Book Leaf
- Duration
- Concentration
- Range
- 10′
The caster can magically open a book and leaf through its pages without touching it.
Old-School Essentials
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.
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.
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.
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).
| 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.
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.
The caster can magically open a book and leaf through its pages without touching it.
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).
A flame within range is imbued with a hue of the caster’s choosing.
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.
A quill floats and moves of its own accord, magically transcribing the caster’s words onto a page.
An unlocked portal (e.g. door, window, chest lid) within range swings opens or shut as the caster desires.
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.
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.
While smoking a pipe, the caster gains the ability to blow impressive smoke rings of any colour desired.
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).
A small object touched by the caster becomes invisible for 1 round.
Object weight limit: 10 coins or less.
A wan flame wreathes the caster’s hand, producing flickering, heatless light.
Radius of light: 5′.
A sound of the caster’s choosing is conjured, emanating from a point anywhere within range.
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:
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.
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.
This spell conjures an orb of pure colour that shoots towards a visible target within range.
| 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 |
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.
A flurry of clashing, rainbow-hued colours erupts from the caster’s hand.
The effect: Depends on the HD of each target, relative to the caster:
Creatures that cannot see: Are unaffected by this spell.
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.
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
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.
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:
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.
This spell has two usages (chosen when cast):
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.
The subject can see through illusions within 10’ per level of the caster. Invisible creatures or objects in the same range are also revealed.
Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.
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.
The caster conjures a slightly concave, circular disc of magical force that follows them about and carries loads.
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:
Stipulations: The following apply:
This spell magically holds shut a door, gate, window, or other kind of portal.
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.
Restrictions: Undead are not affected by hypnotism.
This spell has three usages:
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.
This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.
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.
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.
A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:
Stipulations: The following apply:
This spell wards the caster from attacks by creatures of another alignment, as follows:
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.
By means of read magic, the caster can decipher magical inscriptions or runes as follows:
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 creates an invisible field of force that protects the caster:
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.
A sleep spell causes a magical slumber to come upon creatures, excluding the undead. The spell may target either:
When targeting creatures of 4 HD or less, the following rules apply:
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.
The caster gestures threateningly at an intelligent target within range.
Restrictions: Undead and creatures of less than animal intelligence are not affected.
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.
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
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
The caster may make their voice appear to come from any location or source (e.g. a statue or animal) within range.
A wall of roiling vapour is conjured at a location of the caster’s choosing within range.
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.
The caster’s form becomes blurry and wavering.
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.
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.
This spell has three usages:
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.
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.
Objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow.
Invisible creatures or items in range are revealed to the caster.
Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.
This spell grants the caster the ability to perceive and understand the thoughts of other living creatures.
The aura of a creature or object is veiled.
This spell causes a single creature to perceive the caster—whatever their normal appearance—as utterly captivating.
Affected subjects: Behave as follows:
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.
A pattern of twisting, interweaving colours fills the air in a 30’ × 30’ area centred on the caster.
Concentration: The caster can maintain the pattern indefinitely as long as they concentrate on the spell and remain stationary.
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:
Stipulations: The following apply:
The caster or another creature or object within range becomes invisible:
The caster or another creature or object within range becomes invisible:
The knock spell opens stuck, barred, or locked doors, gates, chests, and so forth.
This enchantment allows the caster to move up and down through the air:
The caster can sense the direction (but not distance) of an object. One of two types of objects may be located:
Restrictions: This spell cannot be used to locate creatures.
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.
1d4 illusory duplicates of the caster appear.
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.
A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:
Stipulations: The following apply:
The caster’s physical form undergoes a quasi-real transformation, taking on the appearance of another creature.
The physical capabilities of the new form: Are granted to the caster to a limited degree:
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:
Temporary: Bypassing does not end a seal tomb spell.
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.
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.
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.
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
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.
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.
| 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 |
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 conjures a many-layered mass of strong, sticky threads, blocking a 10’ cube area.
Breaking free: Depends on STR:
This spell allows the caster to send a message or other, non-verbal sound via the wind to a distant location within range.
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:
Temporary: Bypassing does not destroy a wizard lock.
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:
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).
Twisting the nature of light and darkness, this spell creates a 30’ diameter area of illumination which cannot be perceived outside of this area.
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.
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.
The caster gains the ability to see through the eyes of other living creatures.
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.
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 ends ongoing illusions or phantasms (i.e. those with a non-instantaneous duration) within a 20’ cube area.
Dispel magic ends spells of non-instantaneous duration within a 20’ cube area.
Dispel magic ends spell effects within a 20’ cube area.
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.
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.
Conjures a cone of magical energy that terrifies those within it.
Flame streaks towards a point within range and detonates in a 20’ radius sphere.
The subject gains the ability to fly through the air.
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 either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.
Up to 24 creatures in a 60’ diameter area are enchanted to be able to move and act twice as quickly as normal:
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:
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.
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:
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.
The subject is able to see 60’ in the dark with infravision.
A selected creature and all creatures within 10’ of it become invisible:
A powerful stroke of electrical energy, 60’ long and 5’ wide, is conjured.
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.
A number of creatures within a 20’ cube area are afflicted with the terrifying phantasm of being unable to move.
A quasi-real, shadowy, horse-like creature is conjured by this spell to carry the caster (or another, designated person) upon its back.
Special abilities: The phantom steed gains additional abilities, depending on the level of the caster:
This spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:
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).
A rope is enchanted to rise up into the air, enabling the caster and others to climb it and disappear into an imaginary space.
When the spell’s duration ends: The rope falls slack, the imaginary space disappears, and anyone inside the imaginary space reappears in mid air.
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.
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:
Stipulations: The following apply:
The caster utters a suggestion to influence the behaviour of a selected subject.
Restrictions: Undead are unaffected.
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.
The subject can breathe water freely by means of this spell.
The caster’s person—along with everything worn or carried—becomes shadowy and semi-incorporeal.
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:
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.
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:
Intelligent undead:
This spell causes 3d6 subjects within 60’ of one another to become confused, making them unable to independently determine what they will do.
| 2d6 | Behaviour |
|---|---|
| 2–5 | Attack caster’s group |
| 6–8 | No action |
| 9–12 | Attack subject’s group |
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.
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.
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!
The caster or a single creature is instantly transferred to another location up to 360’ distant. The destination may be selected in two ways:
Stipulations: The following apply:
All creatures in a 40’ square area within range must save versus spells or be afflicted by an emotion of the caster’s choosing:
Concentration: Is required to maintain the projected emotion. If the caster moves or loses concentration, the spell ends.
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.
Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.
Up to four persons touched by the caster are refreshed, some of their lost hit points being temporarily restored.
The caster or another creature touched becomes invisible:
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.
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).
A force of human-sized creatures within a 240’ diameter area is veiled by illusion to appear as a copse of trees or orchard.
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.
The subconscious fears of a single target manifest in its mind as a vision of the most horrible monstrosity it can imagine.
A living subject is changed into another type of creature, as chosen by the caster:
The caster transforms themselves into another being:
A band of twisting, interweaving, rainbow colours fills the air in a 30’ × 30’ area centred on the caster.
Maintaining the pattern: The pattern can be maintained and directed as follows:
This spell repairs corporeal undead monsters, stitching rended flesh and knitting shattered bone back together. It has two usages:
Remove curse instantaneously removes one curse from a creature. It may allow a character to discard a cursed magic item.
Places a deleterious effect upon a creature, if it fails a save versus spells.
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).
The caster conjures one or more semi-real monsters, woven from shadow-stuff.
Saving throw: Every creature viewing the shadow monsters may save versus spells:
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.
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
A wall of roiling vapour appears at a location of the caster’s choosing within range.
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.
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.
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.
An immobile, opaque curtain of shimmering, violet fire springs into existence.
An immobile, translucent, wall of ice springs into existence.
An invisible, magical eye is conjured that allows the caster to see at a distance.
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.
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies:
Number: The spell animates a number of Hit Dice of zombies or skeletons equal to the caster’s level:
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:
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).
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.
This spell causes all creatures in a 60’ diameter area to become confused, making them unable to independently determine what they will do.
| 2d6 | Behaviour |
|---|---|
| 2–5 | Attack caster’s group |
| 6–8 | No action |
| 9–12 | Attack subject’s group |
A poisonous fog streams from the caster’s fingertips, filling a 30’ diameter area.
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.
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.
| 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 |
| 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. |
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.
Restrictions: The caster may summon at most one elemental from each plane in a single day.
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
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
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
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
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.
Restrictions: Casting contact higher plane is a great and perilous deed.
| 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% |
The caster conjures one or more semi-real monsters, woven from shadow-stuff.
Saving throw: Every creature viewing the shadow monsters may save versus spells:
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.
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.
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:
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:
Restrictions: Undead are not affected.
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:
Incorporeal undead: (e.g. spectres, wraiths) can be affected, but gain a +2 bonus to the saving throw.
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:
Stipulations: The following apply:
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:
Material cost: The mirror enchanted by this spell must be of at least 1,000gp value.
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:
When the caster’s life-force is possessing a victim:
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.
A single subject within range is transported into a shifting, extra-dimensional mirror maze.
| 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 |
A 5’ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10’ deep.
An illusory duplicate of the caster appears within range.
This spell alters the outward appearance of one or more persons to that of another type of humanoid.
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.
Enhancement: The power of the illusion may be enhanced by using a specially manufactured candle:
An object or creature touched becomes shadowy and semi-ethereal.
If an object is touched:
If a creature is touched:
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.
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.
| 1d6 | Monsters Summoned |
|---|---|
| 1 | 16 skeletons |
| 2 | 8 zombies |
| 3 | 8 ghouls |
| 4 | 5 wights |
| 5 | 4 wraiths |
| 6 | 3 mummies |
6 3 mummies
By concentrating, the caster is able to move objects or creatures by the power of thought.
The caster or a chosen creature vanishes and reappears at a location of the caster’s choosing.
| 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:
This powerful spell warps the flow of time in the location where it is cast.
This spell turns up to 3,000 square feet of rock into 10’ deep mud.
Changes an area of mud—up to 3,000 square feet and up to 10’ deep—into rock. This alteration is permanent.
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.
This spell sends an apparition to deliver a message to a named subject.
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.
A wall of solid rock appears.
A wall of roiling, acidic vapour appears at a location of the caster’s choosing within range.
An anti-magic barrier is created around the caster.
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.
By concentrating (no movement allowed), the caster causes one of the following conditions to manifest around themselves. This spell only functions outdoors.
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
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.
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.
The material form of a single, non-magical creature or object is instantly and permanently destroyed.
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).
The caster commands a single subject to perform a specific quest or task, conveyed through a recurring dream.
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.
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.
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.
The caster commands a subject to perform or avoid performing a specific action.
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.
The subject takes on the appearance of a person of the caster’s choosing.
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.
An invisible stalker (see below) is summoned to the caster’s presence and magically bound to perform a mission of the caster’s choosing.
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
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.
This spell harnesses the malleable, imaginative potency of the dream world, manifesting the caster’s wish.
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:
Usage limit: This spell may be used at most once per week. A caster who oversteps this limit will become permanently insane.
The caster utters a suggestion to influence the behaviour of selected subjects within range.
Restrictions: Undead are unaffected.
This spell causes an illusory double of the caster to appear while the real caster is rendered invisible.
The caster: Is rendered invisible as follows:
Earth (but not stone) within range is rearranged as the caster wishes.
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.
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.
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:
Stipulations: The following apply:
An illusory duplicate of the caster appears within range.
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.
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:
| 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 |
| 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 |
| 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 |
| 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 |
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.
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.
The caster conjures one or more semi-real monsters, woven from shadow-stuff.
Saving throw: Every creature viewing the shadow monsters may save versus spells:
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.
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
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.
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.
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.
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:
Stepping into the mirror: The caster may step into the divined scene:
Material cost: The mirror must be of at least 5,000gp value.
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:
Stipulations: The following apply:
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).
The subject sees all things within 60’ as they truly are.
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.
The caster calls upon a supernatural power, asking to be sent a vision in answer to a question which vexes them.
The response of the power: Is determined by rolling 2d6:
Value of sacrifice: The 2d6 roll is modified by the value of the sacrifice (as judged by the referee):
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.
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:
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.
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.
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.
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).
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.
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.
The caster creates an immobile prison of magical force. The spell has two versions, to be chosen when the spell is cast:
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:
Hit points: Has as many hit points as the caster and vanishes if destroyed.
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.
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:
Limitations: The spell cannot grant great wealth, permanently increase a character's ability scores, or create powerful magic items.
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.
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.
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.
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.
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.
The caster may study a single creature to learn fundamental truths about it.
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:
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.
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.
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.
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:
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.
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).
| 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.
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.
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:
Knowledge: Discovering a creature's true name is usually the basis of a long and difficult quest.
Causes a non-living object to disappear. The caster chooses one of two effects:
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).
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.
Sympathy: The caster designates a specific type of creature or alignment. Creatures of that type are strongly attracted to the warded area or object.
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:
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.
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:
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:
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.
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.
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.
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.
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.
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.
Saving throw: A single successful SAVE VS DEATH halves all damage taken from the cloud.
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.
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.
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.
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:
| 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.
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.
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.
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.
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:
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.
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.
Mixed groups: Lower HD creatures are affected first.
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.
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.
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:
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:
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.
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:
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.
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).
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.
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.
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
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.
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).
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).
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.
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:
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.
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).
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.
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.
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.
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).
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.
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.
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.
The caster calls down 4d2 fiery spheres from the sky, which explode on impact. The caster chooses one of two patterns:
Point of impact: The caster determines the impact points of the meteors within a 40' square area.
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.
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).
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.
| 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 |
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.
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.
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.
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.
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.
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.