Old-School Essentials

Magic-user Spells

12 cantrips and 265 spell entries, grouped by spell level, with reversed forms and supporting rules.

Distances marked ′ or ’ 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; INT — Intelligence; CON — Constitution; CHA — Charisma. Bracketed AC values give ascending Armour Class. Book references refer to the source books.

The spell levels follow the opening Magic User Spell List in the supplied PDF, which combines cantrips and spells from illusionist, magic-user, and necromancer sections. Spells listed at more than one level remain in each listed level. Identical repeated descriptions are combined; differing versions are labelled with their source section and printed level. Reversed forms appear with their parent spell.

Cantrips

Cantrip Rules

This article presents optional rules for minor magical effects usable by arcane spell casters. These add fun flavour to wizardly classes, and can sometimes be used in creative ways when adventuring.

About Cantrips

Before beginning their adventuring career, arcane spell casters undergo years of arduous study, learning the theories of magic, the words and gestures to manipulate arcane energies, and finally the techniques for memorising spells. For a beginner, even lowly 1st level spells are too taxing, so apprentices first practice with simple spells of lesser power. These are known as cantrips.

Learning Cantrips

Dedicated arcane spell casters (e.g. illusionists, magic-users) know a number of cantrips depending on their level. The table below shows both the number of cantrips in the character’s spell book and the number they can memorise. Cantrips are selected by the referee (who may allow the player to choose or roll).

Number of Cantrips
Level Cantrips
1–2 2
3–4 3
5+ 4

Adding cantrips: An arcane spell caster can add new cantrips to their spell book in the same way as other arcane spells. See Spell Books in Old-School Essentials.

Read Magic Cantrip (Optional Rule)

Traditionally, arcane casters can only use magic scrolls found in treasure hoards by means of the read magic spell. This makes scroll use a challenge, as many casters do not have access to read magic.

Groups wishing to make scrolls easier to use can demote read magic from a 1st level spell to a cantrip that is automatically known by all arcane casters, in addition to the normal number of cantrips known. This does not alter the number of cantrips a character can memorise, however.

Book Leaf

Duration
Concentration
Range
10′

The caster can magically open a book and leaf through its pages without touching it.

Cleaning Brush

Duration
1 turn
Range
Touch

A broom or mop takes on a life of its own and cleans an area designated by the caster (up to a 30′ × 30′ area in 1 turn).

Coloured Flame

Duration
1 turn
Range
20′

A flame within range is imbued with a hue of the caster’s choosing.

Floating Trinket

Duration
Concentration
Range
10′

The caster causes a small possession within range to levitate and float through the air at up to 1′ per round.

Object weight limit: 10 coins or less.

Possessions: Only objects owned by the caster for at least a day can be affected.

Manipulation: The object cannot be manipulated with enough force or precision to enact its function as a tool.

Magic Quill

Duration
Concentration
Range
10′

A quill floats and moves of its own accord, magically transcribing the caster’s words onto a page.

Open / Close Portal

Duration
Instant
Range
20′

An unlocked portal (e.g. door, window, chest lid) within range swings opens or shut as the caster desires.

Rune

Duration
1 turn
Range
Touch

The caster traces a glowing sigil in the air or on a surface or object.

Personal sigil: Each caster’s rune is unique and can be used to identify them.

Sense Magic

Duration
Concentration
Range
Touch

The caster attunes their mind to subtle arcane energies, attempting to detect magic on a creature or object touched.

Chance: Each turn the caster spends in concentration, they have a 2-in-6 chance of detecting magic on the subject. The referee should roll this chance, as the caster does not know if the roll failed or if there is no magic present.

Smoke Rings

Duration
Concentration
Range
The caster

While smoking a pipe, the caster gains the ability to blow impressive smoke rings of any colour desired.

Spark

Duration
Instant
Range
Touch

A tiny spark of flame flashes at the caster’s fingertip.

Light: The spark sheds momentary light in a 5′ radius.

Igniting: The spark can be used to ignite flammable material (e.g. oil, tinder).

Vanish

Duration
1 round
Range
Touch

A small object touched by the caster becomes invisible for 1 round.

Object weight limit: 10 coins or less.

Wizard Flame

Duration
Concentration
Range
Touch

A wan flame wreathes the caster’s hand, producing flickering, heatless light.

Radius of light: 5′.

Level 1

Auditory Illusion

Duration
3 turns
Range
240’

A sound of the caster’s choosing is conjured, emanating from a point anywhere within range.

  • Motion: The sound may move as long as it remains within range.
  • Change: The sound may change and evolve over the course of the duration as the caster wishes.
  • Loudness: The loudness of the sound is limited by the caster’s level: a maximum equivalent to approximately four humans shouting per experience level. (For example, a horde of rats is equal to 8 humans, a lion roaring is equal to 16 humans, a dragon roaring is equal to 24 or more humans.)

Charm Person

Duration
One or more days (see below)
Range
120’

A single human, demihuman, or human-like monster (see Persons in the Advanced Fantasy Referee’s Tome) must save versus spells or be charmed, as follows:

  • Friendship: The subject regards the caster as its trusted friend and ally and will come to the caster’s defence.
  • Commands: If they share a language, the caster may give the charmed creature commands, which it will obey.
  • Subject’s nature: Commands that contradict the charmed creature’s habits or alignment may be ignored.
  • Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.

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.

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.

  • INT 3–8: New save once every month.
  • INT 9–12: New save each week.
  • INT 13–18: New save once every day.

Chill Touch

Duration
3 rounds +1 per level
Range
Touch

The caster’s hands are enveloped with a chilling, blue miasma that disrupts the life energy of any living creature touched.

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

Effects: The victim suffers 1d4 damage and loses 1 point of STR. If the victim does not have a rated STR score, they instead suffer a –1 penalty to attack rolls each time they are touched.

Recovering: Lost points of Strength are recovered at a rate of one per hour.

Chromatic Orb

Duration
Instant
Range
60’

This spell conjures an orb of pure colour that shoots towards a visible target within range.

  • Colour: The caster may conjure an orb of one of the colours listed in the table opposite, depending on their experience level and the gems available.
  • Gemstone: The colour orb is created by refracting and amplifying the pure hue and intrinsic properties of a gemstone, which must be in the caster’s possession. Casting chromatic orb does not cause the gemstone to be consumed.
  • Value: The gem to be used must be of a certain minimum value (indicated in the table opposite).
  • Hit: The orb hits unerringly, inflicting damage on the target and another effect that depends on its colour.
Chromatic Orb Effects
Caster’s Level Gem (Value) Colour of Orb Damage Effect
1st or greater Quartz (10gp) Clear 1d4 Light
2nd or greater Ruby (50gp) Red 1d6 Heat
3rd or greater Agate (100gp) Orange 1d8 Fire
4th or greater Onyx (250gp) Black 1d10 Blindness
5th or greater Emerald (500gp) Green 1d12 Stench
6th or greater Magnetite (500gp) Grey 2d6 Magnetism
7th or greater Sapphire (1,000gp) Blue 2d8 Paralysis

Chromatic Orb Effects

Light: If the target fails a saving throw versus spells, it is surrounded by light in a 15’ radius for 1d4 rounds. In low light conditions, attacks against the target gain a +2 bonus. Any attempts at stealth or surprise on the target’s part may be nullified.

Heat: If the target fails a saving throw versus spells, it suffers a –2 penalty to attacks, saves, and AC for 1d4 rounds. The heat of the ruby orb may also be used to melt up to a cubic yard of ice.

Fire: All flammable objects within 2’ of the target are set alight. If the target fails a saving throw versus spells, flammable objects (e.g. clothing, hair, etc.) on its person are also set alight. This inflicts 1d3 damage for 1d4 rounds, unless the target spends a round extinguishing the flames.

Blindness: The target is blinded for 1d4 rounds unless it saves versus spells. A blind creature cannot attack.

Stench: A 5’ radius cloud of stinking vapours erupts at the target’s location. Creatures within the cloud (including the target) must save versus poison or be overcome with nausea—unable to act except to move at half movement rate. Once leaving the cloud, the nausea subsides after 1d4 rounds. The cloud disperses after 1 turn.

Magnetism: The electrical energy of the orb strongly magnetizes any metal objects on the target (e.g. armour, weapons) unless a saving throw versus spells is made. The magnetic charge lasts for 1d4 rounds and causes metal objects to stick together. A target wearing metal armour suffers a –2 penalty to AC and is unable to attack with metal weapons.

Paralysis: Unless a saving throw versus paralysis is made, the target is paralysed for 1d4 rounds.

Colour Spray

Duration
Instant
Range
20’ long cone, 20’ wide at end

A flurry of clashing, rainbow-hued colours erupts from the caster’s hand.

  • Targets: 1d6 creatures in the area of effect.

The effect: Depends on the HD of each target, relative to the caster:

  • HD less than or equal to caster: Knocked unconscious for 2d4 rounds. (Creatures of 6HD or greater may save versus spells.)
  • HD up to 2 greater than caster: Save versus spells or be blinded for 1d4 rounds. A blind creature cannot attack.
  • HD 3 or more greater than caster: Save versus spells or be unable to move, attack, or make other actions for one round.

Creatures that cannot see: Are unaffected by this spell.

Command Dead

Duration
1 round per level
Range
60′

2d6 humanoid corpses or skeletons within range rise up as undead and obey the caster’s commands for a short time.

Combat stats: Each reanimated corpse or skeleton has 1 hit point and attacks using the stats listed below.

Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.

Commanded Dead

AC 7 [12], HD 1 (1hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60′ (20′), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).

Corpse Visage

Duration
1 turn per level
Range
The caster

The caster’s face and voice replicate those of a corpse touched.

Limitations: The spell only works on the corpse of a humanoid deceased within the last week.

Decay: The caster’s face and voice reflect the exact state of the target corpse. If the corpse is decayed, the caster’s face will appear rotting and their voice ragged and rasping.

Dancing Lights

Duration
1 turn
Range
40’ + 10’ per level

Lights under the caster’s control are conjured and may be directed to move anywhere within range. The caster may choose to conjure one of the following types of light:

  1. Torches: 1–4 lights that resemble torches or lanterns, casting the appropriate volume of light.
  2. Spheres: 1–4 glowing spheres, resembling will-o-the-wisps.
  3. Humanoid: A single, glowing, humanoid form.

Deathlight

Duration
6 turns +1 per level
Range
60′

A single skull, skeleton, corpse, or undead monster is wreathed with flickering light.

Light: 15′ radius. May be of any colour the caster chooses.

Saving throw: An intelligent undead monster may save versus spells to resist.

Counters invisibility: The flickering light makes it impossible for the target to become fully invisible.

Decay (Ward Against Decay)

Duration
1 turn / instant / permanent (ward against decay)
Range
Corpse touched

This spell has two usages (chosen when cast):

  1. Destroy tissue: A touched corpse or dead body part (e.g. dismembered limb, extracted organ, etc.) is eaten away to bones in 1 turn, devoured by a gruesomely accelerated mass of maggots and mould. For the purposes of raise dead, a decayed corpse is treated as being 6 days old + 1 day per level of the caster.
  2. Harm undead: Decay inflicts 2d6 damage against an undead monster with flesh (e.g. zombie, ghoul). The target must be touched in the round the spell is cast, requiring a successful melee attack.

Reversed: Ward Against Decay

A single corpse or dead body part (e.g. dismembered limb, extracted organ, etc.) is permanently protected from the natural processes of decay and deterioration.

Detect Illusion

Duration
3 turns
Range
The caster or a creature touched

The subject can see through illusions within 10’ per level of the caster. Invisible creatures or objects in the same range are also revealed.

Detect Magic

Duration
2 turns
Range
60’

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

Detect Undead

Duration
3 turns
Range
60′

This spell enables the caster to divine the presence of undead creatures within range.

Information: The spell indicates neither the precise location nor the type of any undead detected, only their direction.

Obstruction: The ability to detect undead is blocked by 1′ of stone, 3′ of earth, or a thin layer of metal.

Floating Disc

Duration
6 turns
Range
6’

The caster conjures a slightly concave, circular disc of magical force that follows them about and carries loads.

  • Dimensions: The disc is 3 feet in diameter and 1 inch deep at its centre.
  • Load: It can hold a maximum load of 5,000 coins (500 pounds).
  • Motion: The disc floats at waist height and remains level, floating along horizontally within spell range.
  • End: When the disc winks out at the end of the spell’s duration, anything it was supporting is dropped.

Glamour

Duration
2d6 rounds +2 per level
Range
The caster

The caster is wrapped in an illusion, taking on the outward appearance of another humanoid. Two variants are possible, chosen as the spell is cast:

  1. Imagined form: The caster takes on a form which they imagine.
  2. Duplicate individual: The caster copies the form of a living individual whom they touch. An attack roll is required if the target is unwilling.

Stipulations: The following apply:

  • Height: The illusionary form may be at most 1’ taller or shorter than the caster’s normal form.
  • Weight: Apparent weight may be altered in any way.
  • Gear: Clothing or items may be altered in any way.
  • Observers: If the spell is used to copy another’s appearance, those familiar with the copied individual may save versus spells to detect the ruse.

Hold Portal

Duration
2d6 turns
Range
10’

This spell magically holds shut a door, gate, window, or other kind of portal.

  • Opening by magic: A knock spell opens the held portal instantly.
  • Opening by force: Creatures with at least 3 Hit Dice more than the caster can open the held portal with one round of effort.

Hypnotism

Duration
1 round +1 per level
Range
30’

The caster’s gestures and droning syllables open the minds of one or more subjects within range to a hypnotic suggestion that is uttered as part of the spell casting.

  • Number of targets: Up to 1d6 creatures are affected. The number of creatures affected is determined after the suggestion is made.
  • Wording: The suggestion must take the form of a short phrase (at most one or two sentences) suggesting a course of action to the subjects.
  • Comprehension: A language that is understood by the subjects must be used.
  • Harmful suggestions: A suggested course of action that is obviously harmful to a subject causes the spell to automatically fail for that subject.
  • Saving throw: Each subject may save versus spells to resist the hypnotic suggestion. If the save fails, the subject will follow the caster’s suggestion for up to the duration of the spell.
  • Reasonable suggestions: A suggestion that is worded in such a way to make it sound very reasonable incurs a –2 penalty to the saving throw.

Restrictions: Undead are not affected by hypnotism.

Light (Darkness)

Duration
6 turns +1 per level
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 Missile

Duration
1 turn
Range
150’

This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.

  • Hit: The missile hits unerringly (no attack roll or saving throw is required).
  • Damage: The missile inflicts 1d6+1 damage.
  • Higher level casters: May conjure more missiles: two additional missiles are conjured per five experience levels the caster has gained (i.e. three missiles at 6th–10th level, five missiles at 11th–15th level, etc.). Multiple missiles may be directed at a single target.

Marionette

Duration
Concentration, up to 1 round per level
Range
30′

The caster takes control of a single creature, moving it around as they wish, like a puppet.

Targets: The spell can target either a corporeal undead monster of up to 4 HD or a human, demihuman, or human-like monster (see Persons under Monsters, in Old-School Essentials).

Saving throw: The victim may save versus paralysis to resist the spell.

Actions: The caster can make the victim move, attack, freeze, or act in any way desired. Control is imperfect, however: the victim moves jerkily and acts without precision, making attack rolls at a –2 penalty.

Special abilities: The caster cannot command the victim to use any special abilities they possess (e.g. poison, breath weapons, spells, etc.).

Self-destructive acts: Acts that are self-destructive or against the victim’s habits or alignment allow another save to break the magical control.

Concentration: Being distracted (e.g. attacked) or performing any other action (except moving) causes the spell to end.

Pass Undead

Duration
1 turn per level
Range
The caster or a creature touched

The subject is rendered completely undetectable to undead.

Detection: Undead with 6 or more HD may save versus spells to detect anyone protected by this spell. Undead with 9 or more HD are never deceived by the spell.

Hostile actions: Taking hostile action against undead (e.g. attacking, casting offensive spells) reveals the subject’s presence, but only to the affected individuals.

Phantasmal Force

Duration
Concentration
Range
240’

A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has AC 9 [10] and vanishes if hit in combat.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

  • Concentration: Is required to maintain the illusion. If the caster moves or loses concentration, the spell ends.
  • Illusionary monsters or attacks: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Protection From Evil

Duration
6 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).

Read Languages

Duration
2 turns
Range
The caster

For the duration of this spell, the caster may read any language, coded message, map, or other set of written instructions. This spell does not grant any ability to speak unknown languages.

Read Magic

Illusionist version (source level 1; PDF page 13)

Duration
1 turn
Range
The caster

By means of read magic, the caster can decipher magical inscriptions or runes as follows:

  • Scrolls: The magical script of a scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future.
  • Spell books: A spell book written by another arcane spell caster can be deciphered.
  • Inscriptions: Runes or magical words inscribed on an object or surface can be understood.
  • Reading again: Once the caster has read a magical inscription using read magic, they are thereafter able to read that particular writing without recourse to the use of this spell.

Necromancer version (source level 1; PDF page 65)

Duration
1 turn
Range
The caster

Allows the caster to decipher magical script or runes, as follows:

Scrolls: The magical script of a scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future.

Spell books: A spell book written by another arcane spell caster can be deciphered.

Inscriptions: Runes or magical words inscribed on an object or surface can be understood.

Reading again: Once the caster has used this spell to decipher a magical inscription, they can always understand that script again without read magic.

Shield

Duration
2 turns
Range
The caster

Shield creates an invisible field of force that protects the caster:

  • Against missile attacks: The caster’s AC is 2 [17].
  • Against other attacks: The caster’s AC is 4 [15].

Skull Speech

Duration
1 turn per level
Range
60′

The caster may cause a single skull within range to speak in a rasping whisper.

Words: The caster may cause the skull to utter any words desired. It is not possible to cast spells via the skull.

Undead monsters: An undead monster’s skull may be caused to speak. Intelligent undead may save versus paralysis to resist.

Sleep

Duration
4d4 turns
Range
240’

A sleep spell causes a magical slumber to come upon creatures, excluding the undead. The spell may target either:

  1. A single creature with 4+1 Hit Dice (see Hit point modifiers in the Advanced Fantasy Referee’s Tome).
  2. A total of 2d8 Hit Dice of creatures of 4 HD or lower each.

When targeting creatures of 4 HD or less, the following rules apply:

  • Weakest first: Targets with the least HD are affected first.
  • HD: Treat monsters with less than 1 HD as having 1 HD and monsters with a fixed hit point bonus as having the flat HD. (For example, a 3+2 HD monster would be treated as having 3 HD.)
  • Excess: Rolled Hit Dice that are not sufficient to affect a creature are wasted.

Killing: Creatures enchanted by this spell are helpless and can be killed instantly with a bladed weapon.

Awakening: Slapping or wounding awakens an affected creature.

Spook

Duration
Until broken (see below)
Range
10’

The caster gestures threateningly at an intelligent target within range.

  • Saving throw: The target may save versus spells to avoid coming under the spell’s effect.
  • An afflicted target: Perceives the caster as a monster from its worst nightmares and will flee from the caster at maximum speed.
  • Breaking the spell: The target may make a new save versus spells each round with success indicating that the spell is broken. Until the spell is broken, the target believes it is being pursued by the imagined horror.

Restrictions: Undead and creatures of less than animal intelligence are not affected.

Undead Servitor

Duration
6 turns +1 per level
Range
30′

This spell temporarily reanimates the bones or body of a single dead humanoid into an undead skeleton or zombie.

Obedient: The undead servitor obeys the caster’s commands.

Special abilities: The servitor is unable to use any special abilities (including spell casting) that it possessed in life.

Skeleton Servitor

AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60′ (20′), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).

Zombie Servitor

AC 8 [11], HD 2 (9hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60′ (20′), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 20

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).
  • Initiative: Always lose (no roll).

Ventriloquism

Duration
2 turns
Range
60’

The caster may make their voice appear to come from any location or source (e.g. a statue or animal) within range.

Wall of Fog

Duration
1 turn
Range
60’

A wall of roiling vapour is conjured at a location of the caster’s choosing within range.

  • Area: The fog fills a 10’ cube area per level of the caster.
  • Vision: The fog blocks normal vision and infravision.
  • Strong winds: Can clear the fog before the spell’s duration has expired.

Level 2

Blindness / Deafness

Duration
Permanent
Range
30’

A single creature is afflicted by a phantasm which nullifies either its visual or aural sensory input (as selected by the caster), rendering it blind or deaf.

  • Saving throw: The target may save versus spells to avoid the phantasm.
  • Removing: As the blindness or deafness caused by this spell is illusory, it cannot be removed by magic that cures disease. The affliction may be removed by spells that dispel magic or illusions.
  • Cancelling: The caster may cancel the spell’s effect at will.

Blur

Duration
1 turn
Range
The caster

The caster’s form becomes blurry and wavering.

  • Attack penalties: Creatures attacking the caster suffer a –4 penalty to hit. This penalty is reduced to –2 on a creature’s second or subsequent attempts to hit the caster.
  • Save bonus: The caster gains a +1 bonus to saving throws against magic that directly targets them.

Bone Armour

Duration
Permanent (until destroyed)
Range
The caster

Plates of jagged bone surround the caster, acting as a formidable suit of armour.

Armour Class: The bone armour grants AC 5 [14].

In melee: Any creature that successfully attacks the caster in melee suffers 1d3 damage, due to flying fragments of jagged bone.

Destruction: The armour lasts until the caster suffers 5 points of damage, +1 point per level.

Choke

Duration
1 round per level
Range
90′

A pair of spectral hands clasp around the throat of a living creature and begin choking them.

Saving throw: The victim may save versus spells to negate the spell.

Damage: The victim automatically suffers 1d4 damage per round.

Attack penalty: The victim suffers a –2 penalty to attack rolls.

Escaping: Due to their ghostly nature, the choking hands cannot be wrenched away from the victim. However, the spell is negated if the caster is killed or knocked unconscious.

Continual Light (Continual Darkness)

Duration
Permanent
Range
120’

This spell has three usages:

  1. Conjuring light: In a 30’ 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. 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.

Death Recall

Duration
1 turn
Range
Corpse touched

Upon casting this spell and touching the body of a creature which has died within the last 24 hours, the caster experiences a vision of the last 10 minutes of the creature’s life, ending with its demise.

Trance: While witnessing the deceased creature’s last moments of life, the caster is in a trance state, unable to move or perceive their surroundings.

Detect Evil

Duration
2 turns
Range
60’

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 Invisible

Duration
6 turns
Range
10’ per level

Invisible creatures or items in range are revealed to the caster.

Detect Magic

Duration
2 turns
Range
60’

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

ESP

Duration
12 turns
Range
60’

This spell grants the caster the ability to perceive and understand the thoughts of other living creatures.

  • Focus for 1 turn: To pick up thoughts, the caster must focus their concentration in one direction for one turn.
  • After this turn: The thoughts of all creatures within range in that direction can be perceived.
  • Multiple creatures: If multiple creatures are within the range in the direction being focused on, their thoughts mingle into a confusing jumble. The caster must spend an additional turn to sort out one creature’s thoughts.
  • Meaning: The caster understands the meaning of all thoughts even if they do not share the creature’s language.
  • Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock of 2’ thick or greater.

False Aura

Duration
1 turn
Range
30’

The aura of a creature or object is veiled.

  • Detection spells: (e.g. detect magic, detect evil) are deflected, revealing another creature or object nearby.
  • Divination spells: (e.g. know alignment) cast upon the subject reveal the opposite to the truth.

Fascinate

Duration
See below
Range
30’

This spell causes a single creature to perceive the caster—whatever their normal appearance—as utterly captivating.

  • Restrictions: Creatures of less than animal intelligence are not affected.
  • Saving throw: The subject may save versus spells to avoid the effect.

Affected subjects: Behave as follows:

  • Besotted: The subject follows the caster wherever they go, as if besotted, unless doing so would present a serious danger.
  • Obedience: If the caster can communicate with the subject (even if only by gestures), it may obey requests. Each time a request is made of the subject, the caster must make a CHA check (possibly penalised, if the request is against the nature or best interests of the subject). If the check fails, the spell is broken and the target’s perception of the caster becomes one of horror, rage, and hate.
  • Animals: An animal remains fascinated for 1d4 days, after which it may either attack the caster (if it has been mistreated) or simply leave. If the caster treated the animal well, there is a percentage chance equal to the caster’s CHA that the animal will henceforth remain by the character’s side of its own free will.

Feign Death

Duration
6 turns +1 per level
Range
The caster or a creature touched

A willing subject falls into a cataleptic state, indistinguishable from death.

Hit Dice limit: The subject may not have higher HD than the caster’s level.

Senses: The subject retains their senses of hearing and smell, but cannot see or feel.

Damage: Any damage inflicted on the subject is halved.

Immunities: The subject is unaffected by paralysis and energy drain.

Poison: The effects of any poison in the subject’s system are suspended while the spell lasts. Once the duration ends, poison has its normal effect once more.

Ending: The caster can end the spell at any time. The subject requires 1 round to awaken.

Hypnotic Pattern

Duration
Concentration
Range
30’ square around the caster

A pattern of twisting, interweaving colours fills the air in a 30’ × 30’ area centred on the caster.

  • Creatures that see the pattern: Must save versus spells or become hypnotised as long as they are able to watch the pattern.
  • Number of creatures affected: Up to 24HD of creatures may be hypnotised.
  • Hypnotised creatures: Simply stand still, gazing at the pattern of colours.
  • If a hypnotised creature is harmed: The pattern ceases to enthral it and it may act next round.

Concentration: The caster can maintain the pattern indefinitely as long as they concentrate on the spell and remain stationary.

Improved Phantasmal Force

Duration
Concentration
Range
240’

An illusion of the caster’s choosing— including minor sounds (though not speech)—manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has an Armour Class of 7 [12] and will vanish if hit in combat.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

  • Concentration: Is required to maintain the illusion. If the caster moves at faster than half speed or loses concentration, the spell ends.
  • Persistence: Even when the caster stops concentrating on the spell, the illusion persists for two further rounds.
  • Illusionary monsters or attacks: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Invisibility

Illusionist version (source level 2; PDF page 15)

Duration
Permanent (but may be broken, see below)
Range
240’

The caster or another creature or object within range becomes invisible:

  • If cast on a creature: Any gear the subject is carrying is also rendered invisible (this includes clothing and armour). Items dropped or put down by an invisible creature become visible. If the subject attacks or casts a spell, the invisibility is broken, ending the spell.
  • If cast on an object: The invisibility is permanent.
  • Light sources: If a light source is made invisible (either as part of a creature’s gear or as an individual object), the light it casts remains visible.

Magic-user version (source level 2; PDF page 44)

Duration
Permanent (but may be broken, see below)
Range
240’

The caster or another creature or object within range becomes invisible:

  • If cast on a creature: Any gear the subject is carrying is also rendered invisible (this includes clothing and armour). Items dropped or put down by an invisible creature become visible. If the subject attacks or casts a spell, the invisibility is broken, ending the spell.
  • If cast on an object: The invisibility is permanent.
  • Light sources: If a light source is made invisible (either as part of a creature’s gear or as an individual object), the light it casts is unaffected.

Knock

Duration
1 round
Range
60’

The knock spell opens stuck, barred, or locked doors, gates, chests, and so forth.

  • Magically held doors: Are affected (e.g. hold portal, wizard lock).
  • Secret doors: May be opened, but they must be known to the caster.

Levitate

Duration
6 turns +1 per level
Range
The caster

This enchantment allows the caster to move up and down through the air:

  • Vertical: The caster mentally directs vertical movement at up to 20’ per round.
  • Horizontal: The caster can push against solid objects to move laterally.
  • Weight: A normal amount of weight can be carried while levitating.

Locate Object

Duration
2 turns
Range
60’ +10’ per level

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 known to the caster.

Restrictions: This spell cannot be used to locate creatures.

Magic Mouth

Duration
Permanent until triggered
Range
Touch

The caster imbues an inanimate object with a message that is to be spoken out loud by a magical mouth when a certain trigger condition occurs.

  • The message: Must be in a language the caster speaks and may consist of up to 25 words.
  • The trigger condition: May be as broad or as specific as the caster wishes. It may include conditions on the enchanted object being touched or on the presence of creatures within 30’ of the object. The trigger condition may only take visual appearances into account (e.g. it cannot discern the alignment, class, level, etc. of creatures who pass by).
  • Once triggered: The mouth appears, animates, and speaks the predetermined message. The enchantment then ends.
  • Casting spells: The triggered message cannot cast spells.

Mirror Image

Duration
6 turns
Range
The caster

1d4 illusory duplicates of the caster appear.

  • Behaviour: The mirror images look and behave exactly as the caster.
  • Attacks on the caster: Destroy one of the mirror images (even if the attack misses).

Paralysing Touch

Duration
1 round per level
Range
Touch

The caster’s touch paralyses living creatures.

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

Effects: The victim must save versus paralysis or be paralysed (magically frozen; unable to move or speak) for 2d4 turns.

Restrictions: Elves and creatures larger than ogres are unaffected.

Phantasmal Force

Duration
Concentration
Range
240’

A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has an Armour Class of 9 [10] and will vanish if hit in combat.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

  • Concentration: Is required to maintain the illusion. If the caster moves or loses concentration, the spell ends.
  • Illusionary monsters or attacks: May appear to be harmful but no real damage is ever inflicted. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Quasimorph

Duration
3d4 rounds +2 per level
Range
The caster

The caster’s physical form undergoes a quasi-real transformation, taking on the appearance of another creature.

  • The new form: Is chosen by the caster. The form of any creature may be adopted.
  • Size: The new form may be at most 50% larger or smaller than the caster’s normal size.

The physical capabilities of the new form: Are granted to the caster to a limited degree:

  • Flight: If the new form can fly, the caster is able to fly at one-quarter of its flying movement rate.
  • Breathing: If the new form can breathe underwater, the caster may also do so.
  • Attacks: When attacking, the caster may appear to use the attacks of the new form but cannot make more attack rolls or inflict more damage than they are normally able to (using whatever weapon is carried).
  • Special abilities: The caster does not gain any special or magical attacks possessed by the new form (e.g. breath weapons, poison, charm, etc.).

Seal Tomb (Open Tomb)

Duration
Permanent / Instant
Range
60′

A magical seal is placed on a single crypt door or coffer lid, causing it to close and become magically locked.

Bypassing: The magical seal is permanent but may be bypassed as follows:

  • The caster: Can freely pass their own seal.
  • A knock spell: Allows passage.
  • Higher level casters: Magic-using characters 3 or more levels higher than the caster of seal tomb may pass.

Temporary: Bypassing does not end a seal tomb spell.

Reversed: Open Tomb

Causes a crypt door or coffer lid to open.

Magical locks: Spells such as seal tomb and wizard lock are dispelled.

Wards: Warding spells normally triggered by opening the door are temporarily bypassed.

Silence 15′ Radius

Duration
12 turns
Range
180′

A 15′ radius area is rendered utterly silent.

Within the area: All sound is prevented. 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.

Skeletal Steed

Duration
3 turns per level
Range
10′

Conjures a skeletal horse that will carry the caster (or another designated person) upon its back.

Move silently: The steed moves with a preternatural silence.

Loads: The steed can carry one rider and up to 3,000 coins of weight. Any weight beyond this causes the spell to end.

Expiration: When the duration expires, the skeletal horse crumbles into dust.

Skeletal Horse

AC 7 [12], HD 1 (4hp), Att None, THAC0 19 [0], MV 180′ (60′), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).

Skull Sight

Duration
3 turns per level
Range
Skull touched

Binding their eyes with a cloth, the caster gains the ability to see through the empty eye sockets of a humanoid skull, often one worn as a necklace or placed atop a staff.

Dark vision: The skull can see normally, up to 60′, in absolute darkness.

Distance: If the caster moves more than 30′ away from the skull, the spell ends.

Removing the cloth: If the caster removes the cloth covering their eyes, the spell ends.

Speak With Dead

Duration
1 turn
Range
10′

The caster may ask questions of a deceased person, the spirit’s voice echoing out from beyond the grave.

Remains: Some remnant of the person’s physical body (e.g. bones) must be within range.

Time since death: It is only possible to awaken the spirit of a person who died within a certain time frame, dependent on the caster’s level (see table below).

Questions: The number which can be asked depends on the caster’s level (see table below). The spirit answers truthfully but briefly, and only possesses knowledge it had during life.

Speech: The spirit speaks with the tongues it knew in life.

Speak With Dead Limitations
Level Time Since Death Questions
6 or lower 7 days 2
7–8 7 months 3
9–10 7 years 4
11–12 70 years 5
13+ Unlimited 6

Spectral Hand

Duration
2 rounds per level
Range
60′ +10′ per level

A glowing, ghostly hand formed of the caster’s own life force manifests at their side.

Moving the hand: By concentrating, the caster can direct the hand to move, within range. The hand can move up to 60′ per round.

Touch attacks: The hand can be used to deliver spells of up to 4th level that take effect via touch. When making a touch attack with the hand, the caster gains a +2 bonus to attack rolls.

Concentration: Moving, attacking, or performing any other action besides casting spells causes the hand to return to hover at the caster’s side.

Vulnerability: As the hand is formed of the caster’s life force, it is vulnerable to attack. It can only be harmed by magic and magic weapons, and has AC –2 [21]. If the hand is damaged, the spell ends and the caster suffers 1d4 damage.

Web

Duration
48 turns
Range
10’

Web conjures a many-layered mass of strong, sticky threads, blocking a 10’ cube area.

  • Entanglement: Creatures caught within a web become entangled among the gluey fibres. Entangled creatures can’t move, but can break free depending on their strength (see below).
  • Flammable: The strands of the web are flammable and can be destroyed by fire in two rounds. All creatures caught within flaming webs suffer 1d6 points of damage from the flames.

Breaking free: Depends on STR:

  • Normal human range: The creature can break free in 2d4 turns.
  • Magically augmented STR above 18: The creature can break free in 4 rounds.
  • Giant strength: The creature can break free in two rounds.

Whispering Wind

Duration
Special
Range
1 mile per level

This spell allows the caster to send a message or other, non-verbal sound via the wind to a distant location within range.

  • The destination: Must be known to the caster.
  • The message: Up to 100 words or one minute of non-verbal sound.
  • Rate: The message travels on the wind, unnoticed, at one mile per turn.
  • Delivery: On reaching the designated destination, the wind delivers the caster’s message. The message is whisper quiet, relayed by the susurrations of the air, but can be heard by all within 30’. The message is delivered at the location whether or not anyone is present to hear it.

Wizard Lock

Duration
Permanent
Range
10’

A wizard lock spell magically locks a door, gate, similar portal, or any item that has a lock.

Bypassing: The magical lock is permanent but may be bypassed as follows:

  • The caster: Can freely pass their own wizard lock.
  • A knock spell: Allows passage.
  • Higher level casters: Any magic-using character who is at least 3 levels higher than the caster of the wizard lock may pass through unimpeded.

Temporary: Bypassing does not destroy a wizard lock.

Level 3

Animate Dead, Temporary

Duration
1 turn per level
Range
60′

Causes corpses or skeletons to rise as undead skeletons or zombies.

Obedient: Created undead obey the caster’s commands.

Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.

Expiration: When the duration expires, the animated dead crumble into dust.

Number: The spell animates up to 1 Hit Die of zombies or skeletons per level of the caster:

  • Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
  • Zombies: Have AC 8 [11] and HD one greater than the creature had in life.

Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).

Blacklight

Duration
1 turn per level
Range
60’

Twisting the nature of light and darkness, this spell creates a 30’ diameter area of illumination which cannot be perceived outside of this area.

  • Stealth: It is thus possible for those within the area of blacklight to see in utter darkness while not revealing their own presence.
  • Area: The caster may cause the area of blacklight to manifest either in a designated area within range or about their own person. (In the latter case, the magical effect moves with the caster.)
  • Magical darkness: The illumination created by blacklight does not penetrate magical darkness.

Bone Staff

Duration
1 round per level
Range
Bone touched

A normal bone in the caster’s hand is transformed into a magic staff that the caster or another may wield in combat.

Length: Whatever its original size, the enchanted bone grows to 6′ in length.

In melee: The staff is treated as a +1 weapon, granting a +1 bonus to attack rolls and inflicting 1d6+1 damage.

Expiration: When the duration ends, the staff shatters into dust.

Carrion Stench

Duration
1 turn per level
Range
The caster or a creature touched

The subject exudes a nauseating carrion stench, detectable up to 60′ away.

Close range: All living creatures within 10′ of the subject (including allies, but excluding the caster and subject) must save versus poison or suffer a –2 penalty to attack rolls due to nausea.

Duration: Affected creatures suffer the nausea effect for 1 turn after leaving the subject’s presence.

Clairvoyance

Duration
12 turns
Range
60’

The caster gains the ability to see through the eyes of other living creatures.

  • Focus for 1 turn: To establish a connection with a creature, the caster must focus their concentration in one particular direction for one turn.
  • After this turn: The visual perceptions of one creature within range in that direction are relayed to the caster.
  • Switching: Once a connection is established, the caster may choose to maintain it or to change to another subject.
  • Obstructions: The spell is blocked by a thin layer of lead or by rock of 2’ thick or greater.

Crypt Sight

Duration
1 day
Range
The caster or a creature touched

The subject is able to see normally up to 30′ in utter blackness.

Acuity: Unlike infravision, the sight granted by this spell allows the subject to perceive fine detail, including script.

Death Ward

Duration
1 turn per level
Range
60′

A living subject is warded such that they do not die when reduced to 0 hit points, instead being able to survive and continue to act normally until they reach –10 hit points.

Death saves: The subject also gains a +2 bonus to saving throws versus death or poison.

Healing: Healing magic functions normally for a character under this ward. For example, a character could be reduced to –8hp, then receive a healing spell taking them up to –2hp, then drink a potion of healing taking them up to 3hp.

Expiration: Once the spell expires, if the subject has 0 or less hit points, they die immediately.

Dispel Illusion

Duration
Instant
Range
10’ per level

Dispel illusion ends ongoing illusions or phantasms (i.e. those with a non-instantaneous duration) within a 20’ cube area.

  • Spells cast by a non-illusionist: Are automatically dispelled.
  • Spells cast by another illusionist: Have a chance of not being dispelled. If the level of the caster of the effect to be dispelled is higher than the level of the caster of dispel illusion, there is a 5% chance per level difference that the attempt to dispel will fail.
  • Magic items: Are unaffected.

Dispel Magic

Illusionist version (source level 4; PDF page 22)

Duration
Instant
Range
120’

Dispel magic ends spells of non-instantaneous duration within a 20’ cube area.

  • Caster levels: If the level of the caster of the effect to be dispelled is higher than the level of the caster of dispel magic, there is a 5% chance per level difference that the attempt to dispel will fail.
  • Magic items: Are unaffected.

Magic-user version (source level 3; PDF page 46)

Duration
Instant
Range
120’

Dispel magic ends spell effects within a 20’ cube area.

  • Caster levels: If the level of the caster of the effect to be dispelled is higher than the level of the caster of dispel magic, there is a 5% chance per level difference that the attempt to dispel will fail.
  • Magic items: Are unaffected.

Necromancer version (source level 4; PDF page 75)

Duration
Instant
Range
120′

Dispel magic ends spell effects within a 20′ cube.

Caster levels: Effects created by lower level casters are automatically dispelled. Effects created by higher level casters have a 5% chance per level difference of not being dispelled.

Magic items: Are unaffected.

Drag From Death’s Door

Duration
Instant
Range
Creature touched

A subject killed by damage (i.e. not by poison, disintegration, etc.) within the last 3 rounds is dragged back from the brink of death.

Weakness: Returning from death is an ordeal. Until the subject gets two full weeks of bed rest, they have 1 hit point, move at half the normal rate, cannot carry heavy items, and cannot attack, cast spells, or use other class abilities. This period of weakness may not be shortened by any magical healing.

Bargain: In return for cheating death, the necromancer suffers 1d6 damage and the subject suffers a permanent loss of one point from a random ability score.

Fear

Duration
Instant
Range
60’ cone, 30’ wide at end

Conjures a cone of magical energy that terrifies those within it.

  • Effect: Creatures in the cone are struck with terror and will flee from the caster at maximum speed for one round per level of the caster. (A save versus spells negates the effect).
  • Dropping items: Affected creatures have a 60% chance of immediately dropping anything in their hands. The chance is decreased by 5% for each level or Hit Die above 1.

Fire Ball

Duration
Instant
Range
240’

Flame streaks towards a point within range and detonates in a 20’ radius sphere.

  • Damage: Creatures caught in the fire ball suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.

Fly

Duration
1d6 turns +1 per level
Range
The caster or a creature touched

The subject gains the ability to fly through the air.

  • Movement rate: Up to 360’ (120’).
  • Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.

Grave Breath

Duration
2 turns per level
Range
The caster or a creature touched

The subject can survive without air for the duration. Their natural breathing wheezes and comes to a stop.

Immunities: The subject is immune to drowning and to poison gases.

Choking: Damage from choking (e.g. the choke spell) is reduced by half.

Hallucinatory Terrain

Duration
Until touched
Range
240’

Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.

  • Area: The illusion must fit completely within the spell’s range.
  • Touching: If the illusion is touched by an intelligent being, the spell is negated.

Haste

Duration
3 turns
Range
240’

Up to 24 creatures in a 60’ diameter area are enchanted to be able to move and act twice as quickly as normal:

  • Movement: Subjects’ maximum movement rates are doubled.
  • Attacks: Subjects may make double the normal number of attacks per round.
  • Spells: The number of spells a subject may cast per round is not doubled.
  • Magical devices: The use of devices such as wands is also not doubled.

Hold Person

Magic-user version (source level 3; PDF page 46)

Duration
1 turn per level
Range
120’

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.

Necromancer version (source level 3; PDF page 72)

Duration
1 turn per level
Range
120′

This spell causes one or more humans, demihumans, or human-like monsters (see Persons under Monsters, in Old-School Essentials) to be paralysed (magically frozen; unable to move or speak) 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: Undead and human-like monsters of greater than 4+1 HD (see Hit point modifiers under Monsters, in Old-School Essentials) are not affected.

Infravision

Duration
1 day
Range
The caster or a creature touched

The subject is able to see 60’ in the dark with infravision.

Invisibility 10’ Radius

Duration
Permanent (but may be broken, see below)
Range
120’

A selected creature and all creatures within 10’ of it become invisible:

  • Area: The 10’ radius area of the spell’s effect moves with the chosen creature.
  • Exiting the area: Subjects that move more than 10’ away from the chosen creature become visible.
  • Entering the area: Creatures that move into the area after the spell is cast do not become invisible.
  • Gear: Any gear a subject is carrying is also rendered invisible. Items dropped or put down by an invisible creature become visible. Carried light sources become invisible but the emitted light does not.
  • Breaking the invisibility: If a subject attacks or casts a spell, the invisibility is broken for that subject.

Lightning Bolt

Duration
Instant
Range
180’

A powerful stroke of electrical energy, 60’ long and 5’ wide, is conjured.

  • Damage: Creatures caught in the lightning bolt suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
  • Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the caster.

Nondetection

Duration
1 turn per level
Range
The caster

While this spell lasts, the caster is invisible to all forms of magical location, scrying, and divination, including effects such as clairvoyance, clairaudience, and ESP.

Paralysation

Duration
6 turns or until cancelled
Range
10’ per level

A number of creatures within a 20’ cube area are afflicted with the terrifying phantasm of being unable to move.

  • Number of creatures affected: Up to 2HD of creatures per level of the caster.
  • Priority: Creatures with the lowest HD are affected first.
  • Saving throw: Each target may save versus spells to resist the phantasm.
  • Mindless creatures: Are unaffected.
  • Cancelling: The caster may cancel the phantasm at will.

Phantom Steed

Duration
6 turns per level
Range
10’

A quasi-real, shadowy, horse-like creature is conjured by this spell to carry the caster (or another, designated person) upon its back.

  • Appearance: The steed is deep black in colour and has ghostly hooves that make no sound as it runs.
  • Loads: The steed refuses to carry any load beyond that of the rider and their possessions.
  • Stats: The steed has 12 hit points, AC 8 [11], and a movement rate of 30’ (10’) per level of the caster.
  • If the steed is killed: It evaporates into smoke.

Special abilities: The phantom steed gains additional abilities, depending on the level of the caster:

  • 8th level: The steed is unhindered by unstable ground (e.g. mud or bog).
  • 10th level: The steed may walk across water.
  • 12th level: The steed may walk upon air and is thus able to cross chasms and pits.
  • 14th level: The steed can fly.

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).

Protection from Normal Missiles

Duration
12 turns
Range
30’

A single subject in range gains complete immunity to small, non-magical missiles (e.g. no protection is granted against hurled boulders or enchanted arrows).

Rope Trick

Duration
2 turns per level
Range
Touch

A rope is enchanted to rise up into the air, enabling the caster and others to climb it and disappear into an imaginary space.

  • The rope: Rises up to its full length (or at most 30’) and hangs stiffly in the air, magically tethered at the upper end.
  • Climbing the rope: The rope may be climbed normally.
  • Imaginary space: Human-sized (or smaller) creatures that climb to the top of the rope disappear into the imaginary space beyond.
  • Capacity: The imaginary space can hold up to six individuals.
  • Hidden: Creatures inside the imaginary space cannot be perceived or affected in any way by those on the outside, in real space.
  • Pulling up the rope: The rope may be pulled up into the imaginary space, also disappearing.

When the spell’s duration ends: The rope falls slack, the imaginary space disappears, and anyone inside the imaginary space reappears in mid air.

Skull Trap

Duration
Permanent until triggered
Range
Skull touched

A humanoid skull is enchanted to explode on contact.

Contact: The explosion is triggered if the skull is touched by a living creature or is otherwise forcefully contacted. Treat as AC 7 [12] for purposes of firing missiles to hit the skull.

Explosion: A 10′ radius blast of violet flame and necrotic energy.

Damage: Creatures caught in the blast suffer 1d4 damage per level of the caster, with a successful save versus spells indicating half damage.

Spectral Force

Duration
Concentration
Range
240’

An illusion of the caster’s choosing— including sounds, smells, and thermal elements—manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has AC 5 [14] and vanishes if hit in combat.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

  • Concentration: Is required to maintain the illusion. If the caster moves at faster than half speed or loses concentration, the spell ends.
  • Persistence: Even when the caster stops concentrating on the spell, the illusion persists for three further rounds.
  • Illusionary monsters or attacks: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Suggestion

Duration
4 turns +4 per level
Range
30’

The caster utters a suggestion to influence the behaviour of a selected subject.

  • Wording: The suggestion must take the form of a short phrase (at most one or two sentences) suggesting a course of action to the subject.
  • Comprehension: A language that is understood by the subject must be used.
  • Harmful suggestions: Suggestions that are obviously harmful to the subject cause the spell to automatically fail.
  • Saving throw: A save versus spells is allowed to resist the suggestion. If the save fails, the subject will follow the caster’s suggestion for up to the duration.
  • Reasonable suggestions: A suggestion that is worded in such a way to make it sound very reasonable incurs a –2 penalty to the saving throw.

Restrictions: Undead are unaffected.

Vampiric Touch

Duration
1 turn or until used
Range
Touch

The caster’s touch drains hit points from a living creature, healing the caster by a like amount.

Attack roll: In combat, a melee attack roll is required. If the attack is unsuccessful, the spell is not used up.

Damage: The victim suffers 1d6 damage per 2 levels of the caster, to a maximum of 6d6 damage.

Healing: The caster gains hit points equal to the damage inflicted. Any excess hit points above the caster’s maximum are treated as bonus hit points.

Bonus hit points: Damage suffered is subtracted first from any bonus hit points. Bonus hit points disappear after 1 hour.

Water Breathing

Duration
1 day
Range
30’

The subject can breathe water freely by means of this spell.

  • Breathing air: The spell does not affect the subject’s ability to breathe air.
  • Swimming: No additional proficiency at swimming is granted.

Wraithform

Duration
1 turn
Range
The caster

The caster’s person—along with everything worn or carried—becomes shadowy and semi-incorporeal.

  • Movement: The caster is able to pass through small holes and cracks.
  • Actions: The caster may cast spells but may only attack incorporeal creatures.
  • Invulnerability: Only magic and incorporeal creatures may harm the caster.
  • Pass undead: Undead will ignore the caster, believing them to be a phantom of some kind. Undead of 10 or more HD may save versus spells (at a –4 penalty) to notice the illusion.
  • Cancelling: The caster may end the spell at will, returning to normal.

Level 4

Charm Monster

Duration
One or more days (see below)
Range
120’

This spell places a charm upon either 3d6 creatures of 3 HD or less or a single creature of more than 3 HD. Each subject must make a save versus spells or be charmed as follows:

  • Friendship: The subject regards the caster as its trusted friend and ally and will come to the caster’s defence.
  • Commands: If they share a language, the caster may give the charmed creature commands, which it will obey.
  • Subject’s nature: Commands that contradict the charmed creature’s habits or alignment may be ignored.
  • Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.

Restrictions: Undead are not affected.

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.

  • INT 3–8: New save once every month.
  • INT 9–12: New save each week
  • INT 13–18: New save once every day.

Command Undead

Duration
Permanent / one or more days (see below)
Range
120′

This spell brings one or more undead monsters under the caster’s control. The effects differ depending on the intelligence of the monsters targeted.

Mindless undead:

  • Targets: Multiple mindless undead monsters (e.g. skeletons, zombies) totalling up to 1 HD per level of the caster can be affected.
  • Obedient: The monsters mindlessly obey the caster’s commands.
  • Duration: Permanent.

Intelligent undead:

  • Targets: A single monster of Hit Dice not exceeding the caster’s level can be affected.
  • Saving throw: The monster may save versus spells to negate the spell.
  • Mastery: The monster regards the caster as its master and will come to the caster’s defence.
  • Commands: If they share a language, the caster may give the monster commands, which it will obey.
  • Suicidal commands: The affected monster never obeys suicidal or obviously harmful orders.
  • Duration: The control lasts indefinitely, but the monster may save versus spells once per month to break free. Monsters of greater than 3 HD may save once per week, and monsters of greater than 6 HD may save once per day.

Confusion

Duration
12 rounds
Range
120’

This spell causes 3d6 subjects within 60’ of one another to become confused, making them unable to independently determine what they will do.

  • Subjects of 2+1 HD or greater: May save versus spells each round to resist the spell’s effect, acting with free will that round if they make the save.
  • Subjects of 2 HD or lower: May not make a saving throw.
  • Behaviour: Roll on the following table separately for each affected subject each round to determine how that subject acts that round:
Confusion: Subject Behaviour
2d6 Behaviour
2–5 Attack caster’s group
6–8 No action
9–12 Attack subject’s group

Corpse Clairvoyance

Duration
1 hour per level
Range
Corpse touched

The caster can see and hear through the dead eyes and ears of a corpse.

Range: The caster may move up to a mile away from the corpse and still receive its sensory impressions.

Undead: Animated corpses (e.g. zombies) may be affected, and an affected corpse may subsequently be animated. Intelligent undead may save versus spells to resist the communion.

Corpse Mask

Duration
1 hour per level
Range
Corpse touched

The face of a humanoid corpse twists into a replica of another person’s face.

Mental image: The caster must have a clear mental image of the person to be replicated (e.g. a portrait, personal meeting).

Replica: The replicated face is a perfect duplicate. The corpse’s body is unchanged by this spell.

Undead: Animated corpses (e.g. zombies) may be affected, and an affected corpse may subsequently be animated.

Curse

Duration
Permanent
Range
30′

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 saving throw penalty, a –4 attack roll penalty, 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!

Dimension Door

Duration
1 round
Range
10’

The caster or a single creature is instantly transferred to another location up to 360’ distant. The destination may be selected in two ways:

  1. Known location: A location, within 360’, known to the caster.
  2. An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up) totalling not more than 360’.

Stipulations: The following apply:

  • If the destination is occupied: By a solid body, the spell fails.
  • If the target is unwilling: It may save versus spells to resist the teleportation.

Emotion

Duration
Concentration
Range
10’ per level

All creatures in a 40’ square area within range must save versus spells or be afflicted by an emotion of the caster’s choosing:

  • Fear: Subjects are struck with terror and will flee from the caster at maximum speed. Affected creatures have a 60% chance of immediately dropping anything in their hands. The chance is decreased by 5% for each level or Hit Die above 1. Fear counters ongoing rage effects.
  • Hate: Subjects gain a +2 bonus to attacks, damage, saving throws, and morale. Hate counters ongoing hopelessness effects.
  • Hopelessness: Subjects are utterly demoralised and will dejectedly follow enemies’ orders (e.g. to surrender or leave). In combat, there is a 1-in-4 chance of a subject doing nothing each round, and a 1-in-4 chance of them retreating. Hopelessness counters ongoing hate effects.
  • Rage: Subjects go berserk, gaining a +1 bonus to hit and +3 to damage. Subjects fight without thought for their own lives and will not use shields. Subjects also gain 5 temporary hit points. These may take a subject above its normal maximum, but disappear when the spell ceases. Rage counters ongoing fear effects.

Concentration: Is required to maintain the projected emotion. If the caster moves or loses concentration, the spell ends.

Growth of Plants

Duration
Permanent
Range
120’

This spell causes vigorous growth of normal vegetation in an area within range. Plants in the affected area become thick and overgrown, entwining to form a thorny jungle.

  • Area: An area of up to 3,000 square feet—selected by the caster—is affected (e.g. 150’ × 20’, 100’ × 30’, etc.).
  • Passage: Only very large creatures can force their way through.

Hallucinatory Terrain

Duration
Until touched
Range
240’

Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.

  • Area: The illusion must fit completely within the spell’s range.
  • Touching: If the illusion is touched by an intelligent being, the spell is negated.

Illusory Stamina

Duration
3 turns per level
Range
Touch

Up to four persons touched by the caster are refreshed, some of their lost hit points being temporarily restored.

  • Bonus hit points: Each subject gains a number of bonus hit points equal to 50% of the number of hit points they are currently below maximum. For example, if the subject has a maximum of 30 hit points and a current total of 12 hit points, they gain 9 bonus hit points (50% of 18).
  • Any damage suffered: Is subtracted first from the bonus hit points.
  • When the duration ends: If any of the bonus hit points remain, they disappear.

Improved Invisibility

Duration
4 rounds +1 per level
Range
The caster or a creature touched

The caster or another creature touched becomes invisible:

  • Attacking: The subject may attack while invisible.
  • Being attacked: Opponents who are aware of the subject’s presence (but who cannot see invisible) may detect a faint shimmering, allowing them to locate the subject. The subject gains a +4 bonus to AC and saving throws against attacks from such opponents.
  • Equipment: Any gear the subject is carrying is also rendered invisible (this includes clothing and armour). Items dropped or put down by an invisible creature become visible.
  • Light sources: If a light source is made invisible (as part of the subject’s gear), the light it casts is unaffected.

Inter (Exhume)

Duration
2d4 rounds
Range
60′

A sinister force drags a single target into the earth over the course of 2d4 rounds.

Hit Dice limit: The target’s Hit Dice may not exceed the caster’s level.

Saving throw: A save versus death is allowed to resist the spell.

Aid: A creature of giant strength or multiple creatures with a combined STR score of 50 or more can prevent the victim’s interment.

Effect: If the victim fails to resist, they are interred 10′ beneath the earth. Suffocation usually occurs within 1d4 rounds.

Reversed: Exhume

Causes buried bodies within range to rise to the surface of the earth.

Depth: Corpses buried deeper than 20′ cannot be exhumed.

Selecting: The caster may optionally choose which bodies are exhumed (for example, by reading names from gravestones).

Massmorph

Duration
Permanent
Range
240’

A force of human-sized creatures within a 240’ diameter area is veiled by illusion to appear as a copse of trees or orchard.

  • Moving through: Once the illusion is in place, even creatures moving among the veiled subjects are deceived.
  • Subjects who leave the affected area: Cease to be veiled.
  • Dismissing: The caster may dismiss the illusion in its entirety at any time.

Minor Creation

Duration
6 turns per level
Range
Touch

Over the course of one turn, the caster weaves a semi-real but tangible object from a tiny piece of constituent matter. For example, a semi-real rope could be formed from a strand of hemp fibre.

  • Non-living: Only objects of non-living vegetable matter may be created (e.g. fabric, rope, wood, etc.).
  • Size: The object may be no larger than one cubic foot per level of the caster.
  • Food: While it is possible to create food, its semi-real nature means that it provides no nourishment.
  • When the duration ends: The conjured item disappears. The piece of matter from which it was woven remains.

Phantasmal Killer

Duration
1 round per level
Range
5’ per level

The subconscious fears of a single target manifest in its mind as a vision of the most horrible monstrosity it can imagine.

  • Saving throw: The subject may save versus spells with a +2 bonus to resist the phantasm.
  • Pursuit: The monster pursues the subject relentlessly and, as it only exists in the subject’s mind, can move at any speed and pass through any obstacles.
  • Invulnerability: The monster is invulnerable to all of the subject’s attacks.
  • Attacks: The monster attacks the subject once per round with a THAC0 of 16 [+3]. If one of the monster’s attacks is successful, the subject dies of terror.
  • Cancelling: Killing or knocking out the caster ends the phantasm. Restrictions: Undead and creatures of less than animal intelligence are unaffected.

Polymorph Others

Duration
Permanent
Range
60’

A living subject is changed into another type of creature, as chosen by the caster:

  • HD: The spell fails if the new form’s HD is more than twice the subject’s HD.
  • Hit points: The subject retains the same number of hit points.
  • Abilities: The subject truly becomes the new form: all special abilities are acquired, along with behavioural patterns, tendencies, and intelligence.
  • Specific individuals: The spell cannot be used to duplicate a specific individual.
  • Reversion: If the subject dies, it returns to its original form.
  • An unwilling subject: May save versus spells to negate the effect.

Polymorph Self

Duration
6 turns +1 per level
Range
The caster

The caster transforms themselves into another being:

  • HD: The new form may not have higher Hit Dice than the caster’s level.
  • Stats: The caster retains their own intelligence, hit points, saving throws, and attack probabilities.
  • Physical capabilities: Of the new form (e.g. strength, physical attack forms, modes of movement) are acquired.
  • Non-physical special abilities: (e.g. immunities, breath weapons, spell casting) are not acquired.
  • Casting spells: While polymorphed, the caster is unable to cast spells.
  • Specific individuals: The spell cannot be used to duplicate a specific individual.
  • Reversion: If the caster dies while polymorphed, they return to their original form.

Rainbow Pattern

Duration
Concentration
Range
30’ square around the caster

A band of twisting, interweaving, rainbow colours fills the air in a 30’ × 30’ area centred on the caster.

  • Creatures that see the pattern: Must save versus spells or become hypnotised as long as they are able to watch the pattern.
  • Number of creatures affected: A total of up to 24 Hit Dice of creatures may be hypnotised.
  • Hypnotised creatures: Simply stand still, gazing at the pattern of colours.
  • If a hypnotised creature is harmed: The pattern ceases to enthral it and it may act next round.

Maintaining the pattern: The pattern can be maintained and directed as follows:

  • Concentration: The caster can maintain the pattern indefinitely, as long as they concentrate on the spell and remain stationary.
  • Releasing: The caster may optionally end concentration and direct the pattern to drift away in a specified direction. The pattern drifts at a rate of 30’ per round and fades after 1d4 rounds. Hypnotised creatures will do their best to follow the pattern, but if they are led into a dangerous area, another saving throw versus spells is allowed to snap out of the trance.

Reassemble

Duration
Instant
Range
60′

This spell repairs corporeal undead monsters, stitching rended flesh and knitting shattered bone back together. It has two usages:

  1. Restore hit points: A total of 1d4 hit points per level of the caster can be repaired, divided between any number of corporeal undead within range.
  2. Reanimate: Corporeal undead monsters killed within the last turn are restored to 1d4 hit points and reanimated. Up to 1 HD of monsters per level of the caster are affected.

Remove Curse (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!

Rotting Touch

Duration
1 round per level
Range
Touch

The caster’s touch inflicts a horrible rotting disease on living creatures.

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

Effects: The victim receives no benefit from magical healing. Natural healing is ten times slower.

Removing: The disease can only be removed by magic (e.g. cure disease).

Shadow Monsters

Duration
1 round per level
Range
30’

The caster conjures one or more semi-real monsters, woven from shadow-stuff.

  • Hit Dice: The monsters’ total Hit Dice may not exceed the caster’s level.
  • Type: All monsters must be of the same type.
  • Hit points: The monsters have 1d2 hit points per Hit Die (instead of the normal 1d8 hit points per Hit Die).
  • Control: The monsters are under the caster’s control.

Saving throw: Every creature viewing the shadow monsters may save versus spells:

  • If the save succeeds: The subject views the monsters as they truly are: vague, shifting forms of shadow. To this subject, the shadow monsters have AC 9 [10] and inflict one quarter of their normal damage (rounding down). This subject is unaffected by any special or magical attack forms of the monsters.
  • If the save fails: The subject perceives the monsters as real creatures of the chosen type. To this subject, the shadow monsters attack as normal and inflict normal damage. They may use any special or magical attack forms they possess, but attacks such as energy drain or petrification do not really occur—at worst, they might cause an opponent to fall unconscious or be paralysed for 1d4 turns.

Skeletal Wings

Duration
1 turn per level
Range
10′

Conjures a skeletal horse with ragged, bat-like wings that will carry the caster (or another designated person) upon its back.

Move silently: The steed moves with a preternatural silence.

Loads: The steed can carry one rider and up to 3,000 coins of weight. Any weight beyond this causes the spell to end.

Expiration: When the duration expires, the skeletal horse crumbles into dust.

Winged Skeletal Horse

AC 7 [12], HD 2 (9hp), Att None, THAC0 18 [+1], MV 180′ (60′) / 360′ (120′) flying, SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 20

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).

Solid Fog

Duration
1 turn
Range
60’

A wall of roiling vapour appears at a location of the caster’s choosing within range.

  • Area: The fog bank fills a 10’ cube area per level of the caster.
  • Vision: The solid fog blocks normal vision and infravision.
  • Movement: Creatures moving through the fog move at one tenth of their normal movement rate.
  • Strong winds: Only very strong winds can clear the fog before the spell’s duration has expired.
  • Magical fire: A large area of magical fire can dissipate the fog in one round.

Swarm Transformation

Duration
Permanent until ended
Range
The caster

The caster, their clothing, and all carried items transform into a scurrying swarm of rats, spiders, or insects.

Movement: While in swarm form, the caster can move at 60′ (20′).

Attacks: The swarm can attack by engulfing victims within a 10′ × 10′ area. Victims suffer damage (no attack roll): 2hp if wearing armour, 4hp without. Victims who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm.

Immunity: The swarm is immune to normal damage, but can be harmed by fire, spells, or area attacks (e.g. breath attacks).

Duration: The caster can end the spell’s effect at any time, returning to their normal physical form. If the caster is killed, they also return to their normal form.

Veil of Abandonment

Duration
1 turn per level
Range
10’ per level

An area is cloaked with a combination of invisibility and illusion, making it seem vacant and neglected—covered in dust, cobwebs, and dirt, as if long abandoned.

  • Creatures: In the affected area when the spell is cast are not cloaked.
  • Inanimate objects: In the affected area are cloaked with invisibility and are veiled such that only direct contact will reveal their presence. Even then, an observer must make a saving throw versus spells to realise that the whole area is under the effects of an illusion: if the save fails, the observer believes that the detected object is merely invisible.
  • Creatures passing through the area: Believe that their passing makes footprints in the dust, breaks through cobwebs, etc.
  • Detection: Creatures that can detect invisible cannot see through this illusion.

Wall of Bones

Duration
12 turns
Range
120′

An immobile wall of jagged bones springs into existence.

Size: The wall can be any length, height, and shape the caster wishes, up to 1,200 sq. ft total. For example, it may be a straight wall 10′ high and 120′ long or a ring 20′ high and 10′ radius.

Location: The wall must be supported (e.g. by the ground) and cannot be created in an area occupied by objects

Cover: Missiles may be fired through gaps in the bone wall, suffering a –3 penalty to attack rolls.

Monsters with fewer than 4 HD: Cannot pass the wall of bones.

Monsters with 4 or more HD: Can break through the wall, but suffer 1d8 hit points of damage when doing so.

Wall of Fire

Duration
Concentration
Range
60’

An immobile, opaque curtain of shimmering, violet fire springs into existence.

  • Size: The wall can be any size, and may be shaped in any manner and to any dimensions the caster desires, up to 1,200 sq. ft. For example, it may be a straight wall or curved into a protective circle.
  • Location: The wall may not be evoked so that it appears where objects are.
  • Monsters with fewer than 4 HD: Cannot pass the wall of flames.
  • Monsters with 4 or more HD: Take 1d6 hit points of damage when they pass through the wall. The wall deals double damage to undead creatures or creatures that use cold or are accustomed to cold.
  • Concentration: The wall persists as long as the caster concentrates on the spell and does not move.

Wall of Ice

Duration
12 turns
Range
120’

An immobile, translucent, wall of ice springs into existence.

  • Size: The wall can be any size, and may be shaped in any manner and to any dimensions the caster desires, up to 1,200 sq. ft. For example, it may be a straight wall or curved into a protective circle.
  • Location: The wall must rest upon a solid surface and may not be evoked so that it appears where objects are.
  • Monsters with fewer than 4 HD: Cannot pass the wall of ice.
  • Monsters with 4 or more HD: Can break through the wall, but suffer 1d6 hit points of damage when doing so. The wall deals double damage to creatures that use fire or are accustomed to fire.

Wizard Eye

Duration
6 turns
Range
240’

An invisible, magical eye is conjured that allows the caster to see at a distance.

  • Movement: The eye can be directed to move within range at up to 120’ per turn.
  • Seeing through the eye: By concentrating, the caster can see through the eye.
  • Types of vision: The magical eye grants both normal vision and infravision.
  • Barriers: Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.

Wound Transference

Duration
Instant
Range
Creature touched

The subject’s wounds are transferred to the caster.

Healing: The subject is healed of up to 2hp per level of the caster (at most as many hit points as the caster currently has). The caster may decide how many hit points to heal.

Wounding: The caster suffers damage equal to the hit points healed.

Level 5

Animate Dead

Magic-user version (source level 5; PDF page 53)

Duration
Permanent
Range
60’

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies:

  • Obedient: They obey the caster’s commands.
  • Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.
  • Duration: They remain animated until they are destroyed or until a dispel magic spell is cast upon them.

Number: The spell animates a number of Hit Dice of zombies or skeletons equal to the caster’s level:

  • Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
  • Zombies: Have AC 8 [11] and HD one greater than the creature had in life.
  • Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).

Necromancer version (source level 5; PDF page 78)

Duration
Permanent
Range
60′

Causes corpses or skeletons to rise as undead skeletons or zombies.

Obedient: Created undead obey the caster’s commands.

Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.

Duration: The reanimating magic remains active until dispelled or until the undead are slain.

Number: The spell animates up to 1 Hit Die of zombies or skeletons per level of the caster:

  • Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
  • Zombies: Have AC 8 [11] and HD one greater than the creature had in life.

Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).

Bonewrack

Duration
1 round per level
Range
30′

The bones of the targeted living creature agonisingly warp and throb inside its flesh.

Saving throw: The victim may save versus spells to negate the spell.

Damage: The victim automatically suffers 1d6 damage per round.

Penalties: The victim suffers a –2 penalty to Armour Class and attack rolls. The victim’s movement rate is halved.

Chaos

Duration
12 rounds
Range
120’

This spell causes all creatures in a 60’ diameter area to become confused, making them unable to independently determine what they will do.

  • Saving throw: Subjects that can cast illusionist spells or that have innate powers of illusion may save versus spells to resist the spell’s effect.
  • Behaviour: Roll on the following table separately for each affected subject each round to determine how that subject acts that round:
Chaos: Subject Behaviour
2d6 Behaviour
2–5 Attack caster’s group
6–8 No action
9–12 Attack subject’s group

Cloudkill

Magic-user version (source level 5; PDF page 53)

Duration
6 turns
Range
30’

A poisonous fog streams from the caster’s fingertips, filling a 30’ diameter area.

  • Movement: The fog moves at 60’ per turn (20’ per round), driven by the wind (or away from the caster, in still conditions).
  • Sinking: Because the fog is heavier than air, it sinks to the lowest level of the land, even pouring down den or sinkhole openings.
  • Damage: All creatures in contact with the vapours suffer 1 hit point of damage per round of contact.
  • Creatures with less than 5 Hit Dice: Must also save versus death (once per round of contact) or die.

Necromancer version (source level 5; PDF page 79)

Duration
6 turns
Range
30′

A poisonous fog streams from the caster’s fingertips, filling a 30′ diameter area.

Movement: The fog moves at 60′ (20′), driven by the wind or, in still conditions, away from the caster.

Sinking: Because the fog is denser than air, it sinks to the lowest point, flowing down hills, into holes, and so forth.

Damage: All creatures in contact with the fog suffer 1 damage per round.

Creatures with less than 5 Hit Dice: Must also save versus death (once per round of contact) or die.

Commune With Spirit

Duration
One conversation
Range
Spirit manifests in the caster’s presence

The caster calls upon the spirit of a deceased person, seeking knowledge they possessed during life.

Chance of success: The chance that the spirit will respond to the spell is mostly dependent on how long it has been deceased (see table to the right).

Modifiers: The time at which the spell is cast also affects success: daytime –25%, full moon +10%, festival of the dead +25%. Regardless of modifiers, the maximum chance of success is 95% and the minimum 5%.

Failure: On a roll of 96–00, malicious undead spirits (1d6 spectres) are summoned.

Success: If the spirit is successfully summoned, it rises before the caster as a shade visible to all present.

Questions: The caster may ask up to one question per experience level above 8th.

Reaction: To determine the spirit’s attitude, the referee should roll 2d6, applying the caster’s NPC reactions modifier due to CHA (see Ability Scores in Old-School Essentials). If the spirit is a different alignment than the caster, a –2 penalty applies.

Knowledge: The spirit only possesses knowledge it had during life.

Speech: The spirit magically speaks the same language as the caster.

Commune With Spirit Base Chance
Time Since Death Base Chance
1 week 60% + caster’s level
1 month 55% + caster’s level
1 year 50% + caster’s level
10 years 45% + caster’s level
100 years 40% + caster’s level
1,000 years 30% + caster’s level
Unlimited 10% + caster’s level
Commune With Spirit Reaction
2d6 Reaction
2 or less Resentful. Brief, untruthful answers.
3–5 Reluctant. Brief, cryptic answers.
6–8 Amenable. Brief, truthful answers.
9–11 Eager. Detailed, truthful answers.
12 or more Impassioned. Fully elaborated, truthful answers.

Conjure Elemental

Duration
Permanent (until dismissed or slain)
Range
240’

A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding.

  • Materials: The summons requires a large volume of the appropriate element.
  • Concentration: Is required to command an elemental.
  • Dismissing: While control over the elemental is maintained, the caster may dismiss it at any time, sending it back to its plane of origin.
  • Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the caster and any who get in its way.
  • Dispelling: A conjured elemental may be dispelled by dispel magic or dispel evil.

Restrictions: The caster may summon at most one elemental from each plane in a single day.

Air Elemental

Huge vortexes of whirling air.

AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’) flying, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300

  • Size: 32’ tall, 8’ across.
  • Whirlwind: Creatures with less than 2HD swept aside (save versus death).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm flying creatures: Inflict extra 1d8 damage.

Earth Elemental

Huge humanoid figures of earth or stone.

AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300

  • Size: 16’ tall.
  • Blocked by water: Cannot cross a channel wider than own height.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm creatures on the ground: Inflict extra 1d8 damage.

Fire Elemental

Whirling columns of fire.

AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 120’ (40’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300

  • Size: 16’ tall, 16’ across.
  • Blocked by water: Cannot cross a channel wider than own diameter.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm cold-based creatures: Inflict extra 1d8 damage.

Water Elemental

Huge waves of water.

AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’ (60’) swimming, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300

  • Size: 8’ tall, 32’ across.
  • Water-bound: Must remain within 60’ of water.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm creatures in water: Inflict extra 1d8 damage.

Contact Higher Plane

Duration
One conversation
Range
The caster

A channel of communication is opened to a higher plane of existence, allowing the caster to ask powerful, otherworldly beings for advice and knowledge on any subject.

  • Plane: The caster must choose which plane of existence to contact: communion with beings of the 3rd to 12th planes is possible via this spell. Higher numbered planes are home to more powerful and knowledgeable beings.
  • Questions: The caster may then ask a number of simple yes/no questions equal to the number of the plane contacted. The referee plays the role of the contacted being, responding to the caster’s questions.
  • Answers: For each question asked, there is a chance of the contacted being not knowing the answer or of answering untruthfully: see the table to the right. It is impossible to detect whether the entity is lying.

Restrictions: Casting contact higher plane is a great and perilous deed.

  • Usage limit: It may be cast at most once per week. (The referee may limit the spell’s usage to even less frequently, if desired.)
  • Insanity: Communion with otherworldly beings of great power can shatter the caster’s sanity. The basic chance is shown in the table above. For every level of the caster above 11, this chance is reduced by 5%. If the caster is driven insane as a result of the communion, the recovery time is a number of weeks equal to the number of the plane contacted.
Contact Higher Plane Questions
Plane #Qs Don’t Know Truth Insanity
3rd 3 75% 50% 5%
4th 4 70% 55% 10%
5th 5 65% 60% 15%
6th 6 60% 65% 20%
7th 7 50% 70% 25%
8th 8 40% 75% 30%
9th 9 30% 80% 35%
10th 10 20% 85% 40%
11th 11 10% 90% 45%
12th 12 5% 95% 50%

Demi-Shadow Monsters

Duration
1 round per level
Range
30’

The caster conjures one or more semi-real monsters, woven from shadow-stuff.

  • Hit Dice: The monsters’ total Hit Dice may not exceed the caster’s level.
  • Type: All monsters must be of the same type.
  • Hit points: The monsters have 1d4 hit points per Hit Die (instead of the normal 1d8 hit points per Hit Die).
  • Control: The monsters are under the caster’s control.

Saving throw: Every creature viewing the shadow monsters may save versus spells:

  • If the save succeeds: The subject views the monsters as they truly are: vague, shifting forms of shadow. To this subject, the shadow monsters have AC 9 [10] and inflict half of their normal damage (rounding down). This subject is unaffected by any special or magical attack forms of the monsters.
  • If the save fails: The subject perceives the monsters as real creatures of the chosen type. To this subject, the shadow monsters attack as normal and inflict normal damage. They may use any special or magical attack forms they possess, but attacks such as energy drain or petrification do not really occur—at worst, they might cause an opponent to fall unconscious or be paralysed for 1d4 turns.

Feeblemind

Duration
Permanent
Range
240’

An arcane spell caster (e.g. a magic-user or elf) within range must save versus spells (at a –4 penalty) or become an imbecile, unable to think clearly or cast spells.

Gaseous Form

Duration
Permanent until ended
Range
The caster

The caster, their clothing, and all carried items transform into a cloud of mist.

Movement: The caster moves at 60′ (20′) and is able to pass through small holes and cracks.

Actions: The caster cannot attack, speak, or cast spells.

Invulnerability: The caster can only be harmed by magic and magic weapons.

Duration: The caster can end the spell’s effect at any time, returning to their normal physical form. If the caster is killed, they also return to their normal form.

Guardian Spirit

Duration
1 day per level or until manifested
Range
10′

The caster summons a lost soul from the realms of the dead and tasks it to guard the location where this spell is cast.

Warding: Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when a trigger condition is satisfied.

The trigger condition: May be as broad or as specific as the caster wishes. It may include conditions on creatures entering the warded area or touching anything within. The trigger condition may only take visual appearances into account (e.g. it cannot discern the alignment, class, level, etc. of creatures who enter).

Once triggered: The guardian spirit manifests in a form selected by the caster when the spell was cast (see possible manifestations, below).

Following manifestation: The spirit is released from its task, ending the spell.

Possible manifestations:

  • Wraith: The spirit manifests as a wraith (see Old-School Essentials) and attempts to fight off intruders for up to 6 turns.
  • Warning: The spirit manifests at the caster’s current location, warning of the intrusion in the warded area and providing a broad description of the intruders.
  • Chilling fog: The spirit manifests as a chilling fog, filling a 10′ cube per level of the caster. It blocks normal vision and infravision and inflicts 1hp of cold damage per round to living creatures. The fog lasts for 1 turn.

Hold Monster

Duration
6 turns +1 per level
Range
120’

This spell causes one or more creatures 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: Undead are not affected.

Hold Undead

Duration
6 turns +1 per level
Range
120′

This spell causes one or more undead monsters 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.

Incorporeal undead: (e.g. spectres, wraiths) can be affected, but gain a +2 bonus to the saving throw.

Illusion

Duration
1 round per level
Range
240’

An illusion of the caster’s choosing— including sounds, smells, and thermal elements—manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has AC 5 [14]. If it is hit in combat, the attacker may save versus spells. If the save succeeds, the attacker realises the illusory nature of the monster and can no longer be harmed by it.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new.

Stipulations: The following apply:

  • Responsiveness: The illusion behaves and responds as decided by the caster when the spell is cast. No concentration is required to maintain the illusion.
  • Illusionary monsters or attacks: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Looking Glass

Duration
1 round per level
Range
Touch

A finely wrought, silver mirror is enchanted to act as a scrying device, allowing the caster to fleetingly view any place or object that is brought to mind:

  • The clarity of the vision: Depends on the scryer’s familiarity with the subject.
  • Casting spells: It is not possible to cast spells through the mirror into the viewed scene.

Material cost: The mirror enchanted by this spell must be of at least 1,000gp value.

Magic Jar

Duration
Special
Range
The caster

The caster’s body enters a comatose trance as their life-force is transferred into a receptacle (any inanimate object within 30’), known as a magic jar. From there, the caster may attempt to possess the bodies of other creatures.

When the caster’s life-force is in the magic jar:

  • Possession: The caster may attempt to possess the body of another creature within 120’. The victim may save versus spells to resist possession. If the save is successful, the caster may not make another attempt to possess that victim for one turn. If the save fails, the caster’s lifeforce leaves the magic jar and enters the victim, possessing it.
  • Returning: The caster may choose to return to their own body at any time, ending the spell.
  • If the magic jar is destroyed: The caster dies.
  • If the caster’s own body is destroyed: Their life-force is stranded in the magic jar.

When the caster’s life-force is possessing a victim:

  • Control: The caster gains full control over the victim’s body, but is not able to make the victim cast spells.
  • If the magic jar is destroyed: The spell ends and the caster’s life-force is trapped in the possessed body.
  • If the possessed victim is killed: The caster’s life-force returns to the magic jar.
  • Dispelling: Dispel evil forces the caster’s life-force back into the magic jar.
  • If the caster’s own body is destroyed: Their life-force is stranded in the body of the creature being possessed.

Major Creation

Duration
12 or 6 turns per level
Range
Touch

Over the course of a turn, the caster weaves a semi-real but tangible object from a tiny piece of constituent matter. For example, a sword could be formed from a splinter of steel.

  • Non-living: Only objects of non-living vegetable or mineral matter may be created (e.g. fabric, rope, wood, metal, stone, etc.).
  • Size: The object may be no larger than one cubic foot per level of the caster.
  • Food: While it is possible to create food, its semi-real nature means that it provides no nourishment.
  • Duration: If objects of vegetable matter are created, the duration is 12 turns per level, otherwise it is 6 turns per level.
  • When the duration ends: The conjured item disappears. The piece of matter from which it was woven remains.

Maze of Mirrors

Duration
Varies by subject’s INT
Range
5’ per level

A single subject within range is transported into a shifting, extra-dimensional mirror maze.

  • Duration: The subject is trapped in the maze for a duration depending on its intelligence. See the table below.
  • Escaping the maze: Once the subject has found its way out of the maze, it reappears in the location it was transported from.
Maze of Mirrors Duration
Subject’s INT Duration
Less than 3 2d4 turns
3–5 1d4 turns
6–8 5d4 rounds
9–11 4d4 rounds
12–14 3d4 rounds
15–17 2d4 rounds
18 or higher 1d4 rounds

Pass-Wall

Duration
3 turns
Range
30’

A 5’ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10’ deep.

Projected Image

Duration
6 turns
Range
240’

An illusory duplicate of the caster appears within range.

  • Duplicate: The image is an exact duplicate of the caster that can only be differentiated by touch.
  • Subsequent spells cast: Appear to originate from the image. (Targets must still be visible to the caster, however.)
  • Spells and missiles: The image appears unaffected by spells or missile weapons.
  • Melee or touch: If the image is touched or hit in melee, it disappears.

Seeming

Duration
12 hours
Range
10’

This spell alters the outward appearance of one or more persons to that of another type of humanoid.

  • Number of subjects: Up to one subject per two levels of the caster may be affected.
  • The illusionary appearance: All subjects take on the appearance of the same type of creature (e.g. human, elf, goblin, etc.), but each remains a recognisable individual—they do not look like clones.
  • Size and weight: The illusionary appearance may be at most 1’ taller or shorter than the subject. Apparent weight may be altered in any way.
  • Clothing or equipment: May be altered in any way.
  • Cloning: The spell cannot be used to precisely copy another’s appearance.
  • Saving throw: Unwilling subjects may save versus spells to avoid being affected.

Shadowcast

Duration
Up to 6 turns +1 per level
Range
30’

The shadows cast by the light of a candle are enchanted, causing them to re-enact events which previously occurred in the area where the spell is cast.

  • Candle: The caster must light a candle and place it in the centre of the area to be affected, which must otherwise be in darkness. The candle burns down completely over the spell’s duration.
  • Time span: The caster may choose to look back into the past up to six turns plus one turn per level.
  • Shadow play: Once the starting point for the shadow re-enactment has been selected, the spell lasts for that amount of time, producing a shadowy replay of the past up to the moment the spell was cast.
  • Silhouettes: Only silhouettes of past events in the area are produced; any sound or speech which occurred is not replicated.

Enhancement: The power of the illusion may be enhanced by using a specially manufactured candle:

  • Special candle: The candle must be formed from the earwax of a giant monster (which must be obtained by adventuring) and be inlaid with fine runes in gold leaf (at a cost of 200gp).
  • Sound: If such a candle is used, the shadow play is also accompanied by sound, faintly reproduced in the sputtering of the candle’s flame.

Shadowy Transformation

Duration
1d4 rounds +1 per level
Range
The caster or a creature or object touched

An object or creature touched becomes shadowy and semi-ethereal.

If an object is touched:

  • Insubstantial: The object becomes utterly insubstantial. It cannot be touched and provides no physical resistance. For example, a door transformed by this spell could be freely passed through.
  • Size: The object may be no larger than one cubic foot per level of the caster.
  • Magical objects: Magic items and objects created by spells (e.g. a wall of stone) cannot be targeted.

If a creature is touched:

  • Insubstantial: The subject and everything it carries becomes insubstantial.
  • Movement: The subject is able to pass through small holes and cracks.
  • Invulnerability: Only ethereal creatures or magic may harm the subject.
  • Pass undead: Undead will ignore the subject, believing them to be a phantom of some kind. Undead of 10 or more HD may save versus spells (at a –4 penalty) to notice the illusion.
  • Saving throw: An unwilling subject may save versus spells to avoid the transformation.

Spirit Vision

Duration
1 round per level
Range
The caster

The caster briefly enters a trance, their spirit drifting to observe a distant place or object brought to mind.

The clarity of the vision: Depends on the caster’s familiarity with the subject.

Detecting the caster: Any persons present at the site being viewed experience a brief chill as the caster’s spirit arrives. Those who can see invisible detect the caster’s spirit as a faint shimmering outline.

Attacking the caster: The caster’s spirit has AC 5 [14] and can only be harmed by magic and magic weapons. If it is struck, the caster suffers damage and the spell ends.

Turning the caster: The caster’s spirit can be turned as a 4 HD undead monster, ending the spell if successful.

Obstructions: A thin layer of lead blocks this spell.

Awakening: If the caster is awoken from the trance, the spell is cut short.

Summon Undead

Duration
Permanent (until dismissed or slain)
Range
240′

The caster invokes Orcus, lord of the undead, who sends a number of his undead servitors to the caster’s aid.

Monsters summoned: Roll 1d6 on the table below to determine which monsters appear. For monster stats see Old-School Essentials.

Concentration: Is required to command summoned undead.

Dismissing: While control over the undead is maintained, the caster may dismiss them at any time, sending them back to their master, Orcus.

Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the undead ends. The monsters are, henceforth, free-willed entities and will immediately try to kill the caster and any who get in their way.

Dispelling: Summoned undead may be dispelled by dispel magic or dispel evil.

Restrictions: The caster may cast this spell at most once per day.

Summon Undead Results
1d6 Monsters Summoned
1 16 skeletons
2 8 zombies
3 8 ghouls
4 5 wights
5 4 wraiths
6 3 mummies

6 3 mummies

Telekinesis

Duration
Concentration (up to 6 rounds)
Range
120’

By concentrating, the caster is able to move objects or creatures by the power of thought.

  • Weight: Up to 200 coins of weight per level of the caster may be targeted.
  • Movement: The target may be moved up to 20’ per round, in whatever direction the caster wishes (including vertically).
  • Save: If a creature is targeted, it may save versus spells to resist the spell.
  • Concentration: If the caster’s concentration is broken, the target will fall.

Teleport

Duration
Instant
Range
10’

The caster or a chosen creature vanishes and reappears at a location of the caster’s choosing.

  • Gear: The subject is teleported with all its gear, up to its maximum load.
  • Unwilling subjects: May save versus spells to prevent the teleportation.
  • Destination: May be at any distance, but must be known to the caster. The destination must be an open space at ground level. (It is not possible to intentionally teleport the subject into mid-air or into solid matter.)
  • Risk: There is a risk, when teleporting, of accidentally arriving above or below ground level. The chance of a successful teleportation depends on the caster’s knowledge of the destination (see right). Roll d% and consult the table below.
Teleport Result
Knowledge of Dest. Ground Level Too High Too Low
Scant 01–50 51–75 76–00
Moderate 01–80 81–90 91–00
Exact 01–95 96–99 00

Ground level: The subject appears at the desired destination.

Too high: The subject appears 1d10×10’ above the intended destination. Should this location already be occupied by solid matter, the subject is instantly killed. Otherwise, the subject falls from a height.

Too low: The subject appears in the ground and is killed instantly.

Knowledge of destination: The caster’s knowledge of the destination is rated as follows:

  • Scant: A location that the caster has visited once or twice, has seen by magical scrying, or has heard of from descriptions.
  • Moderate: A location that the caster has visited often or has studied via scrying for several weeks.
  • Exact: A location that the caster has made a detailed study of, in person.

Time Flow

Duration
6 turns per level
Range
10’

This powerful spell warps the flow of time in the location where it is cast.

  • Time acceleration: For those within the area of effect, each turn that passes has the subjective effect of a whole hour. Within the affected area, spell durations pass more quickly and characters must eat and sleep at the accelerated rate.
  • Rest: If enough perceptual time is spent in the affected area, hit points may be recovered due to rest and spells may be re-memorized, subject to the normal rules.
  • Interaction: Any interaction between characters within the enchanted area and those outside of it occur at the normal rate—characters inside the area of time distortion do not gain or lose actions in combat, for instance.
  • Usage limit: Casting time flow more than once in the space of a week causes a permanent loss of one point of CON.

Transmute Rock to Mud (Mud to Rock)

Duration
3d6 days / Permanent (transmute mud to rock)
Range
120’

This spell turns up to 3,000 square feet of rock into 10’ deep mud.

  • Movement: Any creatures passing through the mud have their movement rate reduced by 90%.

Reversed: Transmute Mud to Rock

Changes an area of mud—up to 3,000 square feet and up to 10’ deep—into rock. This alteration is permanent.

Veil of Life

Duration
1 turn per level
Range
30′

This spell cloaks undead monsters with an illusion making them appear alive.

Subjects: 1 undead monster per level of the caster.

Appearance: Each subject appears as it did in life. The illusion veils all the signs of death, including deathly odours.

Behaviour: Subjects’ behaviour and intelligence are not altered. For example, while a skeleton can be veiled to appear as a living person, it remains mindless and unable to speak.

Detecting: Only magic (e.g. detect undead, detect illusion) can reveal the veil.

Undead status: In all other respects, the subjects are still treated as undead. For example, they can be turned and are affected by spells such as command undead.

Visitation

Duration
5 minutes
Range
Unlimited

This spell sends an apparition to deliver a message to a named subject.

  • The apparition: Takes the form of a ghostly figure of sinister or beguiling aspect, as the caster wishes.
  • The message delivered: May be up to 5 minutes long.
  • Sympathetic item: The caster requires an item of close personal connection to the subject (e.g. a ring, commonly worn garment, lock of hair, etc.).
  • Saving throw: If the subject is unwilling, they may save versus spells to prevent the visitation.

Wall of Gloom

Duration
Concentration + 6 turns
Range
120′

A sinister barrier of pure darkness manifests at a location of the caster’s choosing.

Size: 5′ thick, 20′ high, and up to 20′ long per caster level.

Darkness: The wall blocks both normal and infravision.

Touching: Anyone touching the wall must save versus spells or flee in terror for 1d6 rounds.

Passing through: Anyone not afflicted by terror upon touching the wall may attempt to pass through, incurring a second save versus spells. If this save fails, the creature is paralysed (magically frozen; unable to move or speak) and remains stuck in the darkness of the wall until its duration ends.

Exceptions: The caster, undead creatures, and creatures with an affinity for darkness or shadow are unhindered by the wall.

Concentration: The spell lasts as long as the caster concentrates and performs no other actions. Once concentration ends, the wall persists for 6 turns.

Wall of Stone

Duration
Permanent
Range
60’

A wall of solid rock appears.

  • Size: The wall may be of whatever shape the caster desires and is of 1,000 cubic feet in volume. (For example, a 2’ thick wall, 50’ long and 10’ high.)
  • Location: The wall must rest upon a solid surface and may not be evoked so that it appears where objects are.

Level 6

Acid Fog

Duration
1d4 rounds +1 per level
Range
30’

A wall of roiling, acidic vapour appears at a location of the caster’s choosing within range.

  • Area: The fog bank fills a 10’ cube area per level of the caster.
  • Plant-life in the fog: Withers and dies. Small shrubs and grasses perish in two rounds, while large trees are more resilient and may take up to 16 rounds to finally blacken and die.
  • Creatures in the fog: Suffer 1 damage on the first round they are in the fog, 2 damage on the second round, 4 damage on the third round, and 8 damage on each subsequent round.
  • Vision: The acid fog blocks normal vision and infravision.
  • Movement: Creatures moving through the fog move at one tenth of their normal movement rate.
  • Strong winds: Only very strong winds can clear the fog before the spell’s duration has expired.
  • Magical fire: A large area of magical fire can dissipate the fog in one round.

Anti-Magic Shell

Duration
12 turns
Range
The caster

An anti-magic barrier is created around the caster.

  • Blocks magic: No spells or spell effects can pass through this barrier, whether from inside or outside.
  • Dismissing: The caster may end this spell at any time before the duration has expired.

Bonesteel

Duration
Permanent
Range
60′

A single object or creature of normal bone is hardened with the resilience of steel.

Armour Class: The subject’s AC improves by 4 points.

Mundane damage resistance: The subject takes half damage from non-magical attacks.

Metal-affecting magic: May target the subject.

Control Weather

Duration
Concentration
Range
240 yards around the caster

By concentrating (no movement allowed), the caster causes one of the following conditions to manifest around themselves. This spell only functions outdoors.

  • Calm: Clears bad weather (though side-effects—e.g. mud after rain—remain.)
  • Extreme heat: Dries up snow or mud (including transmute rock to mud). Creatures in the area move at half normal rate.
  • Fog: Visibility drops to 20’. Creatures in the fog move at half their normal rate. At the referee’s option, they may also have a chance of getting lost.
  • High winds: Movement rates are halved. Missile fire and flight are impossible. High winds may be used to increase the sailing speed of ships by 50%, if they travel with the wind. In sandy areas, may cause a sandstorm, reducing visibility to 20’.
  • Rain: –2 penalty to missile attacks. Mud forms in 3 turns, halving movement rates.
  • Snow: Visibility drops to 20’. Movement rates are halved. Bodies of water may freeze. After the snow thaws, mud remains and still impedes movement.
  • Tornado: The caster can direct the tornado, which moves at 120’ per round. The tornado can be directed to attack (see stats below). Ships caught in a tornado have a 75% chance of suffering 12 points of hull damage.

Tornado

A whirling column of air, 24’ high and 6’ across, that wreaks havoc for flying creatures and ships.

AC 0 [19], HD 12* (54hp), Att 1 × blow (2d8), THAC0 10 [+9], MV 360’ (120’) flying, SV D6 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP 1,900

  • Whirlwind: Creatures with less than 2HD swept aside (save versus death).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm flying creatures: Inflict extra 1d8 damage.

Death Spell

Duration
Instant
Range
240’

Up to 4d8 Hit Dice of creatures within a 60’ cube area must save versus death or die, instantly.

Restrictions: Undead and creatures with greater than 7 Hit Dice are unaffected.

Deathlessness

Duration
1 round per level
Range
The caster

The caster is rendered immune to much physical harm, their heart and breathing stopping and their blood ceasing to flow.

Regeneration: The caster regenerates 1 hit point at the start of each round. Even damage that reduces the caster’s hit points below 0 can be regenerated while the spell lasts. The caster falls unconscious upon reaching 0hp, but awakens once they regenerate to 1hp.

Attacks: Weapons (including natural weapons such as claws and bites) inflict but a single point of damage. Magic weapons also inflict their magical “plus” bonus (e.g. a sword +2 would inflict a total of 3 damage to the caster).

Energy: Damage from fire, electricity, cold, and acid is halved.

Immunities: The caster is unaffected by drowning, gases, paralysis, and energy drain.

Poison: Has no effect on the caster, but lingers in the system and, unless neutralised by other means, takes effect once the spell ends.

Saving throws: The caster gains a +4 bonus to saves versus death and paralysis.

Disintegrate

Duration
Instant
Range
60’

The material form of a single, non-magical creature or object is instantly and permanently destroyed.

  • If a creature is targeted: It may save versus death to resist disintegration.
  • Examples of objects: The following might be targeted: a tree, a ship, a 10’ section of wall.

Doomveil

Duration
1 turn per level
Range
15′

All living creatures within range (excluding the caster) must save versus spells or be surrounded with a shimmering black aura.

Effect: While the spell lasts, affected creatures are unable to gain hit points due to regeneration or healing of any kind (natural or magical).

Dream Quest

Duration
Permanent until fulfilled
Range
60’

The caster commands a single subject to perform a specific quest or task, conveyed through a recurring dream.

  • The dream: While the spell remains in effect, the subject experiences the recurring dream every time they sleep. In the recurring dream, the subject witnesses themselves completing the prescribed quest.
  • Examples of quests: Rescuing a prisoner, killing a specific monster, bringing a magic item to the caster, or going on a journey to an oracle.
  • Suicidal quests: The prescribed quest must not be obviously suicidal.
  • Saving throw: The subject may save versus spells, with success indicating that the initial dream is experienced but the spell has no further effect.
  • Refusal: The subject must undertake the quest or begin to fade from reality. Every day in which the subject does not pursue the quest, they lose 1 hit point. This damage cannot be fatal (e.g. if the subject has only 1 hit point, no further loss due to this spell will occur). However, accrued damage cannot be healed by any means except completing the quest.
  • Completion: Once the task is completed, the spell ends. Any lost hit points are recovered.

Energy Drain

Duration
Instant
Range
Touch

The creature touched permanently loses one experience level (or Hit Die).

Attack roll: In combat, a melee attack roll is required. If the attack misses, the spell is wasted.

Effects: The victim loses one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a zombie in 1d4 days, under the control of the caster.

Restrictions: Non-living targets (including undead) are not affected.

Eternal Quest (Remove Eternal Quest)

Duration
Permanent until fulfilled / Instant (remove eternal quest)
Range
60′

The caster commands a single subject to perform a specific quest or task.

Examples of quests: Rescuing a prisoner, killing a specific monster, bringing a magic item to the caster, or going on a journey to an oracle.

Suicidal quests: The prescribed quest must not be obviously suicidal.

Saving throw: The subject may save versus spells to resist the eternal quest.

Refusal: The subject must undertake the quest or slowly perish. Every day in which the subject does not pursue the quest, their maximum hit points are reduced by 1. If the subject dies, they rise as an undead monster of Hit Dice equal to half their level and continue the quest. The type of undead should be chosen by the referee.

Completion: Once the task is completed, the spell ends. If the subject is undead, they perish, released into death. If they are alive, their maximum hit points are restored to normal.

Reversed: Remove Eternal Quest

Can dispel an active eternal quest spell and any incurred penalties. An eternal quest placed by a lower level caster is automatically dispelled. An eternal quest created by a higher level caster has a 5% chance per level difference of not being dispelled.

Geas (Remove Geas)

Duration
Permanent / Instant (remove geas)
Range
30’

The caster commands a subject to perform or avoid performing a specific action.

  • Examples: Bringing a specific item to the caster, eating or drinking without restraint, keeping a certain fact secret.
  • Impossible or deadly tasks: The prescribed geas must not be impossible or directly deadly—if such a geas is cast, it affects the caster, instead.
  • Saving throw: The subject may save versus spells, to avoid coming under the spell’s effect.
  • If the save fails: The subject must follow the stipulated course of action or suffer gradually increasing (and eventually fatal) penalties determined by the referee (e.g. penalties to attack, ability score reductions, inability to memorize spells, physical torment and feebleness, etc.).

Reversed: Remove Geas

Can dispel an active geas spell and any incurred penalties. If the caster of the geas to be nullified is higher level than the character casting remove geas, there is a chance of the spell having no effect. The probability of spell failure is 5% per level the caster is below the caster of geas.

Impersonation

Duration
1 turn per level
Range
The caster or a person touched

The subject takes on the appearance of a person of the caster’s choosing.

  • Appearance: The subject becomes physically indistinguishable from the selected individual, becoming the same height, age, race, sex, etc.
  • Manner: Even the subject’s gestures, voice, mode of speech, and mannerisms are rendered identical to those of the mimicked target.
  • Mind: The subject does not gain any of the memories, mental faculties, experiences, or abilities of the target.
  • Observers: Who know the mimicked target may save versus spells to detect the illusion if the subject does or says anything that the original would not.

Sympathetic item: The caster must have a personal possession or bodily sample (e.g. drop of blood, lock of hair) of the target to be mimicked.

Invisible Stalker

Duration
One mission
Range
Summoned to caster’s presence

An invisible stalker (see below) is summoned to the caster’s presence and magically bound to perform a mission of the caster’s choosing.

  • Wording: The caster must be careful with the wording of the mission. Invisible stalkers are treacherous and, unless the assigned mission can be easily and quickly accomplished, will follow the letter of the command while twisting the intent.
  • Duration: The creature is bound to attempt the mission until it succeeds or is destroyed.
  • Banishing: The spell dispel evil will banish an invisible stalker, ending the spell.

Invisible Stalker

Highly intelligent, magical creatures summoned from another plane of existence to perform tasks for powerful magic-users.

AC 3 [16], HD 8* (36hp), Att 1 × blow (4d4), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (F8), ML 12, AL Neutral, XP 1,200

  • Tracking: Without fault.
  • Surprise: On a 1–5, unless target can detect invisibility.
  • If killed: Returns to plane of origin.

Lower Water

Duration
10 turns
Range
240’

This spell reduces the depth of a body of water by half for the duration. An area of up to 10,000 square feet may be affected.

Manifest Dream

Duration
Varies by manifestation (see examples below)
Range
The caster

This spell harnesses the malleable, imaginative potency of the dream world, manifesting the caster’s wish.

  • Dreaming: After casting the spell, the caster must lie down and drift off to sleep while visualising the desired manifestation. The visualisation will then be taken up by the caster’s subconscious and experienced as a potent dream.
  • Upon awakening: If the caster sleeps for an uninterrupted 8 hours, the desired manifestation comes to pass.

Potency: While manifest dream can bring about a wide range of effects, its power is not unlimited. The following are examples of the maximum potency of the spell:

  • Healing: All of an individual’s wounds.
  • Regeneration: Of a lost body part (e.g. a hand or foot).
  • Revelation: Of a route through the wilderness, a secret entrance into a fortress, or the location of a lost item. (As long as the sought location or object is not warded by magic.)
  • Divination: Of the approximate strength of enemy forces. (Creatures of 7 or more Hit Dice in the force may save versus spells to avoid being detected in this way.)
  • Temporary restoration: Of a dead creature or destroyed object for 1 turn per level of the caster.

Usage limit: This spell may be used at most once per week. A caster who oversteps this limit will become permanently insane.

Mass Suggestion

Duration
4 turns +4 per level
Range
90’

The caster utters a suggestion to influence the behaviour of selected subjects within range.

  • Number of subjects: Up to one subject per level of the caster may be targeted.
  • Wording: The suggestion must take the form of a short phrase (at most one or two sentences) suggesting a course of action to the subjects.
  • Comprehension: A language that is understood by the subjects must be used.
  • Harmful suggestions: Suggestions that are obviously harmful to a subject cause the spell to automatically fail for that subject.
  • Saving throw: A save versus spells is allowed to resist the suggestion. If the save fails, the subject will follow the caster’s suggestion for up to the duration of the spell.
  • Reasonable suggestions: A suggestion that is worded in such a way to make it sound very reasonable incurs a –2 penalty to the saving throw.

Restrictions: Undead are unaffected.

Mislead

Duration
1 round per level
Range
The caster

This spell causes an illusory double of the caster to appear while the real caster is rendered invisible.

  • Appearance: The illusion of the double includes visual, sonic, olfactory, and tactile elements. It is an entirely convincing double of the caster.
  • Action: The double may act completely independently, including moving, speaking, attacking, and casting spells (that the caster has memorized).
  • Combat: The double has the same combat capabilities as the caster and has a separate pool of hit points, equal to those of the caster when the spell is cast.

The caster: Is rendered invisible as follows:

  • Attacking: The caster may attack while invisible.
  • Being attacked: Opponents who are aware of the caster’s presence (but who cannot see invisible) may detect a faint shimmering, allowing them to locate the caster. The caster gains a +4 bonus to AC and saving throws against such attacks.
  • Equipment: Any gear the caster is carrying is also rendered invisible (this includes clothing and armour). Items dropped or put down become visible.
  • Light sources: If a light source is made invisible (as part of the caster’s gear), the light it casts is unaffected.

Move Earth

Duration
6 turns
Range
240’

Earth (but not stone) within range is rearranged as the caster wishes.

  • Movement rate: The caster can move earth in the area at up to 60’ per turn.
  • Excavations: The range of the spell also extends downwards, allowing excavations to be made.

Necrotic Gaze

Duration
1 round per level
Range
30′

The caster’s eyes turn pure black, bringing death to any they gaze upon.

Gaze attack: Once per round, the caster may gaze at a living target within 30′. The gaze may be used in addition to other attacks and actions.

Effects: The target must save versus death or suffer 2d6 damage. The body of a target killed by the gaze disintegrates into black sludge.

Expiration: When the spell ends, there is a 1-in-20 chance of the caster being rendered blind for 1d6 hours.

Part Water

Duration
6 turns
Range
120’

The caster creates a path 10’ wide and a maximum of 120’ long through water, such as a pond, lake, or other body. The caster can dismiss the spell’s effect before the duration ends.

Permanent Illusion

Duration
Permanent
Range
240’

An illusion of the caster’s choosing— including sounds, smells, and thermal elements—manifests in a 20’ cube area. Two types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has AC 5 [14]. If it is hit in combat, the attacker may save versus spells. If the save succeeds, the attacker realises the illusory nature of the monster and can no longer be harmed by it.
  2. A scene: Either changing the appearance of the affected area or creating the appearance of something new.

Stipulations: The following apply:

  • Responsiveness: The illusion behaves and responds as decided by the caster when the spell is cast.
  • Illusionary monsters: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

Projected Image

Duration
6 turns
Range
240’

An illusory duplicate of the caster appears within range.

  • Duplicate: The image is an exact duplicate of the caster that can only be differentiated by touch.
  • Subsequent spells cast: Appear to originate from the image. (Targets must still be visible to the caster, however.)
  • Spells and missiles: The image appears unaffected by spells or missile weapons.
  • Melee or touch: If the image is touched or hit in melee, it disappears.

Protection From Undead

Duration
1 round per level
Range
The caster or a creature touched

The subject is rendered immune to the special attacks of all undead creatures.

Special attacks: The immunity includes paralysis, energy drain, ability score drain, disease, poison, fear effects, etc.

Normal attacks: Undead can still harm the subject with attacks that inflict damage. For example, the claw attacks of a ghoul still inflict 1d3 damage, but do not inflict paralysis.

Spells: The subject does not gain immunity to spells cast by undead creatures, but gains a +2 bonus to saving throws against them.

Reincarnation

Duration
Permanent
Range
Appears in the caster’s presence

A dead character is returned to life in a new physical form that manifests in the presence of the caster. The character’s new body is not necessarily the same as the original; it is determined by rolling on the Reincarnated Class table opposite.

The roll indicates either a character class or a monster:

  • Character class: The character is of experience level 1d6 (or at most the same level as the character achieved before death). The reincarnated character can continue to gain experience and advance as normal, in the new class.
  • Monster: The type should be determined by the referee. The monster should be at least partially intelligent, have no greater Hit Dice than the level of the character being reincarnated (at most 6 HD), and be of the same alignment. The tables opposite may be used, or the referee may create their own tables. Monsters cannot gain experience or advance in level.
Reincarnation: Class
d10 Reincarnation
1 Cleric
2 Dwarf
3 Elf
4 Fighter
5 Halfling
6 Magic-user
7 Thief
8 Monster (roll on alignment table)
9–10 Same class and race
Reincarnation: Lawful Monsters
d6 Reincarnation HD
1 Brownie or gnome 1
2 Neanderthal 2
3 Pegasus 2
4 Blink dog 4
5 Unicorn 4
6 Roc, small 6
Reincarnation: Neutral Monsters
d6 Reincarnation HD
1 Pixie or sprite 1
2 Lizard man 2
3 Rock baboon 2
4 Ape, white 4
5 Centaur 4
6 Werebear 6
Reincarnation: Chaotic Monsters
d10 Reincarnation HD
1 Goblin 1
2 Hobgoblin 1
3 Kobold 1
4 Orc 1
5 Gnoll 2
6 Bugbear 3
7 Wererat 3
8 Ogre 4
9 Werewolf 4
10 Minotaur 6

Alternative Reincarnation Tables

The classes listed in the tables are drawn from this book and the monsters from the Advanced Fantasy Referee’s Tome.

If other classes or monsters are in use, the referee may wish to create alternative reincarnation tables.

Sacrificial Resurrection

Duration
Instant
Range
120′

By making a bargain with the powers of death, the caster can exchange one soul for another, bringing a recently deceased human or demihuman back to life in return for a sacrifice of equal magnitude.

Time limit: The caster can raise a person who has been dead for no longer than four days per level of the caster above 10th. For example, a 13th level caster can revive a character who has been dead for twelve days (three levels above 10th × four days).

Ritual sacrifice: The spell is cast as a ritual lasting 1 turn, during which a number of intelligent beings must be sacrificed. Their total Hit Dice must equal that of the person to be resurrected.

Weakness: Returning from death is an ordeal. Until the subject gets two full weeks of bed rest, they have 1 hit point, move at half the normal rate, cannot carry heavy items, and cannot attack, cast spells, or use other class abilities. This period of weakness may not be shortened by any magical healing.

Shades

Duration
1 round per level
Range
30’

The caster conjures one or more semi-real monsters, woven from shadow-stuff.

  • Hit Dice: The monsters’ total Hit Dice may not exceed the caster’s level.
  • Type: All monsters must be of the same type.
  • Hit points: The monsters have 1d6 hit points per Hit Die (instead of the normal 1d8 hit points per Hit Die).
  • Control: The monsters are under the caster’s control.

Saving throw: Every creature viewing the shadow monsters may save versus spells:

  • If the save succeeds: The subject views the monsters as they truly are: vague, shifting forms of shadow. To this subject, the shadow monsters have AC 9 [10] and inflict three quarters of their normal damage (rounding down). This subject is unaffected by any special or magical attack forms of the monsters.
  • If the save fails: The subject perceives the monsters as real creatures of the chosen type. To this subject, the shadow monsters attack as normal and inflict normal damage. They may use any special or magical attack forms they possess, but attacks such as energy drain or petrification do not really occur—at worst, they might cause an opponent to fall unconscious or be paralysed for 1d4 turns.

Skeletal Army

Duration
1 hour per level
Range
120′

Cast in a graveyard or at the site of a battle, this spell causes a troop of skeletons to reanimate and rise up from the earth, ready to do the caster’s bidding.

Number: Up to 4 skeletons per level of the caster are reanimated.

Weapons: The skeletal legion is equipped with any weapons they were buried with.

Expiration: When the duration ends, the raised skeletons and their weaponry crumble to dust.

Skeleton

AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60′ (20′), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10

  • Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).

Spirit Shield

Duration
6 turns or until expired
Range
The caster

This spell summons 2d6 guardian spirits from the realm of the dead. The spirits are faintly visible, whirling around the caster, forming a protective shield against magic.

Spell reflection: When the caster is targeted by a spell, one of the guardian spirits reflects it back at the character who cast it. The guardian spirit perishes.

Expiration: Once all guardian spirits have reflected a spell, spirit shield ends.

Turning: The guardian spirits can be turned, being treated as 8 HD undead.

Stone to Flesh (Flesh to Stone)

Duration
Permanent
Range
120’

This spell transforms stone into living flesh. It is especially useful for restoring life to a petrified creature and its equipment to its normal state.

Reversed: Flesh to Stone

Turns one creature into a statue, including all gear and any items currently held. A saving throw versus paralysis is permitted to resist the transformation.

Through the Looking Glass

Duration
1 round per level
Range
10’

A finely wrought, full-length, silver mirror is enchanted to act as a scrying device, allowing the caster to view any place or object that is brought to mind:

  • The clarity of the vision: Depends on the scryer’s familiarity with the subject.
  • Casting spells: Through the mirror into the viewed scene is not possible.

Stepping into the mirror: The caster may step into the divined scene:

  • Portal: A faint, spatial distortion exists at the point at which the caster entered the scene. The portal is invisible, but may be perceived by the caster or by magic.
  • Stepping back through: Anyone who perceives the portal may step out of the mirror and into the location whence the caster originated.
  • At the end of the spell’s duration: The portal disappears. Any creature (including the caster) that stepped through the portal/mirror and did not return must save versus death or becomes lost in another plane of reality.

Material cost: The mirror must be of at least 5,000gp value.

Triggered Illusion

Duration
Permanent until triggered, then 1 round per level
Range
240’

An area within range is enchanted to produce an illusion of the caster’s choosing —including sounds, smells, and thermal elements—when a specified triggering condition occurs. Once triggered, the illusion manifests in a 20’ cube area, remaining for up to 1 round per level. The enchantment then ends. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has AC 5 [14]. If it is hit in combat, the attacker may save versus spells. If the save succeeds, the attacker realises the illusory nature of the monster and can no longer be harmed by it.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

  • Responsiveness: The illusion behaves and responds as decided by the caster when the spell is cast.
  • Illusionary monsters: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralysed, and so on. Such effects last for 1d4 turns.
  • Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.

The trigger condition: May be as broad or as specific as the caster wishes, and may include conditions on objects in the enchanted area being touched or on the presence of creatures in the area. It may only take visual appearances into account (e.g. it cannot discern the alignment, class, level, etc. of creatures who pass through).

True Seeing

Duration
1 round per level
Range
The caster or a creature touched

The subject sees all things within 60’ as they truly are.

  • Secret doors: Are revealed.
  • Invisibility: Invisible objects and creatures are perceived.
  • Illusions: Are seen through.
  • Enchantments: Enchanted objects and creatures are made apparent.

Undead Regeneration

Duration
1 round per level
Range
60′

One or more undead monsters of the caster’s choosing become indestructible for the duration.

Hit Dice limit: Up to 1 HD of undead per level of the caster are affected. Undead monsters of more than 3 HD cannot be affected.

Regeneration: If an affected monster is killed, it rises again the following round, regaining 1d8 hit points.

Destruction: Affected monsters which are utterly destroyed (e.g. disintegrated, destroyed by a D result on a turning attempt) do not regenerate.

7Th Level

Vision

Duration
1 turn
Range
The caster

The caster calls upon a supernatural power, asking to be sent a vision in answer to a question which vexes them.

  • The power to be called upon: May be selected by the caster.
  • Sacrifice: In order to supplicate the power being contacted, the caster must sacrifice something either valuable to themselves or valuable to the supernatural power. More valuable sacrifices increase the chance of the caster’s question being answered (see below).

The response of the power: Is determined by rolling 2d6:

  • 2–6: The power is angered. No vision is sent. Instead, the caster is placed under a powerful enchantment forcing them to perform some quest for the power.
  • 7–9: A minor vision is sent. It may not be directly related to the caster’s question.
  • 10 or higher: A vision that answers the caster’s question is sent.

Value of sacrifice: The 2d6 roll is modified by the value of the sacrifice (as judged by the referee):

  • Very precious: +1
  • Extremely precious: +2
  • Priceless: +3

Level 7

Banishment

Duration
Instant
Range
60’

Forces extraplanar creatures back to their native planes.

Effect: Affects up to 2 Hit Dice of extraplanar creatures per caster level.

Requirements: The caster must know the type of creature and speak its name. If it has a secret name, the caster must speak that name.

Saving throw: The targeted creatures must SAVE VS SPELLS to resist being banished. The save is modified by the difference between the caster's level and the creature's Hit Dice. For each level the caster is higher, the save is at a -1 penalty. For each HD the creature is higher, it gains a +1 bonus.

Material component: Substances that are harmful or inimical to the target creature must be used in the casting. For each such substance used, the target suffers an additional -1 penalty to its saving throw.

Backlash: If any of the targeted creatures successfully save, the caster is struck by a backlash of magical energy, suffering 2d6 damage and being stunned - unable to move or act - for 1d6 rounds.

Cacodemon

Duration
Special
Range
10’

This perilous spell must be performed from within a circle of protection (e.g., a magic circle). It summons a single, powerful, named demon of up to 14HD from its native plane into the circle.

Ritual: The ritual takes 1 turn per 2 Hit Dice of the intended demon (rounded up). For example, summoning a 13 HD demon takes 7 turns.

Knowledge: The caster must know the specific, true name of the demon they wish to summon.

Demon's saving throw: The demon is permitted a SAVE VS SPELLS to resist the summons. The save is made with a bonus of +1 for every HD it possesses above 10. If the save succeeds, the spell fails.

Arrival: The demon is not under the caster's control and is incredibly hostile. It has 8 hit points per HD. It will seek any means of escaping the magic circle or leverage against the caster.

Dealing with the demon: The caster may deal with the demon in one of three ways:

  • Bargaining: The caster may negotiate with the demon, typically offering valuable tribute, fresh blood, or the promise of future sacrifices in exchange for a single service. The demon will agree only if the offer is substantial and will follow the exact letter of any agreement, twisting any loopholes to its advantage.
  • Coercion: The caster can attempt to force the demon into service through magical threats (for example, with a spiritwrack spell). This method is dangerous and, even if successful, will earn the demon's eternal and personal enmity.
  • Imprisonment: The caster may use the summoned demon as the subject for a trap the soul spell.

Duration of service: The demon's service is temporary. If freed from a bargain through a loophole, it may remain on the plane for up to 666 days, free to pursue its own evil agenda.

Charm Plants

Duration
Permanent
Range
30’

Allows the caster to charm and communicate with plants in a 30’ square area, centered in range.

Effect: Charmed plants are friendly to the caster and will obey their commands to the best of their ability (e.g., vines may entangle foes, branches may part to allow passage).

Intelligent plants: Intelligent plant creatures are allowed a SAVE VS SPELLS AT -2 to resist the charm.

Death Screen

Duration
1 round per level
Range
30’

A misty, grey screen, 20’ square, appears form a point within range.

Effect: Any living creature passing through the screen is temporarily shunted into a deadly pocket dimension of negative energy (no save).

Death: A creature trapped inside the screen loses 25% of its current hit points each round (rounding up).

Escape: At the end of each round the creature may SAVE VS DEATH to escape. The save is made at a cumulative -1 penalty for each round spent inside (i.e., -1 in round 1, -2 in round 2, etc.).

Duration end: If the spell's duration ends before a creature escapes, it is harmlessly released.

Delayed Blast Fireball

Duration
Up to 5 rounds
Range
100’ + 10’ per level

Creates a fiery sphere that streaks to a location and detonates with a powerful explosion.

Damage: The explosion inflicts 1d6 points of damage per experience level of the caster in a 20’ radius. A SAVE VS SPELLS indicates half damage.

Delay: The caster can set a delay on the explosion of 1 to 5 rounds. The fireball will detonate at the end of the chosen round. If no delay is set, it explodes upon impact (like a normal fireball spell).

Duo-Dimension

Duration
3 rounds + 1 round per level
Range
The caster

Causes the caster’s body to become two-dimensional, possessing only height and width, with no depth.

Invisibility: By turning sideways, the caster becomes a razor-thin line and is effectively invisible. They cannot be targeted by attacks or spells that require a visible target.

Passage: In this state, the caster can pass through extremely narrow openings, such as the crack beneath a door.

Vulnerability: When visible (i.e., facing an opponent), the caster is exceptionally vulnerable. Any physical attack that hits the caster inflicts double the normal damage.

Fire and Ice

Duration
Instant
Range
120’

The caster hurls a red sphere of fire, immediately followed by a blue sphere of ice, at a target point.

Fire: The red sphere explodes in a 30’ radius, inflicting 4d4 points of fire damage.

Ice: A moment later, the blue sphere explodes in the same spot, inflicting 4d4 points of cold damage.

Saving throw: Creatures in the area may SAVE VS SPELLS for half damage from the fire. A creature that fails this save takes full damage from the subsequent cold blast; those who succeed on the first save may attempt a second SAVE VS SPELLS to also take half damage from the cold.

Items: Glass items in the area have a 2-in-6 chance of being destroyed by the extreme temperature change.

Forcecage

Duration
2 turns per level
Range
10’ per 2 levels

The caster creates an immobile prison of magical force. The spell has two versions, to be chosen when the spell is cast:

  1. Cage: Shimmering bars form a 20’ cube. The bars are 1⁄2 a foot apart, allowing spells and small creatures to pass through. A creature with magic resistance may attempt to slip through the bars with a SAVE VS SPELLS.
  2. Cube: A solid-walled, windowless box of force forms a 10’ cube. It is impervious to all damage and most magic, as a wall of force.

Grasping Hand

Duration
1 round per level
Range
10’ per level

Summons a large, shimmering, disembodied hand of force that can either grasp a foe or push creatures away. The caster chooses how to use the hand each round:

  1. Grasping: Grasps one creature or object in range. No attack roll is required.
  • Effect: A grasped creature is held motionless and cannot attack, cast spells, or move.
  • Weight limit: The hand can hold any creature or object weighing up to 1,000 lbs (10,000 coins). Creatures heavier than this cannot be grasped.
  1. Pushing: Pushes creatures away from the caster with great force.
  • Creatures up to 1,000 lbs (10,000 coins): Are pushed away from the caster at a rate of 30’ per round.
  • Creatures from 1,001 to 4,000 lbs: Have their movement rate set to 10’ per round if moving toward the caster.
  • Creatures from 4,001 to 16,000 lbs: Have their movement rate halved if moving toward the caster.

Hit points: Has as many hit points as the caster and vanishes if destroyed.

Instant Summons

Duration
Instant
Range
Unlimited

Allows the caster to instantly retrieve a specially prepared, non-living object.

Preparation: The caster must first cast this spell on the object to be summoned, simultaneously touching it and a specially prepared sapphire worth at least 1,000gp. This links the object to the gem.

Summoning: To summon the object, the caster must crush the linked sapphire while speaking a word of command. The object instantly teleports into the caster's hand.

Limitations: The object can be no larger than a sword and weigh no more than 1000 coins. The summons will fail if the object is in the possession of another creature, but the caster will learn the identity and approximate location of that creature.

Limited Wish

Duration
Special
Range
Unlimited

A limited wish can alter reality in a restricted manner. The caster must state their wish carefully, as the spell may twist the meaning of the words to produce a dangerous or undesirable result.

Possible uses include:

  • Duplicate any arcane spell of 6th level or lower.
  • Duplicate any divine spell of 5th level or lower.
  • Undo the harmful effects of a single recent event (e.g., restore hit points to a party after a single bad fight).
  • Grant a single creature a small, permanent bonus (e.g., a +1 on saves vs a specific type of effect).

Limitations: The spell cannot grant great wealth, permanently increase a character's ability scores, or create powerful magic items.

Magnificent Mansion

Duration
1 hour per level
Range
30’

The caster conjures an invisible, extradimensional doorway that leads to a magnificent mansion.

Casting time: Requires 1 turn to cast.

Entry: Only those the caster designates may enter. The portal is visible only as a faint shimmering in the air.

Interior: The mansion is fully furnished, warm, and clean. It contains enough magical food to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants attends to all guests.

Magical food: The food provides no real nourishment. For each "meal" eaten, a character must eat a normal ration within 6 hours of leaving the mansion or permanently lose 1 point of Strength.

Mass Invisibility

Duration
Special
Range
10’ per level

The caster chooses a point within range. All friendly creatures within a 30’ radius of that point are rendered invisible.

Area of effect: The spell makes all creatures within a 30' x 30’ area of a chosen point within range become invisible. The invisibility remains on a creature even after it leaves the initial area of effect.

Duration: The invisibility lasts until it is dispelled or the caster breaks the spell for all creatures. If an invisible creature attacks or casts a spell, the effect ends for that creature only.

Monster Summoning V

Duration
6 rounds + 1 round per level
Range
70’

Summons one or two powerful monsters to fight on the caster’s behalf.

Summoning: 1d2 monsters of 5 HD are summoned. The referee determines the exact type of monster based on the wandering monster encounters for the area.

Arrival: The monsters appear within 1d3 rounds at a spot designated by the caster.

Control: The monsters are not under the caster’s control but will aid the caster in attacking their enemies to the best of their ability.

Dismissal: The monsters depart when the spell's duration expires, they are killed, or if the caster commands them to leave.

Penultimate Cogitation

Duration
Instant
Range
The caster

The caster instantly recalls a single spell of up to 6th level that they know.

Conditions: The spell must be in the caster's spellbook, and the spellbook must be within one mile.

Effect: The chosen spell is instantly memorized, as if the caster had prepared it that day.

Risk: There is a 10% chance that the recalled spell is magically erased from the caster's spellbook.

Phase Door

Duration
Special
Range
Touch

The caster creates an invisible, ethereal passage through a solid wall of wood or stone.

Effect: The passage is invisible to all other creatures, and only the caster can use it. It allows the caster to pass through the wall to the other side.

Usage: The spell allows one use of the door for every two experience levels of the caster. After the final use, the spell dissipates.

Plane Truth

Duration
Concentration, up to 3 rounds
Range
30’

The caster may study a single creature to learn fundamental truths about it.

  • Round 1: The creature's alignment is learned.
  • Round 2: The creature's native plane of existence is learned.
  • Round 3: The creature's patron deity, if any, is learned.

Power Word, Stun

Duration
Special
Range
10’ per level

Upon uttering a single word, the caster causes one creature they can see in range to be stunned.

Duration: The duration of the stun depends on the target's current hit points:

  • 1-30 hp: Stunned for 4d4 rounds.
  • 31-60 hp: Stunned for 2d4 rounds.
  • 61-90 hp: Stunned for 1d4 rounds.
  • 91+ hp: Unaffected.

Reverse Gravity

Duration
1 round
Range
10’ per level

Instantly reverses the direction of gravity in a 30’ square area centered anywhere within range.

Effect: All unsecured creatures and objects in the area “fall” upwards. If they strike a solid object (like a ceiling), they take normal falling damage (1d6 per 10’).

End of duration: At the end of the spell’s duration, gravity returns to normal, and all affected creatures and objects fall downwards, again taking damage.

Sequester

Duration
1 week + 1 day per level
Range
Touch

Hides a creature or object from detection. Unwilling creatures may SAVE VS SPELLS to resist.

Attack roll: One is required to affect an unwilling creature.

Area of effect: The spell may be used to affect an entire area of up to a 20’ cube per level of the caster.

Effects: The target becomes invisible and is shielded from all forms of scrying and divination (including detect magic and true seeing).

Suspended animation: An affected creature is placed in a state of suspended animation for the duration of the spell.

Finding: The spell does not prevent the target from being discovered by physical touch.

Shimmering Sword

Duration
1 round per level, concentration
Range
30’

A shimmering sword of magical force appears and attacks an opponent of the caster's choice.

Control: The caster must concentrate to direct the sword.

Attack: It attacks once per round as a fighter of half the caster’s level (rounded down).

Damage: It inflicts 5d4 damage against man-sized or smaller creatures, and 5d6 damage against larger creatures. The sword can harm creatures only affected by magic weapons.

Special: On a natural roll of natural 19 or 20 the sword automatically hits, dealing double damage.

Siege Sphere

Duration
1 turn
Range
Touch

Creates a boulder-sized sphere of magical force that must be launched from a catapult or trebuchet. The caster chooses one of three effects when memorizing the spell:

  1. Liquid fire: The sphere shatters on impact, spraying liquid fire in a 30’ radius. It inflicts 2d4 damage per round for 2d6 rounds to all creatures in the area.
  2. Crystal shards: The sphere explodes 30’ above the ground, raining down magical crystal shards in a 20’ radius. All creatures in the area suffer 5d6 points of damage.
  3. Wrecking ball: The sphere strikes with incredible force, inflicting triple the damage of a normal catapult stone against structures.

Statue

Duration
6 turns per level
Range
Touch

The caster or another willing creature is transformed into a being of living stone, appearing as a lifelike statue.

Transformation: The process of turning to stone takes one full round. The subject must make a SAVE VS DEATH AT +2 or die from the shock of the transformation.

Statue form: While in statue form, the creature has an Armor Class of 4[15]. They are immune to poisons, charms, and other mind-affecting spells. They can see and hear normally, but cannot move or speak.

Reverting: The subject can revert to their flesh form (or back to stone) at will. This takes one action.

Damage: Any damage taken in statue form is retained when reverting to flesh. Spells that damage stone (e.g., transmute rock to mud) are particularly effective. A disintegrate spell will instantly kill the subject.

Teleport Without Error

Duration
Instant
Range
Touch

The caster or a chosen creature vanishes and reappears at a location of the caster’s choosing.

Gear: The subject is teleported with all its gear, up to its maximum load.

Unwilling subjects: Must be touched with a melee attack roll and may SAVE VS SPELLS to prevent the teleportation.

Destination: May be at any distance, but must be known to the caster. The destination must be an open space at ground level (it is not possible to intentionally teleport the subject into mid-air or into solid matter).

  • On-Plane: When teleporting to a location on the caster's current plane of existence, there is no chance of error. The caster and any passengers always arrive at the intended destination.
  • Off-Plane: When teleporting to another plane of existence, there is a risk of accidentally arriving above or below ground level. The chance of a successful teleportation depends on the caster’s knowledge of the destination (see below). Roll d% and consult the table below:
Teleport Off-Plane: d100
Knowledge of Destination Ground Level Too High Too Low
Scant 01-50 51-75 76-00
Moderate 01-80 81-90 91-00
Exact 01-95 96-99 00

Ground level: The subject appears at the desired destination.

Too high: The subject appears 1d10×10’ above the intended destination. Should this location already be occupied by solid matter, the subject is instantly killed. Otherwise, the subject falls from a height.

Too low: The subject appears in the ground and is killed instantly.

Torment

Duration
Concentration, up to 6 rounds
Range
30’

This spell targets a single extraplanar creature that is physically confined (e.g., within a magic circle), attempting to force it into performing a single service for the caster.

Material component: A specially prepared scroll costing 1,000 gp per HD of the creature.

Saving throw: Each round the caster concentrates, the target must SAVE VS SPELLS. The save is at a cumulative -1 penalty for each round of torment (-1 in round 1, -2 in round 2, etc.). If the creature fails one save, it must agree to perform one reasonable service for the caster. If it succeeds on all saves for 6 rounds, the spell fails.

Mental battle: If the creature’s HD is higher than the caster’s, the caster must pass an INT CHECK whenever the creature makes a saving throw, with a penalty equal to the difference in level between the creature and themselves. On a failure, the magic link is reversed, and the caster is imprisoned within the circle with the creature, which is now free to act.

Interruption: If the caster’s concentration is broken, a mental contest begins (see above) regardless of the creature’s HD.

Truename

Duration
Special
Range
30’

By speaking the true, secret name of a creature or object, the caster can unleash a powerful magical effect upon it. The target may SAVE VS SPELLS AT -4 to resist. If the save fails, the caster chooses one of the following effects:

  1. Suggestion: The target is affected as if by a suggestion spell, which can last up to one day per caster level.
  2. Weakness: The target loses 1d6 points of Strength for 1 turn per caster level.
  3. Polymorph: The target is affected as if by a polymorph other spell.
  4. Transport: The target is affected as if by a teleport without error spell.

Knowledge: Discovering a creature's true name is usually the basis of a long and difficult quest.

Vanish

Duration
Permanent
Range
Touch

Causes a non-living object to disappear. The caster chooses one of two effects:

  1. Teleport object: An object weighing up to 500 coins per caster level is instantly teleported to a location chosen by the caster. This functions like the teleport spell, but for an object, and is subject to the same risks of error if the destination is not well-known.
  2. Banish object: A larger object, up to a 10’ cube, is shunted to the Ethereal Plane. The space it previously occupied is filled with an equal volume of solid, non-magical stone. The vanished object can only be retrieved by a dispel magic spell cast at its original location.

8Th Level

Volley

Duration
1 round
Range
The caster

This potent abjuration protects the caster by reflecting spells.

Effect: If the caster is the target of a spell of 7th level or lower, the spell is, at first, reflected back at its original caster.

Counter-volley: The original caster must then SAVE VS SPELLS. Success reflects the spell back again, and the caster of volley must then make a SAVE VS SPELLS of their own to reflect the spell once more. This repeats until one of the casters fails a saving throw and is struck by the spell.

Dissipation: A spell's energy fades after it has been volleyed a number of times equal to its spell level (e.g., a 3rd level spell can be volleyed back and forth three times before it dissipates harmlessly).

Level 8

Antipathy/Sympathy

Duration
12 turns per level
Range
30’

Creates a powerful emotional influence over an area or a single object, causing creatures to be either repelled from or drawn to it. The caster must choose which effect to create when the spell is cast.

Antipathy: The caster designates a specific type of creature (e.g., red dragons, goblins) or alignment (e.g., Chaotic). Creatures of that type that come near the warded area or object are overcome with an urge to leave.

  • Saving throw: A creature may attempt a SAVE VS SPELLS to resist the urge. If the save succeeds, they can remain, but feel extremely uncomfortable, suffering a -2 penalty to all actions. If the save fails, they must flee the area and will not willingly return.

Sympathy: The caster designates a specific type of creature or alignment. Creatures of that type are strongly attracted to the warded area or object.

  • Saving throw: A creature may attempt a SAVE VS SPELLS to resist. If the save fails, they are compelled to approach the object or enter the area and will remain there for the duration, fascinated. If the save succeeds, the creature is free from the compulsion, but must make a new save every turn it remains nearby.
  • Object/Area: The spell can affect a 10' cube of space per caster level, or a single non-living object. If cast on an object, the saving throw against its effect is made with a -2 penalty.

Binding

Duration
Special
Range
30’

A powerful spell used to trap a creature from another plane within a specially prepared magical diagram (e.g., a magic circle). The creature must already be physically present and temporarily confined within the diagram when the spell is cast. The spell has several forms, chosen by the caster upon casting:

Saving throw: The creature may SAVE VS SPELLS to break the binding and escape the circle. The save is modified based on the form of binding:

  1. Chaining: The creature is held within the diagram for one year per level of the caster. Saves normally.
  2. Slumber: The creature is forced into a magical sleep for one year per level of the caster. The creature saves with a +1 bonus.
  3. Hedged prison: The creature is transported to a tiny, personal demiplane from which it cannot escape. The binding is permanent until the hedge is broken by some external means. The creature saves with a +3 bonus.
  4. Metamorphosis: The creature is transformed into a non-corporeal form, save for its head, and bound to a specific location. The binding is permanent until a specific condition set by the caster is met. The creature saves with a +4 bonus.
  5. Minimus containment: The creature is shrunk to a height of one inch and trapped within a gem. The binding is permanent until the gem is broken. The creature saves with a +5 bonus.

Weakening: If the creature has been subjected to a dolor spell, it gets a -1 to its saving throw; if it has been subject to a torment spell, it gets a -2. If it has been subjected to both, a -4 penalty applies.

Cooperative casting: Up to six other casters who can also cast this spell may assist in the casting, lowering the target's saving throw by 1 point per caster.

Casting time: Requires one turn to cast.

Charm Ward

Duration
1 turn per level, divided among subjects
Range
Touch

Grants one or more creatures a powerful ward against spells that influence the mind, body, or will.

Number of subjects: The caster may protect one creature for every four of their experience levels per casting.

Duration: The total duration of 1 turn (10 minutes) per level of the caster is divided evenly among all creatures touched (rounded down).

Saving throw bonuses: A protected creature gains the following bonuses to saving throws versus these (or similar) spell effects:

  • +9 bonus: Against charm person, charm monster, suggestion, hypnotism, forget, and ray of enfeeblement.
  • +7 bonus: Against command, confusion, fear, hold, scare, mass suggestion, and antipathy/sympathy.
  • +5 bonus: Against chaos, feeblemind, geas, irresistible dance, and quest.

Clenched Fist

Duration
1 round per level
Range
10’ per level

The caster summons a huge, disembodied hand that attacks a designated opponent.

Control: The caster must concentrate to direct the hand, but can move at half speed. They cannot cast other spells.

Attack: The hand attacks once per round as a fighter of the caster’s level. It cannot miss. The effect of the blow is determined by rolling 1d20 each round:

  • 1-12: A glancing blow inflicts 1d6 damage.
  • 13-16: A solid punch inflicts 2d6 damage.
  • 17-19: A hard punch inflicts 3d6 damage and stuns the opponent for 1 round (unable to move or act).
  • 20: A crushing blow inflicts 4d6 damage and stuns the opponent for 1d3 rounds (unable to move or act).

Stunned opponents: If the target is stunned, the fist gains a +4 bonus to its 1d20 roll.

Hit points: The hand has as many hit points as the caster and vanishes if destroyed.

Clone

Duration
Special
Range
Touch

This spell creates a perfect, living duplicate of a person.

Casting time: Requires one full turn.

The ritual: The caster must have a piece of flesh from the person to be duplicated. The flesh is placed in a special laboratory or alchemical vessel where it magically grows into a mature duplicate over a period of 2d4 months.

The duplicate: The clone is a perfect physical and mental duplicate of the original as they were at the moment the flesh was taken. It possesses the same class, level, ability scores, memories, and known spells of the original up to that point. The clone is created without any equipment or possessions.

The alter ego conflict: If the original person is still alive when the clone finishes growing, a deadly psychic conflict erupts between the two.

  • Both the original and the clone are instantly aware of each other's existence.
  • They are consumed by an overwhelming and mutual desire to be the sole individual, seeking to destroy their double.
  • If one cannot destroy the other, there is a 95% chance that one will go insane (75% chance it is the clone, 25% it is the person) and destroy itself. In the event that the remaining 5% chance is rolled, both will go insane and end their own lives.

Purpose: The primary purpose of this spell is for a character to create a duplicate of themselves, ensuring they can return to life if their original body is slain. The clone is typically kept inert and hidden in its growth vessel until the original's death, at which point it awakens.

Demand

Duration
Special
Range
Unlimited

The caster sends a message of up to 25 words to a creature they are familiar with, as per the sending spell, but embedded within the message is a magical suggestion.

Casting time: Requires one turn to cast.

Effect: The recipient of the message must SAVE VS SPELLS or be compelled to follow the suggestion to the best of their ability.

Limitations: The suggestion must be worded to sound reasonable. An obviously harmful or suicidal suggestion will automatically fail.

Glassteel

Duration
Permanent
Range
Touch

Transforms an object made of glass or crystal into a transparent substance with the strength and durability of steel.

Weight limit: The spell can affect a single object weighing up to 10 lbs (1,000 coins) per level of the caster.

Effect: The transformed object retains its appearance but becomes as hard as steel. It can be used to create transparent armor, unbreakable windows, or similar items.

Incendiary Cloud

Duration
1d6+5 rounds
Range
30’

The caster creates a dense, billowing cloud of smoke similar in appearance to a stinking cloud (20' cube). The cloud appears immediately, but its deadly effect is delayed.

  • Round 1-2: The cloud obscures vision but is otherwise harmless.
  • Round 3: The cloud bursts into flame. Creatures inside take fire damage equal to half the caster's level.
  • Round 4: The flames intensify. Creatures inside take fire damage equal to the caster's full level.
  • Round 5: The flames begin to die. Creatures inside take fire damage equal to half the caster's level.
  • Subsequent rounds: The cloud is harmless smoke again until the duration expires.

Saving throw: A single successful SAVE VS DEATH halves all damage taken from the cloud.

Irresistible Dance

Duration
2d4 rounds
Range
Touch

The caster touches a single creature, which is instantly compelled to begin a manic, shuffling dance (no save)

Attack: A successful attack roll is required to touch an unwilling creature.

Effect: The creature can take no actions other than to dance uncontrollably. It cannot cast spells or make attacks. Its frantic movements make it an easy target, imposing a -4 penalty to its Armor Class and negating any AC bonus from a shield.

Mass Charm

Duration
Special
Range
10’ per level

This spell functions like charm monster, but can affect multiple creatures. Each creature that is targeted by the spell gets a SAVE VS SPELLS AT -2 to resist.

HD limit: The spell can affect a total number of Hit Dice of creatures equal to twice the caster's experience level.

Area: All targeted creatures must be within a 30' square area.

Friendship: The subjects regard the caster as their trusted friend and ally and will come to the caster’s defense.

Commands: If they share a language, the caster may give the charmed creatures commands, which they will obey.

Subject’s nature: Commands that contradict the charmed creatures’ habits or alignment may be ignored.

Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.

Restrictions: Undead are not affected.

Duration: The charm lasts indefinitely, but each subject is allowed to make further SAVES VS SPELLS at intervals, depending on its INT score. If one of these saves succeeds, the spell ends for that subject.

  • INT 3-8: New save once per month.
  • INT 9-12: New save each week
  • INT 13-18: New save once every day.

Masterpiece Force Sculpture

Duration
6 turns + 1 turn per level
Range
30’

The caster creates a complex, fully functional object of magical force, up to 8 cubic feet per level.

Form: The object can be highly detailed and have complex moving parts, such as a sailing ship, a siege engine, or a mechanical timepiece.

Fine details: Creating an object with fine details requires 2d4 rounds of casting time and a successful INT CHECK.

Durability: The object is immune to physical damage but can be dispelled by magical attacks that inflict more hit points of damage than the caster possesses.

Maze

Duration
Special
Range
10’ per level

The caster banishes a single creature to a bewildering, extradimensional labyrinth of shifting force planes.

Effect: The creature disappears from its current location. The time it takes to escape depends on the creature's Intelligence score:

Maze: Time to Escape by INT
INT Score Time to Escape
Under 6 2d4 turns
6-8 1d4 turns
9-11 5d4 rounds
12-14 4d4 rounds
15-17 3d4 rounds
18+ 2d4 rounds

Return: When the creature escapes, it reappears in the same location it vanished from.

Restrictions: Minotaurs are immune to this spell.

Mind Blank

Duration
1 day
Range
30’

Protects a single creature from all forms of mental intrusion and magical scrying.

Effect: The recipient is completely immune to spells that read or influence the mind (e.g., ESP, charm, suggestion, confusion). It also blocks all attempts to divine information about the creature through magical means such as a crystal ball, clairvoyance, or commune and psionic incursions or attacks targeting the subject’s mind.

Monster Summoning VI

Duration
7 rounds + 1 round per level
Range
80’

Summons one or two powerful monsters to fight on the caster’s behalf.

Summoning: 1d2 monsters of 6 HD are summoned. The referee determines the exact type of monster based on the wandering monster encounters for the area.

Arrival: The monsters appear within 1d3 rounds at a spot designated by the caster.

Control: The monsters are not under the caster’s control but will aid the caster in attacking their enemies to the best of their ability.

Dismissal: The monsters depart when the spell's duration expires, they are killed, or if the caster commands them to leave.

Permanency

Duration
Permanent
Range
Touch

Transforms certain limited magical effects into permanent effects.

Personal spells: The caster may make the following spells permanent upon their own person: comprehend languages, detect evil, detect magic, detect invisibility, infravision, protection from evil, protection from normal missiles, read magic, tongues, and unseen servant.

Area/object spells: The caster may make the following spells permanent on an object or in an area: enlarge, fear, gust of wind, invisibility, magic mouth, prismatic sphere, stinking cloud, wall of fire, wall of force, web.

Cost: Casting this spell is a great strain and permanently reduces the caster's CON by 1 point per casting if cast on a living creature. On objects, there is only a 5% chance of CON reduction.

Dispelling: Dispel magic will dispel a permanency effect (and the associated spell at the same time) if cast by a caster of higher level than the caster of permanency at the time when permanency was cast.

Polymorph Anything

Duration
Special
Range
10’ per level

Turns a living creature into stone, a stone into a living creature, a dragon into a puddle of water, etc. As the name implies.

Saving throw: Unwilling creatures get a SAVE VS SPELLS at -2 to resist.

Duration: The duration of the change depends on how radical it is:

  • Similar forms (e.g., human to elf, stone statue to iron statue): Permanent.
  • Related forms (e.g., human to animal, tree to wooden furniture): 1d4 turns per level.
  • Drastically different forms (e.g., human to stone, sword to gas): 1d4 rounds per level.

System shock: When a living creature is transformed into a radically different state (e.g., flesh to stone, or vice versa), it must make a SAVE VS DEATH to survive the shock.

Power Word, Blind

Duration
Special
Range
10’ per level

The caster utters a word of power that blinds one or more creatures in a 30' diameter area. The effect depends on the total hit points of creatures in the area.

  • 50 hp or less: Blindness is permanent until magically cured.
  • 51 to 100 hp: Blindness lasts for 1d4 turns.
  • 101+ hp: Unaffected.

Mixed groups: Lower HD creatures are affected first.

Sink

Duration
8 rounds
Range
10’ per level

The caster causes a single creature or a 10’ cubic foot area of non-living matter to sink into the ground. Living targets may SAVE VS SPELLS.

Process: The spell takes 4 rounds to take hold, during which the target is held immobile. Over the next 4 rounds, the target sinks completely beneath the surface of the ground.

Effect: A creature subjected to this spell is placed in a state of suspended animation while interred. If the ground is later excavated, the spell is broken and the creature is freed, unharmed.

Sharing duration: For every four levels of the caster, one creature can be granted this protection. The spell's total duration is divided evenly among all recipients.

Sunburst

Duration
Instant
Range
10’ per level

A globe of brilliant golden light explodes silently from the caster, expanding to fill a radius of 10’ per caster level. The intense radiance has multiple effects on creatures within this area.

Blinding: All creatures within the burst must SAVE VS SPELLS.

  • Normal creatures: Those who fail are blinded for 1d3 rounds.
  • Creatures using ultravision: Those who fail are blinded for 2d4 rounds.
  • Creatures vulnerable to sunlight: Creatures to whom sunlight is harmful (e.g., certain undead, subterranean creatures) who fail the save are blinded for 2d6 rounds. For creatures especially vulnerable to sunlight (e.g., vampires, drow), this blindness lasts for 1d100 days on a failed save.

Infravision: The infravision of all creatures within the burst is negated for 1d4+1 rounds, regardless of whether they save or not.

Damage: The burst also inflicts damage on certain types of creatures:

  • Undead: Suffer 8d6 points of damage. A successful SAVE VS SPELLS halves the damage.
  • Fungi: Fungoid creatures and subterranean fungi (e.g., molds, shriekers) suffer 8d6 points of damage with no saving throw allowed.

Symbol

Duration
Permanent, until triggered
Range
Touch

The caster inscribes a powerful, magical rune on a surface. When a creature sees the rune, it is triggered. When casting, the caster chooses one of the following effects:

  1. Death: One or more creatures within 30’ whose total hit points do not exceed 80 die (no save). Creatures are affected in order of proximity to the rune.
  2. Discord: All creatures in a 30' radius begin arguing and bickering for 5d4 rounds (no save). 50% chance they will attack each other for 2d4 rounds.
  3. Fear: All creatures within 30’ must SAVE VS SPELLS AT -4 or flee in panic for 2d6 rounds.
  4. Hopelessness: All creatures must SAVE VS SPELLS or fall into a state of despair for 3d4 turns, surrendering to any opponent.
  5. Insanity: One or more creatures whose total hit points do not exceed 120 are driven permanently insane (as the confusion spell, without a save). Creatures are affected in order of proximity to the rune.
  6. Stunning: One or more creatures whose total hit points do not exceed 160 are stunned - unable to move or act - for 3d4 rounds (no save). Creatures are affected in order of proximity to the rune.

Telekinetic Sphere

Duration
1 turn per level
Range
10' per level

A globe of shimmering force, up to 1’ in diameter per caster level, springs into existence around one or more creatures. Creatures caught within the globe may SAVE VS SPELLS to escape and move away.

Immunities: The sphere can only be destroyed or dispelled by a disintegrate spell, rod of cancellation, sphere of annihilation, or a wish spell.

Control: The caster may mentally direct the sphere to move up to 30’ per round, or up to 90’ per round if the caster is the only one within. Concentration is required to move the sphere but not to maintain it.

Conditions within: Creatures and objects within the sphere are rendered weightless. The air inside is fresh and breathable. Creatures within can act normally, but spells and attacks cannot pass through the sphere’s walls, in either direction.

Trap the Soul

Duration
Permanent
Range
10’

Forces a creature’s soul from its body and imprisons it within a specially prepared gem.

Preparation: The caster must first prepare a flawless gemstone worth at least 1,000gp per HD of the intended victim. This cannot take less than a week of work.

Trapping: The caster can trap the soul in one of two ways:

  1. Direct casting: The caster points the gem at the target and speaks the final word of the spell. The target is allowed a SAVE VS SPELLS to resist. If the save fails, its soul is trapped. If it succeeds, the prison gem shatters.
  2. Trigger object: The caster can inscribe the final word of the spell onto an object. The next creature to touch the object is automatically trapped, with no saving throw.

Release: The soul is freed if the gem is broken. A powerful creature freed in this way may be compelled to perform one service for its liberator before it departs.

Unlife

Duration
Permanent
Range
120’

A powerful necromantic incantation that twists the energies of life and death to create powerful undead servants.

Animation: The caster may animate the corpses or skeletons of humanoid creatures within range. The total Hit Dice of undead that can be animated is equal to twice the caster's level (e.g., a 14th level caster can animate up to 28 HD of undead). The spell works even through walls or on corpses below the ground (who dig their way to the surface when animated).

Control: All undead created by this spell are under the absolute mental command of the caster and remain so until they are destroyed. As mindless undead, they can be commanded to follow and protect the caster or someone, guard a location, or perform other simple tasks.

Types of undead: The caster may choose to create one of the types of undead shown opposite. All undead created in a single casting must be of the same type.

Undead traits (all undead): Make no noise, until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

Ghast

AC 3 [16], HD 4* (18hp), Att 2 × claw (1d4 + paralysis), 1 × bite (1d8 + paralysis), THAC0 16 [+3], MV 150’ (50’), SV D10 W11 P12 B13 S14 (4), ML 9, AL C

Carrion stench: Those within 10’ must SAVE VS POISON or suffer -2 to hit while in melee with ghasts.

Paralysis: For 2d4 turns (SAVE VS PARALY-SIS). Elves and creatures larger than ogres are unaffected. After paralyzing a target, ghasts will attack others.

Ghoul

AC 6 [13], HD 2* (9hp), Att 2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 9, AL C

Paralysis: For 2d4 turns (SAVE VS PARALY-SIS). Elves and creatures larger than ogres are unaffected. After paralyzing a target, ghouls will attack others.

Skeleton

AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL C

Wight

AC 5 [14], HD 3* (13hp), Att 1 × touch (energy drain), THAC0 17 [+2], MV 90’(30’), SV D12 W13 P14 B15 S16 (3), ML 12, AL C

Mundane damage immunity: Only harmed by silver weapons or magic.

Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.

Zombie

AC 8 [11], HD 2 (9hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL C

Guardians: Always attack on sight.

Initiative: Always lose (no roll).

9Th Level

Level 9

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).

Control Undead

Duration
1 round per level
Range
10’ per level

Grants the caster the ability to mentally command a number of undead creatures.

Targets: Up to one undead creature per level of the caster may be controlled. All targets must be within range.

Saving throw: Affected undead must SAVE VS SPELLS AT -4. Those who fail the save fall under the caster's mental control.

Effect of control: Commanded undead obey the caster’s mental orders as if they were intelligent creatures under the effect of a charm spell. They can be made to perform precise tasks such as climbing, sorting objects, or opening unlocked doors.

Breaking control: The control lasts for the spell's duration with no new saving throw. The spell is broken if the caster dies, is rendered unconscious, or casts another spell.

Crushing Hand

Duration
1 round per level
Range
10’ per level

The caster summons a massive, disembodied hand that seizes and crushes a designated opponent.

Control: The caster must concentrate to direct the hand, but can move at half speed. They cannot cast other spells.

Attack: The hand appears and makes an attack roll as a fighter of the caster’s level to grab one opponent. If the grab is successful, it begins to crush the victim.

Crushing damage:

  • Round 1: 1d10 damage.
  • Round 2: 2d10 damage.
  • Round 3+: 4d10 damage each round.

Escape: A creature can attempt to escape the hand with a SAVE VS PARALYSIS AT -4.

Hit points: The hand has as many hit points as the caster and vanishes if destroyed.

Crystalbrittle

Duration
Permanent
Range
Touch

By touching a metal object, the caster transforms it into a non-magical, crystalline substance as fragile as glass.

Attack: Touching an object held by an unwilling creature requires a successful melee attack roll.

Volume: The spell affects up to 2 cubic feet of metal per level of the caster.

Magical items: Magical metal items have a 2-in-6 chance to resist the transformation. An item’s magical bonus (e.g., the +1 of a sword +1) applies it as a bonus to its chances.

Reversion: The transformation cannot be reversed except by a wish.

Breaking: An affected object will shatter if struck with any significant force, rendering it irreparable (even by a wish).

Disjunction

Duration
Instant
Range
30’ radius around the caster

Casting this spell causes a wave of energy to erupt from the caster, affecting all magic within a 30’ radius.

Spells: All spells and spell-like effects in the area are dispelled.

Magical items: All magical items in the area have a 2-in-6 chance to resist the effect. An item’s magical bonus (e.g., the +1 of a sword +1) applies it as a bonus to its chances. Items that fail the save are rendered permanently non-magical.

Artifacts: Artifacts and relics are not affected by this spell, though the referee may rule that their magic is suppressed for 1d4 turns.

Exclusion: The spell does not affect items on creatures or on the caster's person.

Energy Drain

Duration
Permanent, until discharged
Range
Touch

By means of this spell, the caster creates a channel to the Negative Energy Plane, empowering their touch with the ability to drain life force. There is no saving throw against this spell.

Casting: The spell takes 1 round to cast. Once cast, the caster’s hand glows with a sickly black aura, holding the charge until it is discharged with a successful attack.

Attack: To affect an unwilling creature, the caster must make a melee attack roll.

Effect: A creature touched is instantly drained of two experience levels (or HD) with all associated reductions in hit points, spell ability, and other class abilities. This loss is permanent unless restored by a magical effect such as a restoration spell.

  • Player characters’ XP: Is set to the lowest amount of the new level.

At 0 HD: Humans and demi-humans slain by being drained to level zero (or below) by this spell do not die, but are instead instantly transformed into powerful, free-willed undead, known as Juju Zombies.

Juju Zombie

AC 5 [14], HD 3+12 (25hp), Att 1 × claw (3d4 or by weapon), THAC0 14 [+5], MV 90’ (30’), 90’(30’) swimming, SV D12 W13 P14 B15 S16 (3), ML 12, AL C

Climb sheer surfaces: At 90% chance per 100’ climbed.

Normal weapon immunity: Can only be harmed by magic weapons.

Piercing and blunt weapons: Do half damage to the Juju Zombie.

Spell immunity: Unharmed by lightningbased spells, magic missiles, and cold-based spells.

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

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.

Imprisonment

Duration
Permanent
Range
Touch

This spell entombs a single creature in a state of suspended animation far below the surface.

Attack: In combat, a melee attack roll is required to touch an unwilling creature.

Saving throw: The target is allowed a SAVE VS SPELLS AT –4. If the save succeeds, the spell has no effect.

Entombment: If the save fails, the creature is shrunk to a tiny size and encapsulated in a magical sphere. This sphere then sinks deep into the earth, coming to rest miles below the surface.

Suspended animation: While imprisoned, the creature does not age, hunger, or sleep. It is in a state of stasis, unaware of the passage of time.

Detection: The imprisoned creature cannot be located by any magical means, including locate object, clairvoyance, or even a wish spell.

Reversed: Freedom

The reverse of this spell, freedom, is the only magic (besides a wish) that can release a creature from imprisonment, causing it to reappear at the spot where they were entombed.

Requirements: To cast freedom, the caster must know the true name of the imprisoned individual and the events which led to its imprisonment. They must also cast the spell at the exact location where the subject was entombed.

Unplanned release: The freedom spell is not without risk. There is a 10% chance that the spell goes awry. Instead of freeing the intended target, the magic frees 1d100 other, unknown creatures from their own ancient prisons across the world. The nature of these beings is up to the referee, but they are unlikely to be friendly.

Meteor Swarm

Duration
Instant
Range
40’ + 10’ per level

The caster calls down 4d2 fiery spheres from the sky, which explode on impact. The caster chooses one of two patterns:

  • Four large meteors: Each meteor inflicts 10d4 damage in a 30' diameter blast.
  • Eight small meteors: Each meteor inflicts 5d4 damage in a 15' diameter blast.

Point of impact: The caster determines the impact points of the meteors within a 40' square area.

Monster Summoning VII

Duration
7 rounds + 1 round per level
Range
80’

Summons one or two powerful monsters to fight on the caster’s behalf.

Summoning: The caster may summon either 1d2 monsters of 7 HD or a single monster of 8 HD. The referee determines the exact type of monster based on the wandering monster encounters for the area.

Arrival: The monsters appear within 1 round at a spot designated by the caster.

Control: The monsters are not under the caster’s control but will aid the caster in attacking their enemies to the best of their ability.

Dismissal: The monsters depart when the spell's duration expires, they are killed, or if the caster commands them to leave.

Power Word, Kill

Duration
Instant
Range
10’ per level

The caster speaks a single word of power that instantly slays one or more creatures. No save is allowed.

Single target: Can kill one creature with up to 60 hit points.

Multiple targets: Can kill two or more creatures whose combined total hit points do not exceed 120 (and none of which has more than 10 HD).

Prismatic Sphere

Duration
1 turn per level
Range
The caster

The caster is surrounded by an immobile, 10' radius, multi-layered globe of shimmering, colored light that protects them from all forms of attack. The sphere has seven layers, each of a different color and with a unique effect.

Blinding: Any creature with fewer than 8 HD that gazes at the sphere is blinded for 2d4 turns (no save).

Layer effects: Any creature or spell that attempts to pass through the sphere is subjected to the effect of each layer in order, from red to violet.

Destruction: The layers must be destroyed in order, from red to violet, by the specific spell that negates them.

Prismatic Sphere
Layer Color Effect on Target Negated By
1st Red Stops non-magical missiles. Inflicts 10 fire damage. Cone of Cold
2nd Orange Stops magical missiles. Inflicts 20 fire damage. Gust of Wind
3rd Yellow Stops poisons and gases. Inflicts 40 acid damage. Disintegrate
4th Green Stops breath weapons. SAVE VS POISON or die. Passwall
5th Blue Stops divination and mental attacks. SAVE VS PARALYSIS or turn to stone. Magic Missile
6th Indigo Stops all spells. SAVE VS WANDS or become insane. Continual Light
7th Violet Force field. SAVE VS SPELLS or be sent to another plane. Dispel Magic

Shape Change

Duration
1 turn per level
Range
The caster

The caster is able to assume the form of any creature, from a tiny insect to a massive dragon.

Abilities: When transformed, the caster gains all of the new form’s physical abilities and modes of attack (e.g., flight, breath weapons, multiple attacks, poison). The caster retains their own mind, personality, and hit points.

Changing form: The caster can change into a different form once per round for the duration of the spell.

Limitations: The caster cannot assume the form of a specific individual, a deity, or a unique creature. They do not gain the spellcasting or magical abilities of the new form.

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.

Temporal Stasis

Duration
Permanent
Range
10’

A faint, greyish ray shoots from the caster’s fingertip. If it strikes a target, that creature is placed into a state of suspended animation.

Attack: A missile attack roll is required to hit the target.

Effect: If the target is hit and fails a SAVE VS SPELLS, it is frozen in time, completely unaware of its surroundings and immune to all harm and effects. It does not age.

Release: The stasis can only be ended by a dispel magic spell.

Time Stop

Duration
1d4+1 rounds (caster time)
Range
The caster

The caster magically steps outside of the normal flow of time. For 1d4+1 rounds of subjective time, the caster can act freely while all other creatures and objects in the world are frozen in place.

Limitations: The caster cannot move or harm creatures that are frozen in time, but they can cast spells that affect themselves or the area, which will come into effect when the spell ends.

Wish

Duration
Special
Range
Unlimited

Allows the caster to alter the very fabric of reality. Its effects are nearly unlimited, but the wording of the wish is critical. A poorly phrased wish will be twisted by the forces of the cosmos to bring about the caster's ruin. The referee judges what a wish can achieve.

Strain: Using this spell for great effects (e.g., raising ability scores, creating unique magic items, altering history) is incredibly draining and may weaken the caster for days, weeks, or even permanently.