Spells
Posted: Sat Aug 20, 2016 1:56 am
First Level Magic User Spells
Affect Normal Fires (Alteration)
L1; R: 5 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: None
This spell enables the magic-user to cause non-magical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The material component is the fire to be affected. The spell does not affect Fire Elementals or similar creatures.
Alarm (Abjuration, Evocation)
L1; R: 10 yards; Components: V, S, M; Duration: 4 hrs.+1/2 hr./level; CT: 1 round; AoE: Up to 20’ cube; Saving Throw: None
When an Alarm spell is cast, the magic-user causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it or otherwise contacts it without speaking a password established by the caster, the Alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. This radius is reduced by 10 feet for each interposing door and by 20 feet for each substantial interposing wall. The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire or rook’s brain.
Armour (Conjuration)
L1; R: Touch; Components: V, S, M; Duration: Special; CT: 1 round; AoE: 1 creature; Saving Throw: None
By means of this spell, the magic-user creates a magical field of force that serves as if it were scale mail armour (AC 6). The spell has no effect on a person already armoured or a creature with Armor Class 6 or better. It is not cumulative with the Shield spell, but it is cumulative with Dexterity and, in case of fighter/magic-users, with the shield bonus. The Armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totalling greater than 8 points + 1 per level of the caster. It is important to note that the armour does not absorb this damage. The armour merely grants an AC of 6; the wearer still suffers full damage from any successful attacks. Thus, the wearer might suffer 8 points of damage from an attack, and then several minutes later sustain an additional 1 point of damage. Unless the spell was cast by a magic-user of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armour spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a cleric.
Audible Glamour (Illusion/Phantasm)
L1; R: 60 yards. + 10 yards./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: Hearing range; Saving Throw: Special
When the Audible Glamour spell is cast, the magic-user causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the Audible Glamour at this level is that of four men, maximum. Each additional experience level of the magic-user adds a like volume, so that at 2nd level the magic-user can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching or running sounds can be created. The auditory illusion created by an Audible Glamour spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw and, if it succeeds, the character then hears a faint and obviously false sound, emanating from the casters direction. Note that this spell can enhance the effectiveness of the Phantasmal Force spell. The material component of the spell is a bit of wool or a small lump of wax.
Aura of Innocence (Enchantment/Charm)
L1; R: 1 yd./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: One person; Saving Throw: Negates
An Aura of Innocence spell allows the recipient to remain free from suspicion of being associated with any act or crime for the duration of the spell no matter how convincing the evidence is. Those viewing the recipient may attempt to make a saving throw in order to negate the effect. Otherwise, even a man who blatantly stabs a person and flaunts the bloody dagger to onlookers would not be immediately suspected of the crime. After the duration expires, people who witnessed an act will begin to recall the truth and wonder why their judgement was so clouded. The material component is a woollen fleece.
Bash Door (Evocation)
L1; R: 30 yards; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: One door; Saving Throw: None
This spell allows the caster to cause a tremendous force against a door. A closed (and even locked) door may be forced open with a successful open doors roll made with the equivalent effect of strength of 25. Note that no additional strength is actually granted to the magic-users physical body. The force of a Bash Door spell may only be used on a door. It has no effect on walls, windows or creatures.
Befriend (Enchantment/Charm)
L1; R: 0; Components: V, S, M; Duration: 1d4rds.+1 rd./level; CT: 1 segment; AoE: 60’ radius; Saving Throw: Special
A Befriend spell causes the magic-user to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the characters new Charisma. Those with favourable reactions tend to be very impressed with the spellcaster, make an effort to be friends with him and help him as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking Ores might spare the caster’s life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the GM. The components for this spell are chalk (or white flour), lampblack (or soot) and vermilion applied to the face before casting the spell.
Burning Hands (Alteration)
L1; R: 5 feet; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: The caster; Saving Throw: 1/2
When the magic-user casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the magic-user’s thumbs must touch each other and the fingers must be spread. The Burning Hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the magic-user. Any creature in the area of the flames suffers ld3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of ld3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Change Self (Illusion/Phantasm)
L1; R: 0; Components: V, S; Duration: 2d6 rds. + 2 rds./level; CT: 1 segment; AoE: The caster; Saving Throw: None
This spell enables the magic-user to alter the appearance of his form - including clothing and equipment - to appear 1 foot shorter or taller; thin, fat or in between; human, humanoid or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The GM may allow a saving throw for disbelief under certain circumstances; for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.
Charm Person (Enchantment/Charm)
L1; R: 120 yards; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1 person; Saving Throw: Negates
This spell affects any single person it is cast upon. The term person includes any bipedal human, demi-human or humanoid of man-size or smaller, such as Brownies, Dryads, dwarves, elves, Gnolls, gnomes, Goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, Lizard Men, Nixies, Ores, Pixies, Sprites, Troglodytes, and others. Thus, a 10th level fighter could be charmed, but an Ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster’s group in the same round the Charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favourable way. Thus, a Charmed Person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the person to hold back an onrushing Red Dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands). The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed person, the Charm spell is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the GM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells. Note that the subject has full memory of the events that took place while he was charmed.
[Intelligence Score] / Time Between Checks
[≤3] / 3 months; [4-6] / 2 months; [7-9] / 1 month; [10-12] / 3 weeks; [13-14] / 2 weeks; [15-16] / 1 week; [17-18] / 3 days; [19-20] / 2 days; [≥21] / 1 day
Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the GM. The roll is made secretly.
Chill Touch (Necromancy)
L1; R: 0; Components: V, S; Duration: 3 rds.+1 rd./level; CT: 1 segment; AoE: The caster; Saving Throw: Negates
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the magic user makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer ld4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for ld4 rounds + 1 round per level of the caster.
Chromatic Orb (Alteration - Evocation)
L1; R: 30 feet; Components: V, S, M; Duration: Special; CT: 1 segment; AoE: One creature; Saving Throw: Special
The Chromatic Orb spell enables the caster to create a small globe of varying hue in his hand and hurl it at any opponent he desires, providing there are no barriers between him and the target creature, and that the target creature is within 30 feet (the longest distance the Chromatic Orb can be hurled). It is magical, and even creatures normally struck only by +5, +4, etc. magic weapons will be affected by the Chromatic Orb if it strikes. Magic resistance prevents the spell’s effects, of course. At 1 foot or closer, there is a +3 chance to-hit, at over 1 foot to 2 feet there is a +2 chance to strike the target, and from over 2 feet to the maximum 3 feet range the chance to-hit is only +1. If a Chromatic Orb misses a target, it dissipates without further effect. The colour of the globe determines its effect when a subject is struck. Low level casters are restricted as to what colour orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a colour not commensurate with level of experience:
[Minimum Caster Level] / Orb Colour / HP damage {Special Powers}
[1] / Pearly / 1d4 {Light: as Light spell for 1 round/level of the caster; subjects failing to save vs spell will be blinded for the duration}
[2] / Ruby / 1d6 {Heat: from the ruby Orb melts≤1 yard³ of ice; subjects failing to save vs spell lose 1 Str & 1 Con (-1 to-hit and AC) for 1}
[3] / Flame / 1d8 {Fire: from the Orb burns combustibles ≤1’ rad.; subjects failing to save vs spell lose +2HP from fire unless protected}
[4] / Amber / 1d10 {Blindness: Target must save vs spell or blinded for 1d4+4 rounds; negated by Cure Blindness or Dispell Magic}
[5] / Emerald / 1d12 {Stinking cloud: in 5’ radius around the target, who must save vs poison or be helpless, otherwise can only move out of the vapours}
[6] / Turquoise / 2d8 {Electrical damage: ferrous armour is magnetized for 3d4 rounds unless save vs spell. Open locked doors roll to pull free}
[7] / Sapphire / 2d4 {Paralysis: Target must save vs paralysation or paralyzed for 5d4 rounds}
[10] / Amethyst / Slow {Petrification: Target must save vs petrification to merely be slowed for 1d4 rounds}
[12] / Ashen / Paralysis {Death: Target must save vs death magic to merely be paralyzed for 1d4+1 rounds
The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its colour is appropriate.
Colour Spray (Alteration)
L1; R: 0; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 5’ x 20’ x 20’ wedge; Saving Throw: Special
Upon casting this spell, the magic-user causes a vivid, fan-shaped spray of clashing colours to spring forth from his hand. From one to six creatures (ld6) within the area are affected in order of increasing distance from the magic-user. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the magic-user’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round. The material components of this spell are a pinch each of powder or sand that is coloured red, yellow and blue.
Comprehend Languages (Alteration) - Reversible
L1; R: Touch; Components: V, S, M; Duration: 5 rds./level; CT: 1 round; AoE: 1 speaking creature or written text; Saving Throw: None
When this spell is cast, the magic-user is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the magic-user must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know ir is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd level Secret Page and Illusionary Script spells), and it does not reveal messages concealed in otherwise normal text. The material components of this spell are a pinch of soot and a few grains of salt. The reverse of this spell, Confuse Languages, cancels a Comprehend Languages spell or renders a writing or a creatures speech incomprehensible, for the same duration as above.
Conjure Mount (Conjuration/Summoning)
L1; R: 10 yards; Components: V, S, M; Duration: 2 hrs.+1 hr./level; CT: 1 turn; AoE: 1 mount; Saving Throw: None
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include:
[Caster Level] / Mount
[1-3] / Mule or light horse; [4-7] / Draft horse or war horse; [8-12] / Camel; [13-14] / Elephant (& howdah at 18th level); [≥15] / Griffon (& saddle at 18th level)
The conjured mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th level magic user can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.
Dancing Lights (Alteration)
L1; R: 40 yards+10 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When a Dancing Lights spell is cast, the magic-user creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by Will-o-the- Wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The Dancing Lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. If the magic-user concentrates, he can move the lights in a fantastic manner and put on quite a show. The spell cannot be used to cause blindness (see the 1st level Light spell), and it winks out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glow-worm.
Detect Magic (Divination)
L1; R: 0; Components: V, S; Duration: 2 rds./level; CT: 1 segment; AoE: 10’x60’; Saving Throw: None
When the Detect Magic spell is cast, the magic-user detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the magic-user has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of I inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Extraplanar creatures may not necessarily be magical.
Detect Undead (Divination, Necromancy)
L1; R: 0; Components: V, S, M; Duration: 3 turns; CT: 1 round; AoE: 60’+10’/level; Saving Throw: None
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the magic-user), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.
Enlarge (Alteration) - Reversible
L1; R: 5 yards./level; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: 1 creature or object; Saving Throw: Negates
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the magic-user, increasing this amount in height, width and weight. All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials - the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell — a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, Reduce, negates the Enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th level magic-user (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally ro 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell. The material component of ibis spell is a pinch of powdered iron.
Erase (Alteration)
L1; R: 30 yards; Components: V, S; Duration: Permanent; CT: 1 segment; AoE: 1 scroll or 2 pages.; Saving Throw: Special
The Erase spell removes writings of cither magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes Explosive Runes, Glyphs of Warding, Runes of Eyeball Implosion, Sepia Snake Sigils, and magic-user marks, but it does not remove Illusory Script or Symbols (see those spells). Non-magical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st level caster, 40% for a 2nd level caster, etc.).
Faerie Phantoms (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1d6 phantoms per level; Saving Throw: None
When a Faerie Phantoms spell is cast, the spell caster causes ld6 illusionary faeries to come into being. The phantasmal faeries will behave as normal faeries and begin frolicking, dancing, fluttering and generally having a grand of time without any concentration by the caster. If the caster concentrates, he can generally have the faeries react in a desired way such as attacking a foe, walking with the caster, or putting on a play. The faeries themselves do no damage. But their successful attacks can be sufficient to disrupt the concentration of another spell caster. When a phantom faerie is struck by a melee or missile attack, magical or otherwise, it disappears but any other existing phantoms remain intact until struck. If the phantoms are not dispelled or struck, they will last for one turn per level of the caster.
Feather Fall (Alteration)
L1; R: 10 yards./level; Components: V; Duration: 1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the magic-user or some other creature or object up to the maximum range and lasts for one round for each level of the magic-user. The Feather Fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. For example, a 2nd level magic-user has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with Gust of Wind and similar spells.
Find Familiar (Conjuration/Summoning)
L1; R: 1 mile/level; Components: V, S, M; Duration: Special; CT: 2d12 hours; AoE: 1 familiar; Saving Throw: Special
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cars, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels or even mice. A creature acting as a familiar can benefit a magic-user, conveying its sensory powers to its master, conversing with him and serving as a guard/scout/spy as well. A magic-user can have only one familiar at a time, however, and lie has no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the magic-user confers upon it an exceptionally long life. The magic-user receives the heightened senses of his familiar, which grants the magic-user a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.). The magic-user has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic — while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of Ores in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be ringed with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes. If separated from the caster, the familiar loses 1 hit point each day and dies if reduced to 0 hit points. When the familiar is in physical contact with its magic-user, it gains the magic-users saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.- If the familiar dies, the magic-user must successfully roll an immediate system shock check or die. Even if he survives this check, the magic-user loses 1 point from his Constitution when the familiar dies. The power of the conjuration is such that it can be attempted but once per year.
When the magic-user decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The GM secretly determines all results.
Note: most familiars are not inherently magical, nor does a Dispel Magic spell send them away. Deliberate mistreatment, failure to feed and care for the familiar or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavour from certain powerful entities, with dire results.
[d100] / Familiar
[01-10] / Black Cat; [11-15] / Marmoset; [16-20] / Ferret; [21-25] / Mouse; [26-30] / Crow; [31-35] / Rat; [36-40] / Hawk; [41-45] / Small Monkey; [46-50] / Special; [51-55] / Owl; [56-60] / Yellow Frog; [61-65] / Toad; [66-70] / Small Snake; [71-75] Weasel; [76-80] / Small Lizard; [81-85] / Fox; [86-90] / Rabbit; 91-95 Hedgehog; [96-100] / Small Dog
If a special familiar is indicated use the caster’s alignment to determine the type of familiar that is summoned. If the caster is a pixie fairy, an elf, or a half elf they may either choose the familiar indicated for their alignment, or take the special one for their race.
Familiar (Caster's Alignment)
Brownie (Lawful Good); Thessikrat (Lawful Neutral); Imp (Lawful Evil); Dungeon Cat (Neutral or Neutral Evil); Pseudo Dragon (Neutral Good or Chaotic Good); Quasit Chaotic (Neutral or Chaotic Evil); Elven Cat (Elf or Half-elf only); Butterfly Steed {Pixie fairy only}
Fireball Barrage (Alteration)
L1; R: 50 yards+10 yards/lvl; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 or more; Saving Throw: None
This spell allows the caster to launch a volley of tiny (laming spheres at any target within the spell’s range. The caster must roll to hit for each ball shot. Those that hit will do ld3 points of damage. The caster may shoot one such ball per round for the duration of the spell. The material components of this spell are a small ball of bat guano and a handful of sulphur
Fireball, Sidewinder Factor 1 (Evocation)
L1; R: 1 mile maximum; Components: V, S, M; Duration: 1 rd./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: 1/2
The Sidewinder Fireball is similar to the Skipping Betty Fireball except that it uses d6-4 for damage instead of d4 and the range of the Fireball is only 100 feet per level of the caster. Thus each range increment is 100 feet. The spell range is further reduced by 10 feet per degree if the air temperature is less than 32° Fahrenheit. Potential targets also need not be in the 45 degree firing arc from the front of the caster. Additionally, the terrain need not be level as the Sidewinder Fireball can manoeuvre around obstructions and even hit an object hidden behind a wall, for example. The somatic gestures necessary for casting this spell include a side winding motion made with the casters arms. The material components arc a tiny ball of bat guano and some sulphur.
Firewater (Alteration)
L1; R: 10’; Components: V, S, M; Duration: 1 round; CT: 1 segment; AoE: 1 pint of water per level of caster; Saving Throw: None
By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to Firewater flame will suffer 2-12 hit points of damage. The Firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.
Flutter Soft (Alteration)
L1; R: 60’; Components: V, S, M; Duration: 1 hour; CT: 1 segment; AoE: One creature; Saving Throw: None
When this spell is cast upon a flying creature it allows that creature to fly in complete silence. This spell will silence the flight of anything from the size of a small bird to a dragon. The material component is an owl feather.
Fog Vision (Divination)
L1; R: Touch; Components: V, S, M; Duration: 1 turn/level; CT: 1 segment; AoE: one person; Saving Throw: None
This spell enables the caster or someone he touches the ability to see as if it were a clear sunny day even in the thickest fog. If the spell is cast within fog at night, the vision granted is still equivalent to that on a clear sunny day.
Gabal’s Magical Aura (Illusion/Phantasm)
L1; R: Touch; Components: V, S, M; Duration: 1 day/level; CT: 1 round; AoE: Special; Saving Throw: Special
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artefact, for instance). If the object bearing Gabal’s Magical Aura has an Identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is. While this spell does not confer any to-hit or damage bonuses when placed upon weapons, it will allow someone who uses a weapon enchanted with the spell to hit creatures who would otherwise only be hit by magic weapons with a +1 enchantment. A successful saving throw versus magic by the creature potentially hit by the weapon will negate this facet of the dweomer. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Gaze Reflection (Alteration)
L1; R: 0; Components: V, S; Duration: 2 rds+1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
The gaze reflection spell creates a shimmering, mirror-like area of air before the magic-user that moves with the caster. Any gaze attack, such as that of a Basilisk, Eyes of Charming, a Vampire’s gaze, the 6th level Eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a Medusa). Only active gaze attacks are blocked by this spell.
Grease (Conjuration)
L1; R: 10 yards; Components: V, S, M; Duration: 3 rds+1 rd./level; CT: 1 segment; AoE: 10’x10’; Saving Throw: Special
A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid and fall. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The GM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.
Haarpang's Floating Cart (Evocation)
L1; R: 20 yards; Components: V, S, M; Duration: 6 hours+1 hour/level; CT: 1 segment; AoE: Special; Saving Throw: None
With this spell, the caster creates the slightly concave, circular plane force jokingly referred to as Haarpang’s Floating Cart (after the famous cripple who found it difficult to get around with all his scroll cases and magic tomes.). The ‘cart’ is actually a hovering disc approximately 3 feet in diameter which can bear 100 pounds of weight per level of the magic-user casting the spell. The ‘Cart’ floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the magic-user. If the spellcaster moves beyond range (by moving faster, by such means as a Teleport spell or by trying to take the cart more than 3 feet from the surface beneath it), or if the spell duration expires, the floating cart winks out of existence, and whatever it was supporting crashes to the surface beneath it. There is, however, a 10% chance when the cart vanishes it will take anything it was supporting with it. Such items are forever lost and are usually deposited in a random Type II bagzone. The material component of the spell is a drop of mercury.
Hold Portal (Alteration)
L1; R: 20 yards/level; Component: V; Duration: 1 rd./level; CT: 1 segment; AoE: 20 sq. ft./level; Saving Throw: None
This spell magically bars a door, gate or valve of wood, metal or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (Djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A magic-user of 4 or more experience levels higher than the spellcaster can open the held portal at will. A Knock spell or a successful Dispel Magic spell can negate the Hold Portal. Held portals can be broken or physically battered down.
Hypnotism (Enchantment/Charm)
L1; R: 5 yards; Components: V, S; Duration: 1 rd.+1 rd./level; CT: 1 segment; AoE: 30’ cube; Saving Throw: Negates
The gestures of the magic-user, along with his droning incantation, cause ld6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd level magic-user Suggestion spell). The request must be given after the Hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster hypnotized it.
Identify (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 rd./level; CT: Special; AoE: 1 item/level; Saving Throw: None
When an Identify spell is cast, magical items subsequently touched by the magic user can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again.
When the spell is cast, each item must be handled in turn by the magic-user. Any consequences of this handling fall fully upon the magic-user and may end the spell, although the magic-user is allowed any applicable saving throw.-The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the GM. Any roll of 96- 00 indicates a false reading (91-95 reveals nothing).
Only one function of a multifunctional item is discovered per handling (i.e., a 5th level magic-user could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell arc a pearl (of at least 100 gp value) and an Owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a Luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined and the functions of a multifunctional item can be learned from a single reading. At the GM’s option, certain properties of an artefact or relic might also be learned.
Jump (Alteration)
L1; R: Touch; Components: V, S, M; Duration: 1d3 rds+1 rd./level; CT: 1 segment; AoE: Creature touched; Saving Throw: None
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc - about 2 feet per 10 feet of distance travelled. The Jump spell docs not ensure safety in landing or grasping at the end of the leap. The material component of this spell is a grasshopper’s hind leg, to be broken by the caster when the spell is cast.
Light (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Special
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spells centre. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centred on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood or almost any similar substance. The effect is immobile unless it is specifically centred on a movable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centred immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the Light spell, if the darkness effect is continual). Light centred on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word. The material component is a firefly or a piece of phosphorescent moss.
Magic Missile (Evocation)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: 1-5 targets in a 10’ square; Saving Throw: None
Use of the Magic Missile spell creates up to five missiles of magical energy that dart forth from the magic-user’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a Magic Missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts ld4+l points of damage. For every two extra levels of experience, the magic-user gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc. If the magic-user has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Magic Shield (Evocation)
L1; R: 0; Components: V, S; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the magic-user. This Magic Shield totally negates Magic Missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the magic-user’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the magic-user, where the shield can move to interpose itself.
Melt (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 cu. yd. ice/caster level, double for snow; Saving Throw: Special
When a Melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in 112 round, or will turn 2 cubic yards (1 yd. x I yd. x 2 yards.) of snow to water in 1 round.
Against such monsters as White Dragons, Winter Wolves, Yeti, Woolly Rhinos, those composed of para-elemental ice, and the like, a Melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per level if the subject creature makes its saving throw versus spell. The Melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a Melt spell are a few crystals or rock salt and a pinch of soot.
Mend (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 1 object; Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly re-joined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a Mend spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades and the effect cannot be magically dispelled. Note that items do not have to be “broken" to be affected by this spell. It would be just as effective in joining two blankets together as it would be at repairing a hole torn in one. The maximum volume of material the caster can mend is 1 cubic foot per level. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Merge Coin Pile (Alteration) - Reversible
L1; R: 10 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 10’x10’ area; Saving Throw: Special
This spell allows the caster to quickly and accurately convert a pile of coinage (all types) into a neat pile of higher denomination coins of equivalent value to the coins that the spell was cast upon. Coins that are not carried by a creature within the area of effect get no saving throw and are automatically converted. If a creature that holds or carries coins is within the area of effect he may attempt a saving throw to enable the coins on his person to resist the effect. The new pile of coins appears in the centre of the area of effect. The caster may specify which denominations he wishes the coin converted to and may even specify that the new coins are to be stamped with a certain minting as long as he has seen the type of minting desired. With the reverse of this spell, the caster may make change from higher denominations of coinage. Saving throws described above apply for coinage carried by a creature. Note that a successful attempt at making small change on a full coin pouch may cause the pouch to burst at the seams. The material component of this spell is the pile of coins to be converted.
Message (Alteration)
L1; R: 0; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the magic-user can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the magicuser secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the magic-user whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster docs not wish to be overheard. The material component of the spell is a short piece of copper wire.
Minor Sphere of Perturbation (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Negates
This spell enables the caster to create a globe of magic wherein things just don’t function quite right. All creatures within the globe suffer -1 to-hit and to damage rolls and -1 to saving throws. Their movement is reduced by 10% and those affected cannot concentrate on casting spells or using spell-like devices while within the sphere. Once those affected leave the globe, their perception and abilities return to normal within one round. The globe is translucent but can be seen by the distorted reality waves (much like heat waves) that mark its boundary. The material component is a pinch of pepper blown in the direction of the target(s).
Phantasmal Fireball (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 20’ radius; Saving Throw: special
This spell creates the illusion of a Fireball (see the 3rd level spell). The illusion is visual, thermal and auditory (but not olfactory) and affects all believing creatures that view it. Undead are immune. Damage dealt to those affected equals ld6 per level of the caster. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects. The GM must rule on the effectiveness of this spell. The material component of the spell is a bit of singed fleece.
Affect Normal Fires (Alteration)
L1; R: 5 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: None
This spell enables the magic-user to cause non-magical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The material component is the fire to be affected. The spell does not affect Fire Elementals or similar creatures.
Alarm (Abjuration, Evocation)
L1; R: 10 yards; Components: V, S, M; Duration: 4 hrs.+1/2 hr./level; CT: 1 round; AoE: Up to 20’ cube; Saving Throw: None
When an Alarm spell is cast, the magic-user causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it or otherwise contacts it without speaking a password established by the caster, the Alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. This radius is reduced by 10 feet for each interposing door and by 20 feet for each substantial interposing wall. The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire or rook’s brain.
Armour (Conjuration)
L1; R: Touch; Components: V, S, M; Duration: Special; CT: 1 round; AoE: 1 creature; Saving Throw: None
By means of this spell, the magic-user creates a magical field of force that serves as if it were scale mail armour (AC 6). The spell has no effect on a person already armoured or a creature with Armor Class 6 or better. It is not cumulative with the Shield spell, but it is cumulative with Dexterity and, in case of fighter/magic-users, with the shield bonus. The Armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totalling greater than 8 points + 1 per level of the caster. It is important to note that the armour does not absorb this damage. The armour merely grants an AC of 6; the wearer still suffers full damage from any successful attacks. Thus, the wearer might suffer 8 points of damage from an attack, and then several minutes later sustain an additional 1 point of damage. Unless the spell was cast by a magic-user of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armour spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a cleric.
Audible Glamour (Illusion/Phantasm)
L1; R: 60 yards. + 10 yards./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: Hearing range; Saving Throw: Special
When the Audible Glamour spell is cast, the magic-user causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the Audible Glamour at this level is that of four men, maximum. Each additional experience level of the magic-user adds a like volume, so that at 2nd level the magic-user can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching or running sounds can be created. The auditory illusion created by an Audible Glamour spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw and, if it succeeds, the character then hears a faint and obviously false sound, emanating from the casters direction. Note that this spell can enhance the effectiveness of the Phantasmal Force spell. The material component of the spell is a bit of wool or a small lump of wax.
Aura of Innocence (Enchantment/Charm)
L1; R: 1 yd./level; Components: V, S, M; Duration: 3 rds./level; CT: 1 segment; AoE: One person; Saving Throw: Negates
An Aura of Innocence spell allows the recipient to remain free from suspicion of being associated with any act or crime for the duration of the spell no matter how convincing the evidence is. Those viewing the recipient may attempt to make a saving throw in order to negate the effect. Otherwise, even a man who blatantly stabs a person and flaunts the bloody dagger to onlookers would not be immediately suspected of the crime. After the duration expires, people who witnessed an act will begin to recall the truth and wonder why their judgement was so clouded. The material component is a woollen fleece.
Bash Door (Evocation)
L1; R: 30 yards; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: One door; Saving Throw: None
This spell allows the caster to cause a tremendous force against a door. A closed (and even locked) door may be forced open with a successful open doors roll made with the equivalent effect of strength of 25. Note that no additional strength is actually granted to the magic-users physical body. The force of a Bash Door spell may only be used on a door. It has no effect on walls, windows or creatures.
Befriend (Enchantment/Charm)
L1; R: 0; Components: V, S, M; Duration: 1d4rds.+1 rd./level; CT: 1 segment; AoE: 60’ radius; Saving Throw: Special
A Befriend spell causes the magic-user to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the characters new Charisma. Those with favourable reactions tend to be very impressed with the spellcaster, make an effort to be friends with him and help him as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking Ores might spare the caster’s life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the GM. The components for this spell are chalk (or white flour), lampblack (or soot) and vermilion applied to the face before casting the spell.
Burning Hands (Alteration)
L1; R: 5 feet; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: The caster; Saving Throw: 1/2
When the magic-user casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the magic-user’s thumbs must touch each other and the fingers must be spread. The Burning Hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the magic-user. Any creature in the area of the flames suffers ld3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of ld3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Change Self (Illusion/Phantasm)
L1; R: 0; Components: V, S; Duration: 2d6 rds. + 2 rds./level; CT: 1 segment; AoE: The caster; Saving Throw: None
This spell enables the magic-user to alter the appearance of his form - including clothing and equipment - to appear 1 foot shorter or taller; thin, fat or in between; human, humanoid or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The GM may allow a saving throw for disbelief under certain circumstances; for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.
Charm Person (Enchantment/Charm)
L1; R: 120 yards; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1 person; Saving Throw: Negates
This spell affects any single person it is cast upon. The term person includes any bipedal human, demi-human or humanoid of man-size or smaller, such as Brownies, Dryads, dwarves, elves, Gnolls, gnomes, Goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, Lizard Men, Nixies, Ores, Pixies, Sprites, Troglodytes, and others. Thus, a 10th level fighter could be charmed, but an Ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster’s group in the same round the Charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim’s saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favourable way. Thus, a Charmed Person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster’s life is for the person to hold back an onrushing Red Dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim’s language to communicate his commands). The duration of the spell is a function of the charmed person’s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature’s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed person, the Charm spell is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the GM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells. Note that the subject has full memory of the events that took place while he was charmed.
[Intelligence Score] / Time Between Checks
[≤3] / 3 months; [4-6] / 2 months; [7-9] / 1 month; [10-12] / 3 weeks; [13-14] / 2 weeks; [15-16] / 1 week; [17-18] / 3 days; [19-20] / 2 days; [≥21] / 1 day
Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the GM. The roll is made secretly.
Chill Touch (Necromancy)
L1; R: 0; Components: V, S; Duration: 3 rds.+1 rd./level; CT: 1 segment; AoE: The caster; Saving Throw: Negates
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the magic user makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer ld4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for ld4 rounds + 1 round per level of the caster.
Chromatic Orb (Alteration - Evocation)
L1; R: 30 feet; Components: V, S, M; Duration: Special; CT: 1 segment; AoE: One creature; Saving Throw: Special
The Chromatic Orb spell enables the caster to create a small globe of varying hue in his hand and hurl it at any opponent he desires, providing there are no barriers between him and the target creature, and that the target creature is within 30 feet (the longest distance the Chromatic Orb can be hurled). It is magical, and even creatures normally struck only by +5, +4, etc. magic weapons will be affected by the Chromatic Orb if it strikes. Magic resistance prevents the spell’s effects, of course. At 1 foot or closer, there is a +3 chance to-hit, at over 1 foot to 2 feet there is a +2 chance to strike the target, and from over 2 feet to the maximum 3 feet range the chance to-hit is only +1. If a Chromatic Orb misses a target, it dissipates without further effect. The colour of the globe determines its effect when a subject is struck. Low level casters are restricted as to what colour orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a colour not commensurate with level of experience:
[Minimum Caster Level] / Orb Colour / HP damage {Special Powers}
[1] / Pearly / 1d4 {Light: as Light spell for 1 round/level of the caster; subjects failing to save vs spell will be blinded for the duration}
[2] / Ruby / 1d6 {Heat: from the ruby Orb melts≤1 yard³ of ice; subjects failing to save vs spell lose 1 Str & 1 Con (-1 to-hit and AC) for 1}
[3] / Flame / 1d8 {Fire: from the Orb burns combustibles ≤1’ rad.; subjects failing to save vs spell lose +2HP from fire unless protected}
[4] / Amber / 1d10 {Blindness: Target must save vs spell or blinded for 1d4+4 rounds; negated by Cure Blindness or Dispell Magic}
[5] / Emerald / 1d12 {Stinking cloud: in 5’ radius around the target, who must save vs poison or be helpless, otherwise can only move out of the vapours}
[6] / Turquoise / 2d8 {Electrical damage: ferrous armour is magnetized for 3d4 rounds unless save vs spell. Open locked doors roll to pull free}
[7] / Sapphire / 2d4 {Paralysis: Target must save vs paralysation or paralyzed for 5d4 rounds}
[10] / Amethyst / Slow {Petrification: Target must save vs petrification to merely be slowed for 1d4 rounds}
[12] / Ashen / Paralysis {Death: Target must save vs death magic to merely be paralyzed for 1d4+1 rounds
The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its colour is appropriate.
Colour Spray (Alteration)
L1; R: 0; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 5’ x 20’ x 20’ wedge; Saving Throw: Special
Upon casting this spell, the magic-user causes a vivid, fan-shaped spray of clashing colours to spring forth from his hand. From one to six creatures (ld6) within the area are affected in order of increasing distance from the magic-user. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the magic-user’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round. The material components of this spell are a pinch each of powder or sand that is coloured red, yellow and blue.
Comprehend Languages (Alteration) - Reversible
L1; R: Touch; Components: V, S, M; Duration: 5 rds./level; CT: 1 round; AoE: 1 speaking creature or written text; Saving Throw: None
When this spell is cast, the magic-user is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the magic-user must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know ir is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd level Secret Page and Illusionary Script spells), and it does not reveal messages concealed in otherwise normal text. The material components of this spell are a pinch of soot and a few grains of salt. The reverse of this spell, Confuse Languages, cancels a Comprehend Languages spell or renders a writing or a creatures speech incomprehensible, for the same duration as above.
Conjure Mount (Conjuration/Summoning)
L1; R: 10 yards; Components: V, S, M; Duration: 2 hrs.+1 hr./level; CT: 1 turn; AoE: 1 mount; Saving Throw: None
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include:
[Caster Level] / Mount
[1-3] / Mule or light horse; [4-7] / Draft horse or war horse; [8-12] / Camel; [13-14] / Elephant (& howdah at 18th level); [≥15] / Griffon (& saddle at 18th level)
The conjured mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th level magic user can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.
Dancing Lights (Alteration)
L1; R: 40 yards+10 yards./level; Components: V, S, M; Duration: 2 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When a Dancing Lights spell is cast, the magic-user creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by Will-o-the- Wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The Dancing Lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. If the magic-user concentrates, he can move the lights in a fantastic manner and put on quite a show. The spell cannot be used to cause blindness (see the 1st level Light spell), and it winks out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glow-worm.
Detect Magic (Divination)
L1; R: 0; Components: V, S; Duration: 2 rds./level; CT: 1 segment; AoE: 10’x60’; Saving Throw: None
When the Detect Magic spell is cast, the magic-user detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the magic-user has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of I inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Extraplanar creatures may not necessarily be magical.
Detect Undead (Divination, Necromancy)
L1; R: 0; Components: V, S, M; Duration: 3 turns; CT: 1 round; AoE: 60’+10’/level; Saving Throw: None
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the magic-user), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.
Enlarge (Alteration) - Reversible
L1; R: 5 yards./level; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: 1 creature or object; Saving Throw: Negates
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the magic-user, increasing this amount in height, width and weight. All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials - the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell — a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature’s hit points, Armor Class and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, Reduce, negates the Enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th level magic-user (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally ro 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell. The material component of ibis spell is a pinch of powdered iron.
Erase (Alteration)
L1; R: 30 yards; Components: V, S; Duration: Permanent; CT: 1 segment; AoE: 1 scroll or 2 pages.; Saving Throw: Special
The Erase spell removes writings of cither magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes Explosive Runes, Glyphs of Warding, Runes of Eyeball Implosion, Sepia Snake Sigils, and magic-user marks, but it does not remove Illusory Script or Symbols (see those spells). Non-magical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st level caster, 40% for a 2nd level caster, etc.).
Faerie Phantoms (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Special; CT: 1 segment; AoE: 1d6 phantoms per level; Saving Throw: None
When a Faerie Phantoms spell is cast, the spell caster causes ld6 illusionary faeries to come into being. The phantasmal faeries will behave as normal faeries and begin frolicking, dancing, fluttering and generally having a grand of time without any concentration by the caster. If the caster concentrates, he can generally have the faeries react in a desired way such as attacking a foe, walking with the caster, or putting on a play. The faeries themselves do no damage. But their successful attacks can be sufficient to disrupt the concentration of another spell caster. When a phantom faerie is struck by a melee or missile attack, magical or otherwise, it disappears but any other existing phantoms remain intact until struck. If the phantoms are not dispelled or struck, they will last for one turn per level of the caster.
Feather Fall (Alteration)
L1; R: 10 yards./level; Components: V; Duration: 1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the magic-user or some other creature or object up to the maximum range and lasts for one round for each level of the magic-user. The Feather Fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. For example, a 2nd level magic-user has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free-falling, flying or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with Gust of Wind and similar spells.
Find Familiar (Conjuration/Summoning)
L1; R: 1 mile/level; Components: V, S, M; Duration: Special; CT: 2d12 hours; AoE: 1 familiar; Saving Throw: Special
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cars, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels or even mice. A creature acting as a familiar can benefit a magic-user, conveying its sensory powers to its master, conversing with him and serving as a guard/scout/spy as well. A magic-user can have only one familiar at a time, however, and lie has no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the magic-user confers upon it an exceptionally long life. The magic-user receives the heightened senses of his familiar, which grants the magic-user a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.). The magic-user has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic — while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of Ores in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be ringed with fear of the “big ones” it was spying on! The caster cannot see through the familiar’s eyes. If separated from the caster, the familiar loses 1 hit point each day and dies if reduced to 0 hit points. When the familiar is in physical contact with its magic-user, it gains the magic-users saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.- If the familiar dies, the magic-user must successfully roll an immediate system shock check or die. Even if he survives this check, the magic-user loses 1 point from his Constitution when the familiar dies. The power of the conjuration is such that it can be attempted but once per year.
When the magic-user decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The GM secretly determines all results.
Note: most familiars are not inherently magical, nor does a Dispel Magic spell send them away. Deliberate mistreatment, failure to feed and care for the familiar or continuous unreasonable demands have adverse effects on the familiar’s relationship with its master. Purposely arranging the death of one’s own familiar incurs great disfavour from certain powerful entities, with dire results.
[d100] / Familiar
[01-10] / Black Cat; [11-15] / Marmoset; [16-20] / Ferret; [21-25] / Mouse; [26-30] / Crow; [31-35] / Rat; [36-40] / Hawk; [41-45] / Small Monkey; [46-50] / Special; [51-55] / Owl; [56-60] / Yellow Frog; [61-65] / Toad; [66-70] / Small Snake; [71-75] Weasel; [76-80] / Small Lizard; [81-85] / Fox; [86-90] / Rabbit; 91-95 Hedgehog; [96-100] / Small Dog
If a special familiar is indicated use the caster’s alignment to determine the type of familiar that is summoned. If the caster is a pixie fairy, an elf, or a half elf they may either choose the familiar indicated for their alignment, or take the special one for their race.
Familiar (Caster's Alignment)
Brownie (Lawful Good); Thessikrat (Lawful Neutral); Imp (Lawful Evil); Dungeon Cat (Neutral or Neutral Evil); Pseudo Dragon (Neutral Good or Chaotic Good); Quasit Chaotic (Neutral or Chaotic Evil); Elven Cat (Elf or Half-elf only); Butterfly Steed {Pixie fairy only}
Fireball Barrage (Alteration)
L1; R: 50 yards+10 yards/lvl; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 or more; Saving Throw: None
This spell allows the caster to launch a volley of tiny (laming spheres at any target within the spell’s range. The caster must roll to hit for each ball shot. Those that hit will do ld3 points of damage. The caster may shoot one such ball per round for the duration of the spell. The material components of this spell are a small ball of bat guano and a handful of sulphur
Fireball, Sidewinder Factor 1 (Evocation)
L1; R: 1 mile maximum; Components: V, S, M; Duration: 1 rd./level; CT: 1 segment; AoE: 10’ radius; Saving Throw: 1/2
The Sidewinder Fireball is similar to the Skipping Betty Fireball except that it uses d6-4 for damage instead of d4 and the range of the Fireball is only 100 feet per level of the caster. Thus each range increment is 100 feet. The spell range is further reduced by 10 feet per degree if the air temperature is less than 32° Fahrenheit. Potential targets also need not be in the 45 degree firing arc from the front of the caster. Additionally, the terrain need not be level as the Sidewinder Fireball can manoeuvre around obstructions and even hit an object hidden behind a wall, for example. The somatic gestures necessary for casting this spell include a side winding motion made with the casters arms. The material components arc a tiny ball of bat guano and some sulphur.
Firewater (Alteration)
L1; R: 10’; Components: V, S, M; Duration: 1 round; CT: 1 segment; AoE: 1 pint of water per level of caster; Saving Throw: None
By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to Firewater flame will suffer 2-12 hit points of damage. The Firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.
Flutter Soft (Alteration)
L1; R: 60’; Components: V, S, M; Duration: 1 hour; CT: 1 segment; AoE: One creature; Saving Throw: None
When this spell is cast upon a flying creature it allows that creature to fly in complete silence. This spell will silence the flight of anything from the size of a small bird to a dragon. The material component is an owl feather.
Fog Vision (Divination)
L1; R: Touch; Components: V, S, M; Duration: 1 turn/level; CT: 1 segment; AoE: one person; Saving Throw: None
This spell enables the caster or someone he touches the ability to see as if it were a clear sunny day even in the thickest fog. If the spell is cast within fog at night, the vision granted is still equivalent to that on a clear sunny day.
Gabal’s Magical Aura (Illusion/Phantasm)
L1; R: Touch; Components: V, S, M; Duration: 1 day/level; CT: 1 round; AoE: Special; Saving Throw: Special
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artefact, for instance). If the object bearing Gabal’s Magical Aura has an Identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is. While this spell does not confer any to-hit or damage bonuses when placed upon weapons, it will allow someone who uses a weapon enchanted with the spell to hit creatures who would otherwise only be hit by magic weapons with a +1 enchantment. A successful saving throw versus magic by the creature potentially hit by the weapon will negate this facet of the dweomer. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Gaze Reflection (Alteration)
L1; R: 0; Components: V, S; Duration: 2 rds+1 rd./level; CT: 1 segment; AoE: Special; Saving Throw: None
The gaze reflection spell creates a shimmering, mirror-like area of air before the magic-user that moves with the caster. Any gaze attack, such as that of a Basilisk, Eyes of Charming, a Vampire’s gaze, the 6th level Eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a Medusa). Only active gaze attacks are blocked by this spell.
Grease (Conjuration)
L1; R: 10 yards; Components: V, S, M; Duration: 3 rds+1 rd./level; CT: 1 segment; AoE: 10’x10’; Saving Throw: Special
A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid and fall. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The GM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.
Haarpang's Floating Cart (Evocation)
L1; R: 20 yards; Components: V, S, M; Duration: 6 hours+1 hour/level; CT: 1 segment; AoE: Special; Saving Throw: None
With this spell, the caster creates the slightly concave, circular plane force jokingly referred to as Haarpang’s Floating Cart (after the famous cripple who found it difficult to get around with all his scroll cases and magic tomes.). The ‘cart’ is actually a hovering disc approximately 3 feet in diameter which can bear 100 pounds of weight per level of the magic-user casting the spell. The ‘Cart’ floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the magic-user. If the spellcaster moves beyond range (by moving faster, by such means as a Teleport spell or by trying to take the cart more than 3 feet from the surface beneath it), or if the spell duration expires, the floating cart winks out of existence, and whatever it was supporting crashes to the surface beneath it. There is, however, a 10% chance when the cart vanishes it will take anything it was supporting with it. Such items are forever lost and are usually deposited in a random Type II bagzone. The material component of the spell is a drop of mercury.
Hold Portal (Alteration)
L1; R: 20 yards/level; Component: V; Duration: 1 rd./level; CT: 1 segment; AoE: 20 sq. ft./level; Saving Throw: None
This spell magically bars a door, gate or valve of wood, metal or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (Djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A magic-user of 4 or more experience levels higher than the spellcaster can open the held portal at will. A Knock spell or a successful Dispel Magic spell can negate the Hold Portal. Held portals can be broken or physically battered down.
Hypnotism (Enchantment/Charm)
L1; R: 5 yards; Components: V, S; Duration: 1 rd.+1 rd./level; CT: 1 segment; AoE: 30’ cube; Saving Throw: Negates
The gestures of the magic-user, along with his droning incantation, cause ld6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd level magic-user Suggestion spell). The request must be given after the Hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster’s gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster hypnotized it.
Identify (Divination)
L1; R: 0; Components: V, S, M; Duration: 1 rd./level; CT: Special; AoE: 1 item/level; Saving Throw: None
When an Identify spell is cast, magical items subsequently touched by the magic user can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again.
When the spell is cast, each item must be handled in turn by the magic-user. Any consequences of this handling fall fully upon the magic-user and may end the spell, although the magic-user is allowed any applicable saving throw.-The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the GM. Any roll of 96- 00 indicates a false reading (91-95 reveals nothing).
Only one function of a multifunctional item is discovered per handling (i.e., a 5th level magic-user could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell arc a pearl (of at least 100 gp value) and an Owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a Luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined and the functions of a multifunctional item can be learned from a single reading. At the GM’s option, certain properties of an artefact or relic might also be learned.
Jump (Alteration)
L1; R: Touch; Components: V, S, M; Duration: 1d3 rds+1 rd./level; CT: 1 segment; AoE: Creature touched; Saving Throw: None
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc - about 2 feet per 10 feet of distance travelled. The Jump spell docs not ensure safety in landing or grasping at the end of the leap. The material component of this spell is a grasshopper’s hind leg, to be broken by the caster when the spell is cast.
Light (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Special
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spells centre. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centred on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood or almost any similar substance. The effect is immobile unless it is specifically centred on a movable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centred immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the Light spell, if the darkness effect is continual). Light centred on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word. The material component is a firefly or a piece of phosphorescent moss.
Magic Missile (Evocation)
L1; R: 60 yards+10 yards./level; Components: V, S; Duration: Instantaneous; CT: 1 segment; AoE: 1-5 targets in a 10’ square; Saving Throw: None
Use of the Magic Missile spell creates up to five missiles of magical energy that dart forth from the magic-user’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a Magic Missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts ld4+l points of damage. For every two extra levels of experience, the magic-user gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc. If the magic-user has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Magic Shield (Evocation)
L1; R: 0; Components: V, S; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the magic-user. This Magic Shield totally negates Magic Missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the magic-user’s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the magic-user, where the shield can move to interpose itself.
Melt (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: 1 round/level; CT: 1 segment; AoE: 1 cu. yd. ice/caster level, double for snow; Saving Throw: Special
When a Melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in 112 round, or will turn 2 cubic yards (1 yd. x I yd. x 2 yards.) of snow to water in 1 round.
Against such monsters as White Dragons, Winter Wolves, Yeti, Woolly Rhinos, those composed of para-elemental ice, and the like, a Melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per level if the subject creature makes its saving throw versus spell. The Melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a Melt spell are a few crystals or rock salt and a pinch of soot.
Mend (Alteration)
L1; R: 30 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 1 object; Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly re-joined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a Mend spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades and the effect cannot be magically dispelled. Note that items do not have to be “broken" to be affected by this spell. It would be just as effective in joining two blankets together as it would be at repairing a hole torn in one. The maximum volume of material the caster can mend is 1 cubic foot per level. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Merge Coin Pile (Alteration) - Reversible
L1; R: 10 yards; Components: V, S, M; Duration: Permanent; CT: 1 segment; AoE: 10’x10’ area; Saving Throw: Special
This spell allows the caster to quickly and accurately convert a pile of coinage (all types) into a neat pile of higher denomination coins of equivalent value to the coins that the spell was cast upon. Coins that are not carried by a creature within the area of effect get no saving throw and are automatically converted. If a creature that holds or carries coins is within the area of effect he may attempt a saving throw to enable the coins on his person to resist the effect. The new pile of coins appears in the centre of the area of effect. The caster may specify which denominations he wishes the coin converted to and may even specify that the new coins are to be stamped with a certain minting as long as he has seen the type of minting desired. With the reverse of this spell, the caster may make change from higher denominations of coinage. Saving throws described above apply for coinage carried by a creature. Note that a successful attempt at making small change on a full coin pouch may cause the pouch to burst at the seams. The material component of this spell is the pile of coins to be converted.
Message (Alteration)
L1; R: 0; Components: V, S, M; Duration: 5 rds./level; CT: 1 segment; AoE: Special; Saving Throw: None
When this spell is cast, the magic-user can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the magicuser secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the magic-user whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster docs not wish to be overheard. The material component of the spell is a short piece of copper wire.
Minor Sphere of Perturbation (Alteration)
L1; R: 60 yards; Components: V, M; Duration: 1 turn/level; CT: 1 segment; AoE: 20’ radius; Saving Throw: Negates
This spell enables the caster to create a globe of magic wherein things just don’t function quite right. All creatures within the globe suffer -1 to-hit and to damage rolls and -1 to saving throws. Their movement is reduced by 10% and those affected cannot concentrate on casting spells or using spell-like devices while within the sphere. Once those affected leave the globe, their perception and abilities return to normal within one round. The globe is translucent but can be seen by the distorted reality waves (much like heat waves) that mark its boundary. The material component is a pinch of pepper blown in the direction of the target(s).
Phantasmal Fireball (Illusion/Phantasm)
L1; R: 60 yards+10 yards./level; Components: V, S, M; Duration: Instantaneous; CT: 1 segment; AoE: 20’ radius; Saving Throw: special
This spell creates the illusion of a Fireball (see the 3rd level spell). The illusion is visual, thermal and auditory (but not olfactory) and affects all believing creatures that view it. Undead are immune. Damage dealt to those affected equals ld6 per level of the caster. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects. The GM must rule on the effectiveness of this spell. The material component of the spell is a bit of singed fleece.