TEXT: Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  By Marv Breig
  Based upon the Swords & Wizardry: Core Rules by Matthew J. Finch
  Cover illustration copyright © 2009 by Mark Allen
  Interior illustrations copyright © 2007–2009 by Matthew J. Finch, Edward M. 
  Kann, Jeff Preston, and Chad Thorson
  Design and Typography: Jesse Rothacher
  Editors: Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, and Jesse Rothacher
  Additional editing and proofing: Scott Casper, fandomaniac, Eric Norred, 
  Lord Kilgore, Kuburanar, Lee Reynoldson, and the Swords & Wizardry forum
  With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes
  Dedicated to Dave Arneson (1947–2009) and E. Gary Gygax (1938–2008)
  Published by Brave Halfling Publishing
  www.bravehalfling.com
   
  Third Print Edition—25 November 2010
  >
  MYTHMERE GAMES™
  www.swordsandwizardry.com
  Copyright © 2008 Matthew J. Finch
  BOOK ii Of iv: spells
  
  Table of Contents
  Chapter 6: Spells
  Cleric Spell List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
  Magic-user Spell List  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii
  A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  H  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  M  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  N. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Q. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  Spell Name: 
  Spell Level: 
  Range: 
  Duration: 
  
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  END OF LICENSE
  i
  CHAPTER 6: SPELLS
  CHAPTER 6:
  Spells
  Level 1
  Cure (
  1. 
  Cause) Light Wounds
  Detect Chaos (
  2. 
  Law)
  Detect Magic
  3. 
  Light (
  4. 
  Dark)
  Protection from Chaos (
  5. 
  Law)
  Purify (
  6. 
  Putrefy) Food and Drink
  Level 2
  Bless (
  1. 
  Curse)
  Find Traps
  2. 
  Hold Person
  3. 
  Speak with Animals
  4. 
  Level 3
  Cure (
  1. 
  Cause) Disease
  Light (
  2. 
  Dark), Continual
  Locate Object
  3. 
  Remove Curse
  4. 
  Level 4
  Cure (
  1. 
  Cause) Serious Wounds
  Neutralize Poison
  2. 
  Protection from Chaos (
  3. 
  Law),  
  10 ft. radius
  Speak with Plants
  4. 
  Sticks to Snakes
  5. 
   
  Level 5
  Commune
  1. 
  Create Food and Drink
  2. 
  Dispel Chaos (
  3. 
  Law)
  Insect Plague
  4. 
  Quest
  5. 
  Raise Dead
  6. 
  Cleric Spell List*
  * The italicized spell name in parenthesis indicates the chaotic incarnation of the spell—the 
  consequences of lawful Clerics using chaotic spells is determined by the Referee
  
  ii
  SWORDS & WIZARDRY: WHITEBOX
  Level 1
  Charm Person
  1. 
  Detect Magic
  2. 
  Hold Portal
  3. 
  Light
  4. 
  Protection from Chaos
  5. 
  Read Languages
  6. 
  Read Magic
  7. 
  Sleep
  8. 
  Level 2
  Detect Chaos
  1. 
  Detect Invisibility
  2. 
  Detect Thoughts (ESP)
  3. 
  Invisibility
  4. 
  Knock
  5. 
  Levitate
  6. 
  Light, Continual
  7. 
  Locate Object
  8. 
  Phantasmal Force
  9. 
  Web
  10. 
  Wizard Lock
  11. 
  Level 3
  Alter Time
  1. 
  Crystal Ball
  2. 
  Dark Vision
  3. 
  Dispel Magic
  4. 
  Fireball
  5. 
  Fly
  6. 
  Hold Person
  7. 
  Invisibility, 10 ft. radius
  8. 
  Lightning Bolt
  9. 
  Protection from Chaos, 
  10. 
  10 ft. radius
  Protection from Normal 
  11. 
  Missiles
  Water Breathing
  12. 
   
   
  Level 4
  Charm Monster
  1. 
  Confusion
  2. 
  Dimension Portal
  3. 
  Hallucinatory Terrain
  4. 
  Massmorph
  5. 
  Plant Growth
  6. 
  Polymorph
  7. 
  Remove Curse
  8. 
  Wall of Fire or Ice
  9. 
  Wizard Eye
  10. 
   
  Level 5
  Animal Growth
  1. 
  Animate Dead
  2. 
  Cloudkill
  3. 
  Conjure Elemental
  4. 
  Contact Other Plane
  5. 
  Feeblemind
  6. 
  Hold Monster
  7. 
  Magic Jar
  8. 
  Passwall
  9. 
  Telekinesis
  10. 
  Teleport
  11. 
  Transform Rock-Mud
  12. 
  Wall of Stone or Iron
  13. 
  Level 6
  Anti-Magic Shell
  1. 
  Control Weather
  2. 
  Death Spell
  3. 
  Disintegrate
  4. 
  Invisible Stalker
  5. 
  Move Earth
  6. 
  Move Water
  7. 
  Project Image
  8. 
  Quest
  9. 
  Reincarnation
  10. 
  Transform Stone-Flesh
  11. 
  Magic-user Spell List
  21
  CHAPTER 6: SPELLS
  Wizard Eye
  Spell Level: M4
  Range: 240 ft.
  Duration: 1 hour
  The caster conjures up an invisible, magical “eye,” that can move a maximum 
  of 240 feet from its creator. It floats along as directed by the caster, at a rate of 
  120 feet per turn.
  Wizard Lock
  Spell Level: M2
  Range: Close
  Duration: Permanent until dispelled
  As with a Hold Portal spell, but it is permanent until dispelled. Creatures with 
  magic resistance can shatter the spell without effort. Any Magic-user three lev-
  els or higher than the caster can open the portal, and a Knock spell will open it 
  as well (although the spell is not permanently destroyed in these cases).
  End of Player’s Section
  This concludes the Player’s section to SWORDS & WIZARDRY: WHITEBOX. 
  Players don’t need to read any further to be able to play the game.
  
  20
  SWORDS & WIZARDRY: WHITEBOX
  it to the other side. Passing through the fire inflicts 1d6 hit points of dam-
  age (no saving throw) and undead creatures sustain twice the normal dam-
  age. The caster may choose to create a straight wall 60 feet long and 20 feet 
  high, or a circular wall with a 15 foot radius, also 20 feet high.
  As a 
  2. 
  Wall of Ice spell, the caster conjures up a 6 foot thick wall of ice. The 
  caster may choose to create a straight wall 60 feet long and 20 feet high, or 
  a circular wall with a 15 foot radius, also 20 feet high. Creatures with 3 or 
  fewer hit dice cannot affect the wall, but creatures of 4+ hit dice are able to 
  smash through it, taking 1d6 points of damage in the process. Creatures 
  with fire-based metabolisms take 2d6 instead of the normal 1d6. Fire spells 
  and magical effects are negated in the vicinity of the wall.
  Wall of Stone or Iron
  Spell Level: M5
  Range: 60 ft.
  Duration: Permanent (stone) or 2 hours (iron)
  The caster must announce which of the two options are being cast:
  As a 
  1. 
  Wall of Stone spell, the caster conjures a wall of stone 2 feet thick, with 
  a surface area of 1,000 square feet.
  As a 
  2. 
  Wall of Iron spell, the caster conjures an iron wall from thin air. The 
  wall is 3 feet thick, with a surface area of 500 square feet.
  Water Breathing
  Spell Level: M3
  Range: 30 ft.
  Duration: 2 hours
  This spell grants the ability to breathe underwater until the spell’s duration 
  expires.
  Web
  Spell Level: M2
  Range: 30 ft.
  Duration: 8 hours
  Fibrous, sticky webs fill an area up to 10 × 10 × 20 feet. It is extremely difficult 
  to get through the mass of strands—it takes one turn if a torch and sword (or a 
  flaming sword) are used, and creatures larger than a horse can break through in 
  2 turns. Humans take longer to break through—perhaps 3 to 4 turns or longer 
  at the Referee’s discretion. 
  1
  CHAPTER 6: SPELLS
  Spell Descriptions
  Contained herein are all of the Cleric and Magic-user spells presented in alpha-
  betical order. The chaotic spells in italics are available to Clerics only.
  Alter Time
  Spell Level: M3
  Range: 240 ft.
  Duration: 30 min.
  The caster must announce which of the two options is being cast. Both options 
  have a 60 foot radius area of effect:
  As a 
  1. 
  Haste spell, as many as 24 creatures may move and attack at double 
  normal speed.
  As a 
  2. 
  Slow spell, as many as 24 creatures failing a saving throw may only 
  move and attack at half speed.
  Animal Growth
  Spell Level: M5
  Range: 120 ft.
  Duration: 2 hours
  This spell causes 1d6 normal creatures to grow immediately to giant size. The af-
  fected creatures can attack as per a giant version of the normal animal. Creatures 
  failing a saving throw can only move and attack at half speed.
  Animate Dead
  Spell Level: M5
  Range: Referee’s discretion
  Duration: Permanent
  This spell animates skeletons or zombies from dead bodies. 1d6 undead are 
  animated (per level of the caster above 8th). The corpses remain animated until 
  destroyed or dispelled.
  Anti-Magic Shell
  Spell Level: M6
  Range: Caster
  Duration: 2 hours
  An invisible bubble of force surrounds the caster, impenetrable to magic. Spells 
  and other magical effects cannot pass into or out of the shell.
  
  2
  SWORDS & WIZARDRY: WHITEBOX
  Bless (Curse)
  Spell Level: C2
  Range: Target PC or NPC (out-of-combat)
  Duration: 1 hour
  The caster must announce which of the two options is being cast. The recipient 
  of this spell cannot be in combat when it is cast.
  As a 
  1. 
  Bless spell, the recipient is granted a +1 bonus to all attack rolls and, if 
  the target is not a Player Character, improves overall morale.
  As a 
  2. 
  Curse spell, the recipient is cursed with a -1 penalty to all attack rolls 
  and, if the target is not a Player Character, suffers a decrease to morale.
  Charm Monster
  Spell Level: M4
  Range: 60 ft.
  Duration: Until dispelled
  This spell operates in the same manner as Charm Person, but can affect more 
  powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected.
  Charm Person
  Spell Level: M1
  Range: 120 ft.
  Duration: Until dispelled
  This spell affects living bipeds of human size or smaller, such as goblins or dry-
  ads. If the spell succeeds (saving throw allowed), the unfortunate creature falls 
  under the caster’s influence.
  Cloudkill
  Spell Level: M5
  Range: Close
  Duration: 1 hour
  Foul and poisonous vapors boil from the thin air, forming a cloud 15 feet in 
  radius. The cloud moves away from the caster at a rate of 6 feet per minute un-
  less its direction or speed is affected by winds. Unusually strong gusts can dis-
  sipate and destroy it. Poison-laden, the horrid mist is heavier than air, and thus 
  sinks down any pits or stairs in its path. This spell affects only creatures with 5 
  or fewer HD.
  19
  CHAPTER 6: SPELLS
  If the caster has only indirect experience of the destination (known only 
  1. 
  through a picture or map) there is a 25% chance of success—with failure 
  resulting in death.
  If the caster has seen but not studied the destination there is an 20% chance 
  2. 
  of failure. Half of failures will place the traveler 1d10 × 10 feet below the 
  intended location, possibly resulting in death from arrival within a solid 
  substance. The other half of failures will place the traveler 1d10 × 10 feet 
  above the targeted location, possibly resulting in a deadly fall. 
  If the caster is familiar with the location or has studied it carefully there is 
  3. 
  a 5% chance of failure, with 1 in 6 failures arriving below and 5 in 6 arriv-
  ing above the targeted location. In either case, the arrival is 1d4 × 10 feet 
  low or high.
  Transform Rock-Mud
  Spell Level: M5
  Range: 120 ft.
  Duration: 3d6 days, or spell reversal
  This spell transforms rock (and any other form of earth) into mud, or mud to 
  rock. An area of roughly 300 × 300 feet becomes a deep mire, reducing move-
  ment to 10% of normal.
  Transform Stone-Flesh
  Spell Level: M6
  Range: 120 ft.
  Duration: Permanent until reversed
  This spell transforms flesh into stone or stone into flesh, as desired by the caster. 
  A saving throw is permitted to avoid being turned into stone, but if the spell 
  succeeds the victim is transformed into a statue.
  Wall of Fire or Ice
  Spell Level: M4
  Range: 60 ft.
  Duration: Concentration
  The caster must announce which of the two options are being cast:
  As a 
  1. 
  Wall of Fire spell, the caster conjures a wall of fire that flares into be-
  ing and burns for as long as the caster concentrates upon it. Creatures with 
  3 or fewer hit dice cannot pass through it, and no creature can see through 
  
  18
  SWORDS & WIZARDRY: WHITEBOX
  Speak with Animals
  Spell Level: C2
  Range: 30 ft.
  Duration: 1 hour
  The caster can speak with animals within range. There is a chance that the ani-
  mals will assist him, and they will not attack him or his party (unless he’s got 
  something particularly offensive to say).
  Speak with Plants
  Spell Level: C4
  Range: 30 ft.
  Duration: 1 hour
  The caster can speak to and understand the replies of plants. Plants will obey 
  his commands as far as they are able (e.g. twisting or bending aside to ease his 
  passage, etc.).
  Sticks to Snakes
  Spell Level: C4
  Range: 120 ft.
  Duration: 1 hour
  The caster may turn as many as 2d8 normal sticks into snakes, each one having 
  a 50% chance of being venomous. The snakes follow his commands, but turn 
  back into sticks at the end of the spell (or when killed).
  Telekinesis
  Spell Level: M5
  Range: 120 ft.
  Duration: 1 hour
  The caster can move objects using mental power alone. The amount of weight 
  he can lift and move is 20 pounds per level.
  Teleport
  Spell Level: M5
  Range: Touch
  Duration: Instantaneous
  This spell transports the caster or another person to a destination that the caster 
  knows (at least knowing what it looks like from a painting or a map). Success 
  depends on how well the caster knows the targeted location:
  3
  CHAPTER 6: SPELLS
  Commune
  Spell Level: C5
  Range: Caster
  Duration: 3 questions
  Higher powers grant answers to three questions the caster poses. Higher pow-
  ers don’t like being constantly interrogated by mere mortals, so the spell should 
  be limited to one casting per week or so. The Referee may rule that a caster 
  may cast a double strength Commune spell composed of six questions once 
  per year.
  Confusion
  Spell Level: M4
  Range: 120 ft.
  Duration: 2 hours
  This spell confuses people and monsters, making them act randomly. The ef-
  fects of the confusion may shift every 10 minutes or so, and the dice are rolled 
  again to determine any change. Roll 2d6 to determine the creature’s behavior:
  Table 21: Confusion Reaction
  Roll
  Reaction
  2–5
  Attack the caster (and his allies)
  6–8
  Stand baffled and inactive
  9–12
  Attack each other
  The spell affects 2d6 creatures, plus an additional creature for every caster level 
  above 8th. Creatures of 3 HD or fewer are automatically affected by the spell, 
  and it takes effect immediately. Creatures of 4 HD or more automatically re-
  sist the confusion effect until it reaches its full power, which takes a number of 
  minutes equal to 1d12 minus the caster’s level. These creatures must make a sav-
  ing throw when the effect reaches full power and every 10 minutes thereafter or 
  become confused for the remainder of the spell’s duration.
  Conjure Elemental
  Spell Level: M5
  Range: 240 ft.
  Duration: Until dispelled
  The caster summons a 16 HD elemental (any kind) from the elemental planes 
  of existence, and binds it to his commands. Each type of elemental may only be 
  summoned once per day. The elemental obeys the caster only for as long as the 
  
  4
  SWORDS & WIZARDRY: WHITEBOX
  caster concentrates on it; when the caster ceases to concentrate, even for a mo-
  ment, the elemental is released and will attack.
  Contact Other Plane
  Spell Level: M5
  Range: None
  Duration: See table
  The caster creates a mental contact with the planes, forces, powers, and ge-
  ometries of the beyond, in order to gain affirmative or negative answers to the 
  questions he contemplates. The spell’s effect depends on how deeply the caster 
  wishes to delve into the planes of existence.
  Table 22: Contact Other Plane
  Plane*
  Insanity†
  Right
  Wrong‡
  1
  1 –2
  3 –11
  12 –20
  2
  1 –4
  4 –13
  14 –20
  3
  1 –6
  7 –16
  16 –20
  4
  1 –8
  9 –17
  18 –20
  5
  1 –10
  11 –18
  19 –20
  6
  1 –12
  13 –19
  20
  * Planes are the “depth” at which the caster chooses to seek the truth; number of Yes/No 
  questions asked
  † Temporary insanity lasts for as many weeks equal to the depth of the plane where the 
  caster’s sanity failed
  ‡ This represents the possibility of being mislead or misinterpreting an answer
  Control Weather
  Spell Level: M6
  Range: Referee’s discretion
  Duration: Referee’s discretion
  The caster can summon or stop rainfall, tornadoes, create unusually high or low 
  temperatures, clear the sky of clouds or summon clouds into being.
  Create Food and Drink
  Spell Level: C5
  Range: Close
  Duration: Instantaneous
  This spell creates a one-day supply of simple food and drinking water for 24 
  men (or horses, which drink the same amount as a man for game purposes).
  17
  CHAPTER 6: SPELLS
  Read Magic
  Spell Level: M1
  Range: Caster only
  Duration: 2 scrolls or other writings
  This spell allows the caster to read magical writings on items and scrolls. 
  Magical writing cannot be read without the use of this spell.
  Reincarnation
  Spell Level: M6
  Range: Touch
  Duration: Instantaneous
  This spell brings a dead character’s soul back from the dead, but the soul reap-
  pears in a newly formed body of the same alignment as the deceased.
  Remove Curse
  Spell Level: C3, M4
  Range: Close/Touch
  Duration: Instantaneous
  This spell removes one curse from a person or object.
  Sleep
  Spell Level: M1
  Range: 240 ft.
  Duration: Referee’s discretion
  This spell puts enemies into an enchanted slumber (no saving throw is permit-
  ted). It can affect a number of creatures based on their hit dice.
  Table 24: Affected by Sleep
  Victim’s HD
  Number Affected
  Less than 1 to 1+
  2d6+3
  1+ to 2
  2d6
  3+ to 4+1
  1d6
  
  16
  SWORDS & WIZARDRY: WHITEBOX
  Purify (Putrefy) Food and Drink
  Spell Level: C1
  Range: Close/Touch
  Duration: Instantaneous
  As a 
  1. 
  Purify Food and Drink spell. the caster causes enough food and water 
  for up to a dozen people to be made pure, removing spoilage and poisons.
  As a 
  2. 
  Putrefy Food and Drink spell. the caster causes enough food and 
  water for up to a dozen people to be made putrid, creating spoilage and 
  poisons.
  Quest
  Spell Level: C5, M6
  Range: 30 ft.
  Duration: Until completed
  If the victim fails his saving throw, the caster may set a task for him. If a Magic-
  user casts this spell the victim will die if he ignores the Quest altogether. If a 
  Cleric casts this spell the victim’s failure to obey will result in a curse to be de-
  termined by the Referee.
  Raise Dead
  Spell Level: C5
  Range: Line of sight
  Duration: See below
  Raise Dead allows the Cleric to raise a corpse from the dead, provided it has 
  not been dead too long. The normal time limit is 4 days, but for every caster 
  level higher than 8th, the time limit extends another 4 days. Characters with 
  low constitution might not survive the ordeal; and even for those with a strong 
  constitution, a period of two weeks is required before they can function nor-
  mally. This spell only functions on races that can be used for Player Characters 
  (i.e., “human-like”).
  Read Languages
  Spell Level: M1
  Range: Reading distance
  Duration: 1 or 2 readings
  This spell allows the caster to read directions, instructions, and similar nota-
  tions that are written in unfamiliar or even unknown languages. It is especially 
  useful for treasure maps.
  5
  CHAPTER 6: SPELLS
  Crystal Ball
  Spell Level: M3
  Range: 60 ft.
  Duration: 2 hours
  The caster must announce which of the two options is being cast. A two foot 
  thickness of solid stone or a thin layer of lead blocks both options.
  As a 
  1. 
  Clairaudience spell, the caster can hear through solid obstacles.
  As a 
  2. 
  Clairvoyance spell, the caster can see through solid obstacles.
  Cure (Cause) Disease
  Spell Level: C3
  Range: Touch
  Duration: Instantaneous
  As a 
  1. 
  Cure Disease spell, the recipient is cured of all diseases—including 
  those magically inflicted.
  As a 
  2. 
  Cause Disease spell, the recipient is inflicted with a disease to be de-
  termined by the Referee.
  Cure (Cause) Light Wounds
  Spell Level: C1
  Range: Touch
  Duration: Instantaneous
  As a 
  1. 
  Cure Light Wounds spell, the caster cures 1d6+1 HP.
  As a 
  2. 
  Cause Light Wounds spell, the caster causes 1d6+1 damage.
  Cure (Cause) Serious Wounds
  Spell Level: C4
  Range: Touch
  Duration: Instantaneous
  As a 
  1. 
  Cure Serious Wounds spell, the caster cures 3d6+3 HP.
  As a 
  2. 
  Cause Serious Wounds spell, the caster causes 3d6+3 damage.
  Darkvision
  Spell Level: M3
  Range: Touch
  Duration: 1 day
  The recipient of the spell can see in total darkness. The recipient should roll 1d6 
  on the table on the following page to determine the range of his vision.
  
  6
  SWORDS & WIZARDRY: WHITEBOX
  Table 23: Darkvision Range
  Roll
  Range of Vision (ft.)
  1–2
  40
  3–4
  50
  5–6
  60
  Death Spell
  Spell Level: M6
  Range: 240 ft.
  Duration: Permanent
  Within a 60 foot radius, up to 2d8 creatures with fewer than 7 HD perish.
  Detect Chaos (Law)
  Spell Level: C1, M2
  Range: 120 ft. (C), 60 ft. (M)
  Duration: 1 hour (C), 20 min. (M)
  As a 
  1. 
  Detect Chaos spell, the caster detects creatures of Chaos, or those 
  with chaotic enchantments, intentions, thoughts, or auras within the spell’s 
  range. Poison is not inherently evil or chaotic and cannot be detected by 
  means of this spell.
  As a 
  2. 
  Detect Law spell, the spell works exactly like Detect Chaos except that 
  it detects Law.
  Detect Invisibility
  Spell Level: M2
  Range: 10 ft./caster level
  Duration: 1 hour
  Caster can perceive invisible creatures and objects.
  Detect Magic
  Spell Level: C1, M1
  Range: 60 ft.
  Duration: 20 min.
  The caster can perceive in places, people, or things the presence of a magical 
  spell or enchantment. Magical items or secretly placed charms may be discov-
  ered with this spell.
  15
  CHAPTER 6: SPELLS
  Project Image
  Spell Level: M6
  Range: 240 ft.
  Duration: 1 hour
  The caster projects an image of his person to a maximum range of 240 feet. Not 
  only does the projected image mimic the caster’s sounds and gestures, but any 
  spells he casts will appear to originate from the image.
  Protection from Chaos (Law)
  Spell Level: C1, M1
  Range: Caster only
  Duration: 2 hours (C), 1 hour (M)
  As a 
  1. 
  Protection from Chaos spell, the caster creates a magical field of pro-
  tection around himself to block out all chaotic monsters, who suffer a -1 
  penalty “to-hit” against the caster, and the caster gains +1 on all saving 
  throws against such attacks.
  As a 
  2. 
  Protection from Law spell, it does the same thing except that lawful 
  creatures suffer the -1 penalty.
  Protection from Chaos (Law), 10 ft. radius
  Spell Level: C4, M3
  Range: 10 ft. radius around caster
  Duration: 2 hours
  As a 
  1. 
  Protection from Chaos, 10 ft. radius spell, it has the same effect as 
  Protection from Chaos—except that its effect covers an area rather than 
  an individual.
  As a 
  2. 
  Protection from Law, 10 ft. radius spell, it has the same effect as 
  Protection from Law—except that its effect covers an area rather than an 
  individual.
  Protection from Normal Missiles
  Spell Level: M3
  Range: 30 ft.
  Duration: 2 hours
  The recipient becomes invulnerable small non-magical missiles. Only those 
  missiles projected by normal men and/or weapons are affected.
  
  14
  SWORDS & WIZARDRY: WHITEBOX
  Phantasmal Force
  Spell Level: M2
  Range: 240 ft.
  Duration: Until negated or dispelled
  This spell creates a realistic illusion in the sight of all who view it. The illusion 
  disappears when it is touched, but if the viewer believes the illusion is real he 
  can take damage from it. 
  Plant Growth
  Spell Level: M4
  Range: 120 ft.
  Duration: Permanent until dispelled
  Up to 300 square feet of ground can be affected by this spell; undergrowth in 
  the area suddenly grows into an impassable forest of thorns and vines. The 
  caster can decide the shape of the area to be enchanted. An alternate version 
  (Referee’s decision) would allow the spell to affect an area of 300 × 300 feet, for 
  a total of 90,000 square feet.
  Polymorph
  Spell Level: M4
  Range: See below
  Duration: See below
  The caster must announce which of the two options are being cast:
  The caster assumes the form of any object or creature, gaining the new 
  1. 
  form’s attributes (the use of wings, for example), but not its hit points or 
  combat abilities. The Referee might allow the benefit of the new form’s ar-
  mor class, if it is due to heavily armored skin. A great deal of the spell’s ef-
  fect is left to the Referee to decide. This form of the spell lasts for roughly 
  one hour plus one additional hour for each level of the caster.
  Alternately, this spell allows the caster to turn another being into a differ-
  2. 
  ent type of creature (such as a dragon, a garden slug, and of course, a frog 
  or newt). The polymorphed creature gains all the abilities of the new form, 
  but retains its own mind and hit points. Used in this way, the range on this 
  spell is 60 feet. This form of the spell lasts until dispelled.
  7
  CHAPTER 6: SPELLS
  Detect Thoughts (ESP)
  Spell Level: M2
  Range: 60 ft.
  Duration: 2 hours
  The caster can detect the thoughts of other beings. The spell cannot penetrate 
  more than two feet of stone and is blocked by even a thin sheet of lead.
  Dimensional Portal
  Spell Level: M4
  Range: 10 ft. casting, 360 ft. teleport
  Duration: Instantaneous
  Dimensional Portal is a weak form of the Teleport spell that can be managed 
  by lesser magicians. The caster can teleport himself, an object, or another per-
  son with perfect accuracy to the stated location, as long as it is within the spell’s 
  given range.
  Disintegrate
  Spell Level: M6
  Range: 60 ft.
  Duration: Permanent
  The caster defines one specific target such as a door, a peasant, or a statue, and it 
  disintegrates into dust. Magical materials are not disintegrated, and living crea-
  tures (such as the aforementioned peasant) are permitted a saving throw. The 
  Disintegrate spell cannot be dispelled.
  Dispel Chaos (Law)
  Spell Level: C5
  Range: 30 ft.
  Duration: 10 min.
  As a 
  1. 
  Dispel Chaos spell, the spell is similar to the arcane spell Dispel 
  Magic, but works against items, spells, or agents of Chaos. However, un-
  like Dispel Magic, this spell also functions against chaotic sendings, pos-
  sibly including dreams or supernatural hunting-beasts.
  As a 
  2. 
  Dispel Law spell, the spell works exactly like Dispel Chaos, except 
  that it will dispel Law.
  
  8
  SWORDS & WIZARDRY: WHITEBOX
  Dispel Magic
  Spell Level: M3
  Range: 120 ft.
  Duration: 10 min.
  Dispel magic can be used to completely dispel most spells and enchantments.
  As an example of how one might referee this spell, the chance of dispelling 
  magic could be a percentage based on the ratio of the level of the caster try-
  ing to dispel over the level of the caster (or HD of the monster) who hurled the 
  original magic.
  Thus, a 6th level Magic-user attempting to dispel a charm cast by a 12th level 
  Magic-user has a 50% chance of success (6 / 12 = 1/2). If the 12th level Magic-user 
  were dispelling the 6th level Magic-user’s charm, the dispelling caster’s chance 
  of success would be 200% (12 ∕ 6 = 2).
  Feeblemind
  Spell Level: M5
  Range: 240 ft.
  Duration: Permanent until dispelled
  Feeblemind is a spell that affects only Magic-users. The saving throw against the 
  spell is made at a -4 penalty, and if the saving throw fails, the targeted Magic-
  user becomes feebleminded until the magic is dispelled.
  Find Traps
  Spell Level: C2
  Range: 30 ft.
  Duration: 20 min.
  Find Traps can allow the caster to perceive both magical and non-magical traps 
  at a distance of 30 feet.
  Fireball
  Spell Level: M3
  Range: 240 ft.
  Duration: Instantaneous
  A missile shoots from the caster’s finger to explode at the targeted location in a 
  furnace-like blast of fire. It has a burst radius of 20 feet and damage is 1d6 per 
  level of the caster. The blast shapes itself to the available volume. A successful 
  saving throw means that the target only takes half damage.
  13
  CHAPTER 6: SPELLS
  Massmorph
  Spell Level: M4
  Range: 240 ft.
  Duration: Until negated or dispelled
  One hundred or fewer man-sized creatures are changed to appear like innocent 
  trees. The illusion is so perfect that creatures moving through the “forest” will 
  not detect the deception.
  Move Earth
  Spell Level: M6
  Range: 240 ft.
  Duration: Permanent
  This spell can only be used above ground. It allows the caster to move hills and 
  other raised land or stone at a rate of 6 feet per minute for 1 hour.
  Move Water
  Spell Level: M6
  Range: 240 ft.
  Duration: See below
  The caster must announce which of the two options are being cast:
  The spell lowers the depth and water level of lakes, rivers, wells, and other 
  1. 
  bodies of water to 1/2 their normal levels. Used this way, the spell lasts for 
  10 turns.
  Alternately, this spell creates a gap through water, but only to a depth of 10 
  2. 
  feet. Used this way, the spell lasts for 6 turns.
  Neutralize Poison
  Spell Level: C4
  Range: Referee’s discretion
  Duration: 10 min.
  This spell counteracts poison, but does not bring the dead back to life.
  Passwall
  Spell Level: M5
  Range: 30 ft.
  Duration: 30 min.
  This spell creates a hole through solid rock. The hole or tunnel is up to 10 feet 
  deep and is large enough to allow the passage of an average sized man.
  
  12
  SWORDS & WIZARDRY: WHITEBOX
  Lightning Bolt
  Spell Level: M3
  Range: 60 ft.
  Duration: Instantaneous
  A nearly ten foot wide bolt of lightning extends 60 feet from the fingertip of the 
  caster. Anyone in its path suffers 1d6 points of damage per level of the caster, 
  though a successful saving throw halves damage. The bolt always extends 60 
  feet, even if this means that it ricochets backward from something that blocks 
  its path.
  Locate Object
  Spell Level: C3, M2
  Range: 90 ft. (C), 60 ft. + 10 ft./level (M)
  Duration: 1 min./level
  This spell gives the caster the correct direction (as the crow flies) toward an ob-
  ject the caster specifies with a description. The object cannot be something the 
  caster has never seen, although the spell can detect an object in a general class 
  of items known to the caster: stairs, gold, etc.
  Magic Jar
  Spell Level: M5
  Range: See below
  Duration: See below
  This spell relocates the caster’s life essence, intelligence, and soul into an object 
  (of virtually any kind). The “jar” must be within 30 feet of the caster’s body for 
  the transition to succeed. 
  Once within the magic jar, the caster can possess the bodies of other creatures 
  and people, provided that they are within 120 feet of the jar and fail a sav-
  ing throw. The caster can return his soul to the magic jar at any time, and if a 
  body he controls is slain, his life essence returns immediately to the jar. If the 
  caster’s body is destroyed while his soul is in the magic jar, the soul no longer 
  has a home other than within the magic jar (although the disembodied wizard 
  can still possess other bodies as before). If the jar itself is destroyed while the 
  Magic-user’s soul is within, the soul is lost. The Magic-user can return from the 
  jar to his own body whenever desired, thus ending the spell.
  9
  CHAPTER 6: SPELLS
  Fly
  Spell Level: M3
  Range: Touch
  Duration: 1d6 turns + 1 turn/level
  This spell grants the power of flight, with a movement rate of 120 feet per round. 
  The Referee rolls for the duration of the spell in secret and does not disclose this 
  information to the Player.
  Hallucinatory Terrain
  Spell Level: M4
  Range: 240 ft.
  Duration: Until touched by an enemy or dispelled
  This spell changes the appearance of the terrain into the semblance of what the 
  caster desires. A hill can be made to disappear, or could be replaced with an il-
  lusory forest, for example.
  Hold Monster
  Spell Level: M5
  Range: 120 ft.
  Duration: 1 hour + 10 min./level
  The caster can target either 1d4 creatures (saving throw applies) or may instead 
  target a single creature who must make their save at a -2 penalty.
  Hold Person 
  Spell Level: C2, M3
  Range: 180 ft. (C), 120 ft. (M)
  Duration: 90 min. (C), 1 hour + 10 min./level (M)
  The caster can target either 1d4 persons (with the same parameters as Charm 
  Person; saving throw applies) or may instead target a single creature who must 
  make their save at a -2 penalty.
  Hold Portal
  Spell Level: M1
  Range: Referee’s discretion
  Duration: 2d6 turns
  This spell magically holds a door or gate in position for the spell’s duration (or 
  until dispelled). Creatures with magic resistance can shatter the spell without 
  much effort.
  
  10
  SWORDS & WIZARDRY: WHITEBOX
  Insect Plague
  Spell Level: C5
  Range: 480 ft.
  Duration: 1 day
  This spell only works outdoors. A storm of insects gathers, and goes wherever 
  the caster directs. The cloud is approximately 400 square feet (20 × 20 feet, with 
  roughly corresponding height). Any creature with fewer than 2 HD exposed to 
  the cloud of insects will flee in terror (no saving throw).
  Invisibility
  Spell Level: M2
  Range: 240 ft.
  Duration: Until dispelled or an attack is made
  The object of this spell, whether a person or a thing, becomes invisible to both 
  normal vision and to darkvision. If the Referee is using the invisibility rules un-
  changed, the result is that an invisible creature cannot be attacked unless its ap-
  proximate location is known, and all attacks are made at -4 to-hit.
  Invisibility, 10 ft. radius
  Spell Level: M3
  Range: 240 ft.
  Duration: Until dispelled or an attack is made
  Identical to the Invisibility spell, which makes the target creature or object in-
  visible to normal vision and to dark vision, except that it also throws a sphere 
  of invisibility (with a 10 foot radius) around the recipient, which moves along 
  with the target.
  Invisible Stalker
  Spell Level: M6
  Range: Near Caster
  Duration: Until mission is completed
  This spell summons an Invisible Stalker with 8 HD. The stalker will perform 
  one task as commanded by the caster, regardless of how long the task may take 
  or how far the stalker may have to travel. The stalker cannot be banished by 
  means of Dispel Magic; it must be killed in order to deter it from its mission.
  11
  CHAPTER 6: SPELLS
  Knock
  Spell Level: M2
  Range: 60 ft.
  Duration: Instantaneous
  This spell unlocks and unbars all doors, gates, and portals within its range, in-
  cluding those held or locked by normal magic.
  Levitate
  Spell Level: M2
  Range: 20 ft./level
  Duration: 10 min./level
  This spell allows the Magic-user to levitate himself, moving vertically up or 
  down, but the spell itself provides no assistance with lateral movement. A wall, 
  cliff side, or ceiling could be used to move along hand-over-hand. 
  Levitation allows up or downward movement at a rate of up to 6 feet per min-
  ute (60 feet per turn), and the caster cannot levitate more than 20 feet per level 
  from the ground level where the spell was cast (such range being applied both 
  to movement into the air and to downward movement into a pit or chasm).
  Light (Dark)
  Spell Level: C1, M1
  Range: 120 ft.
  Duration: 2 hours (C), 1 hour + 10 min./level (M)
  As a 
  1. 
  Light spell, the caster targets a person or object which then produces 
  a light about as bright as a torch with a radius of 20 feet.
  As a 
  2. 
  Dark spell, the caster instead causes night-time darkness to fall upon 
  the area with a radius of 20 feet.
  Light (Dark), Continual
  Spell Level: C3, M2
  Range: 120 ft.
  Duration: Permanent until dispelled
  As a 
  1. 
  Light, Continual spell, the caster targets a person or object which 
  then produces a light about as bright as a torch with a radius of 20 feet.
  As a 
  2. 
  Dark, Continual spell, the caster instead causes night-time darkness 
  to fall upon the area with a radius of 20 feet.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/Digest Booklets/Bk2 (3rd) Print-ready interior.pdf