Old-School Essentials

Witch Spells

60 spells, grouped by spell level, with creature statistics and supporting rules.

Distances marked ′ are in feet. AC — Armour Class; HD — Hit Dice; hp — hit points; Att — attacks; THAC0 — To Hit Armour Class 0; MV — movement rate; SV — saving throws (D: death / poison; W: wands; P: paralysis / petrify; B: breath attacks; S: spells / rods / staves); ML — morale; AL — alignment; XP — experience points; gp — gold pieces; INT — Intelligence. Bracketed AC values give ascending Armour Class. Book references refer to the source books.

Level 1

Auditory Illusion

Duration
3 turns
Range
240′

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

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

Beguiling

Duration
4d4 turns
Range
240′

Beguiling causes human, demihuman or human-like monsters to be charmed unless they save vs. spells. The spell may target either:

  1. A single creature with 4+1 Hit Dice (see Hit Point Modifiers in the Old-School Essentials Tomes).
  2. A total of 2d8 Hit Dice of creatures of 4 HD or lower each.

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

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

Regardless of their HD, the spell affects the targets as follows:

  • 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.
  • Subjects’ nature: Commands that contradict the charmed creatures’ habits or alignment may be ignored.
  • Suicidal commands: Affected creatures never obey suicidal or obviously harmful orders.

Darkness

Duration
12 turns
Range
120′

Creates a 15′ radius area of magical blackness, preventing normal sight (but not infravision).

  • Blinding a creature: By casting the spell upon its eyes. If the target fails a save vs. spells, it is blinded for the duration. A blind creature cannot attack.
  • Cancelling light: Darkness may cancel a light spell.

Detect Illusion

Duration
3 turns
Range
The caster or a creature touched

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

Friends

Duration
3 turns
Range
The caster

The caster emanates such warmth and glamour that humans, demihumans, human-like creatures, and animals react positively to their presence:

  • Reaction: When a reaction roll involving the caster is called for, the result is adjusted to the next category (e.g. hostile becomes unfriendly, unfriendly becomes neutral, neutral becomes indifferent, and indifferent becomes friendly).
  • Situation: Obvious situations when no roll is required such as open combat and clear-cut enmity are not affected by the spell.

Imaginary Errand

Duration
6 hours
Range
30′

The caster sends one or more subjects on an imaginary errand. The spell affects a total of 12 Hit Dice of creatures of 4 HD or lower each. The following rules apply:

  • Weakest first: Creatures with the least HD are affected first.
  • HD: Treat monsters with less than 1 HD as having 1 HD and monsters with a fixed hit point bonus as having the flat HD. (For example, a 3+2 HD monster would be treated as having 3 HD).

Regardless of their HD, the spell affects the targets as follows:

  • Errand: An imaginary quest or mission of little importance such as fetching water nearby, bringing an item someplace, or going to a known location, etc. The errand suggested must take the form of a short description (at most three sentences).
  • The creatures affected: Ceases all other activities, including combat.
  • Comprehension: A language that is understood by the subjects must be used.
  • Harmful suggestions: A suggested errand that is obviously harmful to a subject causes the spell to automatically fail for that subject.
  • Saves: Each subject may save vs. spells to resist the errand suggested. If the save fails, the subject will follow the caster’s suggestion for up to the duration of the spell.
  • Reasonable suggestions: A suggested errand that is worded in such a way to make it sound very reasonable incurs a –2 penalty to the save.
  • Damage: A subject breaks free from the spell if it receives damage.
  • Restrictions: Undead are not affected by imaginary errand.

Locate Plant

Duration
6 turns
Range
120′

The caster can sense the direction (but not distance) of a non-magical, non-sentient plant of a chosen type. The spell has two uses:

  1. Named species: Locating a plant of a named species. In this case, the nearest plant of that species is located.
  2. Individual: Locating a specific plant which the caster can clearly visualize in all aspects.

Red Candle

Duration
1 turn, lasting effect (see below)
Range
10′

The caster lights a red candle, which floods a 10′ radius with a red light that utterly charms a creature chosen by the caster. The spell has the following characteristics:

  • Disruption: If the creature leaves the area before a turn is spent, or the candle is moved or extinguished, the spell has no effect.
  • Delayed: The spell takes effect at the end of the turn.
  • Effect: The target of a red candle must save vs. spells when the spell takes effect or be charmed, as per the charm person spell (see Charm Person in the Old-School Essentials tomes).
  • Domination: Unlike the charm person spell, the affected creature will obey harmful commands, suicidal commands, and commands directly contradicting their habits and alignment.

Rot

Duration
Permanent
Range
10′

This spell instantly putrefies and contaminates food and drinks, making them unsuitable for consumption.

One of the following may be affected:

  • Drink: 6 quarts.
  • Rations: One trail ration (iron or standard).
  • Unpreserved food: A quantity sufficient for 12 human-sized beings.
  • Holy water: 3 vials. Holy water thus affected becomes spoiled and useless.

Spook

Duration
Until broken (see below)
Range
10′

The caster gestures threateningly at an intelligent target within range.

  • Save: The target may save vs. spells to avoid coming under the spell’s effect.
  • An afflicted target: Perceives the caster as a monster from its worst nightmares and will flee from the caster at maximum speed.
  • Breaking the spell: The target may make a new save vs. spells each round with success indicating that the spell is broken. Until the spell is broken, the target believes it is being pursued by the imagined horror.
  • Restrictions: Undead and creatures of less than animal intelligence are not affected.

Wall of Fog

Duration
1 turn
Range
60′

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

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

Yellow Candle

Duration
2 turns + 1 turn per level
Range
10′

The caster lights a candle, which floods a 10′ radius with a yellow light that heals a creature chosen by the caster. The spell has the following characteristics:

  • Cumulative: The candle has a cumulative effect for every turn it burns. If the creature leaves the area before a single turn is spent, the spell has no effect.
  • Disruption: The spell stops if the candle is moved or extinguished.
  • Effect: The creature regains 1 hit point per turn they remain in the candle’s area.
  • Delayed: The spell takes effect either when its duration ends, when it is disrupted, or the creature leaves the area.
  • Natural healing: Hit points restored by the candle are considered as being naturally healed.

Level 2

Animal Friendship

Duration
Permanent
Range
10′

The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save vs. spells:

  • If the save succeeds: The animal is not affected by the magic and behaves normally.
  • If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns.

Once the binding is complete: The animal behaves as follows:

  • Follow: It will follow the caster wherever they go.
  • Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell.
  • Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train.
  • Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time.

Blight

Duration
6 turns
Range
60′

Incurs a –1 penalty to morale checks, attack rolls, and damage rolls of enemies within a 20′ square area. A save vs. spells is allowed to resist the blight.

Bottomless Bag

Duration
24 hours
Range
Touch

A normal bag becomes magical, capable of holding large objects and weights.

  • Size: Objects of up to 10′×5′×3′ can fit inside the bag.
  • Weight: Up to 10,000 coins of weight can be placed in the bag.
  • When full: The bag weighs 600 coins.
  • When the duration ends: The objects contained appear on the floor at 5′ of the bag unless the spell is cast again on the same bag before.

ESP

Duration
12 turns
Range
60′

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

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

False Aura

Duration
1 turn
Range
30′

The aura of a creature or object is veiled.

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

Glamour

Duration
2d6 rounds +2 per level
Range
The caster

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

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

Stipulations: The following apply:

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

Infravision

Duration
1 day
Range
The caster or a creature touched

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

Invisibility

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

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

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

Know Alignment

Duration
1 round
Range
10′

The caster gains immediate knowledge of the alignment of one character, monster, object, or location within range. (Most objects or locations do not have an alignment, but magic items or holy places might).

Phantasmal Force

Duration
Concentration
Range
240′

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

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

Stipulations: The following apply:

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

Sanctuary

Duration
2 rounds + 1 round per level
Range
The caster

Any opponent willing to attack the caster will ignore them for the duration of the spell. Every creature attacking the caster must save vs. spells:

  • If the save succeeds: The creature attacks normally.
  • If the save fails: The creature ignores the caster and attacks another target if there is one or does nothing is there isn’t.
  • Area attacks: Such as fireball (see fireball in the Old-School Essentials tomes) are not prevented.
  • Offensive action: The spell ends if the caster takes an offensive action such as attacking or casting a spell at any enemy. Spells targeting the caster, or their allies do not break the sanctuary.

Speak with Animals

Duration
6 turns
Range
30′

The caster can communicate with one type of animal within range when the spell is cast.

  • Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted.
  • Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required).
  • Services: If an animal is friendly toward the caster, it may perform some favor or service.

Level 3

Black Candle

Duration
1 turn/permanent effect (curse)
Range
10′

The caster lights a black candle, which floods a 10′ radius with a black light that curses horribly a creature chosen by the caster. The spell has the following characteristics:

  • Disruption: If the creature leaves the area before a turn is spent or the candle is moved or extinguished, the spell has no effect.
  • Delayed: The spell takes effect at the end of the turn.
  • Effect: The target of a black candle must save vs. spells when it takes effect or receive a horrible curse.
  • Horrible curse: Unlike the curse spell (see Curse below), the spell can elicit truly crippling effects such as reducing a target’s ability score to 3, rendering them unable to use melee weapons, reducing their movement speed to 30′ (10′), causing them to suffer double damage from swords, etc.
  • Remove: The curse is dispelled normally by a remove curse spell.

Black Vise

Duration
Permanent (see below)
Range
240′

The caster uses a doll made in the semblance of their target to inflict them damage from afar.

  • Craft: Must be made before the spell is cast. Crafting the doll requires 1 hour and a part of the target’s body such as a tuft of hair or nail clippings.
  • Doll: The doll is made of straw, wax, or rags. Each doll is tailored to a single unique creature. The spell ends if the doll is destroyed.
  • Damage: The caster inflicts 1d4 damage +1 per level to the creature every round by spending the round torturing the doll with pins.
  • Sight: The caster must see the target to inflict damage to it.

Blue Candle

Duration
12 turns
Range
10′

The caster lights a blue candle, which floods a 10′ radius with a blue light that wards them and all their allies from attacks by creatures of another alignment as long as it burns. The spell has the following characteristics:

  • Disruption: The spell stops if the candle is moved or extinguished.
  • Bonuses: Those warded gain a +1 bonus to saves against attacks or special abilities of affected creatures.
  • Affected creatures’ attacks: Against those warded are penalized by –1.
  • Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from making melee attacks against those warded, though they may still make ranged attacks. If any of the warded party engages such a creature in melee, this protection is broken (those warded still gain the save and attack bonuses mentioned above).

Cause Disease

Duration
Instant
Range
30′

Inflicts a terrible, withering disease on a victim, if a save vs. spells is failed. The disease has the following effects:

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

Clairvoyance

Duration
12 turns
Range
60′

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

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

Curse

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

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

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

Dispel Magic

Duration
Instant
Range
120′

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

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

Locate Object

Duration
6 turns
Range
120′

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

  • General class: An object of a general class (e.g. a stairway, an altar, etc.). In this case, the nearest object of that type is located.
  • Specific object: A specific object which the caster can clearly visualize in all aspects.
  • Restrictions: This spell cannot be used to locate creatures.

Mystic Rope

Duration
1 turn
Range
120′

The caster conjures a 40′ long magical rope with the power to entangle enemies.

  • Commanding: The caster can command the rope to entangle a creature within range every round.
  • Attacking: The caster must make an attack roll for the rope, using their own THAC0 without modifiers.
  • Creature hit: Are fully restrained, unable to move, cast spells, or free themselves in any way.
  • Size: The rope can entangle up to 4 human-sized creatures (or a number of larger and smaller creatures equivalent to 4 humans).
  • Cutting the rope: It has AC 5[14] and 11 hit points. If cut through, the rope disappears.
  • Concentration: If the caster moves or loses concentration, the rope disappears, ending the spell.

Neutralize Poison

Duration
Instant
Range
The caster or a creature or object touched

This spell has two uses:

  1. Characters: Neutralize the effects of poison on a character. A character who has died from poisoning can be revived, if neutralize poison is cast within ten rounds.
  2. Items: Remove poison from an item.

Nondetection

Duration
1 turn per level
Range
The caster

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

Wisp

Duration
3 rounds/1 turn (see below)
Range
120′

The caster conjures a glowing sphere, resembling a will-o-the-wisp.

  • Commanding: The caster can command the sphere to attack a creature within range every round. The sphere moves with a speed of 240′ and hits automatically. Commanding the sphere does not require concentration.
  • Creatures attacked: Each creature hit suffers 2d6 damage and is outlined with purple fire for 1 turn.
  • In low light conditions: Attacks on targets thus outlined gain a +2 bonus to hit.
  • Commanding the sphere does not require concentration.
  • Sphere: Is insubstantial and immune to damage of any kind itself. A dispel magic spell dissipates it.

Source note: The source lists the duration as “3 rounds/1 turn” and specifies that the purple outline lasts 1 turn. It does not separately explain the sphere’s duration; the printed duration is retained here.

Level 4

Charm Monster

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

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

  • Friendship: The subject regards the caster as its trusted friend and ally and will come to the caster’s defense.
  • Commands: If they share a language, the caster may give the charmed creature commands, which it will obey.
  • Subject’s nature: Commands that contradict the charmed creature’s habits or alignment may be ignored.
  • Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.
  • Restrictions: Undead are not affected.
  • Duration: The charm lasts indefinitely, but the subject is allowed to make further saves vs. spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.
  • INT 3–8: New save once every month.
  • INT 9–12: New save each week
  • INT 13–18: New save once every day.

Emotion

Duration
Concentration
Range
10′ per level

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

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

Hallucinatory Terrain

Duration
Until touched
Range
240′

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

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

Magic Mirror

Duration
1 turn
Range
Touch

The caster touches a mirror or a reflective surface, though which they can view any place, object, or person that is brought to mind.

  • Clarity: The clarity of the vision is dependent on the scryer’s familiarity with the subject.
  • Spells: The following spells may be cast through the magic mirror, with a 5% chance per level of the caster of operating correctly: detect magic, detect evil, ESP, infravision. The spells are spent even if they fail.

Massmorph

Duration
Permanent
Range
240′

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

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

Polymorph Others

Duration
Permanent
Range
60′

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

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

Polymorph Self

Duration
6 turns +1 per level
Range
The caster

The caster transforms themselves into another being:

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

Talisman of Warding

Duration
1 hour
Range
Touch

The caster imbues a small wearable such as a medallion, a phylactery, or an amulet with magic, which protects an ally wearing it from a specific spell.

  • Protection: The talisman immunes its possessor from a specific spell, which must be of the 1st, the 2nd, or the 3rd level.
  • Spell: The spell, which can be from any spell list, must be chosen by the caster.

Twilight Sleep

Duration
4d4 turns
Range
240′

Twilight sleep causes a magical slumber to come to a creature, which cannot be undead. The creature remembers everything the caster says aloud as they sleep.

  • Save: The creature is unaffected if they save vs. spells.
  • Suggestion: The caster can implant up to 3 suggestions into the creature’s mind as they sleep.
  • Killing: The creature enchanted by this spell are helpless and can be killed instantly with a bladed weapon.
  • Awakening: Slapping or wounding awakens the affected creature.

Suggestion Stipulations: Are as follows:

  • Wording: The suggestion must take the form of a short phrase (at most one or two sentences) suggesting a course of action to the subject.
  • Comprehension: A language that is understood by the subject must be used.
  • Harmful suggestions: Suggestions that are obviously harmful to the subject cause the spell to automatically fail.

Varmint Bag

Duration
3 turns
Range
30′

When casting this spell, the caster can pull disgusting furry balls from a normal bag. When the balls hit the ground, they transform into vermin and animals.

  • Throw: The caster can throw a ball at a range of 30′ once per round.
  • Control: The caster controls the vermin and animals, who can attack the same round they appear.
  • Vermin or animal: Check the table below to determine the creature which appears every time a ball is thrown.
  • Limitation: As long as a vermin or animal pulled from the bag is alive, the caster is unable to pull a new ball.
  • Ending: The spell ends after 3 turns or when a dispel magic spell succeeds at dissipating it.

Rat, Giant

3′ long (or larger), with black or grey fur.

AC 7[12], HD 1/2 (2hp), Att 1 × bite (1d3 + disease), THAC0 19 [0], MV 120′ (40′)/60′ (20′) swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 5

  • Disease: Bite has a 1-in-20 chance of infecting the target (save vs. poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
  • Attacking in water: May attack without penalty; excellent swimmers.

Beetle, Fire

2′ long.

AC 4[15], HD 1+2 (6hp), Att 1 × bite (2d4), THAC0 18 [+1], MV 120′ (40′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 15

  • Glowing nodules: Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10′ radius. If removed, keep glowing for 1d6 days.

Ferret, Giant

3′ long.

AC 4[15], HD 1+1 (5hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 150′ (50′), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15

Frog, Giant Mutant

Giant (2′ long), mutant frogs with vicious talons and teeth.

AC 7[12], HD 1+4 (8hp), Att 2 × talons (1d2), 1 x bite (1d4+1), THAC0 18 [+1], MV 60′ (20′)/120′ (40′) swimming, SV D12 W13 P14 B15 S16 (1), ML 9, AL Neutral, XP 15

Stirge

Feathered, bird-like creatures with long, sharp beaks.

AC 7[12], HD 1* (4hp), Att 1 × beak (1d3 + blood sucking), THAC0 19 [0], MV 30′ (10′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (1), ML 9, AL Neutral, XP 13

  • Dive attack: First attack is at +2 to hit.
  • Blood sucking: Upon a successful attack, attaches and drains victim’s blood: 1d3 automatic damage per round.
  • Detach: If stirge or victim dies.

Bat, Giant Vampire

AC 6[13], HD 2 (9hp), Att 1 × bite (1d4 + unconsciousness), THAC0 18 [+1], MV 30′ (10′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20

  • Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
  • Unconsciousness: For 1d10 rounds (save vs. paralysis).
  • Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save vs. spells).

Dog, Wild

Feathered, bird-like creatures with long, sharp beaks.

AC 7[12], HD 2 (9hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 180′ (60′), SV D12 W13 P14 B15 S16 (1), ML 6, AL Neutral, XP 20

Source note: The source gives Dog, Wild the same bird-like description as Stirge. That description and the listed dog statistics are retained here.

Cave Locust

2–3′ long, herbivorous, giant crickets that dwell in caverns.

AC 4[15], HD 2 (9hp), Att 1 × bite (1d2) or 1 x jump (1d4) or 1x spit (stench), THAC0 18 [+1], MV 60′ (20′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (2), ML 5, AL Neutral, XP 20

  • Blend in with stone: May be overlooked or mistaken for statues, due to their stony colouration.
  • Shriek: If attacked or frightened, shriek to warn others. 20% chance per round of attracting wandering monsters.
  • Jump: Very skittish. If attacked, usually flee by jumping up to 60′ then flying away. 50% chance of jumping at a random opponent—treat as an attack.
  • Spit: Used defensively. 10′ range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: unable to act for 1 turn (save vs. poison). Until the goo is washed off, others who come within 5′ must also save vs. poison or be violently sick.
  • Poison immunity: Immune to yellow mold (see the Old-School Essentials tomes) and most poisons, due to their habit of eating fungi.

Robber Fly

3′ long, carnivorous flies with yellow and black stripes.

AC 6[13], HD 2 (9hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 90′ (30′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20

  • Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
  • Poison immunity: Unharmed by killer bees’ poison.
  • Leap: Can leap up to 30′ and attack.

Snake, Pit Viper

5′ long snakes with grey/green scales.

AC 6[13], HD 2* (9hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 90′ (30′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25

  • Infravision: 60′. (Pits in the head allow heat sense.)
  • Initiative: Always gains initiative (no roll), due to special senses.
  • Poison: Causes death (save vs. poison).

Spider, Giant Crab

5′ long hunting spiders that can change their colour to match their surroundings.

AC 7[12], HD 2* (9hp), Att 1 × bite (1d8 + poison), THAC0 18 [+1], MV 120′ (40′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25

  • Ambush: Attack by dropping on victims from above.
  • Surprise: On a 1–4, due to camouflage.
  • Cling: Can walk on walls and ceilings.
  • Poison: Causes death in 1d4 turns (save vs. poison with a +2 bonus).

Toad, Giant Poisonous

Warty amphibians with bright orange or red markings. As large as a great hound, weighing 150 to 250 pounds.

AC 7[12], HD 2* (9hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 120′ (40′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25

  • Poison: Causes death (save vs. poison).

Veil of Abandonment

Duration
1 turn per level
Range
10′ per level

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

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

Detection: Creatures that can detect invisible cannot see through this illusion.

Wizard Eye

Duration
6 turns
Range
240′

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

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

Level 5

Demi-Shadow Monsters

Duration
1 round per level
Range
30′

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

  • Hit Dice: The monsters’ total Hit Dice may not exceed the caster’s level.
  • Type: All monsters must be of the same type.
  • Hit points: The monsters have 1d4 hit points per Hit Die (instead of the normal 1d8 hit points per Hit Die).
  • Control: The monsters are under the caster’s control.
  • Save: Every creature viewing the shadow monsters may save vs. spells:
  • If the save succeeds: The subject views the monsters as they truly are: vague, shifting forms of shadow. To this subject, the shadow monsters have AC 9 [10] and inflict half of their normal damage (rounding down). This subject is unaffected by any special or magical attack forms of the monsters.
  • If the save fails: The subject perceives the monsters as real creatures of the chosen type. To this subject, the shadow monsters attack as normal and inflict normal damage. They may use any special or magical attack forms they possess, but attacks such as energy drain or petrification do not really occur—at worst, they might cause an opponent to fall unconscious or be paralyzed for 1d4 turns.

Evil Eye

Duration
5 rounds
Range
60′

The caster can trigger spell-like effects by merely looking at creatures for the duration of the spell.

  • Actions: The caster can perform actions normally, the spell-like effect takes place on top of them.
  • Target: The caster can target a creature every round with the spell-like effect, which can be the same as previously targeted or a different one.
  • Visibility: The creature must see the caster else the spell-like ability cannot be used against it.
  • Spell-like effects: The caster may choose a spell-like ability every round among the following, which all replicate spells (see the Old-School Essentials tomes for their details): charm person, charm monster, cause fear, hold person, sleep, curse.

Geas

Duration
Permanent
Range
30′

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

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

Ghost Form

Duration
Up to 24 hours
Range
The caster

The caster sends transform their consciousness into a ghostly form, leaving their physical body behind.

  • Appearance: The ghost form has the appearance of a misty cloud in the shape of the caster.
  • Abilities: The ghost form cannot attack, speak, or cast spells, but it can fly at 240′ (80′) and can pass through the smallest opening or tiniest crack.
  • Distance: The ghost form can travel an unlimited distance from the caster’s physical body and can remain away from the body for up to 24 hours.
  • Attacks: The ghost form is invulnerable to all attack forms but dispel magic causes it to instantly return to its body.
  • Body: While in ghost form, the caster’s physical body remains comatose.
  • Limitation: The caster can use ghost form only once per week.

Horrific Visage

Duration
Instant
Range
30′

A creature sees the caster’s visage as nightmarish and horrifying. The creature must save vs. spells, with consequences as follows:

  • If the save succeeds: The creature ages 10 years, their hair turns white, and they flee for 3 rounds, with a 50% chance of dropping their weapons, shield, and other hand-held items.
  • If the save fails: The creature dies.
  • Fear: If the creature is immune to fear, it is immune to the spell as well.

Insect Plague

Duration
Concentration (up to 1 day)
Range
480′

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

  • Movement: 20′ per round. While the swarm is within range, the caster is able to direct its movements.
  • Vision: Within the area of the swarm is obscured.
  • Creatures of 2 HD or less: Are driven away, if caught within the swarm.
  • Concentration: If the caster moves or loses concentration, the swarm dissipates, ending the spell.
  • Restrictions: The spell has no effect if cast underground.

Magic Jar

Duration
Special
Range
The caster

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

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

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

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

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

Mists of Drowsiness

Duration
1 turn per level
Range
10′ per level around the caster

A cloud of soporific vapor emanates from the ground, filling an area centered on the caster.

  • Height: The mists are 10′ high.
  • Vision: The mists block normal vision and infravision. Creatures that can see invisible things can see faintly through the mists.
  • The caster: Can see faintly through the mists.
  • The mists: Causes a magical slumber to come upon all the creatures caught inside, except the undead and the caster.
  • Killing: Sleeping creatures are helpless and can be killed instantly with a bladed weapon.
  • Awakening: If the mists dissipate or a creature is taken away from them, they awake.
  • Strong winds: Reduce the spell’s duration by three quarters.

Nightmare

Duration
Special (see below)
Range
Touch

The caster sends a hideous and unsettling vision to a creature, with a successful save vs. spells preventing it.

  • Delay: The spell takes effect the next time the creature sleeps.
  • The creature: Takes 1d10 damage, does not recover lost hit points from rest, and is unable to memorize spells.

Repulsion

Duration
1 round + 1 round per level
Range
30′

The caster is able to cause all creatures in a 30′ radius around them to move directly away from them at the top of their speed.

  • The repelled creatures: Continue to move away for a complete round even if this takes them beyond spell range.

Shadowcast

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

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

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

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

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

Speak With Dead

Duration
1 turn
Range
10′

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

  • Remains: Some remnants 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 tongues it knew in life.
Speak with Dead Limitations
Level Time Since Death Questions
1 7 days 2
2 7 months 3
3 7 years 4
4 70 years 5
5 Unlimited 6

Source note: The source table lists levels 1–5, although Speak with Dead is a 5th level witch spell. The table values are retained as printed.