TEXT: Magic
  
  1
  Credits
  James Edward Raggi IV
  Writing, Layout
  lotfp@lotfp.com
  Laura Jalo
  Cover Photography
  Interior Art
  http://alderfly.deviantart.com
  Dean Clayton
  Back Cover Art
  Interior Art
  www.wix.com/samhain777/Dean-Clayton
  Karoliina Valli
  Cover Model
  NASA/STScI
  Cover Photography
  www.stsci.edu
  Jesse Rothacher
  Cover Graphic Design
  Maria Kyytinen
  David Macauley
  Editing and Proofreading
  © 2010 James Edward Raggi IV
  ISBN 978-952-5904-07-9
  www.lotfp.com/RPG/
  http://lotfp.blogspot.com
  
  2
  Clerics
  Cleric magic is divinely inspired, and is granted to Clerics through prayer.
  Whether these powers are granted to Clerics by higher powers, if these
  higher powers are what the Cleric believes them to be, or if all Clerical
  spells are merely ritualized forms of sympathetic magic, are all subjects
  frequently debated. Only one thing is for sure: Clerical magic is indeed
  magic of a sort, as even though Clerical spells are formalized in a way
  that Magic-User spells are not, their results cannot be duplicated by
  non-Clerics.
  The process of gaining, preparing, and casting Cleric spells are indeed
  formalized, but only within a religion. Different religions, and even
  different sects within the same religion, execute their magical rituals
  differently from one another.
  Beginning Spells
  Clerics may cast any spell on their spell list, and do not use spell books.
  So all first level Clerics have full access to all first level spells, for instance.
  Preparing Spells Each Day
  A Cleric must rest for six continuous hours before preparing spells. After
  resting, the Cleric must meditate and pray for a number of hours equal to
  the highest level spell being prepared. This process is sometimes called
  memorizing spells.
  Spells remain in memory until they are cast, and once they are cast, the
  power of the spell leaves the caster. However, the same spell may be
  prepared multiple times. The Cleric’s spell charts give the maximum
  number of spells that may be memorized at each level and the Cleric may
  never have more than this number prepared at one time. Clerics may
  simply dismiss spells from the mind uncast, clearing their “spell slot” for
  other spells when preparing them as usual.
  
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  A Cleric can only safely prepare spells once every twenty-four hours. The
  mind simply can’t handle any more.
  Spell Scrolls
  Scrolls are magical items which allow a Cleric to cast a spell without prior
  memorization, even if the spell is of higher level than the Cleric is able
  to cast. The scrolls are written in the language of the writer, so no Read
  Magic is necessary, but to use a scroll a Cleric must be able to read the
  language of the writer. Curiously, scrolls written by Clerics of different
  religions may be used with no penalty or modification, and it is this fact
  that leads some philosophers to believe that Clerical magic is not actually
  connected to religion or deities other than in the Cleric’s own belief.
  Casting a spell from a scroll erases it from the scroll.
  A character must hold the scroll with both hands in order to read/use it,
  and if in combat takes the entire action of the caster to use.
  All spells cast from scrolls use the level of the reader, not the writer, to
  determine the effects of the spell.
  Writing a Scroll
  Any Cleric may create a spell scroll for any spell he is able to cast.
  The process costs 100gp per day in offerings to the Cleric’s deity and
  ritual expenses.
  Even though a scroll is essentially a “one-use” formula for a spell, scrolls
  must be individually created with the requisite prayers and meditation.
  Protection Scrolls
  Clerics are able to create scrolls which can repel certain types of creatures.
  The Cleric creating the scroll even gets to choose which category. It can
  
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  be as specific as the Cleric wants (“Humanoids who dwell in the Foul
  Caverns!”), but can only be so general as to make easy distinction between
  affected and non-affected creatures.
  The making of such scrolls requires a sacrifice – a number of creatures
  of the target class must be sacrificed (in a manner consistent with the
  Cleric’s religious teachings) to capture the warding magic. The number
  of Hit Dice worth of creatures determines the length of time of the scroll’s
  crafting as well as the chance that the preparation will be successful. Each
  5 Hit Dice worth of creatures means one day of preparation, and the total
  number of creature Hit Dice equals the percentage chance that the process
  will successfully create a working Protection scroll.
  It costs 100gp per day in offerings to the Cleric’s deity and ritual expenses
  to create a Protection scroll.
  Protection scrolls, when used, will prevent the target class of creature
  from approaching within 10’ of the user for d4 + 2 turns.
  Creating Holy Water
  Water that is to be made into holy water must first be at rest in a basin in
  a place holy to the Cleric’s religion. Then, at the same time every day for
  nine days straight, a Bless spell must be cast on the basin and its contents.
  On the tenth day the water must be placed in a vial made of silver or other
  impressive container (worth 10gp or more), and then the tenth Bless cast
  upon it. Only then can it be used to combat the unnatural and the evil.
  Most “holy water” used in religious rituals and services is merely
  symbolic. While suitable for its purpose, it does not have potency against
  the undead or otherworldly creatures unless this ritual is performed.
  Researching a Spell
  A Cleric’s player may invent totally new spells for his character to
  research. The player must first write the spell in the format of the other
  
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  spells in the spell lists. The Referee must approve the spell, and should
  revise the spell for the player in advance of any research (sometimes this
  will merely involve altering the spell level). If successful, the character
  now has a spell that no other character in the game has!
  The process costs 200gp per day in sacrifices and ritual costs as deter-
  mined by the Cleric’s religion.
  Notes: There are many sources of new spells found in published supple-
  ments and online sources. It will be up to the Referee to decide whether
  researching these spells would count as being on a “standard spell list”
  or not. The Referee also has the right to change the listed level of the spell
  as suits the campaign, change other details, or even disallow a spell
  entirely.
  Time of Magical Activities
  When writing scrolls or researching spells, the character (and player) will
  never know exactly how long it will take.
  The player must declare ahead of time how long the character will take
  to perform the activity. The Referee will randomly determine the actual
  necessary length of time it should take according to the table below (which
  the player may also use to estimate how long they wish to work). The
  period must be uninterrupted for the character; any significant interruption
  undoes all work and the project must be started anew. The costs up to that
  time are wasted. Only after the time passes in-game and the money is
  spent will success be determined.
  If the character spent equal to or greater the amount of time necessary,
  then the work is automatically a success. If the character spent less time,
  the entire project is a failure; all work has been for naught, all money
  spent is wasted, and the process must begin from scratch. There is a 10%
  chance that any failed project results in a curse determined by the Referee.
  The time required is doubled if the Cleric is not working in a temple or
  church of his religion of a size more than a thousand square feet times the
  level of the spell.
  
  6
  The character’s Wisdom modifier is applied to the final number of
  required days (with a positive modifier lessening the number of days, of
  course). There is always a minimum of one day.
  Casting Spells
  Spells are cast by a combination of mental concentration, gesticulation,
  and chanting. In order to cast a spell, a Cleric must clutch a holy symbol
  of his religion and be able to chant freely. A character that is bound,
  gagged, Silenced, or otherwise unable to gesture or speak may not cast
  spells. Casting a spell may not be done secretly, stealthily, or disguised
  as another activity; the actions will be obvious to all.
  Writing a Scroll
  Spell Level x 2d6 Days
  Researching a New Spell
  Spell Level x 4d6 Days
  
  7
  
  8
  Magic-Users
  Magic is art, not science. Each work of magic, from casting a spell, to
  writing a scroll, to creating a potion, is something that must be done from
  scratch each time. Merely replicating what has already been done will
  never work.
  A spell is a fairly standardized effect that has been repeatedly created by
  many Magic-Users. While every Magic-User must use a spellbook to store
  their magical knowledge – mortal brains are not structurally designed to
  hold this information – there is no “formula” for any particular spell. Take
  the spell Magic Missile, for instance. It is a very common spell, especially
  for traveling and adventuring Magic-Users. But if you looked at the
  spellbooks of one hundred Magic-Users which all contain Magic Missile,
  they would not look the same. Each spell notation is a combination of
  reference notes, philosophical debate against the universe, and gibberish
  scribbling, all of which serves one purpose: To trigger dream-state
  understanding within the Magic-User’s mind. Nothing contained in a spell
  book is a “how to” guide so much as an individual recipe for self-induced
  hypnosis.
  All rules concerning Magic-Users also apply to Elves.
  Beginning Spells
  At the start of play, every Magic-User’s spellbook contains Read Magic
  plus three other randomly-determined first level spells.
  Upon attaining a new level, a Magic-User may add one spell to his book
  free of charge – but the time for researching or transcribing the spell
  remains as standard.
  A Magic-User may never have a spell in his spellbook of a higher level
  than he is able to cast.
  
  9
  Preparing Spells Each Day
  A Magic-User must rest for six continuous hours before preparing spells.
  After resting, the Magic-User must study using a spellbook for a number
  of hours equal to the highest level spell being prepared. This process is
  sometimes called memorizing spells.
  Spells remain in memory until they are cast, and once they are cast, they
  fade from the mind like a dream upon waking. However, the same spell
  may be prepared multiple times. The Magic-User’s spell charts give the
  maximum number of spells that may be memorized at each level and the
  Magic-User may never have more than this number prepared at one time.
  Spells may not be simply dismissed from the mind; they must be cast to
  clear the “spell slot.”
  A Magic-User can only safely prepare spells once every twenty-four
  hours. The mind simply can’t handle any more.
  Spell Scrolls
  Scrolls are magical items which allow a Magic-User to cast a spell without
  prior memorization, even if the spell is of higher level than the Magic-User
  is able to cast. A Magic-User must cast Read Magic in order to read a
  scroll (even to identify the spells contained on it!), but at any point
  thereafter the spell may be cast from a scroll. A scroll may have multiple
  spells on it, but only one spell may be cast at a time. Casting a spell from
  a scroll erases it from the scroll.
  A character must hold the scroll with both hands in order to read/use it,
  and if in combat it takes the entire action of the caster to use, just like
  casting a normal spell.
  All spells cast from scrolls use the level of the reader, not the writer, to
  determine the effects of the spell.
  
  10
  Writing a Scroll
  Any Magic-User may create a spell scroll for any spell in his spellbook.
  The process costs 100gp per day.
  Even though the scroll is essentially a “one-use” formula for a spell, they
  still must be individually researched and crafted and not mass-produced.
  Indeed, making a copy of a spell scroll will not imbue the copy with
  magical energy, or perhaps making the copy would dissipate all magical
  energy from the original as well!
  Transcribing a Spell from a Scroll
  to a Spellbook
  If a Magic-User finds a spell scroll containing a spell not already in the
  Magic-User’s spellbook, he may instead transcribe the spell into his
  spellbook. This will remove the spell from the scroll.
  The process costs 100gp per day.
  Transcribing Spells from Spellbook
  to Spellbook
  Spellbooks are large, bulky things, and valuable at that. While a Magic-
  User may freely use any spellbook upon which he has cast Read Magic,
  sometimes a Magic-User may want to consolidate spell books or create
  new ones. This process is similar to writing scrolls, but does not erase the
  spell from the original source.
  The process costs 50gp per day.
  
  11
  Researching a Spell
  If a Magic-User wishes to add a spell to a spellbook without a prior
  reference of the spell (a scroll or another spellbook), there is more
  intensive research to be done. A Magic-User may only research spells of
  a level he is able to cast.
  A player may invent totally new spells for his character to research. The
  player must first write the spell in the format of the other spells in the
  spell lists. The Referee must approve the spell, and should revise the spell
  for the player in advance of any research (sometimes this will merely
  involve altering the spell level). If successful, the character now has a
  spell that no other character in the game has!
  For spells that are on the standard spell lists, the process costs 100gp per
  day.
  For wholly original spells, the process costs 200gp per day.
  Notes: There are many sources of new spells found in published supple-
  ments and online sources. It will be up to the Referee to decide whether
  researching these spells would count as being on a “standard spell list”
  or not. The Referee also has the right to change the listed level of the spell
  as suits the campaign, change other details, or even disallow a spell
  entirely.
  Creating a Potion
  Spells which affect a person may, for all intents and purposes, be made
  into liquid form so that the imbiber gains the benefit of the spell. The
  maker of the potion must be able to cast the spell being turned into a
  potion. If a Cleric assists the Magic-User, a potion capturing the essence
  of any of the healing spells (Cure Wounds or Cure Disease) can be made,
  if the Cleric is high enough level to cast the spell in question.
  The process costs 100gp per day to make a potion.
  
  12
  Creating a Staff or Wand
  Staves and wands can be used to hold magical power for later use. These
  are the steps to creating a staff or wand:
  Determine What Spells the Item Will Contain
  A wand or staff can only ever cast the spells that it is designed to cast.
  Wands can generally hold only one specific spell, but up to three different
  spells may be used if they are all closely related in effect. Staves can have
  up to three spells, five if they are all closely related.
  Enter the Original Charges
  Once all the work on the physical staff or wand is completed and the
  proper preparations are made, a Permanence spell must be cast on the
  item, followed by at least one casting of every spell to be represented in
  the staff or wand. However, the maximum number of charges will also
  be determined at this point, as the total number of spells cast into the wand
  (not counting the Permanence) will determine its maximum number of
  charges. Usually the lowest level spell is the one cast multiple times in
  order to increase the charges. These spells must be cast without interrup-
  tion into the item, so it is usual for a group of mages, or a mass number
  of scrolls, to be used in the effort.
  The maximum number of charges a wand can handle is 99, with 49 for
  staves.
  The base number of charges used by each spell is determined by the levels
  of spells included. The lowest level spell expends one charge, and the
  difference between spell level of effects determines the number of charges
  that higher-level effects expend. For example, a wand that can cast Fireball
  and Delayed Blast Fireball would lose one charge each time a Fireball is
  used, and four charges for each Delayed Blast Fireball, for that spell is
  four spell levels more than Fireball.
  
  13
  Recharging a Staff or Wand
  The Permanency spell must be cast on a staff or wand in order to recharge
  it. In this case, and only this case, any lost Constitution is not lost
  permanently and is healed at the normal rate. However, it is not a definite
  process, as each time the spell is cast, the Magic-User must make a save
  versus magic, and only on a success does the spell cause the staff or wand
  to regain a charge.
  The process of making a staff or wand costs 100gp per day.
  Time of Magical Activities
  When transcribing or researching spells, the character (and player) will
  never know exactly how long it will take. Magic is a risky business.
  The player must declare ahead of time how long the character will take
  to perform the activity. The Referee will randomly determine the actual
  necessary length of time it should take according to the table below (which
  the player may also use to estimate how long they wish to work). The
  period must be uninterrupted for the character; any significant interruption
  undoes all work and the project must be started anew. The costs up to that
  time are wasted. Only after the time passes in-game and the money is
  spent will success be determined.
  If the character spent equal to or greater the amount of time necessary,
  then the work is automatically a success. If the character spent less time,
  the entire project is a failure; all work has been for naught, all money
  spent has been wasted, and the process must begin from scratch. There is
  a 10% chance that any failed project results in a curse, to be determined
  by the Referee.
  The time required for items 1 – 5 is doubled if the Magic-User is not
  working in a library worth at least 1000gp per level of the spell in question.
  Time to create a potion is doubled if the Magic-User is not working in a
  laboratory worth at least 1000gp per level of the spell the potion will
  duplicate. Creating a Wand or Staff requires both a library and a laboratory
  
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  worth at least 1000gp per highest spell level included or the time is doubled.
  The character’s Intelligence modifier is applied to the final number of
  required days (with a positive modifier lessening the number of days, of
  course). There is always a minimum of one day.
  Casting Spells
  Spells are cast by a combination of mental effort, gesticulation, and
  incantations. In order to cast a spell, a Magic-User must have both hands
  free (or be carrying a staff or wand) and be able to recite the incantation
  freely (elves merely require one free hand). A character that is bound,
  gagged, Silenced, or otherwise unable to gesture or speak may not cast
  spells. Casting a spell may not be done secretly, stealthily, or disguised
  as another activity; the actions will be obvious to all.
  Magic-Users may not cast spells if they are more than Lightly
  encumbered. Elves may not cast spells if they are more than Heavily
  encumbered.
  1 Writing a Scroll
  Spell Level x 2d6 Days
  2
  Transcribing a Spell from Scroll
  to Spellbook
  Spell Level x 1d6 Days
  3
  Transcribing a Spell from
  Spellbook to Spellbook
  Spell Level x 1d3 Days
  4
  Researching a Spell on the Spell
  Lists
  Spell Level x 3d6 Days
  5 Researching a New Spell
  Spell Level x 4d6 Days
  6 Creating a Potion
  Spell Level x 1d6 Days
  7 Creating a Wand or Staff
  Total Levels of Included Spells
  x 10 x 1d6 Days
  
  15
  Libraries and Laboratories
  Magic-Users use libraries and laboratories to assist their magical activities.
  Each library or laboratory is ranked on its cost; For every 500gp in value
  of a library, a ten foot square is needed to store the books, and every
  1000gp of a laboratory requires a ten foot square of space. These are
  non-transportable (at least, not without major effort, certainly not part of
  normal travel). Laboratory and library elements may only be purchased
  in large cities. Libraries and laboratories discovered and somehow
  transported only add d% of their value to the looter’s own, due to possible
  duplication, differences in methods, etc, between mages.
  Every time the laboratory is used, the Magic-User must make a saving
  throw versus magic. If the roll is successful, the laboratory loses d20% in
  value due to used supplies. If the roll is failed, wasted supplies and
  accidents reduce the value of the laboratory by 2d20%. On a natural 1,
  there is a dangerous explosion which destroys 5d20% of the laboratory’s
  value, the project being worked on is destroyed, and the Magic-User (and
  alchemist, if present) both take d10 damage (save versus breath weapon
  for half).
  
  16
  
  17
  Cleric Spells
  First Level
  1. Cure Light Wounds*
  2. Detect Evil*
  3. Detect Magic
  4. Light*
  5. Protection from Evil
  6. Purify Food & Drink*
  7. Remove Fear*
  8. Resist Cold
  9. Sanctuary
  10. Turn Undead
  Second Level
  1. Augury
  2. Bless*
  3. Find Traps
  4. Heroism
  5. Hold Person
  6. Resist Fire
  7. Silence 15’ Radius
  8. Snake Charm
  9. Speak with Animals
  10. Spiritual Weapon
  Third Level
  1. Animate Dead
  2. Cure Disease*
  3. Dispel Magic
  4. Growth of Animals*
  5. Locate Object
  6. Prayer
  7. Remove Curse
  8. Speak with Dead
  9. Striking
  10. Water Walk
  Fourth Level
  1. Cure Serious Wounds*
  2. Detect Lie*
  3. Divination
  4. Exorcise
  5. Lower Water*
  6. Neutralize Poison*
  7. Protection from Evil 10’ Radius
  8. Speak with Plants
  9. Spell Immunity
  10. Sticks to Snakes*
  Fifth Level
  1. Air Walk
  2. Animate Dead Monsters
  3. Atonement
  4. Commune
  5. Cure Critical Wounds*
  6. Dispel Evil
  7. Insect Plague
  8. Plane Shift
  9. Quest
  10. True Seeing*
  Sixth Level
  1. Aerial Servant
  2. Animate Objects
  3. Barrier
  4. Conjure Animals
  5. Find the Path*
  6. Forbiddance
  7. Heal*
  8. Speak with Monsters
  9. Transport via Plants
  10. Word of Recall
  Seventh Level
  1. Astral Spell
  2. Control Weather
  3. Earthquake
  4. Gate
  5. Holy Word*
  6. Part Water
  7. Symbol
  8. Wind Walk
  
  18
  Magic-User Spells
  First Level
  1. Charm Person
  2. Comprehend Languages*
  3. Detect Magic
  4. Enlarge*
  5. Feather Fall
  6. Floating Disc
  7. Hold Portal
  8. Identify
  9. Light
  10. Magic Aura*
  11. Magic Missile
  12. Mending
  13. Message
  14. Protection from Evil
  15. Read Magic*
  16. Shield
  17. Sleep
  18. Spider Climb
  19. Unseen Servant
  20. Ventriloquism
  Second Level
  1. Audible Glamer
  2. Change Self
  3. Continual Light*
  4. Detect Evil*
  5. Detect Invisible
  6. ESP
  7. Forget
  8. Hideous Laughter
  9. Invisibility
  10. Knock
  11. Levitate
  12. Locate Object*
  13. Magic Mouth
  14. Mirror Image
  15. Phantasmal Force
  16. Ray of Enfeeblement
  17. Stinking Cloud
  18. Wall of Fog
  19. Web
  20. Wizard Lock
  Third Level
  1. Blink
  2. Clairvoyance
  3. Dark Vision
  4. Detect Illusion
  5. Dispel Magic
  6. Explosive Runes
  7. Fireball
  8. Fly
  9. Gaseous Form
  10. Gust of Wind
  11. Haste*
  12. Hold Person
  13. Invisibility 10’ Radius
  14. Lightning Bolt
  15. Monster Summoning
  16. Phantasmal Psychedelia
  17. Protection from Evil, 10’ Radius*
  18. Protection from Normal Missiles
  19. Suggestion
  20. Water Breathing*
  Fourth Level
  1. Charm Monster
  2. Confusion
  3. Creation, Minor
  4. Dig
  5. Dimension Door
  6. Extension
  7. Globe of Invulnerability, Minor
  8. Growth of Plants
  9. Hallucinatory Terrain
  10. Invisibility, Improved
  11. Massmorph
  12. Mnemonic Enhancer
  13. Polymorph Others
  14. Polymorph Self
  15. Protection from Normal Weapons
  16. Remove Curse*
  17. Shadow Monsters
  18. Wall of Fire
  19. Wall of Ice
  20. Wizard Eye
  
  19
  Fifth Level
  1. Airy Water
  2. Animate Dead
  3. Chaos
  4. Cloudkill
  5. Conjure Elemental
  6. Contact Other Plane
  7. Creation, Major
  8. Faithful Hound
  9. Feeblemind
  10. Hold Monster
  11. Interposing Hand
  12. Magic Jar
  13. Passwall
  14. Secret Chest
  15. Stone Shape
  16. Telekinesis
  17. Teleport
  18. Transmute Rock to Mud*
  19. Wall of Iron
  20. Wall of Stone
  Sixth Level
  1. Anti-Magic Shell
  2. Control Weather
  3. Death Spell
  4. Disintegrate
  5. Freezing Sphere
  6. Geas
  7. Glass Eye
  8. Globe of Invulnerability, Major
  9. Guards and Wards
  10. Invisible Stalker
  11. Legend Lore
  12. Lower Water
  13. Move Earth
  14. Part Water
  15. Phantasmal Supergoria
  16. Projected Image
  17. Shades
  18. Stone to Flesh*
  19. Suggestion, Mass
  20. Veil
  Seventh Level
  1. Cacodemon
  2. Duo-Dimension
  3. Fireball, Delayed Blast
  4. Grasping Hand
  5. Instant Summons
  6. Invisibility, Mass
  7. Jalo’s Animated Artwork
  8. Magic Sword
  9. Phase Door
  10. Power Word Stun
  11. Prismatic Sphere
  12. Prismatic Spray
  13. Prismatic Wall
  14. Reverse Gravity
  15. Sheppard’s Remote Surveillance
  16. Simulacrum
  17. Spell Turning
  18. Statue
  19. Vanish
  20. Vision
  Eighth Level
  1. Antipathy/Sympathy
  2. Charm Person, Mass
  3. Clone
  4. Incendiary Cloud
  5. Maze
  6. Mind Blank
  7. Permanency
  8. Spell Immunity
  9. Symbol
  10. Trap the Soul
  Ninth Level
  1. Gate
  2. Imprisonment*
  3. Meteor Swarm
  4. Power Word Kill
  5. Shape Change
  6. Time Stop
  
  20
  Spell Descriptions
  Aerial Servant
  Cleric Level 6
  Duration: 1 day/level
  Range: 10’
  This spell summons an extra-dimensional force that manifests as an entity
  which appears as a grotesque reflection of the caster’s id. The caster then
  announces what he desires most in the world, and the creature will go
  forth and retrieve it. The object of desire may be a living thing.
  The caster must make a saving throw versus magic (Wisdom modifiers
  apply). If successful, the entity will retrieve the announced desire. If the
  save is failed, the Referee must make a judgment call and decide what the
  caster really wants most, in general and not at the particular time of
  casting, and the creature will attempt to retrieve that instead.
  The creature can fly and is invisible to all but the caster. Objects will be
  automatically seized unless defended by extraordinary means. Only a
  creature with a Strength of 18 can avoid being collected by the creature,
  and even then the chance is not likely to be greater than 50%. The entity
  can carry up to 500 pounds in weight. If combat occurs, the thing
  summoned by this spell has the following stats: Hit Dice 16, AC as plate,
  1 attack for 4d4 damage, Move 240’, ML 7. If the servant creature is
  frustrated in its efforts to bring the desired object to the caster, it will
  become insane, returning and attacking him.
  Air Walk
  Cleric Level 5
  Duration: 1 turn/level
  Range: 0
  The subject can tread on air as if walking on solid ground. Moving upward
  is similar to walking up a hill. The maximum upward or downward angle
  possible is 45 degrees, at a rate equal to one-half the air walker’s normal
  speed.
  
  21
  Airy Water
  Magic-User Level 5
  Duration: 1 turn/level
  Range: 0
  The caster of this spell creates a bubble of altered water in a body of water
  (or water-based medium). Within this bubble there is a breathable
  atmosphere. The bubble sinks in water; the center of the bubble is on the
  caster and moves with him. The area of effect is either a 20’ radius globe,
  or a 40’ radius hemisphere, caster’s choice. Aquatic creatures cannot swim
  while in this bubble, as it is only slightly denser than air. Likewise, water
  breathing creatures cannot breathe within the area of affect. Intelligent
  aquatic creatures will not enter the area of effect by mistake.
  Animate Dead
  Cleric Level 3
  Duration: Permanent
  Range: 0
  This spell commands the life forces of a number of corpses and skeletons
  to awaken, animating them to walk among the living once more. The
  intellect and willpower of the individuals are no longer present, rotted
  away long ago, and so these undead will be under the total control of the
  caster. However, these creatures retain faint memories of what life used
  to be, and so their jealousy makes them destructive. They will always
  interpret any instructions in the most violent and destructive manner
  possible.
  The bodies remain animated until they are destroyed or until a Dispel
  Magic spell is cast upon them. One hit die worth of undead per level of
  the caster may be created per casting. The caster assigns one or two Hit
  Dice per undead as desired. Each special ability desired for the undead
  by the caster increases the Hit Dice “cost” of undead by one (except energy
  drain, which increases it by two) without increasing their actual Hit Dice.
  Only mindless undead are created by this spell, and they must be
  commanded verbally.
  
  22
  
  23
  Animate Dead
  Magic-User Level 5
  Duration: Permanent
  Range: 0
  This spell calls mischievous, malevolent spirits to possess the bodies of
  the deceased, allowing them to move and act in a gross mockery of their
  former existence. Because the entities inhabiting these bodies are chosen
  by the caster, these undead are under the total control of the caster.
  However, the faint memories of life retained by the bodies struggle with
  the invaders, and this conflict makes them destructive. They will always
  interpret any instructions in the most violent and destructive manner
  possible.
  The bodies remain animated until they are destroyed or until a Dispel
  Magic spell is cast upon them. One hit die worth of undead per level of
  the caster may be created per casting. The caster assigns one or two Hit
  Dice per undead as desired. Each special ability desired for the undead
  by the caster increases the Hit Dice “cost” of undead by one (except energy
  drain, which increases it by two) without increasing their actual Hit Dice.
  Only mindless undead are created by this spell, and they must be
  commanded verbally.
  Animate Dead Monsters
  Cleric Level 5
  Duration: Permanent
  Range: 10’
  This spell energizes the faint memories of life that cling to the bodies and
  skeletons of creatures, animating them to a mocking caricature of their
  living selves. The intellect and willpower of the individual is no longer
  present, allowing these undead to be under the total control of the caster.
  However, these creatures retain faint memories of what life used to be,
  and so their jealousy makes them destructive. They will always interpret
  any instructions in the most violent and destructive manner possible.
  They remain animated until they are destroyed or until a Dispel Magic
  spell is cast upon them. One hit die worth of undead per level of the caster
  may be created per casting. The creatures have their original Hit Dice as
  
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  in life, as well as any special abilities they once had, in addition to their
  newfound undead abilities. Each additional special ability desired for the
  undead by the caster increases the Hit Dice “cost” of undead by one
  (except energy drain, which increases it by two) without increasing their
  actual Hit Dice. Only mindless undead are created by this spell.
  Animate Objects
  Cleric Level 6
  Duration: 1 round/level
  Range: 30’
  This spell confers a limited life upon inanimate objects, giving them
  mobility and awareness. As being alive means pain and unfulfilled desires,
  and living as a result of a spell such as this means abject slavery, the
  objects are very angry, and must be used to destroy. If at the end of the
  spell’s duration the objects have not made any attack rolls, then they will
  remain animated for a period of time equal to the original duration and
  attack the caster of the spell and any who defend him.
  This spell cannot animate objects carried or worn by a creature. An
  animated object can be of any non-magical material. The caster can
  animate one object per level, up to a maximum of 25 lbs. per caster level
  (i.e. 300 lbs. at 12th level, 325 lbs. at 13th level, and so on).
  The Referee must rule on the effectiveness of animated objects in combat.
  In general, animated objects attack using the same attack bonus as the
  caster. Small or lightweight objects do no more than 1d4 damage per hit,
  while larger and/or heavier objects do 1d6 or 1d8 (at the Referee’s
  discretion). As a special case, weapons which are animated do damage
  using the normal die roll for the type, but only up to a maximum 1d8.
  Animated objects have a movement rate of 10’, and generally must move
  in contact with the ground (walking, hopping, slithering, or bouncing,
  however seems most appropriate to the Referee).
  
  25
  Anti-Magic Shell
  Magic-User Level 6
  Duration: 1 turn/level
  Range: 0
  Casting this spell restores the supremacy of natural order in a small area
  for a short amount of time. Within a 10’ radius around the caster, all magic
  is negated for the full duration of the spell. Magical attacks will not affect
  the caster, magic items and spells within the radius are suppressed, and
  the caster cannot perform further magic until the spell has expired.
  Antipathy/Sympathy
  Magic-User Level 8
  Duration: 12 turns/level
  Range: 30’
  This spell causes an object or location to emanate magical vibrations that
  either attract or repel either a specific kind of intelligent creature or
  creatures of a particular alignment. The kind of creature to be affected
  must be named specifically. A creature subtype is not specific enough. If
  alignment is used as a qualifier, the options are Lawful or Chaotic; Neutral
  is not an option.
  If the spell is used to create Antipathy, creatures of the designated kind
  or alignment feel an overpowering urge to leave the area or to avoid the
  affected item.  A compulsion forces them to abandon the area or item,
  shunning it and never willingly returning to it while the spell is in effect.
  A creature that makes a successful saving throw can stay in the area or
  touch the item but feels uncomfortable doing so.
  If the spell is used to create Sympathy, an object or location emanates
  magical vibrations that attract the designated target type, causing them to
  feel elated and pleased to be in the area or desire to touch or to possess
  the object. The compulsion to stay in the area or touch the object is
  overpowering. If the save is successful, the creature is released from the
  enchantment, but a subsequent save must be made 1d6×10 minutes later.
  If this save fails, the affected creature attempts to return to the area or
  object.
  
  26
  Astral Spell
  Cleric Level 7
  Duration: See Below
  Range: 0
  The body is but a shell, and a true master of the divine forces can shed
  that shell and walk through the world in spirit form. In this form, the caster
  is invisible, can pass through solid objects, fly, etc. The caster cannot
  interact with the material world, but individuals with the ability to see
  invisible creatures can sense the astral form. Magic, and magical weapons,
  can harm the astral form, but the astral form has no recourse except against
  other astral spirits.
  While the astral form is away from the body, the physical form is unaware
  and defenseless. If the body dies, the astral form is immediately dissolved.
  If the astral form is somehow bound, the physical body will accept no
  nourishment and will not be able to be revived until its spirit rejoins it. If
  a spell such as Dispel Evil or Dispel Magic any other sort of dismissive
  spell is cast upon the spirit form, it dies, killing the physical body as well.
  Atonement
  Cleric Level 5
  Duration: Instantaneous
  Range: Touch
  This spell removes from the subject the burden of unwilling evil acts or
  misdeeds, or acts against the subject’s religion. The creature seeking
  atonement must be truly repentant and desirous of setting right its
  misdeeds. Atonement may be cast to reverse magical alignment change.
  This ritual takes 1 turn to cast.
  Audible Glamer
  Magic-User Level 2
  Duration: 2 rounds/level
  Range: 60’ + 10’/level
  The caster of this spell is able to create false sound. The sound may be
  centered anywhere within range, and within that range the sound can
  fluctuate and move, imitating approaching or receding footsteps, laughter,
  voices, and other possibilities. The sound produced is the approximate
  
  27
  equivalent of noise produced by 4 human sized beings. The sound may
  increase by 4 for each level the caster is above the minimum required to
  cast this spell. Note that the sound does not have to be humanlike, but
  could be animal or monster sounds. In these cases the Referee will
  determine how much sound and how many individuals it might represent.
  For instance, the sounds of four humans might be approximately that of
  6 or 8 children, or 2 ogres. Beings are allowed a saving throw versus
  magic to realize the effect is illusory, but only if they actively attempt to
  disbelieve.
  Augury
  Cleric Level 2
  Duration: Instantaneous
  Range: 0
  This spell summons the Fates, who see all timelines, possibilities, and
  probabilities, and begs their advice about whether a particular action will
  have a good or a bad outcome. The Fates will always answer accurately,
  but because the caster can never know their subconscious desires and how
  their fears and insecurities feed into them, the answer of the Fates may
  be misinterpreted.
  The base chance for receiving a true reply is 70% + 1% per caster level.
  This roll is made secretly. The augury can see into the future only 3 turns,
  so anything that might happen after that does not affect the result. Thus,
  the result will not take into account the long-term consequences of a
  contemplated action.
  If there is a reward for a particular action, but no risk, the answer is “weal.”
  If a certain action will bring the caster closer to a stated goal, the answer
  is “weal.” If there is a reward for a particular action but risk involved, the
  answer is “weal.” Risk but no reward is “woe.” Reward but with
  overwhelming risk is “woe.” An action that leads the caster further away
  from a stated goal is “woe.” The Referee must judge all outcomes to
  determine the correct answer. If there is no clear answer, then there is a
  flat 50% chance of “weal” or “woe.” These answers are for successful
  rolls as noted above, and a failed roll will always give the opposite answer.
  
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  Barrier
  Cleric Level 6
  Duration: 3 rounds/level
  Range: 30’
  This spell creates a wall of whirling steel (of whatever shape the caster
  desires) up to 20’ long per caster level, or a ringed wall of whirling steel
  with a radius of up to 5’ per two levels. Either form will be up to 20’ high
  (as allowed by available space). Any creature passing through the wall
  takes 1d6 points of damage per caster level (maximum 15d6), with a save
  versus breath weapon reducing damage to half.
  If the caster evokes the Barrier so that it appears where creatures are, each
  creature takes damage as if passing through the wall. Each such creature
  can avoid the wall (ending up on the side of its choice) and thus take no
  damage by making a successful save vs. breath weapon.
  A Barrier provides cover (+4 Armor Class bonus) against attacks made
  through it.
  Bless*
  Cleric Level 2
  Duration: 1 round/level
  Range: 0
  This spell calls upon the favor of the Cleric’s deity, granting him and those
  allied with him the resolve and clarity to be victorious in battle. The
  morale, attack rolls, and saving throw rolls, but not damage rolls, of the
  caster and any creatures allied with the caster are all raised by 1. The spell
  is reversible, allowing the Cleric to curse his enemies with –1 on the
  morale, attack, and saving throw rolls.
  The spell’s area of effect is a circular area centered at the target point,
  which cannot be more than 60’ from the Cleric.
  
  29
  Blink
  Magic-User Level 3
  Duration: 1 round/level
  Range: 0
  The caster teleports 2’ in a random direction once per round for the
  duration of the spell. The segment in which the Magic-User disappears
  and reappears is determined on 1d6. The compass direction is rolled on
  a d8. If the direction roll would result in the caster being teleported into
  a solid object, the caster will blink a second time, for a distance of no
  more than 10’. If this second blink also results in the caster occupying a
  solid object, the spell will end, marooning the caster in another dimension.
  During and after the segment in which the teleportation occurs, the
  Magic-User’s sudden change of location prevents any direct attacks upon
  him. The caster may only be attacked directly if the attack is made before
  the blink takes place. If the caster teleports both from and into an area
  which is affected by an area of effect spell, he will suffer its effects. The
  constant changes of location take a toll upon the caster, who has a 25%
  chance of failing at attempts to cast spells, use most magic items, or take
  any action beyond making physical attacks.
  Cacodemon
  Magic-User Level 7
  Duration: Variable
  Range: 10’
  This spell summons an entity from the foulest nether reaches of the
  infernal dimensions. The spell provides no protection whatsoever against
  the wrath of the summoned creature, and the Magic-User should be versed
  in the lore of pentacles and other magical means of hedging out demons.
  Gaining the entity’s assistance is beyond the spell’s power, coming down
  to a matter of negotiations and threats between the caster and the fiend.
  Change Self
  Magic-User Level 2
  Duration: 1 turn/level
  Range: 0
  This spell creates a dweomer of illusion, altering the caster’s appearance.
  The illusion must take the appearance of a humanoid, not taller or shorter
  
  30
  than the caster by more than 1’, but apparent weight and clothing or items
  may be altered in any way.
  Chaos
  Magic-User Level 5
  Duration: 1 round/level
  Range: 120’
  This spell connects creatures with the greater truths of the universe, so
  overwhelming them that they behave strangely and unpredictably. All
  creatures in the spell’s 40’ square area of effect become confused (see
  below for effect), and only Magic-Users, Fighters, Dwarfs, Elves, and
  creatures with an intelligence of 4 or lower are entitled to a saving throw
  at all. Creatures that fail their saving throws (check each round) act
  randomly in accordance with the following table:
  Notes: A confused character that can’t carry out the indicated action does
  nothing but babble incoherently. A creature that meanders away is not
  entitled to further saving throws, but will be freed from the spell’s effects
  after taking a full turn of movement (at normal speed) away from the
  caster.
  Charm Monster
  Magic-User Level 4
  Duration: See Below
  Range: 120’
  The Charm Monster spell makes its subject utterly enamored with the
  caster and desperate to please him if the saving throw versus magic is
  failed. This is not mind control, as the subject retains their personality and
  Roll
  Effect
  1
  Attacks the caster or caster’s allies
  2
  Acts normally
  3
  Babbles incoherently
  4
  Meanders away from the caster for a full turn
  5
  Attacks the nearest creature
  6
  Attacks own allies
  
  31
  controls how they act but for their utter fascination with the caster, and
  the caster must articulate their desires if they expect the subject to fulfill
  them.
  Any request which is not against the subject’s interests or personality will
  be followed. Any request which is against the subject’s interests or
  personality triggers a saving throw to refuse the request (but this will not
  break the charm!). If the caster promises the subject something the subject
  is normally inclined to want, then this saving throw is not necessary and
  the subject will comply.
  Only one monster is charmed if it has more than four Hit Dice. 3d6
  monsters of 4 or less Hit Dice are affected. Undead creatures are
  unaffected by this spell. Abuse or neglect of the subject will trigger
  another saving throw to negate the charm, and murderous violence triggers
  a save but with a +5 bonus to the roll. The subject, if intelligent, will
  realize they have been victims to mesmerism and retain full memory after
  the spell ends.
  Charm Person
  Magic-User Level 1
  Duration: See Below
  Range: 120’
  The Charm Person spell makes a single subject utterly enamored with the
  caster and desperate to please him if the saving throw versus magic is
  failed. This is not mind control, as the subject retains their personality and
  controls how they act but for their utter fascination with the caster, and
  the caster must articulate their desires if they expect the subject to fulfill
  them.
  Any request which is not against the subject’s interests or personality will
  be followed. Any request which is against the subject’s interests or
  personality triggers a saving throw to refuse the request (but this will not
  break the charm!). If the caster promises the subject something the subject
  is normally inclined to want, then this saving throw is not necessary and
  the subject will comply.
  
  32
  This spell works on all humans and demi-humans; other (non PC class)
  humanoids are not affected if they have more than four Hit Dice. Abuse
  or neglect of the subject will trigger another saving throw to negate the
  charm, and murderous violence triggers a save but with a +5 bonus to the
  roll. The subject, if intelligent, will realize they have been victims to
  mesmerism and retain full memory after the spell ends.
  Charm Person, Mass
  Magic-User Level 8
  Duration: See Below
  Range: 5’/level
  The Mass Charm Person spell makes a number of subjects (twice the total
  number of Hit Dice as the caster’s level) utterly enamored with the caster
  and desperate to please him. Each receives a saving throw versus magic
  to resist the charm. This is not mind control, as the subject retains their
  personality and controls how they act but for their utter fascination with
  the caster, and the caster must articulate their desires if they expect the
  subjects to fulfill them.
  Any request which is not against the subjects’ interests or personality will
  be followed. Any request which is against the subjects’ interests or
  personality triggers a saving throw to refuse the request (but this will not
  break the charm!). If the caster promises the subject something the subject
  is normally inclined to want, then this saving throw is not necessary and
  the subjects will comply.
  This spell works on all humans and demi-humans; non-human or
  demi-human humanoids are not affected if they have more than four Hit
  Dice. Abuse or neglect of the subject will trigger another saving throw to
  negate the charm, and murderous violence triggers a save but with a +5
  bonus to the roll. The subjects, if intelligent, will realize they have been
  victims to mesmerism and retain full memory after the spell ends.
  
  33
  Clairvoyance
  Magic-User Level 3
  Duration: 1 round/level
  Range: See Below
  Clairvoyance is a means of seeing events in a distant location. There is
  no effective limit to the spell’s range, but the location must either be
  familiar to the caster or be obvious, such as the top floor inside a tower
  the caster can see, or just beyond a dungeon door. The spell cannot
  penetrate metal; sheets of any type of metal between the caster and the
  target area will prevent the Magic-User from being able to scry upon the
  area. The caster will be able to hear sounds in a 10’ radius of the spell’s
  focal point even if the area is dark. If the area is not dark, the caster will
  be able to see as if he were standing at the spell’s focal point, for a normal
  distance but in all directions at once (for the vision is in his mind’s eye).
  Clone
  Magic-User Level 8
  Duration: Permanent
  Range: Touch
  This spell allows the growth of a perfect physical duplicate of a person
  (or any living creature) and pulls the consciousness of that person from
  an alternate timeline, trapping it in the false body.
  To create the duplicate body, the Magic-User must have access to this
  spell, and a small piece of flesh from the creature to be duplicated. Then,
  using a laboratory worth at least 15,000gp, the new body is grown from
  this piece of flesh. This process takes 2d4 months, -d4 weeks if an
  alchemist is present the entire time.
  Once the duplicate reaches maturity, the Magic-User may then cast the
  spell and this is what imprisons the alternate timeline version of the
  original person in this clone body.
  The alternate version of the person is exactly like the original in all ways,
  but if the clone becomes aware of the original, he will believe that the
  original is an abomination to be destroyed. The clone may not be so happy
  about the caster pulling him "through a gate" and robbing him of all his
  
  34
  possessions (the clone spell does not duplicate items), so the caster must
  prepare for this.
  The clone acts and thinks just as the original because it is the original in
  every respect. But because the timelines are not identical, anyone who
  knows both the original and comes into contact with the clone has only a
  1% chance in any situation of detecting that the clone is not the original.
  Cloudkill
  Magic-User Level 5
  Duration: 1 round/level
  Range: 10’
  Casting this spell allows the smoke emitted from the infernal fires of Hell
  to spew forth onto the Earth to cause destruction and suffering. A 20’ x
  20’x 20’ cloud of poison gas forms which moves at a rate of 10’ per round
  under the control of the caster (so long as he or she concentrates on it).
  The gas kills outright any creatures of 3 or fewer Hit Dice or levels it
  comes in contact with; creatures having 4 or more Hit Dice or levels must
  save versus poison or die. The cloud persists for the entire duration even
  if the caster ceases to concentrate upon it.
  Commune
  Cleric Level 5
  Duration: See Below
  Range: 0
  By entering into deep meditation, the Cleric’s spirit momentarily ascends
  to its final reward for a glimpse of the afterlife of the devout believer. If
  the Referee judges that the Cleric has not been faithful to his religion, the
  Cleric must make a saving throw versus magic (Wisdom modifiers apply).
  If the roll fails, then the Cleric finds himself in the afterlife reserved for
  heretics and apostates – more horrible than any other punishment reserved
  for mortal souls. The spell will have no benefit, and the Cleric will
  effectively age d10 years from the experience as the soul returns to the
  body, ending the spell.
  If the Cleric has been at the very least reasonably devout, or succeeds in
  the saving throw, the caster experiences the afterlife reserved for the most
  
  35
  blessed, the ultimate paradise. In this place, all time and all knowledge
  are one. The Cleric’s player may ask three questions that can be answered
  “yes or “no,” representing the Cleric’s efforts to see specific events within
  the All, and the Referee must answer truthfully.
  If the spell is cast more than once a week and if the Cleric is not devout
  the saving throw to prevent eternal damnation is made at a -1 penalty,
  cumulative per number of times the spell is cast. If the Cleric is devout,
  then he must make a saving throw versus magic (Wisdom modifiers apply
  inversely; a high Wisdom makes this saving throw more difficult), with
  a -1 cumulative penalty every additional time in a week the spell is cast,
  or else the overwhelming joy and vindication of his beliefs is too strong
  and he will not return from paradise.
  Comprehend Languages*
  Magic-User Level 1
  Duration: 5 rounds/level
  Range: 0
  The caster can understand the spoken words of creatures or read otherwise
  incomprehensible written messages by summoning the spirits of the
  all-knowing dead to translate for him. The creature or the writing must
  be touched by the caster before the spirits may deliver any translation.
  The ability to read does not necessarily impart insight into the material,
  merely its literal meaning. The spell enables the caster to understand or
  read an unknown language, not speak or write it.
  Obscure Languages, the opposite of comprehend languages, dispels the
  effects of Comprehend Languages, or can be used to make spoken or
  written language incomprehensible by summoning spirits to possess the
  lips of a speaker, or the eyes of a reader, ruining all chances of commu-
  nication.
  
  36
  Confusion
  Magic-User Level 4
  Duration: 2 rounds + 1 round/level
  Range: 120’
  This spell touches the minds of 3d6 living creatures within a 30’ radius
  circle around the target point to see the interconnectedness of everything
  in creation, causing them to become confused, making them unable to
  independently determine what they will do as they struggle to determine
  which of their actions will be least likely to ultimately lead to the
  destruction of all matter. A saving throw vs. magic is allowed to resist the
  effect. Roll on the following table on each subject’s Initiative number
  each round to see what the subject does.
  A confused character who can’t carry out the indicated action does nothing
  but babble incoherently. Attackers are not at any special advantage when
  attacking a confused character. Any confused character who is attacked
  automatically retaliates on its next turn, as long as it is still confused when
  its turn comes.
  Conjure Animals
  Cleric Level 6
  Duration: 2 rounds/level
  Range: 30’
  The caster calls upon his patron deity to disrupt the natural order in the
  immediate area, causing local wildlife to come and attack enemies
  designated by the caster. The number of animals that appear is directly
  related to the caster’s level. The caster summons 1 hit die of animals per
  level of experience of the caster. For example, a 16th level Cleric can
  Roll
  Effect
  1
  Attacks the caster or caster’s allies
  2
  Acts normally
  3
  Babbles incoherently
  4
  Meanders away from the caster for a full turn
  5
  Attacks the nearest creature
  6
  Attacks own allies
  
  37
  summon 16 Hit Dice of animals that could consist of sixteen 1 Hit Die
  animals, or four 4 Hit Die animals, two 8 Hit Die animals, or one 16 Hit
  Die animal. The animals must be natural (only those that exist in the real
  world). Summoned animals will fight to the death or until the duration of
  the spell ends.
  Conjure Elemental
  Magic-User Level 5
  Duration: 1 turn/level
  Range: 60’
  Spirits from the nether realms despise the natural world and wish to
  destroy it. This spell tricks one of these spirits through the mystic veil
  which separates our world from theirs, and forces them to inhabit one of
  the four classical elements (fire, water, earth or air), animating it into a
  nigh unstoppable elemental of pure destruction. The caster may summon
  one elemental of a particular kind per day, to a maximum of four
  elementals per day (one of each type). For the duration of the spell, the
  caster can move at half movement but may take no other actions, because
  the spell requires full concentration to command the elemental. The caster
  can give the elemental orders for the duration of the spell, and the caster
  can order the elemental to return to its home world at any time. The
  elemental is forced to its home plane if a Dispel Evil or Dispel Magic
  spell is directed at it. If the caster loses concentration at any point during
  the duration of the spell (by being damaged, for instance), the elemental
  will turn to attack the caster, and the caster will be unable to order it back
  to its native dimension.
  Elementals can only be struck by magical weapons, have AC 21, 16 Hit
  Dice, a movement rate of 60’ (three times as much along their element),
  have one attack doing 2d8 damage, and ML 12.
  Contact Other Plane
  Magic-User Level 5
  Duration: See Below
  Range: 0
  The stars are repositories of all knowledge. By means of this spell, the
  Magic-User enters in communion with the star of his choice in order to
  
  38
  receive wisdom and information. The caster asks questions of the star,
  and the star answers. The stars resent such intrusions and give only brief
  answers to questions, and they often lie. All questions are answered with
  “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word
  answer.
  The caster must concentrate on maintaining the spell in order to ask
  questions at the rate of one per round. A question is answered by the star
  during the same round. The caster may choose how many questions to
  ask, and which star to ask. The chart below gives a sample of possible
  stars, with the brightest stars being the most likely to answer truthfully,
  but others may be available as the Referee chooses. First roll on the table
  below to see if the star will give a truthful answer. Then roll to see if the
  caster is possessed by a psychic beast roaming the interstellar ether
  between the caster and the answering star. The caster may ask as many
  questions as he dares risk, although of course possession ends the spell
  immediately.
  A character that becomes possessed will remain that way for the same
  number of weeks as the total number of questions asked.
  Star Consulted
  True Answer
  Possession
  Alpha Centauri
  50%
  5%
  Sirius
  55%
  10%
  Altair
  60%
  15%
  Fomalhaut
  65%
  20%
  Arcturus
  70%
  25%
  Algol
  75%
  30%
  The Hyades Cluster
  80%
  35%
  Almach
  85%
  40%
  Polaris
  90%
  45%
  Antares
  95%
  50%
  
  39
  Continual Light*
  Magic-User Level 2
  Duration: 1 day
  Range: 120’
  This spell creates a light source equivalent to that of a torch at the target
  area of the spell. The effect is immobile if cast on an area, but if cast on
  an object it moves with the object. Once cast, the caster has no control
  over the light, but may end the spell if he so wishes. If cast on a person
  or on the equipment of a person who does not wish to be the target of the
  spell, that person is allowed a saving throw versus magic; success means
  the spell is cast on the area the person is in, but not on a particular object.
  The light caused by the spell emits no heat, nor can it be extinguished by
  water or high winds. The source of the light can be covered, which will
  block the light, but this will not end the spell.
  The reverse of the spell causes an area to be covered in total darkness;
  even creatures able to see in the dark are blind here.
  A Light spell can be used to cancel a Darkness spell, and vice versa.
  Either version of the spell can be targeted at a creature’s eyes specifically
  to blind it, assuming it has eyes in close proximity to one another. The
  target gets a saving throw versus magic. If successful, the spell fails to
  work at all.
  Control Weather
  Cleric Level 7
  Duration: 4d12 hours
  Range: 0
  To be in control of divine power is to control the natural order, and this
  spell is the ultimate manifestation of that control as the caster can change
  the weather in the local area. It takes 1 turn to cast the spell and an
  additional 1d4 turns for the effects to manifest.
  The caster controls the general tendencies of the weather, such as the
  direction and intensity of the wind, but cannot control specific applications
  
  40
  of the weather – where lightning strikes, for example, or the exact path
  of a tornado. Contradictory weather conditions are not possible simulta-
  neously. Control Weather can do away with atmospheric phenomena
  (naturally occurring or otherwise) as well as create them.
  If the weather is completely foreign to the area, the spell’s duration is cut
  in half.
  Control Weather
  Magic-User Level 6
  Duration: 4d12 hours
  Range: 0
  Natural order is no concern to one that has rejected nature, and Control
  Weather is a powerful notice to the world that the caster is indeed above
  any natural law.
  The caster controls the general tendencies of the weather, such as the
  direction and intensity of the wind, but cannot control specific applications
  of the weather – where lightning strikes, for example, or the exact path
  of a tornado. Contradictory weather conditions are not possible simulta-
  neously. Control Weather can do away with atmospheric phenomena
  (naturally occurring or otherwise) as well as create them.
  It takes 1 turn to cast the spell and an additional 1d4 turns for the effects
  to manifest.
  If the weather is completely foreign to the area, the spell’s duration is cut
  in half.
  Creation, Major
  Magic-User Level 5
  Duration: 6 turns/level
  Range: Touch
  The caster creates an object of nonliving vegetable (rope, cloth, wood,
  etc.) or inorganic (metal, stone, plastic) matter. The volume of the item
  created cannot exceed 1’ cube per caster level. A tiny piece of matter of
  the same sort of item the caster plans to create must be used when casting
  
  41
  minor creation. Thus, within the caster’s limits on the item’s volume, he
  could create a basket from a piece of straw, a door or club from a splinter
  of wood, a finely sculpted throne from a pebble, etc. The item exists only
  for the duration of the spell.
  Creation, Minor
  Magic-User Level 4
  Duration: 6 turns/level
  Range: Touch
  The caster creates an object of nonliving vegetable matter (rope, cloth,
  wood, etc.). The volume of the item created cannot exceed 1’ cube per
  caster level. A tiny piece of matter of the same sort of item the caster plans
  to create must be used when casting minor creation. Thus, within the
  caster’s limits on the item’s volume, he could create a basket from a piece
  of straw, a door or club from a splinter of wood, a cloak from a piece of
  wool, etc. The item exists only for the duration of the spell.
  Cure Critical Wounds*
  Cleric Level 5
  Duration: Instantaneous
  Range: Touch
  By the power of the Cleric’s faith, this spell restores 4d6 hit points to one
  damaged character, plus a number of points equal to the level of the caster.
  For example, if the caster is 13th level, the spell restores 4d6 + 13 hit
  points.
  The spell can also be used to remove one temporary negative condition
  instead of restoring lost hit points. For example, if a character is paralyzed,
  stunned, or blinded for a set period of time, then this spell will remove
  the condition. It will not work on permanent conditions, and only one
  condition (or damage) may be treated per casting of the spell.
  Recipients of the spell can only be restored to their normal maximum hit
  points, and no more. Any excess restored points are lost.
  The reverse of the spell can only be used to inflict hit points of damage.
  
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  Cure Disease*
  Cleric Level 3
  Duration: Permanent
  Range: Touch
  Through the mercy of divine powers, this spell allows a Cleric to cast out
  the sin and degeneracy in a person that allows evil spirits to invade their
  body and misalign their humors. But because man (and demi-human) is
  a naturally immoral and spiritually disgusting creature, the subject of the
  spell must make a saving throw versus magic in order for the spell to be
  effective.
  A successful casting instantly cures all diseases, including mummy rot
  and lycanthropy. If used against oozes or slimes, they do not receive a
  saving throw and suffer 1d6 damage per level of the caster (the cleric
  suffers an attack’s worth of damage when touching the slime with this
  attack).
  Cause Disease (reverse of Cure Disease) inflicts a terrible withering
  disease on a victim, which will cause death in 2d12 days. A saving throw
  versus magic is allowed. This disease can be cured with the casting of
  Cure Disease. The victim of this disease cannot be cured of damage from
  other spells, and it takes twice the time for normal healing. This suffering
  further results in a penalty of –2 to hit rolls made by the victim.
  Cure Light Wounds*
  Cleric Level 1
  Duration: Instantaneous
  Range: Touch
  By the power of the Cleric’s faith, this spell restores 1d6 hit points to one
  damaged character, plus a number of points equal to the level of the caster.
  For example, if the caster is 5th level, the spell restores 1d6+5 hit points.
  The spell can also be used to remove one temporary negative condition
  instead of restoring lost hit points. For example, if a character is paralyzed,
  stunned, or blinded for a set period of time, then this spell will remove
  the condition. It will not work on permanent conditions, and only one
  condition (or damage) may be treated per casting of the spell.
  
  43
  Recipients of the spell can only be restored to their normal maximum hit
  points, and no more. Any excess restored points are lost.
  The reverse of the spell can only be used to inflict hit points of damage.
  Cure Serious Wounds*
  Cleric Level 4
  Duration: Instantaneous
  Range: Touch
  By the power of the Cleric’s faith and the strength of the life force of the
  wounded character, this spell restores 1d6 hit points to one damaged
  character, plus a number of points equal to the level of the caster, plus a
  number of points equal to the level of the subject. For example, if the
  caster is 10th level and the character being healed is 5th level, the spell
  restores 1d6+15 hit points.
  The spell can also be used to remove one temporary negative condition
  instead of restoring lost hit points. For example, if a character is paralyzed,
  stunned, or blinded for a set period of time, then this spell will remove
  the condition. It will not work on permanent conditions, and only one
  condition (or damage) may be treated per casting of the spell.
  Recipients of the spell can only be restored to their normal maximum hit
  points, and no more. Any excess restored points are lost.
  The reverse of the spell can only be used to inflict hit points of damage.
  Dark Vision
  Magic-User Level 3
  Duration: 1 day
  Range: Touch
  This spell transforms the subject’s eyes into demonic pits of utter black.
  While this condition persists, the subject is able to see 60’ in the dark as
  if it were normal lighted conditions.
  
  44
  Death Spell
  Magic-User Level 6
  Duration: Instantaneous
  Range: 10’/level
  A living creature requires a certain amount of order within its body to
  maintain its functions. This spell causes the internal organs of its subjects
  to stop functioning as a greater whole, killing them immediately. 3d12
  Hit Dice or levels of creatures are affected so long as they are in a 30’
  radius sphere centered wherever the caster wishes (within the range limit).
  Excess levels of effectiveness are lost. Each creature affected is allowed
  to save versus poison to resist the spell; those that fail the save die
  immediately. Creatures of 8 or more Hit Dice or levels are immune to the
  spell, as are undead monsters, golems, and any other “creature” that is not
  truly alive.
  Detect Evil*
  Cleric Level 1
  Magic-User Level 2
  Duration: Instantaneous
  Range: Line of Sight
  “Evil,” for purposes of this spell, is an in-game colloquial term. It should
  properly be called “Detect Chaos.”
  This spell allows the caster to know if anything that is within his field of
  vision (or on his person) is Chaotic. For the purposes of this spell, Chaotic
  is defined as: Undead creatures, any extra-dimensional or extra-planar
  creatures that are not specifically Powers of Law or angels, any creature
  with innate magical abilities (including Magic-Users but not Clerics),
  artifacts, symbols, or sacred places dedicated to evil gods, and supernat-
  ural creatures incapable of being good.
  Mortal creatures, physical objects not directly connected to evil deities,
  traps, poison, or places where great atrocities have taken place are not
  considered Chaotic for the purposes of this spell. It detects supernatural
  disturbances, not ill intent or foul deeds.
  Curiously, this spell does not detect magical items or effects.
  
  45
  The reverse of this spell detects Law instead of Chaos.
  Detect Illusion
  Magic-User Level 3
  Duration: 3 rounds + 2 rounds/level
  Range: 0
  The caster places this enchantment on himself to grant sight that sees
  through illusion. Illusions can be seen in an area of 10’ wide, 10’ long
  per level. The caster may touch one other creature, granting it the ability
  to see through illusion as well, so long as the contact is maintained.
  Detect Invisible
  Magic-User Level 2
  Duration: 5 rounds/level
  Range: 10’/level
  By means of this spell the caster is able to see invisible characters,
  creatures or objects within the given range, seeing them as translucent
  shapes.
  Detect Lie*
  Cleric Level 4
  Duration: 1 round/level
  Range: 30’
  The subject of this spell will be able to be able to know whether words
  heard are truth or lies.
  Undetectable Lie (reverse of Detect Lie) can nullify the effect of Detect
  Lie, or can be used to tell lies in a convincing manner.
  Detect Magic
  Cleric Level 1
  Magic-User Level 1
  Duration: Instantaneous
  Range: Line of Sight
  This spell allows the caster to know if anything within his field of vision
  (or on his person) is in any way magical. This includes magical creatures,
  
  46
  magical items, or any creature or object under the effect of an ongoing
  spell. Spellcasters such as Magic-Users and Elves do not detect as magic
  with this spell, but anyone that is under the effects of an active spell does.
  The spell does not identify the nature of the magic, only that magic is
  present.
  The caster must already be able to see the object in question in order to
  detect it as magical. Concealed, covered, or invisible objects will not be
  revealed by this spell.
  Dig
  Magic-User Level 4
  Duration: 5’ cube/level
  Range: 30’
  This lesser form of Move Earth allows the caster to dig or excavate areas
  in 5’ cube increments. The caster can move a volume of 5’ cubed (125
  cubic feet) of soil, mud, or sand. The dirt is only moved to just around
  the opening of the excavation. If desired, the caster can dig a trench, or
  dig straight down. If digging straight down, there is a cumulative
  probability the walls of the pit will collapse, depending on the following
  medium: soil, 15% per 5’; mud, 55%; sand, 35%. Any being that comes
  within 1’ of the opening of a pit must make a save versus paralysis to
  avoid falling in. If a pit is excavated just in front of a fast moving being,
  it is entitled to a saving throw versus magic to avoid falling in. If a pit is
  excavated directly under a stationary creature, it will automatically fall
  in.
  Dimension Door
  Magic-User Level 4
  Duration: Instantaneous
  Range: 10’
  This is a minor version of the Teleport spell, allowing the caster to
  instantly transfer the subject from its current location to any other known
  spot within 360’. The being always arrives at exactly the spot desired by
  the caster. Unwilling subjects are granted a saving throw. An unknown
  or unseen place may be specified. For example, 100’ south and 20’ high,
  
  47
  but if the destination is already occupied by a solid body, the spell fails.
  Disintegrate
  Magic-User Level 6
  Duration: Instantaneous
  Range: 120’
  This spell undoes the bonds of creation that keep a single creature or object
  together. This subject (up to a 10 x 10 x 10 foot cube of material) is
  entirely disintegrated, leaving behind no evidence that it ever existed. A
  disintegrated creature’s equipment is unaffected. A creature that makes a
  successful save vs. magic is unaffected. The spell can target only one
  creature per casting, if that target saves, the spell is wasted.
  Dispel Evil
  Cleric Level 5
  Duration: Instantaneous
  Range: 30’
  Through the magnificence of the most holy powers of the universe, all
  summoned or other enchanted creatures within 30’ of the caster must
  succeed in a saving throw versus magic or be destroyed. Even if the saving
  throw is made, any creature that would otherwise have been banished will
  suffer a penalty of –7 to hit the caster for the next 6 turns.
  Magic-Users and others with prepared spells (but not Clerics) must make
  a saving throw for every prepared spell, and a failure means that spell is
  lost until prepared again. Creatures affected by this spell include, but are
  certainly not limited to, demons, familiars, and elementals.
  Dispel Magic
  Cleric Level 3
  Magic-User Level 3
  Duration: Instantaneous
  Range: 120’
  Magic is unnatural and unwanted in the intended order of things. This
  spell empowers the proper forces of existence to expel the foul energies
  known as magic as if they never were. The spell affects a 20’ cubic area.
  All spells in that area that are currently in effect are automatically negated.
  
  48
  If cast on the same segment in combat as a spell from an enemy combatant,
  Dispel Magic can be used to disrupt and negate that spell.
  All magical items within the area of effect are temporarily disenchanted.
  They regain their enchantment after 2d6 turns, but one-use items such as
  potions and scrolls (but not spellbooks) are permanently nullified. If the
  caster casts Dispel Magic as a touch effect, then any item so touched is
  permanently disenchanted.
  Dispel Magic negates magical curses or diseases for only 2d6 turns.
  Divination
  Cleric Level 4
  Duration: See Below
  Range: 0
  Nothing escapes the notice of the gods, and this spell allows the Cleric to
  distract his god with his resplendent devotion and allow some of the god’s
  memories to slip into the world. The Cleric can then interpret those
  memories to gain information regarding an area, building, area of a
  dungeon, and other similar places.
  Information gained includes, in vague terms, a general idea of how
  powerful the creatures are there, the general amount of treasure present,
  what kind of resistance to attack is present and the nature of it, whether
  it is good, evil, chaotic, lawful, etc. The base chance for a correct
  divination is 60% + 1% per caster level. The Referee should roll this
  secretly. If the dice roll fails, false information is delivered.
  Duo-Dimension
  Magic-User Level 7
  Duration: 1 round/level
  Range: 0
  This spell banishes one dimension of the caster’s three dimensions of
  being, thus reducing the visible portion of himself to the two-dimensional
  aspects of height and width. The caster can take all normal actions, but
  has the ability to appear invisible if standing such that only his side is
  presented to an observer. The caster may also slide sideways through
  
  49
  small cracks or other tight spaces. True seeing does allow a viewer to see
  the caster. This two-dimensional existence also creates vulnerability. Any
  damage the caster sustains while under the effects of the spell is multiplied
  by three, but the character cannot be struck while standing sideways to
  an attacker. The caster can, however, be affected by area effect attacks,
  which are subject to the damage multiplier stated previously.
  Earthquake
  Cleric Level 7
  Duration: 1 round
  Range: 120’
  The wrath of divine power is a terrible thing to behold, and this spell
  allows the Cleric to command this wrath and unleash it against his
  enemies! An intense but highly localized tremor rips the ground, to a
  diameter of 5’ per caster level. The shock collapses structures, opens
  cracks in the ground, and more. The effect lasts for 1 round, during which
  time creatures on the ground can’t move, cast spells or attack. The
  earthquake affects all terrain, vegetation, structures, and creatures in the
  area. The specific effect of an earthquake spell depends on the nature of
  the terrain where it is cast.
  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 7d6 points
  of damage to any creature caught under the cave-in An earthquake cast
  on the roof of a very large cavern could also endanger those outside the
  actual area but below the falling debris.
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide that
  travels horizontally as far as it fell vertically. Any creature in the path
  takes 7d6 points of damage.
  Open Ground: Fissures open in the earth, and 1d6 creatures on the ground
  fall into one and die.
  Structure: Any structure standing on open ground takes 5d12 points of
  structural hit point damage, enough to collapse a typical wooden or
  masonry building, but not a structure built of stone or reinforced masonry.
  Any creature caught inside a collapsing structure takes 7d6 points of
  damage.
  
  50
  River, Lake, or Marsh: Fissures open underneath the water, draining away
  the water from that area and forming muddy ground. Soggy marsh or
  swampland becomes quicksand for the duration of the spell, sucking down
  structures. In addition, 1d6 creatures in the area will be sucked into the
  mud and killed.
  Enlarge*
  Magic-User Level 1
  Duration: 1 turn/level
  Range: 5’/level
  The forces of magic do not recognize the relationships of size and distance
  between things; it is the limitations of the mind’s ability to master magic
  that results in strictures such as “spell range.” But sometimes the infinite
  nature of magic can be applied to material objects. This spell causes instant
  growth (and corresponding increase in weight and damage done) of a
  single object or creature that is in visible range. This increase changes a
  creature’s size by 20% per caster level, up to three times the original size
  of the creature. The effectiveness of this spell is half of this on non-living
  objects, with 10% per level, but a maximum of double the original size
  of the object. The caster can affect 10 cubic feet of living matter per level
  or 5 cubic feet per level of non-living matter.
  Magical item properties are not affected by this spell. For instance, a wand
  will have the same function even though it may be the size of a staff, and
  potion dosages are not increased, though they may take longer to drink.
  Objects do become stronger or heavier, so that a small rock gains the
  weight of an appropriately sized larger one, and a person enlarged will
  have a strength appropriate to his size (as an ogre, or any of the various
  giants, for example) with corresponding strength adjustments.
  The damage done by an Enlarged character during mêlée is increased by
  the same percentage as his size.
  The reverse of Enlarge, Reduce, can reduce objects or creatures in size
  by the same proportions as Enlarge. These spells cancel each other out.
  For either version of the spell a saving throw is allowed to negate the
  
  51
  effect. This save may be forfeited if the recipient desires.
  ESP
  Magic-User Level 2
  Duration: 1 round/level
  Range: 60’
  If you know how to listen, thoughts are as audible as any voice, and those
  who care not about the privacy of all living things can hear them. This
  spell allows the Magic-User to perceive the thoughts of one creature
  within 60’ of him. The caster understands the meaning of all thoughts
  even if he does not share the creature’s language. The ability to hear
  thoughts is obstructed by rock 2’ thick or greater or any amount of lead.
  Exorcise
  Cleric Level 4
  Duration: See Below
  Range: 10’
  The divine powers are paradoxically those who define the parameters of
  what belongs to nature and what does not, and allows the Cleric to defend
  that natural order through defeating arbitrarily defined cosmic and
  aberrational forces, but the divine powers are themselves outside of nature
  and harmful to the natural order they create. Or, to put it another way,
  Magic-Users and magical beings steal the power that is rightfully given
  to Clerics. And where Magic-Users corrupt nature with their stolen
  knowledge, Clerics cleanse nature with theirs. The Exorcism spell allows
  the Cleric to eliminate foreign magical influences from a being, whether
  those influences are from Magic Jar, Charm spells, possession by other
  creatures, and similar magical and/or spell effects. The Referee rolls d%,
  and this is the probability that a Cleric is successful in the exorcism, per
  turn the exorcism is recited. This probability is lowered or raised by 1%
  for every level difference between the Cleric and the possessing entity or
  level of the caster of the spell being opposed. For instance, if the odds are
  50%, and the Cleric is 5 levels higher than the opposed force, the odds
  are 55% per turn. If the opposed force were 5 levels higher, the Cleric’s
  odds would be 45% per turn.
  Once an invading spirit has been exorcised from a victim, that victim is
  
  52
  immune from further possession for one day per level of the caster.
  Explosive Runes
  Magic-User Level 3
  Duration: Permanent until triggered
  Range: Touch
  Magic-Users are miserly and jealous people, guarding their secrets as if
  they can take them to the grave. These runes are traced by a caster upon
  a book, map, scroll, or similar object bearing written information. The
  runes detonate when read, dealing 6d4+6 points of damage in a 10’ radius.
  The reader suffers full damage, no save allowed. Anyone else in the area
  of effect takes the full damage unless a saving throw versus magic is made
  for half damage. The object on which the runes were written is obliterated,
  unless it is unaffected by fire. The caster and any other beings specifically
  instructed can read the protected writing without triggering the runes.
  Likewise, the caster can remove the runes whenever desired. Another
  creature can remove them with a successful Dispel Magic spell. A
  Magic-User has a 5% chance per level of detecting the runes, and a
  Specialist has a flat 5% chance.
  Extension
  Magic-User Level 4
  Duration: See Below
  Range: 0
  This spell reminds magic forces that it is not bound by natural time and
  so lengthens the duration of another spell previously cast by the Magic-
  User by 50%. The previous spell must still be active.
  Faithful Hound
  Magic-User Level 5
  Duration: 1 round/level
  Range: 10’
  This spell summons a guardian spirit to act as a guard dog for a particular
  area. This spirit is invisible to all but the caster. The area must be close
  to the caster, however, for if the caster is more than 30’ from the area the
  spirit guards, it will return to the outer realm. The spirit can detect virtually
  any creature that enters the area: it can detect invisibility, can see creatures
  
  53
  that are moving between dimensions, and can detect virtually any other
  method that might be employed to sneak into an area. If any creature larger
  than a cat or small dog enters the area, the spirit will begin howling with
  its echoing, supernatural bay. Moreover, it will seek to attack intruders
  from behind (it does not make frontal assaults) and can attack as a monster
  of 10 Hit Dice for 3d6 damage, even if the opponent requires up to a +3
  magical weapon to be hit. It has AC 19 and cannot be harmed by normal
  weapons.
  Feather Fall
  Magic-User Level 1
  Duration: See Below
  Range: 10’/level
  The affected creatures or objects in range fall slowly. Feather Fall instantly
  changes the rate at which the targets fall to that of a feather (about 5’ per
  round), and the subjects take no damage upon landing while the spell is
  in effect. The spell ends immediately when the subject stops falling.
  The spell affects one or more objects or creatures (including gear and
  carried objects up to each creature’s maximum encumbrance). The
  maximum volume is 10 cubic feet, and 200 pounds + 200 pounds per level
  may be affected, such that a 1st level Magic-User can affect 400 pounds.
  The spell can be cast with an instant utterance, quickly enough to save
  the caster or another creature if he unexpectedly falls, but initiative, if
  appropriate, must be on the side of the caster. The spell may be cast on
  falling items or creatures and missiles, but is ineffective against creatures
  firmly on the ground or flying. No saving throw is permitted.
  Feeblemind
  Magic-User Level 5
  Duration: Permanent
  Range: 120’
  This spell turns the neural pathways of the target into a superconducting
  network of thought. In most targets, this overloads their brain. If the target
  creature fails a saving throw versus magic (with a –4 penalty!), it becomes
  a mental invalid. The affected creature is unable to speak, cast spells,
  
  54
  understand language, or communicate coherently. The subject remains in
  this state until a Dispel Magic or Remove Curse spell is used to cancel
  the effect of the Feeblemind.
  However, if the target succeeds with his saving throw, he is considered
  to be under the effect of a Haste spell for as many rounds as the caster has
  levels.
  Find the Path*
  Cleric Level 6
  Duration: 1 turn/level
  Range: Touch
  The recipient of this spell can find the shortest, most direct physical route
  to a specified destination, whether into or out of a locale. The locale can
  be outdoors, underground, or even inside a Maze spell. Find the Path
  works with respect to locations, not objects or creatures at a locale. The
  spell enables the subject to sense the correct direction that will eventually
  lead it to its destination, indicating, at appropriate times, the exact path
  to follow or physical actions to take. The spell ends when the destination
  is reached, or the duration expires, whichever comes first. Find the Path
  can be used to remove the subject from the effect of a Maze spell in a
  single round.
  Lose the Path (reverse of Find the Path) renders a touched being
  completely incapable of finding its way.
  Find Traps
  Cleric Level 2
  Duration: 3 turns
  Range: 30’
  This spell permits the caster to detect a variety of traps, both mechanical
  and magical. When the caster moves within 30’ of a trap, he will see it
  glow with a faint greenish-blue aura. The caster is not, however, able to
  detect certain natural hazards such as quicksand, a sinkhole, or unsafe
  walls of natural rock. The spell also does not bestow the caster with the
  knowledge needed to disarm the trap, nor any details about its type or
  nature.
  
  55
  Fireball
  Magic-User Level 3
  Duration: Instantaneous
  Range: 150’
  A bead-like missile shoots from the caster’s finger, exploding at the
  targeted location in a furnace-like blast of fire. The burst radius is 20’,
  and damage is 1d6 per level of the caster. The blast shapes itself to the
  available volume (33,000 cubic feet), filling 33 ten-by-ten-by-ten foot
  cubical areas. A successful saving throw means that the target only takes
  half damage.
  Fireball, Delayed Blast
  Magic-User Level 7
  Duration: See Below
  Range: 100’ + 10’/level
  A bead-like missile shoots from the caster’s finger, exploding at the
  targeted location in a furnace-like blast of fire. The burst radius is 20’,
  and damage is 1d6+1 per level of the caster. The blast shapes itself to the
  available volume (33,000 cubic feet), filling 33 ten-by-ten-by-ten foot
  cubical areas. A successful saving throw means that the target only takes
  half damage. The blast can be delayed for a period of up to 10 minutes,
  at the caster’s discretion.
  Floating Disc
  Magic-User Level 1
  Duration: 6 turns
  Range: 20’
  The caster creates a slightly concave, circular plane of force that follows
  him about and carries loads. The disk is 3 feet in diameter and 1 inch deep
  at its center. It can hold 500 pounds. If used to transport a liquid, its
  capacity is 2 gallons. The disk floats approximately 3 feet above the
  ground at all times and remains level. It floats along horizontally within
  spell range and will accompany the caster with an equal movement rate.
  If not otherwise directed, it maintains a constant interval of 6 feet between
  itself and the caster, and will follow the caster without prompting to
  maintain a minimum of 6’ distance. When the disk winks out at the end
  
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  of the spell’s duration, whatever it was supporting falls to the surface
  beneath it.
  Fly
  Magic-User Level 3
  Duration: d6 turns + 1 turn/level
  Range: Touch
  For a number of turns equal to the caster’s level +1d6 turns, the caster can
  fly with a maximum movement of 120’ each round. The caster can vary
  the speed as desired, and is capable of hovering.
  Forbiddance
  Cleric Level 6
  Duration: Permanent
  Range: 120’
  Forbiddance seals a 60’ square area against all planar travel into or within
  it. This includes all teleportation spells (such as Dimension Door and
  Teleport), plane shifting, astral travel, and all summoning spells. Such
  effects simply fail automatically.
  Forget
  Magic-User Level 2
  Duration: Permanent
  Range: 30’
  This spell allows the caster to obliterate the memory of an opponent. The
  time span is equal to the previous 1 round, +1 round per 3 levels of the
  caster. This spell only affects memory, it does not alter any actual events
  that have taken place or nullify any other spell effects. The spell is capable
  of affecting up to 4 beings in range. Beings are allowed a saving throw
  versus magic, which is modified depending on how many creatures are
  targeted. No modifier is applied if 3 or 4 creatures are targeted, but if 2
  are targeted the save is at -1, and -2 if only one being is targeted.
  
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  Freezing Sphere
  Magic-User Level 6
  Duration: See Below
  Range: See Below
  Freezing Sphere creates one of three effects, as chosen by the caster when
  the spell is uttered.
  A frigid globe of cold energy may be formed from the caster’s fingertips
  and thrown, where it explodes in a 10’ radius burst, dealing 4d6 points of
  cold damage to each creature in the area. This globe of energy may also
  be gently formed and held or placed on the ground for a delayed effect.
  It will explode after 1 round per caster level, regardless of whether it has
  been deposited or whether it is still in the caster’s hand. Creatures caught
  or struck by the sphere may save versus magic for half damage.
  The Freezing Sphere may be used to strike a body of water or a liquid that
  is principally water. It freezes the liquid to a depth of 6 inches over an
  area equal to 100 square feet per caster level. This ice lasts for 1 round
  per caster level.
  Finally, rather than a globe, the caster may spray a ray of freezing energy
  to a distance of 10’ per level, dealing 4 hp damage per caster level. A
  successful saving throw versus magic avoids all damage from this effect.
  Gaseous Form
  Magic-User Level 3
  Duration: 1 minute/level
  Range: Touch
  The subject, but not his gear, becomes insubstantial, shapeless, misty, and
  translucent. The character cannot touch or affect material objects, nor pass
  through solid objects or cast spells while in gaseous form.
  A gaseous creature floats at a 10’ movement rate. It can pass through
  small holes or narrow openings, even mere cracks, as long as the spell
  persists. The creature is subject to the effects of wind, and it can’t enter
  water or other liquid.
  The subject must be willing for the spell to take effect. The subject, not
  
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  the caster, can decide to end the spell before the duration runs out. When
  regaining physical form, the subject may do so into an empty set of clothes
  and/or suit of armor.
  Gate
  Cleric Level 7
  Magic-User Level 9
  Duration: See Below
  Range: 30’
  Casting a Gate spell has two effects. First, it creates an interdimensional
  connection between the caster’s plane of existence and a specified plane,
  allowing travel between those two planes in either direction. Second, the
  caster may then call a particular individual or kind of being through the
  gate. The caster must utter the name of the being, which can be any
  demonic or otherworldly being, or even a god, which he desires to come
  through the gate. Gods will most likely send representatives rather than
  come through a gate personally. Some creature will always come through
  the planar portal, and will behave in a way that is completely dependent
  on the situation, including factors like the caster’s alignment, the power
  level of any foes, and the nature of the being itself. The being will simply
  turn around and go back to its original plane 20% of the time if the reason
  for its summoning is trivial. It will leave 15% of the time if the reason is
  only slightly important. Otherwise there is up to a 50% chance the being
  may leave, with the lowest chance (1%) if the situation is not only
  important but one that the being can handle easily, and a higher chance
  if the situation is dangerous to the being or the being is angry at being
  summoned.
  The Referee must rule these situations carefully. Chaotic beings may
  betray the summoner if they can, or may have their own motives that will
  influence their actions. It must be emphasized that summoned beings are
  not mindlessly controlled by the summoner.
  
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  Geas
  Magic-User Level 6
  Duration: See Below
  Range: Touch
  When this spell is cast on a character, a saving throw versus magic is
  allowed. Success indicates that the spell is not effective. If the save fails,
  the caster can compel the character to take on a quest. This quest can be
  dangerous, but the character cannot be instructed to purposefully harm
  himself. Should the affected character resist taking on the quest, he will
  be under the effect of a curse, the nature of which is decided by the
  Referee. The only way to remove the curse is to undertake the quest, and
  when the quest is finished the spell terminates.
  Glass Eye
  Magic-User Level 6
  Duration: 1 round/level
  Range: Touch
  The caster of this spell is able to see through walls as if a 3’ square window
  is present. For the duration of the spell, the caster may see through more
  than just one wall, but it takes one round to switch from one wall to
  another. The arcane window, according to the caster’s preference, can be
  made visible to other creatures. However, if it is made visible to others it
  can only be applied to one wall. The window is always one way. The spell
  may be applied to 20’ thick wood, 6’ thick stone, or 4 inch thick metal.
  Platinum, gold, and lead block this spell.
  Globe of Invulnerability, Major
  Magic-User Level 6
  Duration: 1 round/level
  Range: 0
  An immobile, faintly shimmering magical 10’ diameter sphere surrounds
  the caster and excludes all spell effects of 4th level or lower. The area or
  effect of any such spells does not include the area of the Major Globe of
  Invulnerability. Such spells fail to affect any target located within the
  globe. However, any type of spell can be cast out of the magical globe.
  Spells of 5th level and higher are not affected by the globe, nor are spells
  already in effect when the globe is cast. The globe can be brought down
  
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  by a Dispel Magic spell.
  Globe of Invulnerability, Minor
  Magic-User Level 4
  Duration: 1 round/level
  Range: 0
  An immobile, faintly shimmering magical 10’ diameter sphere surrounds
  the caster and excludes all spell effects of 3rd level or lower. The area or
  effect of any such spells does not include the area of the Minor Globe of
  Invulnerability. Such spells fail to affect any target located within the
  globe. However, any type of spell can be cast out of the magical globe.
  Spells of 4th level and higher are not affected by the globe, nor are spells
  already in effect when the globe is cast. The globe can be brought down
  by a Dispel Magic spell.
  Grasping Hand
  Magic-User Level 7
  Duration: 1 round/level
  Range: 10’/level
  A Grasping Hand can automatically grapple one opponent who fails their
  saving throw versus paralyzation. Once they fail their saving throw, they
  will be held fast for the duration of the spell, and can be moved as the
  caster wishes at a movement rate of 60’. The “hand” has no physical form,
  so there is no way for allies to pry the “hand” loose and it will not block
  attacks made against the restrained creature.
  Growth of Animals*
  Cleric Level 3
  Duration: 2 rounds/level
  Range: 120’
  1d4 non-magical normal animal will be doubled in size (including Hit
  Dice and attack damage) when this spell is cast upon it. The animal can
  be a “giant” version of the animal, but intelligent animals are unaffected.
  
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  Growth of Plants
  Magic-User Level 4
  Duration: Permanent
  Range: 120’
  Plant growth causes normal vegetation (grasses, bushes, creepers, thistles,
  trees, vines) within range and a 20’ square area per level to become thick
  and overgrown. The plants entwine to form a thicket or jungle that
  creatures must hack or force a way through. Movement drops to 10’, or
  20’ for large creatures. The area must have brush and trees in it for this
  spell to take effect. At the caster’s option, the area can be any shape. This
  spell has no effect on plant creatures.
  Guards and Wards
  Magic-User Level 6
  Duration: 2 hours/level
  Range: 0
  This powerful spell is primarily used to defend a stronghold. The ward
  protects a 20’ diameter sphere, and an additional 10’ radius per caster
  level. The spell creates the following magical effects within the warded
  area.
  Fog: Fog fills all corridors, obscuring all sight, including dark vision,
  beyond 10 feet.
  Wizard Locks: All doors in the warded area are wizard locked.
  Webs: Webs fill all stairs from top to bottom. These strands are identical
  with those created by the Web spell, except that they regrow in 10 minutes
  if they are burned or torn away while the Guards and Wards spell lasts.
  Confusion: Where there are choices in direction – such as a corridor
  intersection or side passage – a minor confusion-type effect functions so
  as to make it 50% probable that intruders believe they are going in the
  opposite direction from the one they actually chose.
  Lost Doors: One door per caster level is covered by an illusion to appear
  as if it were a plain wall.
  
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  In addition, the Magic-User can place his choice of one of the following
  five magical effects:
  1. A Magic Mouth in two places.
  2. A Stinking Cloud in two places. The vapors return within 10 turns if
  dispersed by wind while the Guards and Wards spell lasts.
  3. A Gust of Wind in one corridor or room.
  4. A suggestion in one place. The caster selects an area of up to 5 feet
  square, and any creature who enters or passes through the area receives
  the suggestion mentally. The whole warded area radiates strong magic.
  A Dispel Magic cast on a specific effect, if successful, removes only that
  effect.
  Gust of Wind
  Magic-User Level 3
  Duration: Instantaneous
  Range: 10’/level
  This spell summons forth a powerful blast of air, forceful enough to blow
  out unprotected flames. The wind is strong enough to hurl a small flying
  creature backwards by 1d6 x 10’, and will hold medium-sized creatures
  back from moving.
  Hallucinatory Terrain
  Magic-User Level 4
  Duration: See Below
  Range: 240’
  The caster makes some terrain look, sound, and smell like some other sort
  of terrain, but the entire terrain to be hidden must be encompassed by the
  range this spell may affect. If the illusion comes into contact with an
  intelligent being, the spell is negated. Otherwise, Dispel Magic may be
  used to rid the area of the illusion. The caster may affect 1’ square area
  per caster level.
  
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  Haste*
  Magic-User Level 3
  Duration: 3 rounds + 1 round/level
  Range: 60’
  This spell makes creatures move and act more quickly than normal. One
  creature per caster level within a diameter of 60’ may be affected. A hasted
  creature may make double the normal number of actions and automatically
  wins initiative (effectively going on segment 7). All of the hasted
  creature’s modes of movement (including land movement, burrow, climb,
  fly, and swim) double in speed. Multiple haste effects do not stack. Only
  one spell may be cast per round while hasted.
  Haste dispels and counters slow effects.
  Slow, the reverse of Haste, halves all attacks and movement, including
  spell casting such that only one spell may be cast every two rounds.
  Heal*
  Cleric Level 6
  Duration: Instantaneous
  Range: Touch
  Heal enables the caster to channel divine energy into a creature to wipe
  away injury and afflictions. It immediately ends any and all of the
  following adverse conditions affecting the target: blindness, disease,
  fatigue, feeblemind, and poison. It heals all but 1d4 hit points of damage.
  Harm (reverse of Heal) takes away all but 1d4 hit points from the victim
  touched and inflicts the same disease as Cause Disease.
  Heroism
  Cleric Level 2
  Duration: 1 round/level
  Range: Touch
  This spell grants the subject d4 levels worth of Hit Points and saving
  throws (and, for Fighters, Attack Bonus) for the duration of the spell.
  When the spell ends, if the subject has more hit points than when the spell
  
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  was cast, his hit points return to their previous level. If the subject has
  less than or equal the number of hit points, then there is no adjustment
  once the spell ends.
  Hideous Laughter
  Magic-User Level 2
  Duration: 1 round/level
  Range: 10’/level
  A subject of this spell who fails a save erupts with uncontrollable laughter.
  The subject can take no actions while laughing, but is not considered
  helpless. After the spell ends, the subject can act normally. Only creatures
  which understand laughter and humor are affected by this spell.
  Hold Monster
  Magic-User Level 5
  Duration: 1 round/level
  Range: 120’
  This spell will render any living creature paralyzed. Targets of the spell
  are aware, and breathe normally, but cannot take any actions, including
  speech. A successful save vs. magic will negate the effect. The spell may
  be cast at a single monster, which makes its save at -2, or at a group, in
  which case 1d4 of the creatures in the group may be affected.
  A winged creature which is paralyzed cannot flap its wings and falls (if
  in flight at the time). A paralyzed swimmer can’t swim and may drown.
  If a magic item or spell operates to partially negate the effects of paralysis,
  failure on the saving throw will have the effect of a slow spell rather than
  completely immobilizing the target.
  Hold Person
  Cleric Level 2
  Duration: 2 rounds/level
  Range: 120’
  This spell as cast by a Cleric reveals the true face of the Cleric’s god to
  the target(s), rendering them unable to move out of absolute terror.
  
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  The spell may be cast at a single target or at a group, in which case 1d3+1
  targets may be affected. A successful save versus paralysis will negate
  the effect (-2 modifier if cast against a single target). Only humans or
  humanlike beings are affected. Characters of a greater level than the Cleric
  are unaffected as the Cleric cannot imprint the face of his god strong
  enough to affect these characters, and undead and mindless creatures are
  not affected as divinity means nothing to them. Victims of the spell are
  aware, and breathe normally, but cannot take any actions, including speech.
  A winged creature which is paralyzed cannot flap its wings and falls (if
  in flight at the time). A paralyzed swimmer can’t swim and may drown.
  If a magic item or spell operates to partially negate the effects of paralysis,
  failure on the saving throw will have the effect of a Slow spell rather than
  completely immobilizing the target.
  Hold Person
  Magic-User Level 3
  Duration: 2 rounds/level
  Range: 120’
  This spell as cast by a Magic-User unleashes millions of thread-thin
  spectral worms on the target(s), which enter through every orifice and
  instantly travel to the subject’s brain, traveling through the synapses and
  threatening to tear the subject’s mind apart if he moves.
  The spell may be cast at a single target or at a group, in which case 1d3+1
  targets may be affected. A successful save versus paralysis will negate
  the effect (-2 modifier if cast against a single target). Only humans or
  humanlike beings are affected. Characters of a greater level than the
  Magic-User are unaffected as the summoned worms are not strong enough
  to affect these creatures, and undead and mindless creatures are not
  affected as the worms are unable to gain any hold on them. Victims of
  the spell are aware, and breathe normally, but cannot take any actions,
  including speech.
  A winged creature which is paralyzed cannot flap its wings and falls (if
  in flight at the time). A paralyzed swimmer can’t swim and may drown.
  
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  If a magic item or spell operates to partially negate the effects of paralysis,
  failure on the saving throw will have the effect of a Slow spell rather than
  completely immobilizing the target.
  Hold Portal
  Magic-User Level 1
  Duration: 2d6 turns
  Range: 10’
  This spell magically holds shut a door, gate, window, or shutter of wood,
  metal, or stone. The magic affects the portal just as if it were securely
  closed and normally locked. A Knock spell or a successful Dispel Magic
  spell can negate a Hold Portal spell.
  Holy Word*
  Cleric Level 7
  Duration: See Below
  Range: 0
  The language of gods is not one for mortal ears. In fact, it is the speaking
  of these words that is behind the power of Clerical magic. But some words
  are more devastating than others. The most destructive word is the true
  name of the Cleric’s god, spoken as the god would speak it. The intonation
  of this Holy Word utterly banishes creatures not native to the caster’s
  plane, hurling them back to their respective planes of existence. Addition-
  ally, other creatures will suffer effects from the Holy Word in accordance
  with the creature’s Hit Dice:
  All creatures, save angels or other legitimately holy beings, priests, Clerics
  and devout followers of the caster’s religion, within 60’ of the caster are
  affected.
  Hit Dice
  Effect
  < 4
  Killed
  4 - 7
  Paralyzed 1d4 Turns
  8 - 11
  Slowed 2d4 Rounds
  12 +
  Deafened 1d4 Rounds,  -2 to hit, Movement -25%
  
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  The reverse, Unholy Word, has the same effect save that demons and
  unholy creatures are not affected.
  Identify
  Magic-User Level 1
  Duration: Instantaneous
  Range: Touch
  This spell allows the Magic-User to discern the magical properties of an
  item. The spell requires one uninterrupted day in a laboratory worth at
  least 1,000gp to cast. At the end of the day, the Magic-User will have
  successfully determined one magical property of an item. The character
  will not know if there are additional properties unless the spell is cast one
  more time after all properties have been discovered; this “wasted” day
  will confirm no further properties. Note that a cursed item will not identify
  as cursed, but as the item it pretends to be. This spell does not reveal
  command words. Each casting of the spell, successful or not, requires the
  expenditure of 100gp worth of ingredients.
  Imprisonment*
  Magic-User Level 9
  Duration: Permanent
  Range: Touch
  When the caster casts Imprisonment and touches a creature, it is entombed
  in a state of suspended animation in a small sphere far beneath the surface
  of the earth. The subject remains there unless a Freedom spell (reverse of
  Imprisonment) is cast at the locale where the imprisonment took place.
  Magical search by a crystal ball, a Locate Object spell, or some other
  similar divination does not reveal the fact that a creature is imprisoned.
  Incendiary Cloud
  Magic-User Level 8
  Duration: 1d6 + 4 rounds
  Range: 30’
  An Incendiary Cloud spell creates a cloud of roiling smoke shot through
  with white-hot embers. The smoke obscures all sight, and is 20’ x 20’ x
  10’. In addition, the white-hot embers within the cloud begin to deal
  
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  damage after 3 rounds. Initially, damage is equal to half the spell caster’s
  level. This heat reaches a peak on the 4th round, dealing damage equal to
  the caster’s level. During the 5th round the cloud is in existence, the
  damage decreases to half that of the caster’s level, and the cloud deals no
  more damage after the 5th round. All creatures caught within the cloud
  receive a saving throw versus magic on the third round of the cloud’s
  existence. If successful, all damage inflicted by the cloud is reduced to
  half for the entire duration they are exposed to the cloud. Otherwise, a
  new saving throw is allowed on the 4th and 5th rounds to reduce damage.
  Insect Plague
  Cleric Level 5
  Duration: 1 turns/level
  Range: 360’
  The caster summons a swarm of locusts in a 60’ diameter. The swarm
  causes creatures occupying its area to flee if they are 2 or less Hit Dice.
  This spell does not function when cast underground. The caster can control
  the swarm to move 20’ in a round. The caster must concentrate for the
  duration of the spell to maintain control over the swarm, and if the swarm
  leaves the range the caster loses control of them. The caster also loses
  control of them if he is successfully attacked.
  Instant Summons
  Magic-User Level 7
  Duration: Instantaneous
  Range: See Below
  Time and space do not exist to the forces of magic, and this spell allows
  the Magic-User to disregard both in limited circumstances. When the spell
  is cast, a prepared item is summoned (instantly!) to his hands from
  wherever it currently is. To prepare the item, the caster simply places a
  magical mark on the item. The item must not be more than roughly 3’
  long nor weigh more than 8 pounds. Then the spell is cast, which
  magically and invisibly inscribes the name of the item on a gem worth at
  least 5,000gp. Thereafter, the caster can summon the item by speaking a
  special word (set by the caster when the spell is cast) and crushing the
  gem. The item appears instantly in the caster’s hand. Only the caster can
  use the gem in this way. If the item is in the possession of another creature,
  
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  the spell does not work. The item can be summoned from across the
  multiverse, but only if no other creature has claimed ownership of it.
  Interposing Hand
  Magic-User Level 5
  Duration: 1 round/level
  Range: 10’/level
  Interposing Hand creates a large magic hand that appears between the
  caster and one opponent. This floating, disembodied hand then moves to
  remain between the two, regardless of where the caster moves or how the
  opponent tries to get around it. The hand does not pursue an opponent,
  however. An Interposing Hand has as many hit points as the caster when
  undamaged. It has an AC of 12. Any creature weighing 2,000 pounds or
  less that tries to push past the hand is slowed to half its normal speed.
  Invisibility
  Magic-User Level 2
  Duration: 1 turn/caster level
  Range: Touch
  With this spell the Magic-User frightens the light of the world, causing it
  to avoid the subject of the spell. This causes the subject, including all
  carried equipment, to completely vanish from sight. Equipment that is
  dropped becomes visible, and items picked up disappear. Light sources
  carried by the subject cannot be seen by others, but can be seen by the
  subject.
  The subject still makes noise, emits odor, etc, as usual. The subject still
  has physical mass and can touch and be touched. If the subject makes any
  sort of offensive action, such as attacking someone, tripping someone,
  using force to break an object, setting fire to a structure, basically taking
  any violent action at all, that action enrages the world’s light so much that
  it attempts to attack the subject, resulting in the invisibility being dispelled
  just after the violent deed is performed. Note that being successful in a
  violent deed is not necessary; an invisible character who attacks and
  misses a target still becomes visible.
  
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  Invisibility 10’ Radius
  Magic-User Level 3
  Duration: 1 turn/caster level
  Range: 10’ Radius Area
  The caster’s rage is so great that the light is terrified on a grand scale, and
  any beings, and their carried equipment, within 10’ of the caster at the
  time of the casting become invisible as per the Invisibility spell. After the
  spell is cast, those affected do not have to remain close to the caster; it is
  as if individual Invisibility spells had been cast on each of them.
  Invisibility, Improved
  Magic-User Level 4
  Duration: 1 turn/caster level
  Range: Touch
  With this spell the Magic-User frightens the light of the world, causing it
  to avoid the subject of the spell. This causes the subject, including all
  carried equipment, to completely vanish from sight. Equipment that is
  dropped becomes visible, and items picked up disappear. Light sources
  carried by the subject cannot be seen by others, but can be seen by the
  subject.
  The subject still makes noise, emits odor, etc, as usual. The subject still
  has physical mass and can touch and be touched. However, this spell is
  also proof against the anger of the light, and so the subject may take any
  aggressive or offensive action desired and it will not cancel the spell.
  Invisibility, Mass
  Magic-User Level 7
  Duration: 1 turn/caster level
  Range: 10’/level
  This spell is identical to the Invisibility 10’ Radius spell, but all living
  things (and their equipment) in a 30’ square area become invisible. After
  the spell is cast, those affected do not have to remain within this area; it
  is as if individual Invisibility spells have been cast on each of them.
  
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  Invisible Stalker
  Magic-User Level 6
  Duration: See Below
  Range: 0
  This spell allows the caster to utilize his super-ego to spontaneously create
  an invisible creature which can be ordered to undergo a task or mission.
  The creature will attempt to accomplish the task until it is finished or until
  it is destroyed. If the creature is viewed by one able to see invisible objects,
  the creature will be seen to resemble the caster, but distorted with a mad
  façade of power hunger and lust.
  If combat occurs, the thing summoned by this spell has the following
  stats: Hit Dice 8, AC as plate, 1 attack for 2d8 damage, Move 240’, ML
  7.
  Jalo’s Animated Artwork
  Magic-User Level 7
  Duration: 1 round/level
  Range: 30’
  The caster may take an object or creature depicted in art (be it a drawing,
  painting, etc.) and bring it to life in the real world. The object may be used
  as if it were real (because it now is!), and any creature will believe it is
  what the art was depicting, with full abilities, under control of the caster.
  Note that the quality of the piece will affect the power of the creature or
  item in the real world. A masterwork (defined as being worth 1,000+gp)
  will yield perfect creations, quality but less essential works will only be
  at 50% power, and anything less (scribbles on paper!) will be at 25%
  effectiveness. Drawing a quick serviceable doodle takes two rounds.
  Knock
  Magic-User Level 2
  Duration: Instantaneous
  Range: 60’
  This spell allows the Magic-User to speak to a stuck, barred, locked, Held,
  or Wizard Locked door and convince it to open for him. It opens secret
  doors, as well as locked or trick-opening boxes or chests. It also loosens
  
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  welds, shackles, or chains (provided they serve to hold shut something
  which can be opened). If used to open a wizard locked door, the spell does
  not remove the Wizard Lock but simply suspends its functioning for one
  turn. In all other cases, the door does not relock itself or become stuck
  again on its own. Knock will not raise a portcullis or operate any other
  similar mechanism, nor will it affect ropes, vines, and the like. Each spell
  can undo a single means of preventing access.
  Legend Lore
  Magic-User Level 6
  Duration: See Below
  Range: 0
  The works and deeds of the famous and the infamous are witnessed by
  the universe, and all secrets are spied upon by creation, even if there is
  no man to record them. This spell allows the caster to read this chronicle
  that is written between the strands of reality, giving him knowledge about
  an important person, place, or thing. If the person or thing is at hand, or
  if the caster is in the place in question, the casting time is 1d4 x 10 turns.
  If the caster has only detailed information on the person, place, or thing,
  the casting time is 1d10 days. If only rumors are known, the casting time
  is 2d6 weeks. During the casting, the Magic-User cannot engage in other
  than routine activities: eating, sleeping, and so forth. When completed,
  the divination brings legends or information about the person, place, or
  things to mind, but always in the form of riddles, puzzles, symbols, or
  other obscure forms that must be reasoned or intuited to understand. If
  the person, place, or thing is not of legendary importance, no information
  is gained.
  Levitate
  Magic-User Level 2
  Duration: See Below
  Range: 20’
  Levitate allows the caster to move himself, another creature, or an object
  up and down as desired. An unwilling creature may make a saving throw
  to avoid the effects, and an object must be unattended or the possessor is
  allowed a saving throw if they so wish. The caster can mentally direct the
  recipient to move up or down as much as 20 feet each round, by
  
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  concentration. The caster cannot move the recipient horizontally, but the
  recipient could clamber along the face of a cliff, for example, or push
  against a ceiling to move laterally (generally at half its normal land speed).
  The spell lasts as long as the caster actively concentrates on it. If the
  Magic-User moves, engages in combat, is damaged, or takes any other
  action, the spell ends immediately.
  Light*
  Cleric Level 1
  Magic-User Level 1
  Duration: 3 turns/caster level
  Range: 120’
  This spell creates a light source equivalent to that of a torch at the target
  area of the spell. The effect is immobile if cast on an area, but if cast on
  an object it moves with the object. Once cast, the caster has no control
  over the light, but may end the spell if he so wishes. If cast on a person
  or on the equipment of a person who does not wish to be the target of the
  spell, that person is allowed a saving throw versus magic; success means
  the spell is cast on the area the person is in, but not on a particular object.
  The light caused by the spell emits no heat, nor can it be extinguished by
  water or high winds. The source of the light can be covered, which will
  block the light, not end the spell.
  The reverse of the spell causes an area to be covered in total darkness;
  even creatures able to see in the dark are blind here.
  A Light spell can be used to cancel a Darkness spell, and vice versa.
  Either version of the spell can be targeted at a creature’s eyes specifically
  to blind it, assuming it has eyes in close proximity to one another. The
  target gets a saving throw versus magic. If successful, the spell fails to
  work at all.
  
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  Lightning Bolt
  Magic-User Level 3
  Duration: Instantaneous
  Range: 40’ + 10’/level
  A bolt of lightning extends 60’ from the targeted point, almost ten feet
  wide. Anyone in its path suffers 1d6 points of damage per level of the
  caster (half with a successful saving throw). The bolt always extends 60’,
  even if this means that it ricochets backward from something that blocks
  its path.
  Locate Object*
  Cleric Level 3
  Magic-User Level 2
  Duration: 2 turns
  Range: 60’ + 10’/level
  The caster can sense the direction of a well-known or clearly visualized
  object. The caster can search for general items, in which case the nearest
  one of its kind is located. Attempting to find a certain item requires a
  specific and accurate mental image; if the image is not close enough to
  the actual object, the spell fails. Living creatures or animate constructs
  may not be located.
  Lower Water
  Cleric Level 4
  Magic-User Level 6
  Duration: 1 turn/level
  Range: 120’
  This spell causes water or similar liquid to reduce its depth by as much
  as 2 feet per caster level (to a minimum depth of 1 inch). The water is
  lowered within a more or less square-shaped depression whose sides are
  up to 10 feet long per caster level. In extremely large and deep bodies of
  water, such as a deep ocean, the spell creates a whirlpool that sweeps ships
  and similar craft downward, putting them at risk and rendering them
  unable to leave by normal movement for the duration of the spell. When
  cast on water elementals and other water-based creatures, this spell acts
  as a Slow spell (the reverse of Haste); a save vs. magic is allowed, with
  success negating the effect. The spell has no effect on other creatures.
  
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  Magic Aura*
  Magic- User Level 1
  Duration: 1 day/level
  Range: Touch
  This spell makes an object appealing to the microcosmic forces of magic,
  giving the item an aura that causes it to register to Detect spells (and spells
  with similar capabilities) as though it were magical. If the object bearing
  Magic Aura is physically examined (touched), the examiner recognizes
  that the aura is false if he succeeds in a saving throw versus magic.
  Otherwise, he believes the aura and no amount of testing reveals what the
  true magic is.
  The reverse of this spell hides the magic aura of a legitimate magical item.
  A Magic-User casting Detect Magic and actually handling the item is
  permitted a saving throw to see the magical aura of the item.
  Magic Jar
  Magic-User Level 5
  Duration: See Below
  Range: 10’/level
  By casting Magic Jar, the caster places his soul in a gem or large crystal
  (known as the magic jar), leaving his body lifeless. An attempt can then
  be made to take control of a body within 120’, forcing its soul into the
  magic jar. The caster may move back to the jar (thereby returning the
  trapped soul to its body) and attempt to possess another body. The spell
  ends when the caster sends his soul back to his own body, leaving the
  receptacle empty.
  To cast the spell, the magic jar must be within spell range. While in the
  magic jar, the caster can sense and attack any life force. Attempting to
  possess a body is a full-round action. The caster possesses the body and
  forces the creature’s soul into the magic jar unless the subject succeeds a
  saving throw versus magic. Failure to take over the host leaves the caster’s
  life force in the magic jar, and the target automatically succeeds on further
  saving throws if the caster attempts to possess its body again.
  
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  If the caster is successful, his life force occupies the host body, and the
  host’s life force is imprisoned in the magic jar. The caster keeps his own
  Intelligence, Wisdom, Charisma, level, class, and alignment. The body
  retains its Strength, Dexterity, Constitution, hit points, natural abilities,
  and automatic abilities. The creature’s spells and spell-like abilities do
  not stay with the body. The caster can be forced out of a possessed body
  if a Dispel Evil spell is cast.
  The spell ends when the caster shifts from the jar to his body. If the host
  body is slain, the caster returns to the magic jar, if within range, and the
  life force of the host departs (it is dead). If the host body is slain beyond
  the range of the spell, both the caster and the host die. If the caster’s life
  force is within the magic jar and his own body is slain, the caster is trapped
  in the magic jar until a creature comes within range and can be possessed.
  If the caster’s life force is in possession of a host and the magic jar is
  destroyed, the caster’s life force is stranded in the host. Any life force
  with nowhere to go is slain. Destroying the receptacle ends the spell and
  destroys any life force inside it.
  Magic Missile
  Magic-User Level 1
  Duration: Instantaneous
  Range: 60’ + 10’/level
  A missile of magical energy shoots forth from the caster’s fingertip and
  strikes its target, dealing damage equal to 1d6 + 1 point per level of the
  caster (so a second level Magic-User deals d6 + 2 points of damage). The
  missile strikes unerringly, even if the target is in mêlée combat or has less
  than total cover or total concealment. Specific parts of a creature can’t be
  singled out. A single missile can strike only one creature.
  Each Magic-User’s Magic Missile is unique in appearance and always
  looks the same. When the caster writes a scroll, the resulting Missile looks
  identical to the normally cast version. When using a scroll written by
  another Magic-User, or memorizing a spell out of another’s spellbook,
  the resulting spell will look like that other caster’s Missile. Each different
  ‘signature’ for a Magic Missile must be researched and/or transcribed as
  if it were a different spell.
  
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  Magic Mouth
  Magic-User Level 2
  Duration: Permanent until Triggered
  Range: See Below
  This enchantment is set upon an object, and the magic is triggered when
  certain conditions established by the caster are met. When that happens,
  a mouth appears in the object and speaks the message it has been
  commanded to speak. The message may be up to 30 words long.
  Magic Sword
  Magic-User Level 7
  Duration: 1 round/level
  Range: 30’
  The caster evokes a magical sword into being and can wield it by exerting
  his will. While doing so, he cannot cast spells, use magic items, or move,
  although the spell does not end if the Magic-User’s concentration is
  broken; the sword simply does not attack during that round. The sword
  attacks as a Fighter one-half the Magic-User’s caster level (and always
  hits on a natural 19 or 20), and it can hit creatures that can ordinarily be
  hit only with magic weapons. The sword inflicts 5d4 hp damage.
  Massmorph
  Magic-User Level 4
  Duration: See Below
  Range: 10’/level
  One hundred or fewer man or horse-sized creatures are changed to appear
  like ordinary trees. The creatures must all be willing (or at least unresist-
  ing), and remain in tree form until the spell is ended by the caster or the
  magic is dispelled. The illusion is so perfect that creatures moving through
  the “forest” will not detect the deception.
  Maze
  Magic-User Level 8
  Duration: See Below
  Range: 5’/level
  The caster banishes the subject into an extra dimensional labyrinth. The
  number of turns or rounds the subject takes to escape this labyrinth is
  
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  determined by his Intelligence.
  Referees should estimate monsters’ (or other NPCs with no given scores)
  Intelligence.
  Mending
  Magic-User Level 1
  Duration: Instantaneous
  Range: 30’
  Mending repairs small breaks or tears in objects. It will weld broken
  metallic objects such as a ring, a chain link, a medallion, or a slender
  dagger, providing but one break exists. Ceramic or wooden objects with
  multiple breaks can be invisibly rejoined to be as strong as new. A hole
  in a leather sack or a wineskin is completely healed over by Mending.
  The spell cannot repair magic items, nor does it affect creatures.
  Message
  Magic-User Level 1
  Duration: See Below
  Range: 60’ + 10’/level
  This spell grants the caster the ability to whisper messages and receive
  whispered replies. The caster points his finger at a creature he wants to
  receive the message. The target must be in direct line of sight, with no
  barrier. The whispered message is audible only to the target. The creature
  that receives the message can whisper a reply that the caster can hear if
  the spell duration has not expired. The spell transmits sound, not meaning.
  It doesn’t transcend language barriers. Unlike casting most spells, the
  Intelligence
  Time in Labyrinth
  3 or less
  3d4 Turns
  4 - 5
  2d4 Turns
  6 - 8
  1d4 Turns
  9 - 12
  4d4 Rounds
  13 - 15
  3d4 Rounds
  16 - 17
  2d4 Rounds
  18 +
  1d4 Rounds
  
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  gestures of this spell are subtle, and it is easy to conceal that the spell is
  being cast.
  Meteor Swarm
  Magic-User Level 9
  Duration: Instantaneous
  Range: 40’ + 10’/level
  Tiny meteors swarm from the caster’s hands and explode into fireballs
  where he desires. The caster may hurl 4 normal fireballs for 10d6 damage
  or 8 fireballs of 10’ diameter that inflict 5d6 points of damage. A saving
  throw is permitted in order to take half damage.
  Mind Blank
  Magic-User Level 8
  Duration: 1 turn/level
  Range: 30’
  The subject is protected from all devices and spells that detect, influence,
  or read emotions or thoughts. This spell protects against all mind-affecting
  spells and effects as well as information gathering by divination spells or
  effects. In the case of scrying that scans an area the creature is in, such as
  a crystal ball, the spell works but the creature simply isn’t detected.
  Scrying attempts that are targeted specifically at the subject do not work
  at all.
  Mirror Image
  Magic-User Level 2
  Duration: 2 rounds/level
  Range: 0
  This spell grabs d4 duplicates of the caster from near-identical timelines
  to confuse foes and make it more difficult for the original caster to come
  to harm. Because they are the caster, in the same situation and fighting
  the same battle in their own timeline, they are indistinguishable in every
  way from the caster and mimic his every motion. When an opponent
  makes a successful attack against one of the duplicates, it instantly dies
  and dissipates into nothingness (the others remain). If an opponent
  attempts to attack a Magic-User obscured by this spell, it is randomly
  determined whether the to-hit roll is directed toward the caster or one of
  
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  the duplicates. Note that the duplicates do not take independent action;
  they are just “mirror images” as the spell name implies.
  Mnemonic Enhancer
  Magic-User Level 4
  Duration: See Below
  Range: 0
  This spell allows the caster to prepare additional spells or retain spells
  recently cast. Up to 3 levels of spells could be retained, or memorized
  above and beyond the number normally available for the caster’s level.
  This can be in any combination of spell levels. For instance, one 3rd level
  spell or three 1st level spells. If spells are to be retained, then rather than
  memorize extra spells, Mnemonic Enhancer is cast first and then used to
  discharge the spells of the stated spell levels, while retaining them for one
  more casting.
  Monster Summoning
  Magic-User Level 3
  Duration: 1 round/level
  Range: 30’
  By casting this spell, the Magic-User conjures up 1d8 creatures totaling
  the caster’s level in Hit Dice to serve him as allies in combat or to perform
  other services (creatures can have ½ a Hit Die, with d4 Hit Points). The
  monsters appear from thin air within 1d4 rounds of the spell’s completed
  casting. If the caster is in combat, the monsters will fight on his behalf,
  attacking whatever foes he directs, or guarding him. For more complex
  tasks, the Magic-User must somehow have the ability to communicate
  these more specific commands.
  The Referee will determine what creatures actually appear, but they will
  not be natural…
  Move Earth
  Magic-User Level 6
  Duration: 6 turns
  Range: 240’
  A total of 60 cubic feet of loose soil can be moved per turn within the
  
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  range provided above. Neither solid stone nor large boulders may be
  moved.
  Neutralize Poison*
  Cleric Level 4
  Duration: Instantaneous
  Range: Touch
  The caster detoxifies any sort of venom or poison in the creature or object
  touched. A poisoned creature suffers no additional effects from the poison,
  and any temporary effects are ended, but the spell does not reverse
  instantaneous effects, such as hit point damage, or other effects that do
  not go away on their own. If a character dies of poison, Neutralize Poison
  will bring a character back to life if the spell is used no more than 1 turn
  after death.
  Part Water
  Cleric Level 7
  Magic-User Level 6
  Duration: 6 turns
  Range: 120’
  The caster creates a path 10’ wide and a maximum of 120’ long through
  water, such as a pond, lake, or other body. The caster can dismiss the spell
  effects before the duration ends, thus allowing water to crash upon
  unwanted pursuers.
  Passwall
  Magic-User Level 5
  Duration: 3 turns
  Range: 30’
  The caster creates a passage through wooden, plaster, or stone walls, but
  not through metal or other harder materials. The passage is 10’ deep with
  a 5’ diameter.
  
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  Permanency
  Magic-User Level 8
  Duration: Permanent
  Range: Touch
  The Permanency spell makes other spell effects permanent. It is also used
  to lock the enchantments of a magic item permanently into the item.
  Certain spells can be made permanent upon the caster or another creature,
  and other spells can be made permanent only if cast upon an area or an
  object. Each use of this spell requires the caster to make a saving throw
  versus magic; failure permanently reduces the caster’s Constitution by 1
  point.
  Spells that can be made permanent upon a person or other creature (and
  these must be cast by a Magic-User, not a Cleric):
  Change Self, Comprehend Languages, Dark Vision, Detect Evil, Detect
  Illusion, Detect Invisible, Detect Magic, Feather Fall, Improved Invisibil-
  ity, Levitate, Minor Globe of Invulnerability, Protection from Evil,
  Protection from Normal Missiles, Protection from Normal Weapons, Read
  Magic, Spider Climb, Unseen Servant, Ventriloquism, Water Breathing
  Spells that can be made permanent upon an area or object:
  Continual Light, Enlarge, Gust of Wind, Invisibility, Magic Aura, Magic
  Mouth, Prismatic Wall, Stinking Cloud, Wall of Fire, Wall of Fog, Wall
  of Ice, Web
  Phantasmal Force
  Magic-User Level 2
  Duration: 1 round/level
  Range: 10’/level
  This spell creates a creature the caster has previously seen that will obey
  his every mental command. However, it only exists in the minds of those
  seeing, smelling, or hearing it. The first time a phantasmal creature causes
  damage in combat, the victim receives a saving throw versus magic.
  Success means the creature ceases to exist as far as that character is
  concerned and no damage is taken, otherwise, the illusion is as deadly as
  
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  a real creature. The illusion is dispelled the first time it is hit in combat
  by someone who believes in it.
  Phantasmal Psychedelia
  Magic-User Level 3
  Duration: 1 round/level
  Range: 10’/level
  This spell creates a creature the caster has previously seen that will obey
  his every mental command. However, it only exists in the minds of those
  seeing, smelling, or hearing it. The first time a phantasmal creature causes
  damage in combat, the victim receives a saving throw versus magic.
  Success means the creature ceases to exist as far as that character is
  concerned and no damage is taken, otherwise, the illusion is as deadly as
  a real creature. Whenever the illusory creature is hit in combat by someone
  believing in it, the attacker gains another saving throw to disbelieve the
  illusion.
  Phantasmal Supergoria
  Magic-User Level 6
  Duration: 1 round/level
  Range: 10’/level
  This spell creates a creature the caster has previously seen that will obey
  his every mental command. However, it only exists in the minds of those
  seeing, smelling, or hearing it. The first time a phantasmal creature causes
  damage, the victim receives a saving throw versus magic. Success means
  the creature ceases to exist as far as that character is concerned and no
  damage is taken; otherwise, the illusion is as deadly as a real creature. If
  the saving throw is not made, then another save is allowed only after the
  illusory creature has taken so much “damage” that it must be dead… but
  the illusion can take no actual damage because it does not exist.
  Saving throws are also granted if a character disbelieves a certain situation
  created by the illusion.
  
  85
  Phase Door
  Magic-User 7
  Duration: 1 passage per 2 levels
  Range: Touch
  This spell creates an ethereal passage through wooden, plaster, or stone
  walls, but not other materials. This passage is 10’ deep with a 5’ diameter.
  The phase door is invisible and inaccessible to all creatures except the
  caster, and only the caster can use the passage. The caster disappears when
  entering the phase door and reappears when exiting. If the caster desires,
  he can take one other creature (human-sized or smaller) through the door.
  This counts as two uses of the door. The door does not allow light, sound,
  or spell effects through it, nor can it be seen through. A Phase Door is
  subject to Dispel Magic. If anyone is within the passage when it is
  dispelled, he is harmlessly ejected.
  Plane Shift
  Cleric Level 5
  Duration: Instantaneous
  Range: Touch
  This spell allows the caster to move himself or some other creature to
  another plane of existence or alternate dimension. If several willing
  persons link hands in a circle, as many as eight can be affected by the
  Plane Shift at the same time. Note that Plane Shift transports creatures
  instantaneously and then ends. The creatures need to find other means if
  they are to travel back. An unwilling creature is entitled to a saving throw
  versus magic to negate the effects of this spell.
  Polymorph Others
  Magic-User Level 4
  Duration: Permanent
  Range: 60’
  By means of this spell, one living being may be transformed into another
  kind of being. The creature may make a saving throw versus magic, but
  if the creature is willing this roll can be forgone and the effects are
  automatic. If the new creature’s Hit Dice totals more than twice the Hit
  Dice of the original creature, the spell does not work. Although the final
  form will retain the same number of hit points as the original, all other
  
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  abilities of the new form will be acquired, including Intelligence level.
  The creature becomes the new creature in every way, including instincts,
  alignment, preferences, etc. This spell may not be used to reproduce the
  appearance of a specific identity. Dispel Magic negates the effects of this
  spell, and if the subject dies while in a different form he will revert to his
  natural form in death.
  Polymorph Self
  Magic-User Level 4
  Duration: 2 turns/level
  Range: 0
  The caster transforms himself into another being. A particular individual
  may not be mimicked with this spell, but only a typical individual of a
  creature type. The new body must be of a creature with a number of Hit
  Dice equal to the caster or fewer. The caster retains his Intelligence, hit
  points, saving throws, and ability to attack, but does gain physical abilities
  of the new form, including Strength or Strength-based attack forms and
  damage. Magical abilities or other special abilities are not gained. For
  example, if the caster transforms into a winged creature, he will be able
  to fly. If the caster takes the form of a creature with a petrifying gaze, his
  gaze will not petrify. The caster is unable to cast spells when transformed.
  Dispel Magic negates the effects of this spell, and if the caster dies while
  in a different form he will revert to his natural form in death.
  Power Word Kill
  Magic-User Level 9
  Duration: Instantaneous
  Range: 2.5’/caster level
  The caster utters a single word of power that instantly kills one or more
  creatures within a 20’ diameter, whether the creatures can hear the word
  or not. This spell will kill multiple creatures if they have under 11 hit
  points each, or the spell will kill a single creature that has 60 or fewer hit
  points. The caster must choose whether he is attempting to kill one
  creature or multiple creatures when he casts the spell. If multiple creatures
  are targeted, a maximum of 120 hit points total of creatures may be killed.
  Any creature that has 61 or more hit points is unaffected by Power Word
  Kill. There is no saving throw against this spell.
  
  87
  Power Word Stun
  Magic-User Level 7
  Duration: See Below
  Range: 5’/level
  The caster utters a single word of power that instantly causes one creature
  of his choice to become stunned for 2d4 rounds, whether the creature can
  hear the word or not. The duration of the spell depends on the target’s
  current hit point total. Any creature that has 91 or more hit points is
  unaffected by Power Word Stun. There is no saving throw against this
  spell.
  Prayer
  Cleric Level 3
  Duration: 1 round/level
  Range: 0
  By displaying total submission to his deity, the Cleric may beg for succor
  in times of need. The Prayer spell grants such aid, granting a +1 bonus to
  the morale, attack, damage, and saving throw rolls of the Cleric and any
  creatures allied with the caster. The Cleric’s enemies suffer –1 on their
  morale, attack, damage, and saving throw rolls.
  The spell’s area of effect is a 30’ radius area centered on the Cleric.
  Prismatic Sphere
  Magic-User Level 7
  Duration: 1 turn/level
  Range: 0
  The caster conjures up an immobile, opaque globe of shimmering,
  multicolored light that surrounds him and offers protection from all forms
  of attack. The sphere flashes in all colors of the visible spectrum. The
  Hit Points
  Duration
  30 or less
  4d4 + 1 Rounds
  31 - 50
  2d4 + 1 Rounds
  51 - 90
  1d4 + 1 Rounds
  
  88
  sphere has a blindness effect on creatures with less than 8 Hit Dice, which
  lasts 2d4 turns.
  The caster can pass into and out of the prismatic sphere and remain near
  it without harm. However, the sphere blocks any attempt to project
  something into the sphere (including spells). Other creatures that attempt
  to attack the caster or pass through suffer the effects of each color, one at
  a time. Typically, only the upper hemisphere of the globe will exist, since
  the caster is at the center of the sphere, so the lower half is usually
  excluded by the floor surface.
  Order
  Colors
  Effects
  Negated By
  1st
  Red
  Stops non-magical ranged weapons.
  Deals 10 points of damage (saving
  throw for half damage).
  Fireball
  2nd
  Orange
  Stops magical ranged weapons. Deals
  20 points of damage (saving throw
  for half).
  Gust of Wind
  3rd
  Yellow
  Stops poisons, gases, and petrifica-
  tion. Deals 40 points of damage
  (saving throw for half).
  Disintegrate
  4th
  Green
  Stops breath weapons. Poison (saving
  throw or die).
  Passwall
  5th
  Blue
  Stops divination and mental attacks.
  Turns to stone (saving throw
  negates).
  Magic Missile
  6th
  Indigo Stops all spells. Causes insanity
  (saving throw negates)
  Continual
  Light
  7th
  Violet
  Force shield. Creatures sent to
  another dimension (saving throw
  negates).
  Dispel Magic*
  * Dispel Magic only dispels the 7th layer and does not disrupt the
  entire spell.
  
  89
  
  90
  Prismatic Spray
  Magic-User Level 7
  Duration: Instantaneous
  Range: 70’
  This spell causes seven shimmering, intertwined, multicolored beams of
  light to spray from the caster’s hand. The beams are intertwined in a “fan”
  of light that is 70’ long, 5’ wide at the origin and 15’ wide at the terminal
  end. Each beam has a different power. Creatures in the area of the spell
  with 8 Hit Dice or less are automatically blinded for 2d4 turns. Every
  creature in the area is randomly struck by one or more beams, which have
  additional effects that are identical to the same color of the globes
  produced by the Magic-User spell Prismatic Sphere.
  Prismatic Wall
  Magic-User Level 7
  Duration: 1 turn/Level
  Range: 10’
  Prismatic wall creates a vertical, opaque wall – a shimmering, multicol-
  ored plane of light that protects the caster from all forms of attack. For
  all purposes this spell functions identically to the Magic-User spell
  Prismatic Sphere, except a shimmering wall is produced rather than an
  opaque globe.
  Roll
  Color
  Effect
  1
  Red
  Deals 10 points of damage (saving throw for half
  damage).
  2
  Orange
  Deals 20 points of damage (saving throw for half).
  3
  Yellow
  Deals 40 points of damage (saving throw for half).
  4
  Green
  Poison (saving throw or die).
  5
  Blue
  Turns to stone (saving throw negates).
  6
  Indigo
  Causes insanity (saving throw negates).
  7
  Violet
  Creatures sent to another dimension (saving throw
  negates).
  8
  Two Colors Roll twice, ignoring this result.
  
  91
  Projected Image
  Magic-User Level 6
  Duration: 1 round/level
  Range: 10’/level
  The caster creates a quasi-real, illusory version of himself. The projected
  image looks, sounds, and smells like the caster but is intangible. The
  projected image mimics the caster’s actions (including speech) and any
  sound or spell effects will seem to come from the image. If the image is
  physically contacted by hand or with a weapon wielded by hand, it
  disappears. However, all missile weapons or spells will pass through the
  image or otherwise appear to do nothing to the caster.
  Protection from Evil*
  Cleric Level 1
  Magic-User Level 1
  Duration: 1 round/level
  Range: Touch
  “Evil,” for purposes of this spell, is an in-game colloquial term. It should
  properly be called “Protection from Chaos.”
  The subject of this spell is able to ward off Chaotic creatures and effects.
  While so protected, any Chaotic creature suffers a penalty to hit in mêlée
  combat equal to the level of the caster. For the purposes of this spell,
  Chaotic is defined as: Undead creatures, any extra-dimensional or
  extra-planar creatures that are not specifically Powers of Law or angels,
  any creature with innate magical abilities (including Magic-Users but not
  Clerics), any character with permanent magical items on their person
  (potions and scrolls do not count, wands and staves do), and supernatural
  creatures incapable of being good.
  The reverse of this spell protects against Law instead of Chaos.
  
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  Protection from Evil, 10’ Radius*
  Cleric Level 4
  Magic-User Level 3
  Duration: 1 round/level
  Range: 0
  “Evil,” for purposes of this spell, is an in-game colloquial term. It should
  properly be called “Protection from Chaos.”
  The field of protection is centered around the caster, and moves with the
  caster. Any Chaotic creature within this area suffers a penalty to hit in
  mêlée combat equal to the level of the caster. For the purposes of this
  spell, Chaotic is defined as: Undead creatures, any extradimensional or
  extraplanar creatures that are not specifically Powers of Law or angels,
  any creature with innate magical abilities (including Magic-Users but not
  Clerics), any character with permanent magical items on their person
  (potions and scrolls do not count, wands and staves do), and supernatural
  creatures incapable of being good.
  The reverse of this spell protects against Law instead of Chaos.
  Protection from Normal Missiles
  Magic-User Level 3
  Duration: 1 round/level
  Range: Touch
  While under the effects of this spell, the caster or subject is completely
  unharmed by small and non-magical missiles. Only the subject receives
  this protection, and it does not extend to large hurled boulders such as
  those that giants employ, or enchanted arrows. The spell conveys no
  protection whatsoever against spells, including spells with missile-like
  qualities.
  Protection from Normal Weapons
  Magic-User Level 4
  Duration: 1 round/level
  Range: Touch
  The subject of this spell becomes completely invulnerable to the effects
  of non-magical weapons. Creatures four Hit Dice or greater (but not
  
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  including character levels) are still able to attack as normal. The spell
  conveys no protection whatsoever against spells.
  Purify Food and Drink*
  Cleric Level 1
  Duration: Instantaneous
  Range: 30’
  Enough food and water for up to a dozen people is made pure, removing
  spoilage and poisons.
  The reverse of the spell contaminates food and water and will spoil holy
  water.
  Quest
  Cleric Level 5
  Duration: See Below
  Range: 60’
  When this spell is cast on a character, a saving throw versus magic is
  allowed. Success indicates that the spell is not effective. If the save fails,
  the caster can compel the character to take on a quest. This quest can be
  dangerous, but the character cannot be instructed to purposefully harm
  himself. Should the affected character resist taking on the quest, he will
  be under the effect of a curse, the nature of which is decided by the
  Referee. The only way to remove the curse is to undertake the quest, and
  when the quest is finished the spell terminates.
  Ray of Enfeeblement
  Magic-User Level 2
  Duration: 1 round/level
  Range: 20’
  This spell effects a coruscating ray from the caster’s hand. The opponent
  takes a penalty to Strength equal to 25%, +2% per caster level beyond
  level 3. This penalty applies equally to mêlée and missile damage inflicted
  by an affected creature as well. A successful saving throw versus magic
  negates the effect.
  
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  Read Magic*
  Magic-User Level 1
  Duration: Instantaneous
  Range: 0
  By means of read magic, the caster can decipher magical inscriptions on
  objects – books, scrolls, weapons, and the like – that would otherwise be
  unintelligible. This does not normally invoke the magic contained in the
  writing, although it may do so in the case of a cursed scroll. Furthermore,
  once the spell is cast and the caster has read the magical inscription, he
  thereafter is able to read that particular writing without recourse to the
  use of Read Magic. All spellbooks are written such that only the Elf or
  Magic-User who owns the book can decipher it without the use of this
  spell. Each casting of the spell allows the reading of d4 items.
  Remove Curse*
  Cleric Level 3
  Magic-User Level 4
  Duration: Instantaneous
  Range: Touch
  Remove Curse instantaneously removes one curse on a creature if it makes
  a saving throw versus magic. Remove Curse does not remove the curse
  from a cursed shield, weapon, or suit of armor, although the spell enables
  the creature afflicted with any such cursed item to remove and get rid of
  it. Remove Curse counters and dispels Bestow Curse.
  Bestow Curse (reverse of Remove Curse) can bring about any number of
  unfortunate effects upon a being, determined by the caster and Referee.
  Some limits of effect must be enforced. Possibilities include no more than
  a – 2 penalty to saving throws or –4 to hit. An ability might be reduced
  by 50%. These effects can have any number of creative symptoms. The
  victim can avoid being affected by Bestow Curse with a successful saving
  throw versus magic.
  
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  Remove Fear*
  Cleric Level 1
  Duration: See Below
  Range: Touch
  This spells instills courage in the subject, and potentially removes the
  effect of magic-induced fear by allowing the target a saving throw versus
  magic to attempt to remove the effects. The subject receives a saving
  throw bonus of +1 per level of the caster. The subject automatically
  succeeds in any morale checks for a number of rounds equal to the caster’s
  level. Remove Fear counters and dispels Cause Fear.
  The reverse, Cause Fear, will cause a subject who is touched to run away,
  hysterical, at full running movement for a number of rounds equal to the
  caster’s level.
  Resist Cold
  Cleric Level 1
  Duration: 1 turn/level
  Range: Touch
  While under the effects of this spell, a character or monster is unharmed
  by freezing (non-magical) cold, and receives a bonus of +2 to all saving
  throws versus cold-based magical or breath attacks. In addition, 1 point
  of damage is subtracted from each dice of damage dealt by a cold-based
  attack. Each die will inflict a minimum of 1 hp damage.
  Resist Fire
  Cleric Level 2
  Duration: 1 turn/level
  Range: Touch
  While under the effects of this spell, a character or monster is unharmed
  by intense (non-magical) heat, and he receives a bonus of +3 to all saving
  throws versus heat-based magical or breath attacks. In addition, 1 point
  of damage is subtracted from each die of damage dealt by a heat-based
  attack. Each die will inflict a minimum of 1 hp damage.
  
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  Reverse Gravity
  Magic-User Level 7
  Duration: 1 round
  Range: 5’/level
  Nature is a Magic-User’s plaything, and this spell commands the earth to
  throw away people and objects standing upon it. This affects a 30’ squared
  area, causing all unattached objects and creatures within that area to “fall”
  upward 20’. If some solid object (such as a ceiling) is encountered in this
  fall, falling objects and creatures strike it in the same manner as they
  would during a normal downward fall. If an object or creature reaches the
  maximum height without striking anything, it remains there, oscillating
  slightly, until the spell ends. At the end of the spell duration, affected
  objects and creatures fall downward.
  Sanctuary
  Cleric Level 1
  Duration: 2 rounds/level
  Range: Touch
  This spell allows the subject to be attacked less often by foes. Any creature
  attempting to attack the subject must first make a saving throw versus
  magic, or else it is not permitted to make an attack. The attacker does not
  lose its turn; it may still attack another target, move, or do anything else
  it is normally allowed to do. This restriction applies to area effect attacks
  as well, unless there is another target within that area.
  The spell ends immediately if the subject makes any violent or offensive
  action.
  Secret Chest
  Magic-User Level 5
  Duration: 60 days
  Range: See Below
  By casting this spell, a Magic-User can hide a chest in another dimension
  for as long as sixty days and can retrieve it at will. The chest can contain
  up to 1 cubic foot of material per caster level (regardless of the chest’s
  actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures
  are in the chest, there is a 75% chance that the spell simply fails. Once
  
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  the chest is hidden, the caster can retrieve it by concentrating (a standard
  action), and it appears next to him.
  The chest must be exceptionally well crafted and expensive. The cost of
  such a chest is never less than 5,000gp. Once it is constructed, the caster
  must make a tiny replica (of the same materials and perfect in every
  detail), so that the miniature of the chest appears to be a perfect copy. The
  caster can have but one pair of these chests at any given time. The chests
  are non-magical and can be fitted with locks, wards, and so on, just as
  any normal chest can be.
  To hide the chest, the spell is cast while touching both the chest and the
  replica. The chest vanishes into the negative plane. The caster needs the
  replica to recall the chest. After sixty days, there is a cumulative chance
  of 5% per day that the chest is irretrievably lost. If the miniature of the
  chest is lost or destroyed, there is no way that the large chest can be
  summoned back. There is a slim chance (cumulative 1% per week) that
  a denizen or some other being on the ethereal plane will find the chest. If
  this happens, roll on the table below:
  Shades
  Magic-User Level 6
  Duration: 1 round/level
  Range: 30’
  The caster may create phantasmal pseudo-real monsters in an area of 20’.
  The monster or monsters created cannot exceed the caster’s level in Hit
  Dice. Monsters created in this fashion must all be the same type. They
  have 5hp per the creature’s normal Hit Dice. Victims are allowed a saving
  throw to realize the creatures are only partly real. The phantasmal
  monsters are able to attack and deal damage as per a normal creature of
  Roll
  Result
  1 - 3
  One item is sdded
  4 - 9
  One item is stolen
  10 - 16
  All new contents are present
  17 - 20
  The chest is empty
  
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  their type to any being that fails this check. If the check succeeds, the
  phantasmal monsters have an effective AC 15 and all damage is -40%.
  Shadow Monsters
  Magic-User Level 4
  Duration: 1 round/level
  Range: 30’
  The caster may create phantasmal pseudo-real monsters in an area of 20’.
  The monster or monsters created cannot exceed the caster’s level in Hit
  Dice. Monsters created in this fashion must all be the same type. They
  have 2 hp per the creature’s normal Hit Dice. Victims are allowed a saving
  throw to realize the creatures are only partly real. The phantasmal
  monsters are able to attack and deal damage as per a normal creature of
  their type to any being that fails this check. If the check succeeds, the
  phantasmal monsters have an effective AC 12 and all damage is -80%.
  Shape Change
  Magic-User Level 9
  Duration: 1 turn/level
  Range: 0
  This spell enables the caster to assume the form of any single non-unique
  creature (of any type) except for particularly powerful creatures like
  demons, devils, or demi-gods. The caster’s hit points remain the same.
  The caster gains all extraordinary and supernatural abilities (both attacks
  and qualities) of the assumed form, except for any abilities relying on
  knowledge or intelligence of the monster, because the caster’s mind
  remains his own. The caster can change form once each round for the
  duration of the spell.
  Sheppard’s Remote Surveillance
  Magic-User Level 7
  Duration: 1 turn/level
  Range: Touch
  This spell enables a caster to enchant a particular item. The first person
  or creature to handle that item immediately becomes a conduit for the
  caster, with no saving throw. The victim will not realize they are the victim
  of a spell.
  
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  When this happens, the caster is immediately aware of the spell’s
  activation. The caster may then experience all of the subject’s senses. In
  effect, the subject of the spell becomes the caster’s perfect spy. The caster
  may also cast spells through the subject of the spell. However, the caster
  cannot read the subject’s mind, nor does the caster find anything out about
  the subject. There could be circumstances where the caster does not even
  know where the subject is. All the caster becomes aware of is that the
  spell is active, and from that point whatever the subject sees, hears, smells,
  tastes, or touches.
  Shield
  Magic-User Level 1
  Duration: 2 turns
  Range: Touch
  Magic-Users are masters of matter and as such can command objects
  racing towards them to stop. The objects are sometimes impertinent, it is
  true, but this spell will protect the caster from many attacks which would
  otherwise harm him. Against missile attacks, the spell grants the caster
  AC 19, and an effective AC 17 for all other attacks. Even if an attack hits,
  it does one less point of damage than it otherwise would have.
  Silence 15’ Radius
  Cleric Level 2
  Duration: 2 rounds/level
  Range: 120’
  Upon the casting of this spell, complete silence prevails in a diameter of
  30 feet. All sound is stopped and conversation is impossible. No noise
  whatsoever issues from the area, but noise originating from outside the
  silenced area can be heard by those within it. The spell can be cast on a
  point in space, but the effect is stationary unless cast on a mobile object.
  The spell can be centered on a creature, and the effect then radiates from
  the creature and moves as it moves. An unwilling creature can attempt a
  saving throw versus magic, and if successful the spell takes effect in a
  stationary location near the creature, but the creature may move out of
  the affected area.
  
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  Simulacrum
  Magic-User Level 7
  Duration: Permanent
  Range: Touch
  Simulacrum creates a pseudo-duplicate of any creature. The spell is cast
  over a rough snow or ice form, and some piece of the creature to be
  duplicated (hair, nail, or the like) must be placed inside the snow or ice.
  The simulacrum appears to be the same as the original, but it has only
  one-half of the real creature’s hit points. The duplicate has a faulty
  memory of the original’s life, but will remember most details 30% of the
  time. At all times the simulacrum remains under the caster’s absolute
  command. No special telepathic link exists, so command must be
  exercised in some other manner. A simulacrum has no ability to become
  more powerful. It cannot increase its level or abilities. If reduced to 0 hit
  points or otherwise destroyed, a simulacrum reverts to snow and melts
  instantly into nothingness. A simulacrum will radiate magic with a Detect
  Magic spell, and True Seeing will reveal a simulacrum’s true nature.
  Sleep
  Magic-User Level 1
  Duration: d4 turns
  Range: 30’ + 10’/level
  A Sleep spell causes a magical slumber to come upon creatures with 4+1
  or fewer Hit Dice. The caster may only affect 1 creature if it has 4+1 hit
  Dice, but the spell will otherwise affect up to 2d8 Hit Dice of creatures.
  Calculate monsters with less than 1 Hit Die as having 1 Hit Die, and
  monsters with a bonus to Hit Dice as having the flat amount. For example,
  a 3+2 Hit Die monster would be calculated as having 3 Hit Dice. Hit Die
  that are not sufficient to affect a creature are wasted. Creatures with the
  fewest Hit Dice are affected first. Slapping or wounding awakens an
  affected creature, but normal noise does not. Sleep does not affect undead
  creatures.
  
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  Snake Charm
  Cleric Level 2
  Duration: See Below
  Range: 30’
  The caster is able to affect the behavior of snakes, making them indifferent
  to the caster and others. A Cleric is able to affect snakes of a number of
  hit die equaling the caster’s level. A 7th level Cleric can affect 7 Hit Dice
  of snakes, which can equal seven 1 Hit Die snakes, or two 3 Hit Die snakes
  and one 1 Hit Die snake, or any other combination.
  Hostile snakes are more difficult to charm, and if this spell is cast on
  snakes that are engaged in mêlée combat with the caster, the snakes will
  only be affected by the spell for 1d4+1 rounds. If the spell is cast on snakes
  that are not at the moment hostile, the spell will last 1d4+1 turns.
  Speak with Animals
  Cleric Level 2
  Duration: 2 rounds/level
  Range: 0
  The caster can comprehend and communicate with ordinary animals or
  giant versions of ordinary animals. The caster can ask questions of, and
  receive answers from, one particular kind of animal, although the spell
  doesn’t make it any more friendly or cooperative than normal. The type
  of animal is decided when the spell is cast. If an animal is friendly toward
  the caster, it may do some favor or service.
  Speak with Dead
  Cleric Level 3
  Duration: See Below
  Range: 10’
  This spell rips the spirit of a corpse from the afterlife and returns it to its
  body. The habitation is imperfect, and as such the spirit is only able to
  move the body’s lips and tongue, and thus is able to answer questions.
  The corpse’s knowledge is limited to what the person knew during life,
  including the languages it spoke (if any). Answers are often brief, cryptic,
  or repetitive.
  
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  People that were decent, honest, innocent, or at least devout in their
  religion (not all gods care about morality), will be anxious to answer
  questions and remain on Earth for as long as possible. They have learned
  that the afterlife is nothing, simply a void with no effective consciousness
  and no sensation but for the numbing awareness of passing time. They
  know that being alive, even inside a rotting corpse for the briefest sliver
  of time that leaves them in agony as the decay of their physical form leaves
  every nerve transmitting unrelenting pain, is better than being dead.
  Cads, scoundrels, and heretics, on the other hand, were pleasantly
  surprised to not find eternal torture waiting for them in death. Only the
  vicious and undeserving find this peace in death, and they will be furious
  about this peace being disturbed. This allows them a saving throw versus
  magic to resist answering questions.
  The spell allows a base of three questions. If the death occurred more than
  a day ago, one less question. More than a year, one less question.
  This spell does not affect a corpse that has been turned into an undead
  creature. The head of the person to be spoken with (or at least the mouth),
  even if it merely a skull, must be intact and present for the spell to work.
  Speak with Monsters
  Cleric Level 6
  Duration: 1 round/level
  Range: 30’
  The caster can comprehend and communicate with any creature. The
  caster can ask questions of, and receive answers from, one particular kind
  of monster, although the spell doesn’t make it any more friendly or
  cooperative than normal. If a creature is friendly toward the caster, it may
  do some favor or service.
  Speak with Plants
  Cleric Level 4
  Duration: 1 round/level
  Range: 0
  The caster can communicate with plants, including both normal plants
  and plant creatures. The caster is able to ask questions of and receive
  
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  answers from plants, and can ask plants to move in such a way to clear a
  path that is impassable or covered in difficult growth. The spell does not
  make plant creatures any more friendly or cooperative than normal. If a
  plant creature is friendly toward the caster, it may do some favor or service.
  Spell Immunity
  Cleric Level 4
  Magic-User Level 8
  Duration: 1 turn/level
  Range: Touch
  The caster can use this spell to grant resistance to mind-affecting spells.
  Spells that charm, command, cause fear, and similar effects are granted
  a saving throw bonus of +8. Extremely powerful compulsive spells such
  as Geas are granted a bonus to a saving throw of +5. The caster may affect
  1 creature for 4 turns, per level, or multiple creatures with the duration
  divided among them.
  Spell Turning
  Magic-User Level 7
  Duration: 1 round/level
  Range: 0
  Spells and spell-like effects targeted on the caster are turned back upon
  the original caster. The spell turns only effects that have the caster as a
  singular target. Area effect spells are not affected. Spell Turning also fails
  to stop touch range spells.
  When a spell is turned, the original caster receives a saving throw if the
  spell normally calls for one.
  Spider Climb
  Magic-User Level 1
  Duration: 1 round + 1 round/level
  Range: Touch
  The subject can climb and travel on vertical surfaces or even traverse
  ceilings as a spider does. The affected creature must have its hands and
  feet free to climb in this manner. Any objects weighing fewer than 5
  pounds cling to the spell recipient’s hands. This spell may be used on
  
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  another being (touch required) with no saving throw.
  Spiritual Weapon
  Cleric Level 2
  Duration: 1 round/level
  Range: 30’
  This spell creates a weapon of divine force which the Cleric may use on
  any target within 30’. Attacks are made as if they were mêlée attacks (so
  Strength, not Dexterity, modifiers are used, and there is no chance of
  hitting an incorrect target as with missile fire), and attacks made with the
  spiritual weapon are made in lieu of, not in addition to, regular actions.
  The weapon can hit creatures only affected by special or magical weapons,
  but gives no bonuses of its own. The weapon inflicts d8 damage per hit.
  Statue
  Magic-User Level 7
  Duration: 6 turns/level
  Range: Touch
  A Statue spell turns the caster or a subject to solid stone, along with any
  garments and equipment worn or carried. The subject can see, hear, and
  smell normally, but it does not need to eat or breathe. Feeling is limited
  to those sensations that can affect the granite-hard substance of the
  individual’s body. Chipping is equal to a mere scratch, but breaking off
  one of the statue’s arms constitutes serious damage. The subject of a Statue
  spell can return to its normal state, act, and then return instantly to the
  statue state if it so desires, as long as the spell duration is in effect.
  Sticks to Snakes*
  Cleric Level 4
  Duration: 2 rounds/level
  Range: 30’
  The caster can transform 2d8 sticks into snakes, and there is a 50%
  probability that the snakes are poisonous. The caster may give the snakes
  orders. When killed or at the end of the spell’s duration, snakes revert
  back into sticks.
  
  105
  Stinking Cloud
  Magic-User Level 2
  Duration: 1 round/level
  Range: 30’
  Stinking Cloud creates a 20’ cubed bank of fog centered anywhere within
  range, making living creatures within it helpless with nausea. This
  condition lasts as long as a creature is in the cloud and for 1d4+1 rounds
  after it leaves. Any creature that succeeds in a saving throw versus poison
  when leaving the fog is not affected for the additional rounds.
  Stone Shape
  Magic-User Level 5
  Duration: Permanent
  Range: Touch
  This spell can form an existing piece of stone into any shape that suits the
  caster’s purpose, to a total volume of 1’ cubed per level. While it’s
  possible to make crude coffers, doors, and so forth with stone shape, fine
  detail isn’t possible.
  Stone to Flesh*
  Magic-User Level 6
  Duration: Permanent
  Range: 120’
  This spell restores a petrified creature to its normal state, restoring life
  and goods. Any petrified creature, regardless of size, can be restored.
  Flesh to Stone (reverse of Stone to Flesh) turns one creature into a statue,
  including all gear and any items currently held. A saving throw versus
  paralysis is permitted to resist the transformation.
  Striking
  Cleric Level 3
  Duration: 1 round/level
  Range: 10’
  The caster enchants a weapon to deal an extra 1d6 hit points of damage,
  and makes an otherwise non-magical weapon able to attack a monster
  normally only affected by weapons of a magical nature.
  
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  Suggestion
  Magic-User Level 3
  Duration: 6 turns/level
  Range: 30’
  The caster may influence the actions of the target creature by suggesting
  a course of activity (limited to a sentence or two). The suggestion must
  be worded in such a manner as to make the activity sound reasonable.
  Asking the creature to do some obviously harmful act automatically
  negates the effect of the spell. However, a victim may be led to believe
  that an action is not harmful. For instance, being told a liquid is a hearty
  drink when in fact it is poisonous. The suggested course of activity can
  continue for the entire duration. If the suggested activity can be completed
  in a shorter time, the spell ends when the subject finishes what it was
  asked to do. A very reasonable suggestion causes the save to be made
  with a penalty (such as –1 or –2). A saving throw versus magic is allowed
  to negate the effects of this spell.
  Suggestion, Mass
  Magic-User Level 6
  Duration: 4 turns/level
  Range: 10’/level
  This spell influences one creature per level of the caster. If all of the spell’s
  power is concentrated upon a single creature, the spell simply functions
  as a powerful suggestion spell, with the saving throw made at –2. Factual
  suggestions (“These are not the Halflings you seek”), suggestions of a
  course of action (“You won’t mention you saw us, I have no doubt”), or
  a combination of both are possible. Even a victim who has failed a saving
  throw against the spell will not undertake a course of action that is
  palpably unreasonable, but the experienced caster can easily phrase his
  requests in such a way as to avoid this problem. No creature will leap off
  a cliff for no reason; but the caster might need to scout the bottom of a
  chasm and promise to cast a Feather Fall spell, or hand the victim a
  “magical” torch that supposedly permits the power of flight. The creature
  to be influenced must be able to hear and understand the language spoken
  by the caster.
  
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  Symbol
  Cleric Level 7
  Magic-User Level 8
  Duration: See Below
  Range: Touch
  This spell allows the caster to scribe a potent rune of power upon a surface.
  There are eight different kinds of symbol, each with a different effect.
  Symbols are triggered by being read, touched, or if a creature passes
  through a door with a symbol inscribed on it. The only way a symbol may
  be identified is by reading it, which automatically triggers the effects. The
  kinds of symbols the caster may inscribe are detailed below.
  Symbol of Conflict
  When triggered, all creatures within 60’ will argue for 5d4 rounds. Any
  beings of differing alignment may (50% chance) fight for 2d4 rounds.
  Symbol of Death
  When triggered, a symbol of death slays one or more creatures within 60’
  whose total hit points do not exceed 80.
  Symbol of Despair
  Any beings within 60’ must succeed in a saving throw versus magic, or
  leave the area in hopelessness. This feeling lasts for 3d4 turns, during
  which time affected creatures will cower, surrender, and otherwise lack
  enthusiasm. Only 75% of affected creatures will act in a given round, the
  remaining creatures will either leave the area or hang around doing nothing.
  Symbol of Fear
  All creatures within 60’ must succeed in a saving throw versus magic with
  a penalty of –4 or suffer from the effects of a Fear spell (reverse of
  Remove Fear).
  Symbol of Insanity
  When triggered, a symbol of insanity causes all creatures within 60’ whose
  total hit points do not exceed 120 to become permanently insane (as the
  confusion spell). This effect can be negated with the spells heal or wish.
  
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  Symbol of Pain
  Each creature within 60’ suffers wracking pains that impose a –4 penalty
  on attack rolls and –2 to Dexterity. These effects last for 2d10 turns.
  Symbol of Sleep
  All creatures within 60’ of 8 Hit Dice or fewer fall into a catatonic slumber
  for 1d12+4 turns. Unlike with the Sleep spell, sleeping creatures cannot
  be awakened by non-magical means before this time expires.
  Symbol of Stunning
  When triggered, a symbol of stunning causes all creatures within 60’
  whose total hit points do not exceed 160 to become stunned and unable
  to act for 3d4 rounds. Any held items will be dropped.
  Telekinesis
  Magic-User Level 5
  Duration: 1 round/level
  Range: 120’
  By concentrating on nothing else and taking no other actions, the caster
  can move objects or creatures by concentrating on them. A total of 20
  pounds per caster level may be moved 20’ per round. Living beings may
  also be moved, but they are allowed a saving throw versus magic.
  Teleport
  Magic-User Level 5
  Duration: Instantaneous
  Range: Touch
  This spell fixes the caster in one absolutely point in space, and moves
  creation so that the caster appears to instantly travel an incredible distance.
  The caster chooses where he wishes to go, which may be as distant as 100
  miles per caster level. The caster can bring along objects or creatures, not
  to exceed 300 pounds plus 100 pounds per level above 10th. The caster
  must be in contact with all objects and/or creatures to be transported
  (although creatures to be transported may be in contact with one another,
  with at least one of those creatures in contact with the caster). Unwilling
  creatures are allowed a saving throw vs. magic to resist the spell, and the
  caster may need to make an attack roll to make contact with such a
  
  109
  creature. Likewise, a creature’s save vs. magic prevents items in its
  possession from being teleported.
  To see how well the teleportation works, the player will roll d% and
  consult the Teleport table. Refer to the following information for
  definitions of the terms on the table.
  Familiarity: “Very familiar” is a place where the caster has been very
  often and feels at home. “Studied carefully” is a place the caster knows
  well, either because it can currently be seen, the caster has been there
  often, or other means (such as scrying) have been used to study the place
  for at least one hour. “Seen casually” is a place that the caster has seen
  more than once but with which he is not very familiar. “Viewed once” is
  a place that the caster has seen once, possibly using magic.
  “False destination” is a place that does not truly exist, or if the caster is
  teleporting to an otherwise familiar location that no longer exists as such
  or has been so completely altered as to no longer be familiar. When rolling
  on this row, use 1d20+80.
  On Target: The caster appears exactly where desired.
  Off Target: The caster arrives safely a random distance away from the
  destination in a random direction. Distance off target is 1d10x1d10% of
  the distance that was to be traveled. The direction off target is determined
  randomly.
  Familiarity
  On
  Target
  Off
  Target
  Similar
  Area
  Mishap
  Very Familiar
  1 - 97
  98 - 99
  100
  —
  Studied
  Carefully
  1 - 94
  95 - 97
  98 - 99
  100
  Seen Casually
  1 - 88
  89 - 94
  95 - 96
  97 - 100
  Viewed Once
  1 - 76
  77 - 88
  89 - 90
  91 - 100
  False Destination
  –
  –
  81 - 92
  93 - 100
  
  110
  Similar Area: The caster winds up in an area that’s visually or thematically
  similar to the target area. This means that the caster appears in the closest
  similar place within range. If no such area exists within the spell’s range,
  the spell simply fails instead.
  Mishap: The caster and anyone else teleporting with the caster have gotten
  “scrambled.” Each takes 1d10 points of damage; then reroll on the chart
  to see where they wind up. For these rerolls, roll 1d20+80. Each time
  “Mishap” comes up, the characters take more damage and must reroll.
  Time Stop
  Magic-User Level 9
  Duration: 2 rounds
  Range: 0
  This spell brings all of creation (and anti-creation) to a complete halt,
  while allowing the caster the freedom to act in this inert universe. Because
  existence wants to be active, this spell cannot last long. The caster can
  take d4+2 rounds worth of actions (the exact amount rolled by the Referee
  in secret) instantly, as the caster acts within the folds of adjacent moments.
  Transmute Rock to Mud*
  Magic-User Level 5
  Duration: See Below
  Range: 120’
  This spell turns 3,000 square feet of rock 10’ deep into mud for 3d6 days.
  Any beings passing through the mud have movement reduced by 90%.
  Transmute Mud to Rock (reverse of Transmute Rock to Mud) changes an
  equal volume of mud described above into rock. This alteration is
  permanent.
  Transport via Plants
  Cleric Level 6
  Duration: See Below
  Range: Touch
  By means of this spell the caster may enter any large normal plant and
  pass any distance to a plant of the same kind in a single round, regardless
  of the distance separating the two. The entry plant must be alive. The
  
  111
  destination plant need not be familiar to the caster, but it also must be
  alive. If the caster is uncertain of the location of a particular kind of
  destination plant, he need merely designate direction and distance and the
  Transport via Plants spell moves him as close as possible to the desired
  location. If a particular destination plant is desired but the plant is not
  living, the spell fails and the caster must leave the entry plant within 24
  hours. There is a 5% chance that the spell goes awry, sending the caster
  to a similar plant 1d100 miles away in a random direction. Destruction of
  an occupied plant slays the caster.
  Trap the Soul
  Magic-User Level 8
  Duration: Permanent
  Range: 10’
  Trap the Soul forces a creature’s life force (and its material body) into a
  gem. The gem holds the trapped entity indefinitely or until the gem is
  broken and the life force is released, which allows the material body to
  reform. Before the actual casting of Trap the Soul, the caster must procure
  a gem of at least 1,000 gp value for every Hit Die possessed by the creature
  to be trapped. The spell can be triggered in one of two ways.
  Spell Completion: First, the spell can be completed by speaking its final
  word as a standard action as if one were casting a regular spell at the
  subject. This allows the victim a saving throw versus magic to avoid the
  effect. If the save is successful, the gem shatters.
  Trigger Object: The second method is far more insidious, for it tricks the
  subject into accepting a trigger object inscribed with the final spell word,
  automatically placing the creature’s soul in the trap. To use this method,
  both the creature’s name and the trigger word must be inscribed on the
  trigger object when the gem is enchanted. A sympathy spell can also be
  placed on the trigger object. As soon as the subject picks up or accepts
  the trigger object, its life force is automatically transferred to the gem
  without the benefit of a saving throw.
  
  112
  True Seeing*
  Cleric Level 5
  Duration: 1 round/level
  Range: Touch
  The caster confers on a subject the ability to ignore all of the lies told to
  us by our natural eyes and to see all things as they actually are. The subject
  sees through normal and magical darkness, notices secret doors, sees
  invisible creatures or objects normally, sees through illusions, and sees
  the true form of polymorphed, changed, or transmuted things. False
  Seeing, the opposite of True Seeing, makes objects, characters, and
  monsters appear as their “opposite.” The ugly appears beautiful, the
  valuable appears worthless, and so on.
  Turn Undead
  Cleric Level 1
  Duration: 1d4+2 turns
  Range: 120’
  One true measure of divine power is the command over life and death. In
  particular, power over the walking dead. They are abominations, a crime
  against creation. One of a Cleric’s first duties is to ensure that the dead
  shall dead remain. And so they have the power to first ward against, and
  later outright destroy, these creations.
  When the spell is cast, the Cleric’s player rolls 2d6. The Referee will then
  reference the result on the following table:
  If the roll is less than the listed number, then the undead are seemingly
  unaffected (but see below).
  If the roll is greater than or equal to the listed number, then a number of
  Hit Dice worth of undead, 1d6 + the level of the casting Cleric, will flee
  to the best of their ability for the duration of the spell. Surplus Hit Dice
  are lost (so if the Cleric is turning four creatures of two Hit Dice each,
  and the roll is a 7, then only three are turned). If there are undead of
  multiple Hit Dice values, only one roll is made, and the roll is applied to
  all types. Lower Hit Dice undead are always turned before greater Hit
  Dice undead.
  
  113
  A “T” signifies that no roll is necessary; undead are automatically turned.
  A “D” signifies that the power of the Cleric is so great that the undead
  are instantly destroyed, rather than turned. Alternately, a Cleric may
  instead choose to command the undead, and in this case they become the
  Cleric’s loyal slaves until destroyed. Note that intelligent undead creatures
  are allowed a saving throw versus magic to avoid a D result; if successful,
  the creature is simply turned.
  A “-” signifies that a Cleric of that level may not turn an undead creature
  of that many Hit Dice.
  An asterisk denotes that twice the usual number of undead are turned.
  If the turning was successful and there are still unturned undead remain-
  ing, the Cleric may roll to turn additional undead every round until he
  (Cleric level on the side, undead Hit Dice on the top)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14 15
  1
  7
  9
  11
  12
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  2
  5
  7
  9
  11
  12
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  3
  3
  5
  7
  9
  11
  12
  –
  –
  –
  –
  –
  –
  –
  –
  –
  4
  T
  3
  5
  7
  9
  11
  12
  –
  –
  –
  –
  –
  –
  –
  –
  5
  T
  T
  3
  5
  7
  9
  11
  12
  –
  –
  –
  –
  –
  –
  –
  6
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  –
  –
  –
  –
  –
  7
  T*
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  –
  –
  –
  –
  8
  T*
  T*
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  –
  –
  –
  9
  T*
  T*
  T*
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  –
  –
  10
  D
  T*
  T* T*
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  –
  11
  D
  D
  T* T* T*
  T
  T
  T
  3
  5
  7
  9
  11 12
  –
  12
  D
  D
  D
  T* T* T*
  T
  T
  3
  5
  7
  9
  11 12
  –
  13 D*
  D
  D
  D
  T* T* T*
  T
  T
  3
  5
  7
  9
  11 12
  14 D* D*
  D
  D
  D
  T* T* T*
  T
  T
  3
  5
  7
  9
  11
  15 D* D* D*
  D
  D
  D
  T* T*
  T
  T
  T
  3
  5
  7
  9
  
  114
  fails a turning roll or the spell ends.
  Regardless of the result, as long as the Cleric is concentrating (neither
  movement nor fighting nor other spellcasting allowed) and holding his
  holy symbol before him, undead creatures cannot approach within ten
  feet, and if already within that distance, will back away.
  Attacking or approaching a turned undead creature will negate the effects
  of the spell and allow the creature to act freely.
  Unseen Servant
  Magic-User Level 1
  Duration: 6 turns + 1 turn/level
  Range: 0
  An unseen servant is an invisible, mindless, shapeless force that performs
  simple tasks at the caster’s command. It can run and fetch things, open
  unstuck doors, and hold chairs, as well as clean and mend. It can open
  only normal doors, drawers, lids, and the like. It can lift 20 pounds or drag
  40 pounds. The servant cannot attack in any way, and it cannot be killed
  because it is a magical force, not a living thing.
  Vanish
  Magic-User Level 7
  Duration: See Below
  Range: Touch
  By casting this spell, a Magic-User may teleport an object as per the spell
  Teleport, or may banish the object to the spirit plane, in which case the
  object is replaced in the material plane with small stone that matches the
  objects shape. A total of 50 pounds per level, not to exceed a volume of
  3’ cubed per level, may be caused to vanish in this manner. If the spell
  Dispel Magic is cast upon a stone item replaced by this spell, it may bring
  back the original item.
  
  115
  Veil
  Magic-User Level 6
  Duration: 1 turn/level
  Range: 10’/level
  The caster instantly changes the appearance of a 20’ square area, including
  creatures in it if desired. The illusion is maintained for the spell’s duration.
  The caster can make the subjects appear to be anything desired. They
  look, feel, and smell just like the creatures the spell makes them resemble,
  or the area looks, feels and smells like a different area desired. Affected
  creatures resume their normal appearances if slain. This spell may also
  be used to mimic the effects of Hallucinatory Terrain, but the illusion does
  hold up even under physical inspection. The spell True Seeing or similar
  magical effects will reveal the illusion for what it is.
  Ventriloquism
  Magic-User Level 1
  Duration: 2 turns
  Range: 60’
  For the duration of this spell the caster may make his voice appear to come
  from any location or source within the spell range.
  Vision
  Magic-User Level 7
  Duration: See Below
  Range: 0
  This spell calls upon the greater Powers of the universe to impart
  knowledge unto the caster. The caster must have a specific question in
  mind when casting, and if the spell is successful, the caster falls into a
  hallucinogenic daze as the information floods his mind.
  To determine the results of the spell, roll on the following table. Bonuses
  to the roll are given for the sacrifice of valuable items (+1 per 1000gp
  value of a single item) and the sacrifice of intelligent beings (+1 per level
  or Hit Dice of the sacrifice, does not have to be a single being). A roll of
  1 may never be adjusted to greater than 2.
  
  116
  Wall of Fire
  Magic-User Level 4
  Duration: See Below
  Range: 80’ or 0
  This spell calls up a blazing inferno of flame in the shape of a wall. One
  side of the conflagration emits the searing heat one would expect, but the
  other side emits merely a gentle warmth. Passing through the flames
  inflicts 2d6 damage. Creatures as far as ten feet from the hot side of the
  wall incur 1d6 hit points of damage. Undead creatures suffer worse, taking
  twice the ordinary damage the wall would inflict. The wall persists for as
  long as the caster concentrates upon it, or, if concentration is not
  maintained, will remain for 1 round per caster level. The caster may evoke
  a wall of fire in one of two shapes: a wall or a ring. The size of a straight
  wall is up to one 20’ square per caster level. A ring has a radius of up to
  five feet per caster level (with the caster in the center) and is 20’ high. If
  the caster manifests the spell as a wall, the effect is stationary. The
  ring-shaped wall moves with the caster.
  Wall of Fog
  Magic-User Level 2
  Duration: 5 rounds + 1 round/level
  Range: 30’
  The caster of this spell creates an opaque, fog-like vapor in a 20’ cube
  area per caster level. All beings caught within the vapor cannot see beyond
  2’. Strong winds of natural or magical origin can dissipate the wall of
  vapor before its duration has expired.
  Roll
  Result
  1
  The request offends the Power, and the Magic-User is
  disintegrated
  2
  Failure: caster is affected by a Geas to do the bidding of
  the Power consulted
  3 - 5
  No information gained
  6 - 10
  Ambiguous: only partial information or periphery
  information is imparted
  11 - 20
  Success: the vision is accurate and detailed
  
  117
  Wall of Ice
  Magic-User Level 4
  Duration: 12 turns
  Range: 120’
  An immobile, translucent, wall of ice springs into existence for the
  duration of the spell. The wall can be as large as 1,200 square feet, and
  may be shaped in any manner and to any dimensions the caster desires,
  so that it can be a straight wall or curved into a protective circle. This wall
  of ice is impenetrable to monsters with fewer than 4 Hit Dice. Monsters
  with more than 4 Hit Dice suffer 1d6 hit points of damage when they
  break through the wall. The wall deals double damage to creatures that
  use fire or are accustomed to hot conditions. The wall may not be evoked
  so that it appears where objects are, and it must rest on a solid surface.
  Wall of Iron
  Magic-User Level 5
  Duration: Permanent
  Range: 120’
  With this spell the caster may cause a flat, vertical iron wall to spring into
  being. The wall inserts itself into any surrounding nonliving material if
  its area is sufficient to do so. The wall cannot be conjured so that it
  occupies the same space as a creature or another object. It must always
  be a flat plane. If not supported, the wall has a 50% chance of falling in
  either direction, smashing any creatures under it. A wall of iron is 1/4"
  thick per caster level. Total area can be 15’ square per caster level, and
  the area can be doubled if the thickness is halved. Like any iron wall, this
  wall is subject to rust, perforation, and other natural phenomena.
  Wall of Stone
  Magic-User Level 5
  Duration: Permanent
  Range: 120’
  The caster brings a stone wall into being that can be any form the caster
  desires, to a maximum of 1,000 cubic feet. This wall is permanent unless
  otherwise destroyed or a Dispel Magic spell is cast upon it. The wall may
  not be evoked so that it appears where objects are, and it must rest on a
  
  118
  solid surface.
  Water Breathing*
  Magic-User Level 3
  Duration: 6 turns/level
  Range: Touch
  The subject of this spell grows gills in their neck, his skin takes on a scaly
  texture, and he gains the ability breathe water freely for the duration of
  the spell. Creatures under the influence of the spell are not granted any
  additional proficiency at swimming. The reverse of the spell allows sea
  creatures to breathe air.
  Water Walk
  Cleric Level 3
  Duration: 1 turn/level
  Range: Touch
  The subject of this spell is granted divine favor, allowing him to walk on
  water, or any kind of liquid, as if it were dry land. However, liquid is
  similarly impenetrable to the subject as normal ground, so it would be
  impossible to reach into a pool of water to grab anything, for example. If
  the liquid is dangerous (lava, acid), the subject is still subject to negative
  effects of the substance. The subject may end the spell at any time.
  Web
  Magic-User Level 2
  Duration: 2 turns/level
  Range: 5’/level
  This spell causes a large volume of sticky, disgusting strands of goo to
  shoot forth from the caster’s mouth into an area approximately 20 feet
  square. Creatures caught within a web become entangled among the gluey
  fibers. Entangled creatures can’t move, but can break loose depending on
  their Strength. Any being with Strength in a human range can break free
  of the webs in 2d4 turns. Creatures of higher Strength or magically
  augmented Strength above 18 can break free in 4 rounds. Creatures larger
  than ogre size can rip through the web at will. The strands of a Web spell
  are flammable. All creatures within flaming webs take 1d6 points of fire
  damage from the flames for 2 rounds. After this time surviving creatures
  
  119
  are free of the webs.
  Wind Walk
  Cleric Level 7
  Duration: 6 turns/level
  Range: 0
  This spell purifies the Cleric’s body so it becomes akin to air. The subject
  transforms into a cloudlike vapor and moves through the air at a movement
  rate up to 600’. The caster can take one other creature with him per 8
  levels of experience. Each such “passenger” acts independently but must
  remain within visual distance of the caster. Wind walkers are not invisible
  but rather appear misty and translucent. If fully clothed in white, they are
  80% likely to be mistaken for clouds, fog, vapors, or the like. If a wind
  walker stops moving, the spell effect ends.
  Wizard Eye
  Magic-User Level 4
  Duration: 1 round/level
  Range: 0
  The caster creates an invisible magical sensor that sends visual informa-
  tion, and can see with 60’ dark vision. The arcane eye travels up to 120’
  each turn. The eye can travel in any direction as long as the spell lasts.
  Solid barriers block its passage, but it can pass through a hole or space as
  small as 1 inch in diameter.
  Wizard Lock
  Magic-User Level 2
  Duration: Permanent
  Range: Touch
  Some doors are never meant to be opened. This spell magically holds shut
  a door, gate, window, or shutter of wood, metal, or stone. The magic
  affects the portal just as if it were securely closed and normally locked.
  A Knock spell or Dispel Magic spell can negate a Wizard Lock spell, but
  the Wizard Lock will take effect when a portal opened with a Knock is
  closed again.
  
  120
  Word of Recall
  Cleric Level 6
  Duration: Instantaneous
  Range: 0
  The casting of this spell summons the very essence of his deity to protect
  him, and this divine force removes the caster from his current location
  and delivers him instantly to his sanctuary. The caster must designate the
  sanctuary when preparing the spell, and it must be a very familiar place.
  Any distance may be traveled with no chance of error. In addition to
  himself, the caster can transport an additional 25 pounds per level of
  experience.
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess (osr)/Core/LotFP - Magic Book.pdf