spells for 4 hours afterwards.

Detect Life

Duration
5 rounds
Range
30′

The caster can sense the presence of living creatures within range.

Effect: The spell reveals if a creature is alive, even if it is in a state of suspended animation, a magical sleep, or astrally projected.

Limitations: The spell is blocked by more than 1 inch of wood or stone, or by any thickness of metal.

Dust Devil

Duration
1 round per level
Range
90′

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.

Enthrall

Duration
Concentration, up to 6 turns
Range
90′ radius

The caster speaks, attempting to captivate an audience that understands their language.

Saving throw: All potential targets may save vs spells. Creatures unfriendly to the caster for any reason save with a +4 bonus.

Effect: Those who fail the save are fascinated and will listen quietly, taking no other actions.

Breaking the spell: The spell ends if the caster stops speaking, if the caster is attacked, or if the caster casts another spell.

Find Traps

Duration
2 turns
Range
30′

Trapped objects or areas within range of the caster glow with a magical blue light.

  • Magical and mechanical traps: Are both detected.
  • No knowledge: About the nature of the trap or how to deactivate it is granted.

Hold Person

Duration
9 turns
Range
180′

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:

  1. Against an individual: The target’s saving throw is penalised by −2.
  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.

Holy Symbol

Duration
Permanent
Range
Touch

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.

Casting time: Requires one turn to cast.

Know Alignment

Duration
1 round
Range
10′

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.)

Messenger

Duration
1 hour per level
Range
20′ per level

The caster calls a small, normal animal to deliver a message.

Lure: The caster must attract the animal with a piece of food or another method. The animal gets a save vs spells to resist.

Direction: The caster can give the animal simple directions, which it will understand.

Delivery: The animal travels to the designated destination and remains there until the end of the duration.

Resist Fire

Duration
2 turns
Range
30′

A single creature is bestowed with supernatural resistance to fire, as follows:

  • Normal heat: Unharmed by non-magical heat or fire.
  • Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
  • Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)

Silence 15′ Radius

Duration
12 turns
Range
180′

A 15′ radius area is rendered utterly silent.

  • 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.

Snake Charm

Duration
1d4+1 rounds or turns
Range
60′

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.

Speak with Animals

Duration
6 turns
Range
30′

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.

Spiritual Hammer

Duration
1 round per level, concentration
Range
30′

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.

Stalk

Duration
5 rounds per level
Range
Touch

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.

Translate

Duration
3 turns per level
Range
The caster

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.

Vicissitude

Duration
Instant
Range
The caster

The caster attempts to bend fate, gaining a +2 bonus to a single saving throw or a +10% bonus to a single percentile roll.

Risk: Each time this spell is used, there is a 5% chance it will backfire, causing the worst possible result for the roll in question.

Withdraw

Duration
2 rounds + 1 round per 2 levels (caster time)
Range
The caster

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.

Wyvern Watch

Duration
8 hours or until triggered
Range
30′

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.

Level 3

Cloudburst

Duration
1 round
Range
10′ per level

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.

Continual Light

Duration
Permanent
Range
120′

This spell has three usages:

  1. 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.
  2. 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.
  3. 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.

Cure Blindness

Duration
Instant
Range
Touch

Cures a creature of blindness, whether the condition was caused by a spell or a natural effect.

Cure Disease

Duration
Instant
Range
30′

This spell has two uses:

  1. Cure a subject of any disease: Including those of magical origin.
  2. Kill green slime: This monster is killed instantly.

Reversed: Cause Disease

Inflicts a terrible, withering disease on a victim, if a saving throw versus spells is failed. The disease has the following effects:

  • Death: Within 2d12 days.
  • Attack penalty: −2 to attack rolls.
  • Natural healing: Takes twice the usual amount of time.
  • Magical healing: Is utterly ineffective.
  • Curing: This disease can be cured with a casting of cure disease.

Death's Door

Duration
1 hour per level
Range
Touch

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.

Feign Death

Duration
6 rounds + 1 round per level
Range
Touch

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.

Flame Walk

Duration
1 turn + 1 turn per level
Range
Touch

Grants the subject the ability to withstand great heat.

Effect: The recipient is immune to damage from non-magical fires and gains a +2 bonus to saving throws against magical fire.

Multiple targets: For every 5 levels of experience, the caster may affect an additional creature with this spell.

Glyph of Warding

Duration
Permanent, until triggered
Range
Touch

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.

Growth of Animal

Duration
12 turns
Range
120′

One non-magical, normal animal is doubled in size and strength when this spell is cast upon it.

  • Damage: The damage inflicted by the animal’s attacks is doubled.
  • Load: The amount of weight the animal can carry is doubled.

Restrictions: This spell may be used on giant versions of normal animals, but intelligent animals and fantastic monsters are unaffected.

Locate Object

Duration
6 turns
Range
120′

The caster can sense the direction (but not distance) of an object. One of two types of objects may be located:

  1. General class: An object of a general class (e.g. a stairway, an altar, etc.). In this case, the nearest object of that type is located.
  2. Specific object: A specific object which the caster can clearly visualise in all aspects.

Restrictions: This spell cannot be used to locate creatures.

Magical Vestment

Duration
6 rounds per level
Range
The caster

Enchants the caster's own robes or clothing.

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].

Meld into Stone

Duration
1d8 + 8 rounds
Range
Touch

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.

Negative Plane Protection

Duration
1 turn per level, until discharged
Range
Touch

The recipient of this spell is shielded from the life-draining and energy draining attacks of undead creatures.

Effect: The next time the subject is struck by an energy or life-draining attack, it may save vs death.

  • Success: The level or ability score drain is negated. The undead attacker suffers 2d6 points of damage from a backlash of energy.
  • Failure: The level or ability score drain occurs as normal.

Discharge: In either case, the spell is discharged after one use.

Prayer

Duration
1 round per level
Range
60′

By means of this prayer, the caster blesses all allies and curses all enemies in range.

Effects: All allies gain a +1 bonus to all attack rolls and saving throws. Enemies suffer a −1 penalty to all attack rolls and saving throws.

Remove Curse

Duration
Instant / Permanent (curse)
Range
The caster or a creature touched

Remove curse instantaneously removes one curse from a creature. It may allow a character to discard a cursed magic item.

Reversed: Curse

Places a deleterious effect upon a creature, if it fails a save versus spells.

  • Effects: The exact form and effects of the curse are determined by the caster.
  • Maximum possible effects include: A −2 penalty to saving throws, a −4 penalty to hit, reducing an ability score by 50%.
  • Multiple curses: May afflict a creature, as long as each has a different effect.
  • Referee judgement: The referee should judge the effects of this spell and may turn overly powerful curses back onto the caster!

Speak with Dead

Duration
1 turn
Range
10′

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.

Speak with Dead: time since death
Caster level Time since death Questions
6 or lower 1 week 2
7–8 1 month 3
9–10 1 year 4
11–12 1 decade 5
13 1 century 6
14+ Unlimited 7

Striking

Duration
1 turn
Range
30′

A single weapon is enchanted:

  • Damage: It deals an additional 1d6 damage.
  • Treated as magical: It is able to harm monsters which are normally only harmed by magical weapons.

Water Walk

Duration
1 turn + 1 turn per level
Range
Touch

The touched creature can walk upon the surface of any liquid as if it were solid ground.

Multiple targets: For every 5 levels of experience, the caster may affect an additional creature per casting of this spell.

Level 4

Abjure

Duration
Permanent
Range
30′

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.

Cloak of Fear

Duration
1 turn per level, until discharged
Range
The caster (fear) / Touch (bravery)

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.

Contagion

Duration
6 turns
Range
30′

The caster inflicts a virulent, magical disease on a single target.

Saving throw: The target may save vs spells to negate the effect.

Effect: A creature that fails its save is wracked with fever and weakness for 6 turns, suffering a −2 penalty to attack rolls and saving throws.

Contagion: Any creature that comes within 10′ of the victim must make a save vs spells at +2 or also contract the plague.

Aftermath: When the spell ends, the initial victim must make a second save vs spells. Failure indicates they die.

Create Water

Duration
Permanent
Range
Touch

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.

Cure Serious Wounds

Duration
Instant
Range
The caster or a creature touched

The caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.

Reversed: Cause Serious Wounds

Inflicts 2d6+2 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Detect Lie

Duration
1 turn
Range
30′

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.

Divination

Duration
Instant
Range
The caster

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.

Exorcise

Duration
Concentration
Range
10′

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.

Footsore

Duration
1 day per level
Range
60′

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.

Giant Insect

Duration
2 rounds per level
Range
60′

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.

Imbue with Spell Ability

Duration
Permanent until discharged
Range
Touch

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.

Log to Lizard

Duration
2 rounds per level
Range
90′

The caster transforms a log into a giant lizard.

HD: The lizard's Hit Dice are equal to the caster's level.

Control: The lizard understands and obeys the caster's commands.

Giant Lizard

AC 4 [15], HD same as caster, Att 2 × claw (1d4), 1 × bite (2d6 + poison), THAC0 per HD, MV 90′ (30′), SV per HD, ML 6, AL N

Poison: save vs poison or die in 2d4 turns.

Meteors

Duration
1 round per level
Range
60′

The caster creates 1d4+1 magical stone spheres that orbit their head. The caster may direct one sphere per round to attack a target.

Attack: The meteor is hurled with the caster's normal THAC0.

Damage: A meteor that hits inflicts 1d4+4 points of damage.

Saving throw: If the target is a spell caster, they must save vs spells or have their concentration broken, even if the meteor misses them.

Mind Ward

Duration
1 turn per level
Range
Touch

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:

  • Charm, Suggestion, Fear, Hold: +9 bonus
  • Geas, Quest, Command: +7 bonus.

Minor Ward

Duration
Permanent, until broken
Range
The caster

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.

Neutralize Poison

Duration
Instant
Range
The caster or a creature or object touched

This spell has two uses:

  1. 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.
  2. Items: Remove poison from an item.

Protection from Evil 10′ Radius

Duration
12 turns
Range
10′ around the caster

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).

Scroll

Duration
Instant
Range
The caster

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.

Speak with Plants

Duration
3 turns
Range
30′

This spell has two uses:

  1. 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.
  2. Monstrous plants: Communication with plant-like or plant-based monsters.

Spell Immunity

Duration
1 turn per level
Range
Touch

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.

Spike Growth

Duration
3 turns per level
Range
60′

Causes normal thorns, briars, and roots in a 10′ square area per level to become hard, sharp, and entangled.

Damage: Any creature moving through the area suffers 1d4 points of damage for every 10′ of movement.

Concealment: The spikes are magically concealed and are only detected after a creature takes damage from them.

Sticks to Snakes

Duration
6 turns
Range
120′

2d8 normal sticks are miraculously transformed into snakes that follow the caster’s orders.

  • Reversion: When killed or at the end of the spell’s duration, the snakes revert back into sticks.

Conjured Snakes

AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4), THAC0 19 [0], MV 90′ (30′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if poisonous).

  • Poison: There is a 50% chance of the snakes being poisonous.
  • When killed: Revert back to sticks.

Sunburst

Duration
Instant
Range
90′

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.

Tongues

Duration
1 turn per level
Range
60′

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.

Level 5

Air Walk

Duration
6 turns + 1 turn per level
Range
Touch

The touched creature can tread upon the air as if it were solid ground.

Movement: The recipient can walk or run in the air, but ascending at a steep angle (more than 45°) reduces movement to half.

Animate Dead Monsters

Duration
Permanent
Range
30′

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.

Atonement

Duration
Instant
Range
Touch

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.

Commune

Duration
3 turns
Range
The caster

The caster calls upon divine powers in order to seek knowledge.

  • Questions: The caster may ask three questions per casting. Once per year, the caster may instead ask six questions.
  • Answers: Each question receives a simple “yes” or “no” answer.
  • Usage limit: Commune may only be cast once per week. If the referee feels this spell is being overused, its usage may be limited to once per month.

Create Food

Duration
Permanent
Range
Appears in the caster’s presence

Conjures food from thin air.

  • 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.

Cure Critical Wounds

Duration
Instant
Range
Touch

This spell has two uses

1. Healing a living subject: Restores 3d6+3 hit points of damage. This cannot grant more hit points than the subject’s normal maximum.

2. Curing paralysis: Paralyzing effects are negated.

Reversed: Cause Critical

Wounds

Inflicts 3d6+3 hit points of damage to a touched creature.

Attack roll: In combat, a melee attack roll is required.

Dispel Evil

Duration
Concentration (up to 1 turn) or instant (see below)
Range
30′

This spell has three uses:

  1. 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.
  2. 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.
  3. Dispel curse: Instantly dispel the hold that a cursed item has over a being within range.

Ebony Tendrils

Duration
5 rounds
Range
30′

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.

Flame Strike

Duration
Instant
Range
60′

Upon casting this spell, a vertical column of divine fire roars down from the heavens, striking a location designated by the caster.

Area of effect: The column is 10′ in diameter and 30′ high.

Damage: All creatures within the column of fire suffer 6d8 points of damage. A successful save vs spells halves the damage.

Golem

Duration
1 hour per level
Range
1′

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

Immunity: Immune to blunt and piercing weapons.

Vulnerable to fire: Takes double damage.

Insect Plague

Duration
Concentration (up to 1 day)
Range
480′

Cast above ground, this spell conjures a 60′ diameter swarm of flying insects with the following properties:

  • Movement: 20′ per round. While the swarm is within range, the caster is able to direct its movements.
  • Vision: Within the area of the swarm is obscured.
  • Creatures of 2 HD or less: Are driven away, if caught within the swarm.
  • Concentration: If the caster moves or loses concentration, the swarm dissipates, ending the spell.

Restrictions: The spell has no effect if cast underground.

Magic Font

Duration
1 round per vial of capacity
Range
Touch

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).

Major Ward

Duration
Permanent, until broken
Range
The caster

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.

Plane Shift

Duration
Instant
Range
Touch

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.

Quest

Duration
Until quest is completed / Instant (remove quest)
Range
30′

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.

Rainbow

Duration
1 round per level
Range
120′

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.

Raise Dead

Duration
Instant
Range
120′

This spell has two uses:

  1. Restore life: To a recently deceased human or demihuman. See below.
  2. 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.

Spike Stones

Duration
3 turns per level
Range
90′

Causes a 10′ square area of stone floor per level to grow sharp, needle-like spikes.

Damage: Any creature moving through the area suffers 1d4 points of damage for every 10′ of movement.

Concealment: The spikes blend in perfectly with the stone and are only detected after a creature takes damage from them.

Level 6

Aerial Servant

Duration
1 day per level
Range
10′

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

Invisible: The servant is invisible.

Animate Object

Duration
1 round per level
Range
30′

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.

Blade Barrier

Duration
3 rounds per level
Range
30′

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.

Command Earth

Duration
6 turns + 1 turn per level
Range
The caster

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.

Communicate

Duration
1 turn + 1 round per level
Range
Unlimited

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.

Disc of Concordant Opposition

Duration
Instant
Range
30′

The caster hurls a spinning disc of divine energy at a single creature.

Attack roll: A ranged attack roll is required to hit the target. If hit, the victim must save vs death:

  • Creatures of 5 HD or less: If the save fails, they are destroyed.
  • Creatures of 6 HD or more: If the save fails, they take 10d6 damage. If the save succeeds, only half of that.

Enmeshment

Duration
1 turn
Range
30′

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.

Find the Path

Duration
1 turn per level
Range
Touch

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.

Forbiddance

Duration
Permanent
Range
90′

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.

Heal

Duration
Instant
Range
Touch

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.

Heroes' Feast

Duration
1 hour + 12 hours
Range
30′

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.

Speak with Monsters

Duration
1 turn per level
Range
The caster

The caster can speak and understand the language of any creature that possesses one, including non-verbal or alien forms of communication.

Limitations: Does not grant any special power to influence or befriend the creatures communicated with. It merely allows for conversation.

Stone Tell

Duration
1 turn
Range
Touch

By touching a stone surface, the caster is able to ask it questions about its immediate surroundings and history.

Effect: The caster may ask up to three questions. The stone’s knowledge is limited to what it has directly perceived.

Example questions: “What lies on the other side of this wall?”, “Who was the last creature to touch this floor?”, “Has this statue ever moved?”.

Word of Recall

Duration
Instant
Range
The caster

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.

Level 7

Astral Spell

Duration
Special
Range
Touch

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).

Digit of Disruption

Duration
Instant
Range
30′

The caster points a finger, sending a bolt of positive energy at a single undead or another creature from the Negative Energy Plane.

Undead: The target must save vs spells or be completely destroyed. If the save is successful, it takes 2d8 points of damage.

Negative plane creatures: The target suffers 6d8 points of damage. A successful save vs spells halves the damage.

Earthquake

Duration
1 round
Range
120′

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.

Exaction

Duration
Special
Range
Unlimited

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.

Gate

Duration
Special
Range
30′

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.

Holy (Unholy) Word

Duration
Instant
Range
30′

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.

Regenerate

Duration
Instant
Range
Touch

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.

Restoration

Duration
Instant
Range
Touch

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.

Resurrection

Duration
Instant
Range
Touch

Brings a person back from the dead.

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.

Succor

Duration
Permanent (until used)
Range
Touch

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.

Symbol

Duration
Permanent, until triggered
Range
Touch

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.

Wind Walk

Duration
6 turns per level
Range
Touch

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.