TEXT: Libram Magica
  List of Spells and Optional Rules for Research
  A Basic Fantasy RPG Supplement
  Release 2
  Copyright © 2008-2013 R. Kevin Smoot & 
  Collaborators
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Role-Playing Game Website:  basicfantasy.org
  LIBRAM MAGICA – SPELLS AND MORE
  Spells listed alphabetically from a variety of sources including the core rules spells. In addition, there are new optional rules for
  research to help ease more of these spells into the game. As always, any supplemental materials or other features are
  completely optional and may or may not be allowed by the Game Master.
  LEARNING AND RESEARCHING SPELLS
  Learning Spells
  Arcane spell casters (Magic-Users or appropriate subclass, if
  used) may learn spells by being taught directly by another
  arcane  spell  caster,  by  studying  another  individual's
  spellbook, or even by transcribing directly from a spell scroll.
  If being taught, a spell can be learned in a single day, while
  referencing another individual's spellbook takes one day per
  spell level. To learn from a spell scroll, the character must
  fully decode the spell, taking 1 week per level of the spell
  and costing 250 gp per spell level to research. The chance of
  successfully decoding a scroll is 50% +5% per level of the
  caster, minus 10% per level of the spell (however maximum
  of 95% chance of success); any failure ruins the scroll and it
  is  lost.  In  each  case,  including  scroll  research,  the  spell
  learned  must  be  transcribed  into  the  character's  own
  spellbook, at a cost of 500 gp per spell level transcribed.
  Most beginning arcane spell casters start with a spellbook
  containing read magic and at least one other first-level spell,
  as determined by the Game Master, at no cost. 
  Divine  spell  casters  (Clerics  or  appropriate  subclass)  use
  similar processes but do not keep traditional spellbooks, nor
  have to transcribe the spells when the learning process is
  over. The Game Master may have some spell information
  located in holy texts within temples or places of worship that
  can be referenced. Using these prayer books would be akin
  to referencing another individual’s spellbook as described
  above. Otherwise, they learn directly from teachers or scrolls.
  General Rules for Research
  Spell  casting  classes  often  desire  to  expand  their  spell
  selections and magical prowess through the use of personally
  created spells or access to magical powers that are rare and
  unknown to most others. Optional changes to the core rules
  (part 8, starting on p.142), specifically for spell research, are
  detailed below.
  Experience From Research
  It is suggested that the Game Master grant Experience Points
  to characters who successfully complete spell research or
  other magical studies, especially for Magic-Users (or other
  “magical academia” classes). After all, they are doing what
  studious intellectuals are expected to do. It is suggested that
  the rate of such awards be 1 XP per 10 gp spent on the
  successful research. Even failures produce new insights, so
  half such experience is suggested for a research period that
  still ultimately fails.
  Likewise similar endeavors such as the crafting of magical
  items can be used as the basis for some experience point
  awards.  The  Game  Master  may  even  award  some  such
  experience  to  other  classes  that  find  a  way  to  assist  in
  research. For instance, the fighter character who acts as the
  guinea pig or test subject for various experiments.
  Optional Spell Research Rules
  Researching new spells is the most common type of magical
  research. A Magic-User (or appropriate sub-class, if used)
  may research a standard spell,  removing the need for a
  teacher or reference. In addition, there are spells that are not
  well known or are otherwise rare, and do not appear on the
  class spell lists that can only be researched or taught by
  others who know the spell (or otherwise found in scroll form
  as treasure). Of course, a Cleric or Magic-User may research
  an entirely new spell of their own design. No character may
  invent or research a spell of a level higher than he or she can
  cast.
  If the character is inventing a spell outright, the Game Master
  must determine the spell's level and judge whether or not the
  spell is possible “as is.” The GM does not have to tell the
  player whether the spell is possible, and in fact this may be
  preferable (described more below).
  The cost to research a spell is 500 gp per spell level for
  “standard” spells (already appears on the standard class spell
  list in the core rules), 750 gp per spell level for spells that rare
  (not on the standard spell lists but are otherwise available
  here or elsewhere), or 1,000 gp per spell level for newly
  invented original spells. In any case, one week is required
  per spell level to complete the research. 
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  The  basic chance of success is 25% +5% per level of the
  character.  Having  an  apprentice  to  assist  adds  +5%
  (maximum  of  four  such  apprentices),  and  having  the
  assistance of another qualified researcher (an additional spell
  caster  of  the  appropriate  type  capable  of  casting  the
  proposed  spell)  will  add  another  +10%.  However,  the
  chance  of  success  is  reduced  by  -10%  per  level  of  the
  proposed spell. In any case, the maximum chance of success
  is 95%. The secondary researcher will acquire the spell as
  well in this process (if the primary researcher is successful),
  which is a very good reason why mages form colleges or
  researching guilds, and do not mind assisting each other in
  their endeavors.
  If the research roll is successful, the character may add the
  spell to his or her spellbook (if such is used by the class),
  paying  the  normal  transcribing  fees  (see  Learning  Spells
  above). The character need not pay to transcribe failures,
  and need not pay to transcribe immediately. However, he
  must pay and transcribe before having the spell available for
  daily use.
  Divine spell casters may subsequently pray for the spell with
  a successful research. Clerics of the same deity, faith or ethos
  may teach each other the prayers as described above in
  Learning Spells.
  On a failure, the money and time are spent to no avail.
  Research must begin anew if the character still desires the
  spell. Each failure will add +10% to the chance of success for
  subsequent research assuming the Game Master is allowing
  the spell in question. If the GM has determined the spell is
  not possible, the chance of success is irrelevant, but the
  player still need not be told this (as described above).
  As suggested above, the Game Master may decide that a
  proposed new spell is not “correct” for his or her campaign;
  too powerful, too low in level, etc. Rather than tell the player
  this, there are two strategies that may be used.
  First, the Game Master may decide to revise the spell. If the
  roll is a success, the GM then presents the player with a
  revised writeup of the spell, adjusted however the GM feels
  necessary for game balance purposes.
  The alternative, more appropriate when the Game Master
  believes the spell should  be higher level than the player
  character can cast, is to make the roll anyway. If the roll fails,
  that is all the player needs to know; but if it succeeds, the
  GM should then show the player the revised version of the
  spell and explain that the character may try again when he or
  she attains a high enough level to cast it. In this case, the GM
  may allow the character to reduce either the time or the cost
  by half when the research is attempted again at the higher
  level.
  ZERO AND 7TH LEVEL SPELLS
  While  completely optional, some Game Masters allow the
  use of zero-level spells, essentially just very minor magical
  effects, called Cantrips for Magic-Users (including Illusionists
  & Necromancers), or Orisons for Clerics (or Druids). Also
  optional, seventh level spells are sometimes utilized in high
  level  campaigns.  Both  are  included  in  this  libram  for
  completeness, but neither is necessary for play.
  Zero-Level Spells
  A spell caster may cast a number of 0-level spells per day
  equal to one more than his or her first level spell allotment
  plus  spell-casting  ability  bonus;  generally  Intelligence  for
  arcane  casters,  Wisdom  for  divine  spell  casters.  Because
  Clerics  and  Druids do not normally  acquire spell  casting
  ability until 2nd level, their first level allotment should be
  treated as zero first level spells; in effect giving them 1 orison
  (from  0+1  or  more  if  they  have  wisdom  ability  bonus).
  Unlike  normal  spells,  zero-level  spells  do  not  require
  preparation, instead being spontaneously chosen at the time
  of casting from the zero-level spells known. Only one 0-level
  spell  may  be  cast  in  any  round  and  have  similar
  requirements  as  other  spells  such  as  casting  times,  free
  hands/verbalization, or material component requirements.
  A first level spell caster knows 3 zero-level spells chosen or
  randomly determined by the Game Master (assuming they
  are used). They can be taught or learned as described above
  at half the cost of a first level spell. For arcane casters, the
  cost to record such minor magics into their spellbook is only
  100  gp  each.  All  zero-level  spells  should  be  considered
  “common” for purposes of research, and they are generally
  easy to locate otherwise.
  Seventh Level Spells
  Seventh level spells function exactly like other spells of lesser
  levels,  only  more  powerful  as  one  would  expect.  The
  progressions  to  acquire  such  spells  follows  the  same
  mathematical flow as previous spell levels. All seventh level
  spells should be considered “rare” for purposes of research.
  2      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  SPELL LISTS
  Spell Listings for each major spell casting class follows. The
  last column differentiates between common spells and rare
  spells. Each class or sub-class will differentiate common and
  rare spells differently. What is rare for a Magic-User may be
  quite common in Illusionist circles. In order to make random
  rolls of “core” spells, one should refer to the core rules spell
  lists, as these lists combine all spells available. Alternatively,
  the Game Master may roll for a chance to have a “rare” spell
  by rolling a 1 on 1d6 before determination of the spell in
  question. If a rare spell is indicated, the GM can roll or
  choose as appropriate; when  no rare spell exists for  the
  specific spell level, a common spell would instead be chosen.
  Common Spells are those that appear in the core rules and
  should  be considered available  to  characters through the
  normal channels. Treasure scrolls of spells should generally
  have  their  contents  chosen  from  these  standard  choices
  (unless  the  Game  Masters  specifically  is  intending  to
  introduce a more rare spell; see above). Generally, all 0-level
  spells available to a class should be considered common.
  The  spells  listed  as Rare are  spells  that  must  be found,
  taught, researched, or otherwise acquired by the character
  during the course of the game. The Game Master has control
  over whether any such rare spell is actually available in his
  game. Such rare spells are usually deliberately placed when
  the GM decides that  a character  might find  one, and is
  generally not randomly found in treasure. 
  There are also New spells as described in the researching
  sections above, but of course they are not going to be listed
  in the Libram Magica.
  Formatting Used:
  Spell Name* (asterisk used to mark reversible spells)
  Divine Levels
  Range:
  in units
  Arcane Levels
  Duration:
  in units
  Description of spell effects fully detailed out with various
  special cases or situational effects. If spell is reversible, details
  for that version are also detailed.
  Abbreviations used are listed  below. Primary or standard
  class (Cleric or Magic-User) is listed before their respective
  sub-classes in the spell header.
  •
  C
  Cleric
  •
  D
  Druid (cleric sub-class)
  •
  MU
  Magic-user
  •
  I
  Illusionist (magic-user subclass)
  •
  N
  Necromancer (magic-user subclass)
  •
  #
  Denotes spell is found in the core rules
  The use of sub-classes (or any single sub-class) is the choice
  of the Game Master, and spells specific to any particular sub-
  class may not be available to other classes.
  3      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Cleric Spell List
  Zero Level Cleric Spells (Orisons)
  1
  Call to Worship
  Common
  2
  Cure Minor Wounds
  Common
  3
  Dowse
  Common
  4
  Guidance*
  Common
  5
  Hallow*
  Common
  6
  Meal Blessing
  Common
  7
  Mend
  Common
  8
  Predict Weather
  Common
  9
  Virtue
  Common
  10
  Ward*
  Common
  11
  Water to Wine
  Common
  First Level Cleric Spells
  1
  Cure Light Wounds*
  Common#
  2
  Command
  Rare
  3
  Detect Evil*
  Common#
  4
  Detect Magic
  Common#
  5
  Disruption*
  Rare
  6
  Light*
  Common#
  7
  Protection from Evil*
  Common#
  8
  Purify Food and Water
  Common#
  9
  Refresh
  Rare
  10
  Remove Fear*
  Common#
  11
  Resist Cold
  Common#
  12
  Sanctuary
  Rare
  Second Level Cleric Spells
  1
  Bless*
  Common#
  2
  Charm Animal
  Common#
  3
  Divine Magic
  Rare
  4
  Find Traps
  Common#
  5
  Hold Person
  Common#
  6
  Locate Corpse
  Rare
  7
  Resist Fire
  Common#
  8
  Restore Health
  Rare
  9
  Shield of the Faithful
  Rare
  10
  Silence 15' radius
  Common#
  11
  Speak with Animals
  Common#
  12
  Spiritual Hammer
  Common#
  Third Level Cleric Spells
  1
  Continual Light*
  Common#
  2
  Cure Blindness
  Common#
  3
  Cure Disease*
  Common#
  4
  Disruption* Greater
  Rare
  5
  Growth of Animals
  Common#
  6
  Hold Giant
  Rare
  7
  Locate Object
  Common#
  8
  Remove Curse*
  Common#
  9
  Remove Paralysis
  Rare
  10
  Sacrifice*
  Rare
  11
  Speak with Dead
  Common#
  12
  Striking
  Common#
  Fourth Level Cleric Spells
  1
  Animate Dead
  Common#
  2
  Chant of the Holy Defender
  Rare
  3
  Condemnation
  Rare
  4
  Create Water
  Common#
  5
  Cure Serious Wounds*
  Common
  6
  Dimensional Anchor
  Rare
  7
  Dispel Magic
  Common#
  8
  Neutralize Poison*
  Common#
  9
  Protection from Evil 10' radius*
  Common#
  10
  Speak with Plants
  Common#
  11
  Sticks to Snakes
  Common#
  Fifth Level Cleric Spells
  1
  Commune
  Common#
  2
  Create Food
  Common#
  3
  Dispel Evil
  Common#
  4
  Insect Plague
  Common#
  5
  Quest*
  Common#
  6
  Raise Dead*
  Common#
  7
  Ring of Lesser Healing*
  Rare
  8
  Starlight Blade
  Rare
  9
  True Seeing
  Common#
  10
  Wall of Fire
  Common#
  Sixth Level Cleric Spells
  1
  Animate Objects
  Common#
  2
  Blade Barrier
  Common#
  3
  Find the Path
  Common#
  4
  Heal*
  Common#
  5
  Regenerate
  Common#
  6
  Restoration
  Common#
  7
  Speak with Monsters
  Common#
  8
  Word of Recall
  Common#
  Seventh Level Cleric Spells
  1
  Holy Word
  Rare
  2
  Ring of Greater Healing*
  Rare
  4      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Druid Spell List
  Zero Level Druid Spells (Orisons)
  1
  Call to Worship
  Common
  2
  Cure Minor Wounds
  Common
  3
  Dowse
  Common
  4
  Fertilize
  Common
  5
  Guidance*
  Common
  6
  Meal Blessing
  Common
  7
  Mend
  Common
  8
  Predict Weather
  Common
  9
  Virtue
  Common
  10
  Ward*
  Common
  11
  Water to Wine
  Common
  First Level Druid Spells
  1
  Animal Friendship
  Common
  2
  Body of Sand
  Rare
  3
  Create Water
  Common
  4
  Cure Light Wounds*
  Common#
  5
  Decomposition
  Rare
  6
  Detect Magic
  Common#
  7
  Detect Snares and Pits
  Common
  8
  Entangle
  Common
  9
  Faerie Fire
  Rare
  10
  Light*
  Common#
  11
  Pass Without Trace
  Common
  12
  Purify Food and Water
  Common#
  13
  Resist Cold
  Common#
  Second Level Druid Spells
  1
  Blizzard
  Rare
  2
  Charm Animal
  Common#
  3
  Find Traps
  Common#
  4
  Flame Weapon
  Common
  5
  Forest Speak
  Rare
  6
  Forked Lightning
  Rare
  7
  Heat Metal
  Common
  8
  Message
  Common
  9
  Produce Flame/Cold
  Common
  10
  Restore Health
  Rare
  11
  Shield of Thorns
  Rare
  12
  Slow Poison
  Common
  13
  Snake Charm
  Common
  14
  Speak with Animals
  Common#
  15
  Warp Wood
  Common
  Third Level Druid Spells
  1
  Assume Animal Form
  Common
  2
  Aura of Lightning
  Rare
  3
  Call Lightning
  Rare
  4
  Continual Light*
  Common#
  5
  Cure Disease*
  Common#
  6
  Entangling Thorns
  Rare
  7
  Frost Nova
  Rare
  8
  Growth of Animals
  Common#
  9
  Hold Animal
  Common
  10
  Plant Growth
  Common#
  11
  Protection from Fire
  Common
  12
  Sidhe Messenger
  Rare
  13
  Water Breathing
  Common#
  Fourth Level Druid Spells
  1
  Call Woodland Beings
  Common
  2
  Control Temperature 10' Radius
  Common
  3
  Cure Serious Wounds*
  Common#
  4
  Lower Water
  Common#
  5
  Protection from Lightning
  Common
  6
  Speak with Plants
  Common#
  7
  Sticks to Snakes
  Common#
  8
  Tree Sanctuary
  Common
  Fifth Level Druid Spells
  1
  Commune with Nature
  Common
  2
  Control Winds
  Common
  3
  Dispel Evil
  Common#
  4
  Flame Strike
  Common
  5
  Neutralize Poison*
  Common#
  6
  Reincarnate
  Common
  7
  Rock to Mud
  Common
  8
  Wall of Fire
  Common#
  Sixth Level Druid Spells
  1
  Animate Objects
  Common#
  2
  Part Water
  Common
  3
  Pass Tree
  Common
  4
  Weather Summoning
  Common
  5
  Word of Recall
  Common#
  Seventh Level Druid Spells
  1
  Faerie Ring
  Rare
  2
  Regenerate
  Rare#
  3
  Restoration
  Rare#
  5      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Magic-User Spell List
  Zero Level Magic-User Spells (Cantrips)
  1
  Animate Tool
  Common
  2
  Clean*
  Common
  3
  Dowse
  Common
  4
  Flare
  Common
  5
  Flavor*
  Common
  6
  Inscribe
  Common
  7
  Irritate
  Common
  8
  Knot*
  Common
  9
  Mage Hand
  Common
  10
  Open/Close
  Common
  11
  Sneeze
  Common
  12
  Summon Vermin*
  Common
  13
  Transfigure
  Common
  First Level Magic-User Spells
  1
  Amulet of Protection
  Rare
  2
  Charm Person
  Common#
  3
  Chill
  Rare
  4
  Detect Magic
  Common#
  5
  Disappear
  Rare
  6
  Energy Blast
  Rare
  7
  Floating Disc
  Common#
  8
  Hidden Door
  Rare
  9
  Hold Portal
  Common#
  10
  Ice Knife
  Rare
  11
  Light*
  Common#
  12
  Magic Missile
  Common#
  13
  Magic Mouth
  Common#
  14
  Mount
  Rare
  15
  Protection from Evil*
  Common#
  16
  Read Languages
  Common#
  17
  Shield
  Common#
  18
  Sleep
  Common#
  19
  Stoneskin
  Rare
  20
  Ventriloquism
  Common#
  Second Level Magic-User Spells
  1
  Body of Sand
  Rare
  2
  Analyze Magic
  Rare
  3
  Blizzard
  Rare
  4
  Camp Ward
  Rare
  5
  Continual Light*
  Common#
  6
  Dark Flame
  Rare
  7
  Detect Evil*
  Common#
  8
  Detect Invisible
  Common#
  9
  ESP
  Common#
  10
  Ether Bolt
  Rare
  11
  Forked Lightning
  Rare
  12
  Frost Armor
  Rare
  13
  Heave
  Rare
  14
  Invisibility
  Common#
  15
  Jaunt
  Rare
  16
  Knock
  Common#
  17
  Levitate
  Common#
  18
  Light*
  Common#
  19
  Locate Corpse
  Rare
  20
  Locate Object
  Common#
  21
  Message
  Rare
  22
  Minor Warding
  Rare
  23
  Mirror Image
  Common#
  24
  Phantasmal Force
  Common#
  25
  Shadow Staff
  Rare
  26
  Web
  Common#
  27
  Wizard Lock
  Common#
  Third Level Magic-User Spells
  1
  Aura of Fire
  Rare
  2
  Aura of Frost
  Rare
  3
  Charm Giant
  Rare
  4
  Clairvoyance
  Common#
  5
  Cripple
  Rare
  6
  Darkvision
  Common#
  7
  Dispel Magic
  Common#
  8
  Fireball
  Common#
  9
  Fly
  Common#
  10
  Frost Nova
  Rare
  11
  Haste*
  Common#
  12
  Hold Person
  Common#
  13
  Immunity to Normal Weapons
  Rare
  14
  Invisibility 10' Radius
  Common#
  15
  Lightning Bolt
  Common#
  16
  Phase Door
  Rare
  17
  Protection from Evil 10' radius*
  Common#
  18
  Protection from Normal Missiles
  Common#
  19
  Sidhe Messenger
  Rare
  20
  Water Breathing
  Common#
  21
  Wicked Blade
  Rare
  6      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Fourth Level Magic-User Spells
  1
  Aura of Lightning
  Rare
  2
  Charm Monster
  Common#
  3
  Confusion
  Common#
  4
  Dark Lightning
  Rare
  5
  Dimension Door
  Common#
  6
  Dimensional Anchor
  Rare
  7
  Drainblade
  Rare
  8
  Growth of Plants
  Common#
  9
  Hallucinatory Terrain
  Common#
  10
  Hold Giant
  Rare
  11
  Ice Storm
  Common#
  12
  Magic Mirror
  Rare
  13
  Massmorph
  Common#
  14
  Major Warding
  Rare
  15
  Polymorph Other
  Common#
  16
  Polymorph Self
  Common#
  17
  Remove Curse*
  Common#
  18
  Spell Immunity Minor
  Rare
  19
  Wall of Fire
  Common#
  20
  Wizard Eye
  Common#
  Fifth Level Magic-User Spells
  1
  Animate Dead
  Common#
  2
  Cloudkill
  Common#
  3
  Conjure Elemental
  Common#
  4
  Dream
  Rare
  5
  Feeblemind
  Common#
  6
  Hold Monster
  Common#
  7
  Magic Jar
  Common#
  8
  Pacifism
  Rare
  9
  Passwall
  Common#
  10
  Slumber
  Rare
  11
  Telekinesis
  Common#
  12
  Teleport
  Common#
  13
  Wall of Stone
  Common#
  Sixth Level Magic-User Spells
  1
  Anti-Magic Shell
  Common#
  2
  Death Spell
  Common#
  3
  Disintegrate
  Common#
  4
  Flesh to Stone*
  Common#
  5
  Geas*
  Common#
  6
  Invisible Stalker
  Common#
  7
  Lower Water
  Common#
  8
  Projected Image
  Common#
  9
  Reincarnate
  Common#
  10
  Spell Immunity Major
  Rare
  11
  Starlight Blade
  Rare
  12
  Wall of Bronze
  Rare
  13
  Wall of Iron
  Common#
  14
  Withering Pox
  Rare
  Seventh Level Magic-User Spells
  1
  Delayed Blast Fireball
  Rare
  2
  Invisibility Mass
  Rare
  3
  Longevity
  Rare
  4
  Power Word, Stun
  Rare
  5
  Shadow Storm
  Rare
  6
  Sword
  Rare
  7
  Teleport Greater
  Rare
  8
  Wychlamp Aura
  Rare
  7      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Illusionist Spell List
  Zero Level Illusionist Spells (Cantrips)
  1
  Animate Tool
  Common
  2
  Brighten
  Common
  3
  Clean*
  Common
  4
  Flare
  Common
  5
  Flavor*
  Common
  6
  Inscribe
  Common
  7
  Irritate
  Common
  8
  Knot*
  Common
  9
  Mage Hand
  Common
  10
  Open/Close
  Common
  11
  Sneeze
  Common
  12
  Summon Vermin*
  Common
  13
  Transfigure
  Common
  First Level Illusionist Spells
  1
  Audible Glamer
  Common
  2
  Change Self
  Common
  3
  Color Spray
  Common
  4
  Dancing Lights
  Common
  5
  Detect Illusion
  Common
  6
  Detect Invisible
  Common#
  7
  Disappear
  Rare
  8
  Hidden Door
  Rare
  9
  Light*
  Common#
  10
  Magic Mouth
  Common#
  11
  Mirror Image
  Common#
  12
  Phantom Armor
  Rare
  13
  Shadow Staff
  Rare
  14
  Ventriloquism
  Common#
  Second Level Illusionist Spells
  1
  Alter Self
  Common
  2
  Blur
  Common
  3
  Continual Light*
  Common#
  4
  Detect Magic
  Common#
  5
  Dispel Illusion
  Common
  6
  Ether Bolt
  Rare
  7
  Invisibility
  Common#
  8
  Obscurement
  Common
  9
  Phantasmal Force
  Common#
  10
  Read Languages
  Common#
  11
  Rope Trick
  Common
  Third Level Illusionist Spells
  1
  Dark Flame
  Rare
  2
  Illusionary Wall
  Common
  3
  Invisibility 10' Radius
  Common#
  4
  Phantom Messenger
  Common
  5
  Phantom Steed
  Rare
  6
  Shadow Door
  Common
  7
  Spectral Force
  Common
  Fourth Level Illusionist Spells
  1
  Advanced Illusion
  Common
  2
  Dispel Magic
  Common#
  3
  Hold Person
  Common#
  4
  Invisibility Improved
  Common
  5
  Massmorph
  Common#
  6
  Silence 15' radius
  Common#
  7
  Suggestion
  Common
  Fifth Level Illusionist Spells
  1
  Confusion
  Common#
  2
  Hallucinatory Terrain
  Common#
  3
  Hold Giant
  Rare
  4
  Mislead
  Common
  5
  Phase Door
  Common
  6
  Programmed Illusion
  Common
  7
  Projected Image
  Common#
  8
  Wizard Eye
  Common#
  Sixth Level Illusionist Spells
  1
  Hold Monster
  Common#
  2
  Invisibility Mass
  Common
  3
  Maze
  Common
  4
  Permanent Illusion
  Common
  5
  Shadow Storm
  Rare
  6
  Shadow Walk
  Common
  7
  True Seeing
  Common
  Seventh Level Illusionist Spells
  1
  Raise Shade
  Rare
  2
  8      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Necromancer Spell List
  Zero Level Necromancer Spells (Cantrips)
  1
  Animate Tool
  Common
  2
  Bolster
  Common
  3
  Clean*
  Common
  4
  Embalm
  Common
  5
  Flare
  Common
  6
  Flavor*
  Common
  7
  Inscribe
  Common
  8
  Irritate
  Common
  9
  Knot*
  Common
  10
  Mage Hand
  Common
  11
  Negate Stench*
  Common
  12
  Open/Close
  Common
  13
  Sneeze
  Common
  14
  Summon Vermin*
  Common
  15
  Transfigure
  Common
  First Level Necromancer Spells
  1
  Call Poltergeist
  Common
  2
  Chill
  Common
  3
  Corpse Servant
  Common
  4
  Dead Link
  Rare
  5
  Decay Flesh
  Common
  6
  Detect Magic
  Common#
  7
  Disappear
  Rare
  8
  Light*
  Common#
  9
  Locate Corpse
  Common
  10
  Protection from Undead*
  Common
  11
  Read Languages
  Common#
  12
  Remove Fear*
  Common#
  13
  Stench
  Common
  14
  Stoneskin
  Common
  15
  Ventriloquism
  Common#
  Second Level Necromancer Spells
  1
  Continual Light*
  Common#
  2
  Cripple
  Rare
  3
  Dark Flame
  Rare
  4
  Decomposition
  Rare
  5
  Detect Invisible
  Common#
  6
  Ether Bolt
  Rare
  7
  Fireskull Familiar
  Common
  8
  Ghoulish Hands
  Common
  9
  Invisibility
  Common#
  10
  Knock
  Common#
  11
  Locate Object
  Common#
  12
  Maggot Spray
  Common
  13
  Minor Warding
  Rare
  14
  Shadow Staff
  Rare
  15
  Wizard Lock
  Common#
  Third Level Necromancer Spells
  1
  Darkvision
  Common#
  2
  Dispel Magic
  Common#
  3
  Drainblade
  Rare
  4
  Ectoplasm
  Common
  5
  Fossilize
  Common
  6
  Protection from Undead 10' Radius
  Common
  7
  Speak with Dead
  Common#
  8
  Spirit Wrack
  Common
  9
  Summon Spirit
  Common
  10
  Wicked Blade
  Rare
  Fourth Level Necromancer Spells
  1
  Animate Dead
  Common#
  2
  Corpse Feast
  Common
  3
  Dark Lightning
  Rare
  4
  Dimension Door
  Common#
  5
  Grave Sanctuary
  Common
  6
  Major Warding
  Rare
  7
  Phase Door
  Common
  8
  Remove Curse*
  Common#
  9
  Rot Flesh
  Common
  10
  Wall of Bones
  Common
  11
  Wizard Eye
  Common#
  Fifth Level Necromancer Spells
  1
  Cloudkill
  Common#
  2
  Condemnation
  Rare
  3
  Death Pact
  Rare
  4
  Magic Jar
  Common#
  5
  Mummify
  Common
  6
  Passwall
  Common#
  7
  Wall of Stone
  Common#
  8
  Withering Pox
  Rare
  Sixth Level Necromancer Spells
  1
  Anti-Magic Shell
  Common#
  2
  Death Spell
  Common#
  3
  Disintegrate
  Common#
  4
  Projected Image
  Common#
  5
  Shadow Storm
  Rare
  6
  Undeath
  Common
  7
  Wall of Iron
  Common#
  8
  Word of Recall
  Common
  Seventh Level Necromancer Spells
  1
  Call Horseman
  Rare
  2
  Invisibility Mass
  Rare
  3
  Longevity
  Rare
  4
  Power Word, Stun
  Rare
  5
  Wychlamp Aura
  Rare
  9      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  DESCRIPTION OF SPELLS
  Advanced Illusion
  -
  Range:
  180 feet
  I 4
  Duration:
  1 minute / level
  This spell functions like the spell, spectral force, which is an
  advanced form of phantasmal force complete with auditory,
  smell, and thermal effects, except that the illusion follows a
  script determined by the caster. The illusion follows the script
  without requiring the caster to concentrate on it. The illusion
  can include intelligible speech if the caster wishes; however,
  such  speech  is  likewise  scripted,  so  the  illusion  will  not
  respond if spoken to or if other communication is attempted.
  Alter Self
  -
  Range:
  self
  I 2
  Duration:
  10 minutes / level
  This spell allows the caster to assume the form of a creature
  of the same body type (humanoid). The new form must be
  within 50% of his normal size. The assumed form cannot
  have more hit dice than the caster's level, nor more than 8
  HD at most. The caster can change into a member of his
  own kind or even into himself.
  The caster retains his or her own ability scores, class, level,
  hit points, attack bonus and saving throws. If the new form is
  capable of speech, he or she can communicate normally and
  cast spells. The caster does not acquire any supernatural or
  spell-like  abilities  of  the  new  form  but  does  acquire  the
  physical  qualities  including  armor  class,  movement
  capabilities (such as climbing, swimming and flight, but not
  including  magical  movement  abilities  such  as  levitation),
  natural weapons (such as claws, bite, and so on,  but does
  not permit multiple attacks), racial abilities  based upon the
  natural  form  such  as  exception  senses,  and  any  gross
  physical  qualities  (wings,  additional  extremities,  etc).  The
  caster can revert back to his normal form at any time, ending
  the spell duration early.
  Amulet of Protection
  -
  Range:
  touch
  MU 1
  Duration:
  1 day / level
  This spell imbues one amulet, charm, or simple piece of
  jewelry to protect against one spell effect of the sort that
  allows a save. The maximum spell level that the device can
  protect against depends upon the value of the item used. A
  25gp item is necessary to protect against 1st level spells, 50gp
  item to protect against 2nd level, 100gp for 3rd level, etc.
  (doubling the value for each new level of protection). 
  When subjected to a spell effect that requires a save, if the
  wearer makes his or her save, the amulet remains intact.
  However, if the save fails (and the wearer would be subject
  to  the effect)  then  the amulet  or device shatters  (utterly
  destroyed) but the wearer is unaffected by the spell effect as
  if the save was successful. Wearing of more than one of
  these protective devices will negate the magic, and any spells
  will  affect  the  wearer  normally  (but this will  not destroy
  them). The protection given by the amulet is personal in
  nature, so while it may protect the individual from an area-
  of-effect spell, others do not receive any benefit.
  Analyze Magic
  -
  Range:
  5 feet
  MU 2
  Duration:
  special
  The  analyze  magic  spell  permits  the  caster  to  discover
  information about a magic item or a permanently enchanted
  area. For each turn spent studying the enchanted item or
  area, the caster may learn one feature of the enchantment.
  Features include spell effects, bonuses, and command words
  or activating conditions. The Game Master will choose the
  order  in  which  the  features  are  revealed,  but  command
  words or activating conditions should be last.
  The item or area to be studied must be within 5 feet of the
  caster, and he or she must maintain moderate concentration.
  Each turn of study requires the caster to make a d20 roll,
  adding his or her Intelligence bonus and level. The total
  result must be 21 or higher to succeed; any failure ends the
  spell. A natural 20 is not an automatic success, but a natural
  1 is always a failure.
  Even with the best rolls, the caster can only learn about one
  feature per level of ability. The caster does not initially know
  how many features an item has, but he or she knows when
  the last feature is discovered (if the caster makes it that far).
  With respect to bonuses (for magic weapons, etc.) use the
  following table:
  Bonus
  Weak
  Moderate
  Strong
  Very Strong
  +1
  1-18
  19-20
  --
  --
  +2
  1
  2-19
  20
  --
  +3
  1
  2-7
  8-19
  20
  +4
  --
  1
  2-19
  20
  +5
  --
  --
  1-2
  3-20
  So, for a Sword +1, +3 vs. Dragons, if the caster makes his
  or her first roll (learning about the first feature, the base +1),
  the Game Master rolls 1d20 secretly. If the GM gets 1-18, he
  describes the basic enchantment as "weak;" if he gets 19 or
  20, he calls it "moderate." If the second roll is made (for the
  +3 vs. Dragons), the GM rolls again, but this time the most
  likely result is "strong." The caster will know at this point (but
  not before) that there are no further features to discover.
  10      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Animal Friendship
  D 1
  Range:
  30 feet
  -
  Duration:
  permanent / special
  Upon encountering a normal or giant-sized (but not magical)
  animal, the caster may begin casting this spell, which requires
  an  hour  to  complete.  During this  period  the  animal  will
  remain nearby, and will not attack the caster or his or her
  allies for the duration of the casting (so long as they do not
  attack or otherwise disturb it). At the end of the casting, if the
  animal rolls a successful save vs. Spells, the spell has failed.
  At this point the animal acts naturally, without bearing the
  caster any special ill-will.
  If the animal fails its save, it becomes an animal friend and
  joins the caster for the rest of its natural life, assisting in any
  way it can. Both the caster and any other animal friends are
  treated as treasured partners. There is no arcane mental
  connection, nor any particular control, but rather a strong
  fraternal bond which should go both ways. If the animal is
  treated poorly, or it's love not returned over a period of time,
  it can attempt another save vs. Spells at the Game Master's
  discretion.
  A caster may only have, at most, twice his or her level in hit
  dice of animal friends. If this spell is cast on an animal that
  would put the total above that number, it has no effect.
  Animate Dead
  C 4
  Range:
  touch
  MU 5, N 4
  Duration:
  special
  This spell turns the bones or bodies of dead creatures into
  undead skeletons or zombies that follow the caster's spoken
  commands. They remain animated until they are destroyed.
  A Necromancer may animate a number of hit dice of undead
  equal to three times his or her caster level, and no more.
  Other  casters  (such  as  Magic-Users  or  Clerics)  can  only
  animate twice their level in hit dice. Animated skeletons have
  hit dice equal to the number the creature had in life; for
  skeletons of humans or demi-humans, this means one hit
  die,  regardless  of  the  character  level  of  the  deceased.
  Zombies have one more hit die than the creature had in life.
  An animated skeleton can be created only from a mostly
  intact skeleton; a zombie can be created only from a mostly
  intact  corpse.  The  caster  must  touch  the  remains  to  be
  animated. A Cleric or Magic-User may normally control only
  4 times their level in hit dice of undead, regardless of how
  many times this spell is cast, but for the Necromancer the
  limit is 6 times his or her level. Some other methods of
  animation, summoning, or control may supersede this limit
  (usually temporarily, but details will vary accordingly).
  Animate Objects
  C 6, D 6
  Range:
  100 feet +10'/level
  -
  Duration:
  1 round / level
  This  spell  imbues  inanimate  objects  with  mobility  and  a
  semblance  of  life.  The  animated  objects  then  attack
  whomever  or  whatever  the  caster  designates.  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 (300 lbs. at 12th level, 325 lbs. at 13th
  level, and so on).
  The Game Master 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  GM'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 feet, and generally must move in contact with the
  ground (walking, hopping, slithering, or bouncing, however
  seems most appropriate to the Game Master).
  Animate Tool
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  1 turn
  This spell imbues a single, small tool (such as a quill pen,
  spoon,  sewing  needle,  or  small  hammer)  to  become
  animated. It will perform a single, repetitive task (such as
  writing dictated words, stirring a pot of soup, sewing the hem
  of a dress, or nailing boards into a house) for as long as a
  turn. The magic user must be able to perform the repeated
  action by hand himself. Weapons may not be animated by
  this  cantrip,  and  objects  animated  may  not  be  used  as
  weapons.
  Anti-Magic Shell
  -
  Range:
  100 foot radius
  MU 6, N 6
  Duration:
  1 turn / level
  Within  a  10  foot  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.
  11      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Assume Animal Form
  D 3
  Range:
  self
  -
  Duration:
  1 hour / level
  This spell allows the caster to change into the form of any
  natural animal. The assumed animal form cannot have more
  hit dice than the caster's level. If slain, the caster reverts back
  to his or her original form.
  The caster gains the physical capabilities and statistics of the
  new form but retains his or her own mental abilities. The
  caster may remain transformed up to one hour per level, or
  end the spell earlier if he or she so desires.
  Audible Glamer
  -
  Range:
  60 feet +10'/level
  I 1
  Duration:
  2 rounds / level
  Audible Glamer allows the caster to creates a volume of
  sound that rises, recedes, approaches, or remains at a fixed
  place. The caster chooses what type of sound he or she
  creates when casting the spell, and cannot thereafter change
  the sound’s basic character.
  The volume of sound created is equivalent to the noise of
  two normal humans per caster level. Thus, talking, singing,
  shouting,  walking,  marching,  or  running  sounds  can  be
  created. The noise an audible glamer spell produces can be
  virtually any type of sound within the volume limit. A horde
  of rats running and squeaking is about the same volume as
  six humans running and shouting. A roaring lion is equal to
  the noise from twelve humans, while a roaring dragon is
  equal to the noise from twenty humans. Note that this spell is
  particularly  effective  when  cast  in  conjunction  with
  phantasmal force.
  If a character states that he or she does not believe the
  sound, a save vs. Spells is made; if the save succeeds, the
  character hears the sound as distant and obviously fake.
  Aura of Fire
  -
  Range:
  touch
  MU 3
  Duration:
  1 turn
  This spell covers the recipient's body in hot red flames that
  move as he or she does. The flames do not harm the target
  or any possessions carried, but will do 1d6 points of fire
  damage  to  anyone  in  contact  with  them.  In  particular,
  anyone attacking the recipient with a melee weapon (except,
  perhaps, a very long weapon such as a spear or polearm)
  will suffer this damage. Likewise, anyone damaged in melee
  by the  recipient  of this spell  will  receive this damage in
  addition to any done by the attack.
  Aura of Frost
  -
  Range:
  touch
  MU 3
  Duration:
  1 turn
  Casting this spell allows the caster to creates a ring of icy blue
  flames around the recipient's body that moves as he or she
  does. The flames do not harm the target or any possessions
  carried, but will do 1d6 points of cold damage to anyone in
  contact  with  them.  In  particular,  anyone  attacking  the
  recipient with a melee weapon (except, perhaps, a very long
  weapon such as a spear or polearm) will suffer this damage.
  Likewise, anyone damaged in melee by the recipient of this
  spell will receive this damage in addition to any done by the
  attack.
  Aura of Lightning
  D 3
  Range:
  touch
  MU 4
  Duration:
  1 turn
  This spell covers the recipient's body in a sparking electrical
  field that move as he or she does. The electrical field does
  not harm the recipient or any possessions carried, but will do
  1d6 points of electrical damage to anyone in contact with
  them. In particular, anyone attacking the recipient with a
  melee weapon, including reach weapons that the other “aura
  spells” do not affect,  will suffer  this damage. The arcing
  electricity will travel the length of such weapons regardless of
  material.  Likewise,  anyone  damaged  in  melee  by  the
  recipient of this spell will receive this damage in addition to
  any done by the attack.
  Blade Barrier
  C 6
  Range:
  90 feet
  -
  Duration:
  1 round / level
  This spell creates a wall of whirling blades up to 20 feet long
  per caster level, or a ringed wall of whirling blades with a
  radius of up to 5 feet per two levels. Either form will be up to
  20 feet 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 vs. Death Ray
  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. Death Ray.
  A blade barrier provides cover (+4 bonus to Armor Class)
  against attacks made through it.
  12      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Bless*
  C 2
  Range:
  50 foot radius
  -
  Duration:
  1 minute / level
  This spell gives the caster and his or her allies (within a 50
  foot radius of the caster) a bonus of +1 on attack rolls,
  morale checks (for creatures or non-player characters allied
  with the caster), and saving throws against fear.
  The reverse of bless is called bane. It fills the caster's enemies
  (within a 50 foot radius) with fear and doubt, causing each
  affected creature to suffer a -1 penalty on attack rolls, morale
  checks, and saving throws against fear.
  Blizzard
  D 2
  Range:
  50 feet +10'/level
  MU 2
  Duration:
  up to 5 rounds
  Being essentially a lesser Ice Storm spell, this spell calls down
  freezing sleet, snow, and hail in a 20 foot radius around the
  targeted spot. The blizzard fills a vertical volume of 40 feet,
  so creatures higher than that distance above the target spot
  are unaffected. The hail and cutting ice shards deal 1d4
  points of cold damage per round to creatures in the area of
  effect; a successful save vs. Spells each round will reduce
  damage by half. Movement and vision through the region of
  the spell effect is reduced by 1/2 for the duration of the spell.
  The caster must maintain concentration to keep the spell
  active and may not attack or cast other spells without ending
  the blizzard. Otherwise the caster may move and defend
  himself normally. The spell lasts a maximum of 5 rounds
  regardless, and then the icy material disappears, leaving no
  trace (other than the damage dealt). Any creature naturally
  resistant to cold takes no damage from the spell, but may be
  otherwise slowed as detailed above.
  Blur
  -
  Range:
  touch
  I 2
  Duration:
  1 minute / level
  When a blur spell is cast, the caster causes the outline of the
  creature touched to appear blurred, shifting and wavering.
  This distortion causes all missile and melee combat attacks to
  be made at -4 on the first attempt and -2 on all successive
  attacks.  It also  grants a +1 on the saving throw die roll
  against any direct magical attack.
  A  detect invisible spell does not counteract the blur effect,
  but a true seeing spell does. Opponents that cannot see the
  subject ignore the spell’s effect (though fighting an unseen
  opponent carries penalties of its own).
  Body of Sand
  D 1
  Range:
  self
  MU 2
  Duration:
  1 minute / level
  This spell changes the nature of one's body so that it is akin
  to sand cohesively held together. The caster's appearance is
  largely unchanged, with only a grainy or sandy appearance
  to his exposed skin. When struck in combat by a bladed or
  piercing weapon, the caster reduces the amount of damage
  received by 5 points per attack (down to a minimum of 1
  point per attack).
  Bolster
  -
  Range:
  10 feet
  N 0
  Duration:
  special
  Undead  within  10  feet  of  caster  are  harder  to  turn  or
  command,  being one point harder  to  affect  (on  Turning
  Table).  The  effect  lasts  one  hour  or  until a  Turning  (or
  Command) attempt is made. Reversed, the cantrip makes
  undead one point easier for the same period.
  Brighten
  -
  Range:
  special (10 feet)
  I 0
  Duration:
  1 turn
  This minor magic causes the ambient light to increase in the
  area by about 100%. Candle-light becomes like torch-light,
  torches produce light like a camp fire, a camp fire would be
  bright as a bonfire, etc.
  A spell, relying on light for its primary effect, cast in the area
  while brighten is active will be much more effective, but this
  will use up the magic of the brighten cantrip, ending the
  cantrip immediately. This will double the range or intensity of
  light spells. For instance, the  light spell will be like daylight
  out to 60 feet, and dimmer light out to 120 feet. For other
  spells the Game Master may have decide how the effect is
  brightened on a case by case basis, usually by methods such
  as save penalties, increases in range, or similar methods. This
  increase in power will wane after 1 turn (continual light's
  enhancement is not permanent).
  13      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Call Horseman
  -
  Range:
  20 feet
  N 7
  Duration:
  special
  This  spell  calls  forth  a  Headless  Horseman  which  is
  subsequently given a task to accomplish such as the slaying
  of  one  individual.  The  skull  of  an  appropriately  leveled
  warrior (of the mounted variety) is required to complete the
  summoning. The maximum level of the summoned Headless
  Horseman is equal to the caster's level or the actual level of
  the horseman at the time of his death (whichever is lowest).
  Thus the aspiring summoner usually works to get the most
  powerful warrior available, often by arranging the death of
  the warrior.
  Each  Horseman  is  an  individual  and  usually  appears  in
  knightly garb similar to that they wore in life only darker and
  more grim (albeit all non-magical). Of course, as their name
  indicates, they are headless, but may appear with jack-o-
  lanterns  in  lieu  of  their  actual  head,  ghost-like  vestiges,
  vacant helmets and hoods, or other variations on this theme.
  The mount of the horseman is always summoned alongside
  its master. See the Headless Horseman monster entry for
  additional details and statistics.
  The summoner must have possession of the actual skull of
  the  Horseman  in  order  to  maintain  control  over  him.  If
  possession of the skull is lost, the horseman will attempt to
  gain possession of the skull with all the same fervor of his
  appointed task. If successful, the Horseman may become
  free-willed or simply vanish (Game Master's discretion). The
  spell can only be cast during the night (even if summoned
  underground), and the Horseman (and mount) remains until
  the task is complete or the sun rises. The spell must be recast
  the following night if the task was left unfinished or the
  Horseman is slain while on task.
  Call Lightning
  D 3
  Range:
  100 feet + 10'/level
  -
  Duration:
  1 round / level
  Immediately upon completion of the spell, and at most once
  per round thereafter, the caster may call down a 5 foot wide,
  30 foot long, vertical bolt of lightning that deals 3d6 points of
  electricity damage. The bolt of lightning flashes down in a
  vertical stroke at whatever target point the caster chooses
  within the spell’s range (measured from the caster's position
  at the time of casting). Any creature in the target area or in
  the path of the bolt is affected. A successful save vs. Spells
  reduces damage taken by half.
  The caster needs not call a bolt of lightning immediately;
  other actions, even spellcasting, can be performed. However,
  each round after the first the caster may choose to call a bolt
  instead of taking some other normal action. The caster may
  call a total number of bolts equal to one-third of his or her
  caster level, rounded down.
  If the caster is are outdoors and in a stormy area – a rain
  shower, clouds and wind, hot and cloudy conditions, or even
  a tornado (including a whirlwind formed by a djinni or an air
  elemental)  then  each  bolt  deals  3d8  points  of  damage
  instead of 3d6.
  This spell functions only where the open sky is accessible,
  generally  meaning  outdoors;  bolts  may  be  summoned
  through windows or skylights at the GM's discretion.
  Call Poltergeist
  -
  Range:
  5 feet / level
  N 1
  Duration:
  1 hour / level
  This spell binds a minor spirit to an area. The poltergeist is an
  invisible, shapeless force that performs simple tasks at your
  command. It can run and fetch things, open unstuck doors,
  and hold chairs, as well as clean and mend. The poltergeist
  can perform only one activity at a time, but it repeats the
  same activity over and over again if told to do so as long as
  you remain within range. It can open only normal doors,
  drawers, lids, and the like, having an effective Strength score
  of 3. It can trigger traps and such, but it can exert only 20
  pounds  of  force,  which  may  not  be  enough  to  activate
  certain pressure plates and other devices.
  Call to Worship
  C 0, D 0
  Range:
  touch
  -
  Duration:
  instantaneous
  This orison mentally notifies parishioners of the cleric's faith
  (within one mile per level) that services are about to begin.
  The orison does not provide an actual compulsion to attend.
  This  orison  must  be  cast  within  an  appropriate  place  of
  worship for the caster such as a temple, shrine, or the like.
  Call Woodland Beings
  D 4
  Range:
  120 feet
  -
  Duration:
  1 round / level
  This spell summons woodland creatures. They appear where
  the caster designates and act immediately, on his or her turn
  (they cannot be summoned into an environment that cannot
  support them). They attack the caster opponents to the best
  of  their  ability.  If  the  caster  can  communicate  with  the
  creatures, he or she can direct them not to attack, to attack
  particular enemies or to perform other actions. The spell only
  functions  outdoors  in  a  natural  location  (not  in  town  or
  within a structure).
  The spell conjures one type of creatures (caster choice) from
  this list:
  • 4 Centaurs
  • 16 Pixies
  • 2 Treants
  • 4 Unicorns
  14      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Camp Ward
  -
  Range:
  5 feet / level
  MU 2
  Duration:
  1 hour / level
  This spell acts as a magical tripwire. The caster chooses a
  central spot, typically before going to sleep, and the spell
  helps prevent them from being surprised or ambushed at
  night. Any creature larger than a common rodent that moves
  into  the  spell  range  will  magically  alert  the  caster,  even
  waking  from  normal  slumber.  The  caster  will  know  the
  general direction of the impending threat, but not a detailed
  description of the presence, only that they exist. The spell
  does  not  create  any  noise  or  indication  of  alarm,  the
  assailants only indications would be the actions of the caster
  and his group.
  Change Self
  -
  Range:
  self
  I 1
  Duration:
  1 turn / level
  This spell allows the caster to alter his or her appearance.
  This includes not only body shape and facial features, but
  also clothing, armor, weapons, and equipment. The caster
  can seem up to one foot shorter or taller, and may appear
  thin, fat, or any size in between. This spell cannot changes
  the overall body shape of the caster (to look like a dog, for
  example). Otherwise, the extent of the apparent change is up
  to the caster.
  The spell does not provide the abilities or mannerisms of the
  chosen form, nor does it alter the perceived tactile (touch) or
  audible (sound) properties of the caster or his equipment.
  A creature that interacts with the caster may, at the discretion
  of  the  Game  Master,  be  allowed  a  save  vs.  Spells  to
  recognize the illusion.
  Chant of the Holy Defender
  C 4
  Range:
  special
  -
  Duration:
  special
  This spell is a rhythmic chant taken up by the cleric. The
  caster may affect 1 friendly living creature per 4 levels of the
  caster which is within 60 feet at the time of the casting. Each
  creature affected by the spell gains the following benefits:
  • Morale (loyalty) is increased by 2, to a maximum of
  11.
  • Each  creature  affected  gains  1d6+6  phantom  hit
  points.  Any damage taken is subtracted from these
  points first.
  • Each affected creature gains a +1 bonus to hit.
  The benefits of this spell end for a creature if it leaves the 60
  foot radius of the chanting cleric. The spell ends when the
  cleric stops chanting. This spell may be combined with the
  Bless spell. 
  Charm Animal
  C 2, D 2
  Range:
  60 feet
  -
  Duration:
  1d4 rounds +1/level
  This spell allows the caster to charm one or more animals, in
  much the same fashion as charm person, at a rate of 1 hit die
  per  caster  level.  The caster  may decide which  individual
  animals out of a mixed group are to be affected first; excess
  hit dice of effect are ignored. No saving throw is allowed,
  either  for normal or giant-sized animals, but creatures of
  more fantastic nature (as determined by the Game Master)
  are allowed a save vs. Spells to resist. When the duration
  expires, the animals will resume normal activity immediately.
  This spell does not grant the caster any special means of
  communication with the affected animals; if combined with
  speak with  animals, this spell  becomes significantly  more
  useful.
  Charm Giant
  -
  Range:
  30 feet
  MU 3
  Duration:
  special
  This spell makes a single giant humanoid regard the caster as
  its  trusted  friend  and  ally,  exactly  like  the  spell,  charm
  person. Related near-giants are also subject to the spell (such
  as ogres, but otherwise as determined by the Game Master).
  A save vs. Spells will negate the effect. If the giant is currently
  being threatened or attacked by the caster or his or her allies,
  it receives a +5 bonus on its saving throw.
  The spell does not enable the caster to control the charmed
  giant as if it were an automaton; rather, it perceives his or her
  words and actions in the most favorable way. The caster can
  try to give the subject giant orders, but it will not do anything
  it  would  not  ordinarily  do,  and  further  may  receive  an
  additional saving throw to overcome the magic (at the Game
  Master's discretion). The caster and target giant must speak a
  common language to communicate any commands, or else
  be  good  at  pantomiming,  for  giants  are  sometimes  very
  dimwitted. Even without good communication, if the caster is
  attacked, the charmed giant will act to protect its “friend”
  (though that could mean attacking the caster's enemies, or
  attempting to carry off the caster to a “safe” place).
  The target giant receives a new saving throw each day if it is
  has  an  Intelligence  of  13  or  greater,  every  week  if  its
  Intelligence is 9-12, or every month it its Intelligence is 8 or
  less.
  15      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Charm Monster
  -
  Range:
  30 feet
  MU 4
  Duration:
  special
  This spell functions like charm person, except that the effect
  is not restricted by creature type or size. Undead monsters
  are unaffected. This spell can affect 3d6 hit dice of creatures
  of 3 or fewer hit dice, or one creature of more than 3 hit
  dice. Saving throws are made just as for charm person.
  Charm Person
  -
  Range:
  30 feet
  MU 1
  Duration:
  special
  This spell makes a humanoid creature of 4 hit dice or less
  regard the caster as its trusted friend and ally. Humans and
  demi-humans may be affected, regardless of level of ability.
  A save vs. Spells will negate the effect. If the creature is
  currently being threatened or attacked by the caster or his or
  her allies, it receives a +5 bonus on its saving throw.
  The spell does not enable the caster to control the charmed
  person as if it were an automaton; rather, it perceives his or
  her words and actions in the most favorable way. The caster
  can try to give the subject orders, but it will not do anything it
  would  not  ordinarily  do,  and  further  may  receive  an
  additional saving throw to overcome the magic (at the Game
  Master's discretion).  The  caster  and  target  recipient  must
  speak a common language to communicate any commands,
  or  else  be good  at  pantomiming.  Even  without  effective
  communication,  if  the  caster  is  attacked,  the  charmed
  creature will act to protect its “friend” (though that could
  mean attacking the caster's enemies, or attempting to carry
  off the caster to a “safe” place).
  The target receives a new saving throw each day if it is has
  an Intelligence of 13 or greater, every week if its Intelligence
  is 9-12, or every month it its Intelligence is 8 or less.
  Chill
  -
  Range:
  10 feet
  MU 1, N 1
  Duration:
  2 rounds
  This spell does 1d4 points of damage to one creature within
  range. Furthermore, the creature must save vs paralysis or
  suffer -1 to melee hit and damage rolls for 1d6 rounds. A
  large heat source nearby gives a +2 to save. The caster may
  use this spell on one target up to 2 rounds after casting.
  Clairvoyance
  -
  Range:
  60 feet
  MU 3
  Duration:
  12 turns
  This spell enables the caster to see into another area through
  the eyes of a living creature in that area. The caster must
  specify  the  direction  and  approximate  distance,  up  to  a
  maximum of 60 feet away. If there is no appropriate creature
  in that area, the spell fails. No saving throw is allowed, and
  the target creature is unaware that it is being so used. The
  caster may choose another subject creature after at least a
  turn has passed, enabling multiple locations to be viewed. If
  the subject creature moves out of range, contact  is lost,
  though the caster may be able to choose another target in
  this case.
  Clean*
  -
  Range:
  10 feet
  MU 0, N 0
  Duration:
  instantaneous
  Upon casting, this cantrip may clean, shine, dust, or polish a
  small object or surface of up to 1 square foot. Reversed, this
  becomes  Dirty,  which  can  make  the  same  area  dirty,
  tarnished, scuffed, or dusty.
  Cloudkill
  -
  Range:
  60 feet +10'/level
  MU 5, N 5
  Duration:
  6 rounds / level
  This spell creates a 20x20x20 foot cloud of poison gas which
  moves at a rate of 10 feet 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 vs. Poison or die. The cloud persists for the entire
  duration even if the caster ceases to concentrate upon it.
  Control  of the cloud  can  be  reestablished  with  renewed
  concentration at any time by the caster (on his or her turn).
  16      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Color Spray
  -
  Range:
  20 feet (see text)
  I 1
  Duration:
  instantaneous
  This spell causes vivid cone of clashing colors to be projected
  from the caster hands, causing living creatures in the area of
  effect to become blinded or possibly unconscious. The cone
  has a 5 foot diameter at the base, 20 foot diameter at the
  end, and is 20 feet long. Each creature within the cone is
  affected according to Hit Dice:
  • 2 HD or less: The creature is unconscious for 2d4
  rounds, then blinded for 1d4 rounds.
  • 3 or 4 HD: The creature is blinded for 1d4 rounds.
  • 5 or more HD: The creature is blinded for 1 round.
  All creatures having more levels or hit dice than the spell
  caster, or having 6 or more levels or hit dice in any case, are
  entitled to a save vs. Spells to negate the effect.  Sightless
  creatures are not affected by color spray.
  Command
  C 1
  Range:
  10 feet
  -
  Duration:
  1 round
  The caster can give another being a single-word command
  which will be obeyed. The command must be given in a
  language the recipient understands. The recipient will do its
  best to obey, as long as the command is a clear, imperative
  verb. "Suicide" isn't a verb. "Die" would cause the recipient
  to fake death for the duration of the spell (believing it was
  dead). Typical commands are back, halt, flee, run, stop, fall,
  fly,  go,  leave,  surrender,  sleep,  rest,  among many more
  possibilities. 
  Undead are not affected. Creatures with Intelligence of 13 or
  more, and creatures with 6 or more hit dice may save vs.
  Spells to resist.
  Commune
  C 5
  Range:
  self
  -
  Duration:
  1 round / level
  This spell puts the caster in contact with his patron deity or
  an extra-planar servant thereof, who answers one yes-or-no
  question per caster level. The ritual to cast this spell takes 1
  turn to complete. The being contacted may or may not be
  omniscient, and further, though the being is technically allied
  with the caster, it may still not answer questions clearly or
  completely.  These  details  are  left  to  the  Game  Master's
  discretion.
  Commune With Nature
  D 5
  Range:
  see text
  -
  Duration:
  instantaneous
  The caster becomes one with nature, attaining knowledge of
  the surrounding territory. After 10 minutes of concentration,
  the caster instantly gains knowledge of one fact per caster
  level among the following subjects: the ground or terrain,
  plants, minerals,  bodies of water, people,  general  animal
  population,  presence of  woodland  creatures,  presence  of
  powerful  unnatural  creatures,  presence  of  settlement  or
  structure or even the general state of the natural setting.
  In outdoor settings, the spell operates in a radius of 1 mile
  per  caster  level.  In  natural  underground  settings  such as
  caves, caverns, and the like, the radius is limited to 100 feet
  per caster level. The spell does not function where nature
  has been replaced by construction or settlement, such as in
  dungeons and towns.
  Condemnation
  C 4
  Range:
  touch
  N 5
  Duration:
  permanent
  Typically applied to those whom have egregiously offended
  some religious order, Condemnation is a special curse that
  permanently blocks any application of any sort of healing
  spell upon the recipient/victim. The spell can be avoided with
  a save vs. Spells, and the effect can be removed by remove
  curse. Normal natural healing through rest will still occur
  while this curse is active.
  Confusion
  -
  Range:
  360 feet
  MU 4, I 5
  Duration:
  2 rounds +1/ level
  This spell causes up to 3d6 living creatures within a 30 foot
  radius circle around the target point to become  confused,
  making them unable to independently determine what they
  will do. A saving throw vs. Spells 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.
  d20
  Behavior
  1-2
  Attack caster with melee or ranged weapons (or 
  close with caster if attack is not possible).
  3-4
  Act normally.
  5-10
  Do nothing but babble incoherently.
  11-14
  Flee away from caster at top possible speed.
  15-20
  Attack nearest creature.
  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.
  17      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Conjure Elemental
  -
  Range:
  240 feet
  MU 5
  Duration:
  special
  A portal to one of the Elemental Planes of Air, Earth, Fire, or
  Water is opened, allowing the Magic-User to summon an
  elemental from that plane. At most one elemental of each
  type may be summoned by the caster in a given day. Once
  the  elemental  appears,  it serves the  conjurer  indefinitely,
  provided the caster concentrates on nothing but controlling
  the creature; spell casting, combat, or movement over half
  the normal rate results in loss of concentration. The conjurer,
  while in control of an elemental, can dismiss it to its native
  plane at will (doing so on his or her Initiative if in combat). If
  the  caster  loses concentration,  control  of  the  summoned
  Elemental is lost and cannot be regained. The creature then
  seeks to attack the conjurer and all others in its path. Only
  dispel magic or dispel evil will banish the elemental once
  control has been lost. An elemental may, of course, choose
  to return to its home plane on its own; such creatures will not
  choose to remain on the material plane for long.
  Continual Light*
  C 3, D 3
  Range:
  360 feet
  MU 2. I 2, N 2
  Duration:
  1 year / level
  This spell creates a spherical region of light, as bright as full
  daylight up to a 30 foot radius, with light of lesser intensity to
  a radius of 60 feet. Continual light can be cast on an object,
  into the air, or at a creature, just as with the light spell, up to
  a maximum range of 360 feet from the caster. The spell
  remains in effect for one year per level of the caster.
  As with light, this spell can be used to blind a creature if cast
  on its  visual  organs.  Creatures targeted  by this  spell  are
  allowed a save vs. Death Ray; if the save is made, the spell is
  cast into the air just behind the target creature. A penalty of
  -4 is applied to the blinded creature's attack rolls if the saving
  throw fails.
  The  reversed  spell,  continual  darkness,  causes  complete
  absence of light in the area of effect, overpowering normal
  light sources. Continual darkness may be used to blind just
  as continual light may.
  Control Temperature 10' Radius
  D 4
  Range:
  0
  -
  Duration:
  1 hour / level
  The  caster  can  change  automatically  the  surrounding
  temperature (10 foot radius sphere) by up to 10 degrees
  Fahrenheit per caster level. The change can be upward or
  downward (caster’s choice).
  Control Winds
  D 5
  Range:
  0 (see text)
  -
  Duration:
  10 minutes / level
  The caster alters wind force around him or her (40 feet per
  caster level radius cylinder 40 feet high). The caster can
  make  the  wind  blow  in  a  certain  direction  or  manner,
  increase its strength, or decrease its strength. The new wind
  direction and strength persist until the spell ends or until the
  caster chooses to alter it, which requires concentration. The
  caster may create an “eye” of calm air up to 40 foot radius
  around him or her and may choose to limit the area of effect
  to any cylindrical area less than his or her full limit.
  The caster may choose wind patterns over the spell’s area.
  He or she can choose a downdraft blows from the center
  outward, an updraft blows from the outer edges in toward
  the center, a rotation that causes the winds to circle the
  center or a blast that simply causes the winds to blow in one
  direction across the entire area from one side to the other.
  For  every  three caster  levels,  the  caster  can  increase  or
  decrease wind condition by one level (as described in the
  Waterborne Adventures section of the core rules).
  Corpse Feast
  -
  Range:
  5 feet / level
  N 4
  Duration:
  instantaneous
  This spell heals the caster and nearby active undead beings
  by draining the last energies from any fresh corpses (no more
  than an hour old) within the spell range. The corpse must
  have been a living sentient being (ie not animal, undead,
  construct, elemental, etc). Any corpse drained using this spell
  provides vigor  to the caster  and  his active undead allies
  within  range,  healing  1d4  hp  per  corpse,  up  to  their
  maximum hit points. Slain or destroyed undead do not heal
  or rise anew. Any corpses consumed by this spell cannot be
  raised or resurrected by any means, even a wish. 
  18      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Corpse Servant
  -
  Range:
  touch
  N 1
  Duration:
  1 hour / level
  This spell allows the caster temporarily animate skeletons or
  zombies. A number of hit dice equal to the caster's level may
  be animated for up to one hour per caster level. These non-
  permanent undead do not count towards the Animate Dead
  spell  limitations,  but  they  otherwise  conform  to  the
  permanent undead created by that spell. Only one instance
  of this spell may be active at a time for any particular caster.
  Animated skeletons have hit dice equal to the number the
  creature  had  in  life;  for  skeletons  of  humans  or  demi-
  humans, this means one hit die, regardless of the character
  level of the deceased. Zombies have one more hit die than
  the creature had in life. An animated skeleton can be created
  only from a mostly intact skeleton; a zombie can be created
  only from a mostly intact corpse.  The caster must touch the
  remains to be animated.
  Create Food
  C 5
  Range:
  10 feet
  -
  Duration:
  permanent
  The food that this spell creates is simple fare of the caster's
  choice, highly nourishing, but rather bland. Up to 3 men or
  one horse per caster level can be fed for one day with this
  spell. Food so created decays and becomes inedible within
  24 hours, although it can be kept fresh for another 24 hours
  by casting purify food and water on it.
  Create Water
  C 4, D 1
  Range:
  10 feet
  -
  Duration:
  permanent
  This spell creates one gallon of water per caster level. Note
  that  one  or  more  vessels  to  contain  the  water  must  be
  available at the time of casting. The water created by this
  spell is just like clean rain water. Note: Water weighs about 8
  pounds per gallon, and one cubic foot of water is roughly 8
  gallons.
  Cripple
  -
  Range:
  30 feet +10'/level
  MU 3, N 2
  Duration:
  1 round / level
  The  caster  chooses  one  target  person  or  living  creature
  within range which must save vs. Spells or be wracked with
  pain and stiffness in its joints and limbs. Cripple does not
  affect constructs, elementals, undead, or creatures that do
  not have limbs. The target suffers a penalty of -2 to any
  attacks, damage, armor class, and to any saves associated
  with physically dodging an effect (primarily Dragon Breath).
  For the duration of the spell, the affected target moves at 1/2
  normal movement rate and may only attack or do other such
  actions by forgoing all movement that round. This spell is
  effectively  countered  by  a  haste  spell,  but  this  does not
  negate the penalties to hit or damage caused by the pain of
  the spell.
  Cure Blindness
  C 3
  Range:
  touch
  -
  Duration:
  instantaneous
  With  this  spell  the  caster  can  cure  a  creature  suffering
  blindness, whether caused by injury or by magic, including
  light or continual light. Blindness caused by a curse cannot
  be cured  by this spell.  The cure is permanent but does
  nothing to prevent subsequent events leading to blindness
  again.
  Cure Disease*
  C 3, D 3
  Range:
  touch
  -
  Duration:
  instantaneous
  Cure disease cures all diseases that the subject is suffering
  from.  The  spell  also  kills  parasites  afflicting  the  target
  creature. Certain special diseases may not be countered by
  this spell or may be countered only by a caster of a certain
  level or higher.
  Note: This spell does not prevent reinfection after a new
  exposure to the same disease, nor against any new infections
  from subsequent exposures.
  19      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Cure Light Wounds*
  C 1, D 1
  Range:
  touch
  -
  Duration:
  instantaneous
  With this spell the caster heals 1d6+1 hit points of damage
  by laying his or her hand upon the injured creature. The
  reverse form of this spell, cause light wounds, causes 1d6+1
  damage to the creature affected by it. A successful attack roll
  is required in this case.
  Undead are affected by this spell and its reverse in opposite
  fashion; they are injured by cure wounds and healed by
  cause wounds.
  Cure Minor Wounds
  C 0, D 0
  Range:
  touch
  -
  Duration:
  instantaneous
  With this spell the caster heals a single hit point of damage by
  laying his or her hand upon the injured creature. Unlike
  other “cure” spells, there is no reversed version and undead
  are unaffected completely by the orison.
  Cure Serious Wounds*
  C 4, D 4
  Range:
  touch
  -
  Duration:
  instantaneous
  This spell works exactly like cure light wounds, save that it
  heals 2d6 points of damage, plus 1 point per caster level.
  The reverse, cause serious wounds, also works exactly like
  cause light wounds, except that it inflicts 2d6 + caster level in
  damage.
  Undead are affected by this spell and its reverse in opposite
  fashion; they are injured by cure wounds and healed by
  cause wounds.
  Dancing Lights
  -
  Range:
  40 feet +10'/level
  I 1
  Duration:
  2 rounds / level
  Depending on the version of the spell selected, the caster
  creates up to four lights that resemble lanterns or torches
  (and cast that amount of light), or up to four glowing spheres
  of light (which look like will-o’-wisps), or one faintly glowing,
  vaguely humanoid shape.
  The dancing lights must stay within a 10 foot radius area in
  relation  to  each other  but otherwise  move as the caster
  desires, up to 100 feet per round. Note that concentration is
  not required; if ignored, the lights continue to move as they
  were moving when the caster last directed them. If the lights
  pass  beyond  the  maximum  range,  the  spell  ends
  immediately.
  Darkvision
  -
  Range:
  touch
  MU 3, N 3
  Duration:
  1 hour / level
  The subject receives Darkvision, exactly like the racial ability,
  with a range of 60 feet for the duration of the spell. See the
  core rules for details on vision.
  Dark Flame
  -
  Range:
  touch
  MU 2, I 3, N 2
  Duration:
  1 turn / level
  The caster produces a magical “dark flame” upon an object
  that does not produce heat or use oxygen. However, the
  magical dark flames allow all within 30 feet radius to see via
  Darkvision within the spell area, much like a normal lit torch
  would  allow  for  normal  vision.  The  darkvision  does  not
  extend beyond the spell radius, and neither does the effect
  extend to any who might leave the area of effect. The spell
  does not provide any stealth bonus within the effect, as all
  (including foes) receive the darkvision. However, because
  there  is  no  light  produced  it  may  augment  stealthy
  movement in general against those outside the spell range.
  20      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Dark Lightning
  -
  Range:
  50 feet +10'/level
  MU 4, N 4
  Duration:
  instantaneous
  Superficially  much  like  standard  lightning  bolt,  this  spell
  releases a stroke of negative energy (essentially anti-electrical
  in nature) that deals 1d4 points of electricity (equivalent)
  damage per caster level to each creature within its area. A
  save vs. Spells for half damage is allowed. The dark bolt
  begins at the caster's fingertips and extends to the range
  given. The caster may choose to limit the range of the spell,
  but the minimum range is 60 feet. As the dark lightning bolt
  passes through an area, it is arcing and jumping, so that
  while it is quite thin at any given point, for game purposes
  treat it as if it is 5 feet wide. A creature immune to electrical
  attacks is likewise immune to the damaging aspect of dark
  lightning.
  The secondary effect of the dark lighting is that 2d4 spell
  levels of prepared magical spells are instantaneously erased
  from  the  minds of any struck  by the bolt  (roll for  each
  affected  spell  caster  struck). The spells  so  lost  are taken
  randomly from the lowest level spells first, only moving up to
  the next spell level after all of that level are removed. There
  is no save to resist the loss of prepared spells; if hit by the
  lightning (regardless of save for half-damage), spells will be
  lost until such a time that the caster can rest and prepare
  them anew.
  Unlike a standard lightning bolt, the dark lightning does not 
  set fire to combustibles nor damages objects in its path. If it 
  strikes a large barrier or wall, it may reflect from the barrier 
  back toward the caster, or in a random direction at the 
  Game Master's option. Creatures already affected by the 
  dark lightning do not take additional damage if struck by the 
  reflection of the bolt.
  Dead Link
  -
  Range:
  30 feet / level
  N 1
  Duration:
  1 turn / level
  The caster creates a link with a single corpse or zombie
  within  range,  allowing  the  caster  to  receive  information
  through the corpse/zombie. The exact information depends
  on the caster's level:
  • 1st level – visual information as if looking through the
  corpse's eyes.
  • 4th level – auditory (sound) as if hearing from the
  corpse's location. Caster would be subject to any
  effects such as harpies or sirens.
  • 7th level – touch as if actually in the corpse's body.
  The  caster  is  aware  of general  temperature  and
  such as if at the location.
  • 10th level  –  smell  & taste,  allowing  caster  to  test
  potions, check for poison, etc.
  • each is cumulative with the previous entry.
  After the spell is cast, the corpse's organs need not remain
  attached. For instance the caster might remove the eyes to
  place upon a shelf with a good view of a location. If the spell
  is cast upon a zombie (instead of an inanimate corpse), then
  the  caster  can  control  the  zombie  (assuming  he  or  she
  created the undead creature), otherwise the caster simply
  follows the creatures path or normal routine.
  The spell does not impart any animation upon a corpse nor
  any special  control  (unless it  is  one of  the  caster's  own
  animated zombies).
  Death Pact
  -
  Range:
  touch
  N 5
  Duration:
  instantaneous
  This spell destroys one of the caster's undead minions in
  order to heal the caster. The undead must be one personally
  created or animated by the caster; this does not affect other
  undead or summoned creatures, even those summoned by
  the caster. Upon touching, the undead minion crumbles to
  dust (utterly destroyed) if it fails a save vs. Spells. The caster
  is healed for 1 point for each hit point the undead creature
  had remaining, up to the caster's normal maximum.
  If the undead creature is successful in its save, it is not
  destroyed and the bond between it and its creator is broken.
  The caster loses its control over the undead, and it becomes
  immediately hostile towards you.
  21      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Death Spell
  -
  Range:
  240 feet
  MU 6, N 6
  Duration:
  instantaneous
  This spell will kill 3d12 hit dice or levels of creatures in a 30
  foot  radius  sphere  centered  wherever  the  caster  wishes
  (within the range limit). Excess levels of effectiveness are lost.
  Each creature affected is allowed to save vs. Death Ray;
  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.
  Decay Flesh
  -
  Range:
  touch
  N 1
  Duration:
  1 round / level
  This is an arcane version of the cause light wounds spell (the
  reverse of  cure light wounds), dealing 1d6+1 hit points of
  damage to the creature affected by it. The caster must make
  a successful attack after smashing the material components
  onto his or her fingers (typically a maggot, flesh eating worm,
  or similar creature). A missed attack roll does not dispel the
  effect, as it can be active until used or until a number of
  rounds equal to the caster's level have passed.
  Decomposition
  D 1
  Range:
  touch
  N 2
  Duration:
  instantaneous
  The caster instantaneously causes one corpse or body to
  completely decompose into dust, making it impossible to be
  used in subsequent effects such as animate dead, raise dead,
  or other  treatments  requiring the use of a body or  part
  thereof; only extremely potent magic such as a wish or act of
  a deity can overcome the decomposition.
  If decomposition is used against a corporeal undead being (it
  must be one that has some sort of once-alive body to be
  touched), it will be instantly slain and turned to dust if it fails
  a save vs. Death Ray. Even if successful, the undead will take
  2-5 points of damage (1d4+1) for each level of the caster.
  This spell has no effect on undead that have no material
  body or are otherwise separated from their material remains
  (ghosts, wraiths, specters, or as determined by the Game
  Master).
  Delayed Blast Fireball
  -
  Range:
  100 feet +10'/level
  MU 7
  Duration:
  special
  This  spell  functions  like  fireball,  except  that  it  is  more
  powerful, dealing 1d6+1 points of fire damage per caster
  level.  Furthermore, the glowing bead  created  by delayed
  blast fireball can detonate immediately if the caster desires,
  or the caster can choose to delay the burst for as many as 10
  rounds. The amount of delay is decided upon casting the
  spell, and that time cannot change once it has been set
  unless someone touches the bead (see below). If a delay is
  chosen,  the  glowing  bead  sits  at  its  destination  until  it
  detonates. A creature can pick up and hurl the bead as a
  thrown weapon (range as a dagger). If a creature handles
  and moves the bead within 1 round of its detonation, there is
  a 25% chance that the bead detonates while being handled.
  Detect Evil*
  C 1
  Range:
  60 feet
  MU 2
  Duration:
  1 round / level
  This spell allows the caster to detect evil; specifically, the
  caster can detect creatures with evil intentions, magic items
  with evil enchantments, and possibly extra-planar creatures
  of evil nature. Normal characters, even “bad” characters,
  cannot be detected by this spell, as only overwhelming evil is
  detectable. The caster sees the “evil” creatures or objects
  with a definite glow around them, but the glow cannot be
  seen by anyone else.
  The exact definition of evil is left for the Game Master to
  decide.  Note that items such as ordinary traps or poisons are
  not “evil,” and thus not detectable by this spell.
  Reversed, this spell becomes detect good, which works just
  as  described  above  with  respect  to  detecting  “good”
  enchantments, angelic creatures, and so on.
  Detect Illusion
  -
  Range:
  60 feet
  I 1
  Duration:
  2 turns
  This spell allows the caster to recognize illusions by sight. To
  the caster, all illusions within the given range appear slightly
  translucent  and  obviously  fake.  Detect  illusion  allows
  detection of visual illusions only; it does not detect auditory
  illusions such as audible glamer.
  22      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Detect Invisible
  -
  Range:
  60 feet
  MU 2, I 1, N 2
  Duration:
  1 turn / 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 Magic
  C 1, D 1
  Range:
  60 feet
  MU 1, I 2, N 1
  Duration:
  2 turns
  The  caster  of  this  spell  is  able  to  detect  enchanted  or
  enspelled  objects  or  creatures within  the  given  range  by
  sight, seeing them surrounded by a pale glowing light. Only
  the caster sees the glow. Invisible creatures or objects are not
  detected by this spell, but the emanations of the invisibility
  magic will be seen as an amorphous glowing fog, possibly
  allowing the caster (only) to attack the invisible creature at an
  attack penalty of only -2.
  Detect Snares and Pits
  D 1
  Range:
  60 feet
  -
  Duration:
  10 turns
  By means of this spell, the caster can detect simple pits,
  dead-falls,  and  snares  as  well  as  mechanical  traps
  constructed of natural materials. The spell does not detect
  complex traps, including trapdoor traps.
  This spell does detect certain natural hazards, for instance
  quicksand (detected as a snare), a sinkhole (a pit), or unsafe
  walls  of natural rock (a dead-fall).  However, it does not
  reveal other potentially dangerous conditions. The spell does
  not detect magic traps (except those that operate by pit,
  dead-fall, or snaring), nor mechanically complex ones, nor
  those that have been rendered safe or inactive.
  The amount of information revealed depends on how long
  the druid studies a particular area.
  • 1st Round: Presence or absence of hazards.
  • 2nd Round: Number of hazards and the location of
  each. If a hazard is outside the druid's line of sight,
  then the caster discern its direction but not its exact
  location.
  • Each Additional Round: The general type and trigger
  for one particular hazard closely examined by the
  caster.
  Each round, the druid can turn to detect snares and pits in a
  new area. The spell can penetrate barriers, but 1 foot of
  stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
  of wood or dirt blocks it.
  Dimension Door
  -
  Range:
  10 feet
  MU 4, N 4
  Duration:
  instantaneous
  The caster of this spell instantly transfers himself or herself, or
  any single target creature within range, to any spot within
  200 feet plus 20 feet per caster level. The caster or target
  creature always arrives at exactly the spot desired, whether
  the caster visualizes the area or states direction and distance.
  An  unwilling  target  may  save  vs.  Spells  to  avoid  being
  transported. Anything worn or carried by the caster or target
  creature will be transported also, including another character
  or creature if the transportee can lift it. If the target area is
  within a solid object, the spell fails automatically.
  Dimensional Anchor
  C 4
  Range:
  120 feet
  MU 4
  Duration:
  1 hour
  The single individual or creature affected by this spell must
  save vs. Spells or become effectively trapped on the current
  plane of existence for the duration of the spell. The affected
  recipient  cannot  transport  via  dimension  door,  teleport,
  plane shift, or any related magic or effects until the spell
  wears off. For beings that benefit from a state of being on
  two planes simultaneously such as ghost-like creatures, they
  also suffer -4 penalty to their AC and cannot move through
  objects as insubstantial for the duration of the spell.
  Disappear
  -
  Range:
  self
  MU 1, I 1, N 1
  Duration:
  2 rounds
  The caster (and only the caster) becomes invisible, vanishing
  from sight, including Darkvision in much the same way as
  the  improved  invisibility spell,  but  only  lasting  exactly  2
  rounds. If the caster is carrying gear, that vanishes as well,
  but this will not affect another being, even if carried. The
  invisibility effect is not negated if the caster attacks, casts a
  spell, or otherwise takes action, allowing the caster a few
  moments to do other actions without being seen. Of course,
  any being able to see or sense invisible creatures can notice
  the caster normally.
  23      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Disintegrate
  -
  Range:
  60 feet
  MU 6, N 6
  Duration:
  instantaneous
  This spell causes a thin, green ray to spring from the caster's
  pointing  finger.  Any  single  creature  or  object  (up  to  a
  10x10x10  foot cube of material)  is entirely disintegrated,
  leaving behind only a trace of fine dust. A disintegrated
  creature’s equipment is unaffected.
  A  creature  that  makes  a  successful  save  vs.  Spells  is
  unaffected. The ray can target only one creature per casting,
  if that target saves, the spell is wasted.
  Dispel Evil
  C 5, D 5
  Range:
  touch
  -
  Duration:
  1 round / level
  This powerful spell aids the caster in dealing with creatures
  from the nether planes, hereafter called “evil creatures.”
  First, the caster gains a +4 bonus to Armor Class against
  attacks by evil creatures.
  Second, the caster can choose to drive an evil creature back
  to its home plane by touch (requiring a successful attack roll).
  The creature can negate the effects with a successful save vs.
  Spells. This use discharges and ends the spell.
  Third, with a touch the caster can automatically dispel any
  one spell cast by an evil creature. Exception: Spells that
  cannot be dispelled by dispel magic also cannot be dispelled
  by dispel evil. Saving throws do not apply to this effect.  This
  use discharges and ends the spell.
  The exact definition of evil is left for the Game Master to
  decide;  however,  extra-planar  creatures  that  oppose  the
  caster should almost always qualify.
  Dispel Illusion
  -
  Range:
  120 feet
  I 2
  Duration:
  instantaneous
  The caster can use this spell to end all ongoing “illusion
  spells” within a cubic area 20 feet on a side. Dispel illusion
  affects  spells  such  as  audible  glamer,  phantasmal  force,
  spectral force, advanced illusion, etc. The Game Master has
  the responsibility to identify which spells are illusions.
  Any illusion spell cast by a character of a level equal to or
  less  than  the  dispel  illusion  caster's  level  is  ended
  automatically. Those created by higher level casters might
  not be canceled; there is a 5% chance of failure for each
  level  the  illusion's  caster  level  exceeds  the  dispel  illusion
  caster level. For example, a 10th level caster dispelling an
  illusion created by a 14th level caster has a 20% chance of
  failure to dispel the illusion.
  When an Illusionist attempts to dispel an illusion cast by a
  non-Illusionist, the Illusionist is treated as if he or she were
  two levels higher; if it is not obvious whether the illusion was
  created by an Illusionist or not, the Game Master should
  assume it was.
  Non-illusion spells cannot be ended by this spell.
  Dispel Magic
  C 4
  Range:
  120 feet
  MU 3, I 4, N 3
  Duration:
  instantaneous
  The caster can use dispel magic to end ongoing spells that
  have been cast on a creature or object, or to end ongoing
  spells (or at least their effects) within a cubic area 20 feet on
  a side. The caster must choose whether to dispel magic on a
  creature or object, or to affect an area.
  If  dispel  magic  is  targeted  at  a  creature,  all  spell  effects
  (including ongoing potion effects) may be canceled. If cast
  upon  an  area,  all  such  effects  within  the  area  may  be
  canceled. Any spell or effect having a caster level equal to or
  less  than  the  dispel  magic  caster's  level  is  ended
  automatically. Those created by higher level casters might
  not be canceled; there is a 5% chance the dispel magic will
  fail for each level the spell effect exceeds the caster level. For
  example, a 10th level caster dispelling magic created by a 14th
  level caster has a 20% chance of failure.
  Some  spells  cannot  be  ended  by  dispel  magic;  this
  specifically includes any curse, including those created by
  bestow curse (the reverse of remove curse) as well as by
  cursed items.
  Disruption*
  C 1
  Range:
  touch
  -
  Duration:
  1 turn / level
  The Disruption spell blesses one blunt melee weapon, be it a
  mace,  hammer,  staff,  with  divine  power.  When  fighting
  undead  creatures or beings of the netherworld (demons,
  devils, and the like) the weapon is enhanced by +1 to hit and
  damage. This is in addition to any existing powers for an
  enchanted weapon.
  Any being subject to this bonus that is struck in combat must
  save versus Magic or be Turned, exactly like the cleric ability
  (see Turning in the core rules), causing the affected monster
  to flee the area. The character wielding the blessed weapon
  may opt to not cause the disruption effect, but must declare
  his intention before his attack roll. The caster can have only
  one weapon blessed in this manner at a time.
  The reverse of this spell  works exactly  the same against
  creatures of goodness from various heavenly realms. Only
  those  worshiping  vile  powers  would  have  access  to  the
  reversed version of this spell.
  24      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Disruption* Greater
  C 3
  Range:
  touch
  -
  Duration:
  1 round / level
  The  Greater  Disruption  spell  blesses  one  blunt  melee
  weapon, be it a mace, hammer, staff, with divine power.
  When  fighting  undead  creatures  or  beings  of  the
  netherworlds (demons, devils, and the like) the weapon is
  enhanced by +2 to hit and damage. This is in addition to any
  existing powers for an enchanted weapon.
  Any being subject to this bonus that is struck in combat must
  save versus Magic (with a -4 penalty) or be Turned, exactly
  like the cleric ability (see Turning in the core rules), causing
  the  affected  monster  to  flee  the area.  In  addition,  those
  creatures that fail their saves suffer double weapon damage
  for that attack. The character wielding the blessed weapon
  may opt to not cause the disruption effect, but must declare
  his intention before his attack roll. The caster can have only
  one weapon blessed in this manner at a time. 
  The reverse of this spell  works exactly  the same against
  creatures of goodness from various heavenly realms. Only
  those  worshiping  vile  powers  would  have  access  to  the
  reversed version of this spell.
  Divine Magic
  C 2
  Range:
  5 feet
  -
  Duration:
  special
  The  Divine  Magic  spell  permits  the  caster  to  discover
  information about a magic item or a permanently enchanted
  area through divine inspiration. For each turn spent studying
  and/or meditating about the enchanted item or area, the
  caster  may  be  enlightened  to  one  feature  of  the
  enchantment. Features include spell effects, bonuses, and
  command words or activating conditions. The Game Master
  will choose the order in which the features are revealed, but
  command words or activating conditions should be last.
  The item or area to be in question must be within 5 feet of
  the  caster,  and  he  or  she  must  maintain  moderate
  concentration. Each turn of study and meditation requires
  the caster to make a d20 roll, adding his or her Wisdom
  bonus and level. The total result must be 21 or higher to
  succeed; any failure ends the spell. A natural 20 is not an
  automatic success, but a natural 1 is always a failure.
  Even with the best rolls, the caster can only learn about one
  feature per level of ability. The caster does not initially know
  how many features an item has, but he or she knows when
  the last feature is discovered (if the caster makes it that far).
  With respect to bonuses (for magic weapons, etc.) use the
  following table:
  Bonus
  Weak
  Moderate
  Strong
  Very Strong
  +1
  1-18
  19-20
  --
  --
  +2
  1
  2-19
  20
  --
  +3
  1
  2-7
  8-19
  20
  +4
  --
  1
  2-19
  20
  +5
  --
  --
  1-2
  3-20
  So, for a Sword +1, +3 vs. Dragons, if the caster makes his
  or her first roll (learning about the first feature, the base +1),
  the Game Master rolls 1d20 secretly. If the GM gets 1-18, he
  describes the basic enchantment as "weak;" if he gets 19 or
  20, he calls it "moderate." If the second roll is made (for the
  +3 vs. Dragons), the GM rolls again, but this time the most
  likely result is "strong." The caster will know at this point (but
  not before) that there are no further features to discover.
  25      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Dowse
  C 0, D 0
  Range:
  special
  MU 0
  Duration:
  concentration
  This  minor  magical  effect  allows  the caster  to  sense the
  presence of potable water using a forked stick (any will do,
  but some have favorites). While outdoors the dowsing rod
  will twist to point in the direction of such fresh water up to
  1000  feet  +100'  per  level  of  the  caster.  Water  that  is
  underground,  in  containers,  or  within  structures  can  be
  located within 25 feet +5' per level. The effect lasts as long as
  the caster maintains concentration.
  Drainblade
  -
  Range:
  touch
  MU 4, N 3
  Duration:
  1 round / level
  This spell imbues an edged weapon with the ability to drain
  blood  with  each  successful  strike  made  against  a  living
  creature. When  a living creature is hit by a drainbladed
  weapon the target suffers an additional point of damage. If
  the wielder  of the weapon is injured, the extra point of
  damage is transferred to him as healing energy. In no way
  can  this  healing  energy  grant  more  hit  points  than  the
  wielder's normal maximum.
  Against nonliving creatures, such as undead, golems, living
  statues, etc, this spell has no effect.
  Dream
  -
  Range:
  special
  MU 5
  Duration:
  special
  This allows the caster to visit and communicate with another
  creature through the victim's dream. The caster must have
  met the creature, and must name the creature, but the spell
  is otherwise unlimited by distance. This spell does not cause
  the victim to fall asleep: if the victim is not sleeping the spell
  fails. If the victim knows the dream is spell induced and does
  not wish to have the dream, he can make a save vs Spells to
  wake up. Within the dream the caster may visit the victim,
  communicate with the victim, or even attempt to attack the
  victim in the dream. However nothing in the dream has any
  real effect, and the victim wakes up if killed in the dream.
  Ectoplasm
  -
  Range:
  touch
  N 3
  Duration:
  1 turn / level
  When cast upon a willing intelligent creature, this spell grants
  the  being  the  ability  to  become  semi-transparent  and
  immaterial. While in the ectoplasmic state, magical weapons
  or weapons with certain special properties are necessary to
  strike the recipient. Any stealth checks such as Move Silently
  or Hide are made at +20%, and the character may move
  through materials up to 1 inch thick per level of the caster.
  Some materials may prevent passage such as lead, gold, or
  other materials with special properties (as determined by the
  Game Master). While able to move through materials and
  effectively weightless, the ectoplasmic being does not gain
  any other special movement modes like flying or levitation.
  Walking upon materials such as water is possible though.
  The character in an ectoplasmic state may not make physical
  attacks  but  may  cast  spells  that  do  not  require  physical
  contact. While the Ectoplasm spell is active, the individual
  may choose to revert back and forth between corporeal and
  incorporeal forms on his or her turn, remaining in the chosen
  state until their next turn. The spell cannot be cast upon on
  an  unwilling  individual  and  fails  completely  if  attempted.
  Likewise, unintelligent or animal intelligence creatures do not
  possess understanding of changing their physical state, so the
  spell is wasted on them.
  26      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Energy Blast
  -
  Range:
  20 feet +5'/level
  MU 1
  Duration:
  instantaneous
  This caster draws energy from elemental forces to send out a
  blast or bolt of energy to damage a single target. Each energy
  type is a separate spell to be learned and should be denoted
  as “Energy Blast (type)”. The damage (of the appropriate
  type) equals 1d6 at first level plus another 1d6 every two
  levels thereafter; 1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th, to a
  maximum of 5d6 at 9th level. A save vs. Spells will reduce
  damage by half. Any creature immune to the appropriate
  type of energy is likewise immune to its bolt. Resistant (but
  not immune) creatures may have saving throw bonuses (see
  appropriate ability, spell, or monster entry) and takes 1/4
  damage if successful, 1/2 damage from a failed save.
  Normally a spell caster must prepare spells (even related
  ones) individually in order to call upon its magic, however,
  energy blast is special in that the caster may decide upon
  which energy type is summoned at the time of casting from
  those types he has learned. If the caster has not learned a
  particular type of energy blast, then that type is not available
  until that spell is first learned. 
  For random determination roll d8, the energy types are:
  • 1-2 Fire/Heat – burns the target with fire.
  • 3-4 Electrical – shocks the target.
  • 5-6 Cold/Frost – freezes the target.
  • 7
  Negative/Shadow  – drains life  away.  Undead
  creatures are immune.
  • 8
  Positive/Radiant  –  effectively  burns  a  living
  target  from  excessive  life  energies.  Undead
  creatures take additional 1 point of damage/die.
  Entangle
  D 1
  Range:
  200 feet
  -
  Duration:
  3 rounds / level
  This spell causes grasses, trees, bushes, shrubs, or other
  plants to entwine around creatures in a 10x10 foot area.
  Most creatures within the area move at 1/4 normal speed;
  very large and/or very strong creatures (at least as big or
  strong as a giant or dragon) move at 1/2 normal speed.
  Entangled creatures may not attack nor take most actions
  other  than  movement  due  to  the  interference  of  the
  enchanted plants.
  Entangling Thorns
  D 3
  Range:
  100 feet +10'/level
  -
  Duration:
  1 round / level
  The caster chooses one target creature (or object) within
  range, beneath which great thorny tendrils quickly grow up
  and around. If the subject fails its save vs. Spells, it is held
  immobile, suffering a -2 penalty to hit and a -4 penalty to its
  armor class. In addition, the thorny growths cause 1d4 points
  of  damage  to  the  target  each  round.  An  individual  so
  entangled may only cast spells if a 1 on a d6 roll is achieved,
  modified by their primary spell casting ability score bonus.
  For instance, a +2 modifier gives 1-3 chance on d6.
  An entangled creature can attempt to break free, ending the
  spell prematurely, by rolling a 1 on a d6, modified by their
  by their Strength or Dexterity ability score bonus (which ever
  is better). For instance, a +1 modifier gives 1-2 chance on
  d6. The process of breaking free takes the entire round,
  during  which  damage  is  still  incurred.  Additionally,  the
  thorny growths can be directly attacked (against AC 11) with
  small bladed weapons such as daggers or hand axes. The
  vines  have  22  hp  and  destroying  them  ends  the  spell.
  Immediately.  Using  other  larger  weapons  or  spells  will
  damage  the  entangled  creature  as  much  as  the  thorns,
  splitting the damage between them equally.
  If the Optional Ability Check Mechanism detailed in the core
  rules is utilized by the Game Master, then he should use that
  mechanism for the ability checks mentioned above instead of
  d6 rolls.
  Embalm
  -
  Range:
  touch
  N 0
  Duration:
  permanent
  Specially prepares one corpse for burial (or further use).
  When cast upon recently dead in preparation for  Animate
  Dead type spells, the newly risen Zombie will have +1 on hit
  point rolls for each hit die (up to maximum hit points for
  each hit die).
  27      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  ESP
  -
  Range:
  60 feet
  MU 2
  Duration:
  1 turn / level
  This spell permits the caster to detect the surface thoughts of
  one or more targets within range. The caster must designate
  a direction, and  then  concentrate for  a turn  in  order  to
  “hear” the thoughts. Each turn the caster may choose to
  “listen” in a different direction. The caster may stop listening,
  then resume again later, so long as the duration has not
  expired. The target creature is not normally aware of being
  spied upon in this way.
  Rock more than 2 inches thick or a thin coating of lead or
  gold will block the spell. All undead creatures are immune to
  this effect, as are mindless creatures such as golems.
  Ether Bolt
  -
  Range:
  30 feet +5'/level
  MU 2, I 2, N 2
  Duration:
  instantaneous
  This spell fires off a missile or beam-like effect that only
  strikes foes that are insubstantial, ethereal, phase-shifted, or
  otherwise not fully materially present. This primarily includes
  various types of undead, but may include other beings that
  have similar qualities such as shadows. Much like a  magic
  missile, the bolt strikes unerringly if the target is in sight,
  causing 1d4 points of force-like impact damage per level of
  the caster, striking as if the target was a completely solid
  being.
  Faerie Fire
  D 1
  Range:  
  200 feet. +10'/level
  -
  Duration:
  1 minute / level
  A  pale  glow  surrounds and  outlines  all  objects  including
  individuals within a 20 foot radius from a point chosen by
  the caster. Outlined subjects shed light as candles. Outlined
  creatures  do  not  benefit  from  the  concealment  normally
  provided by darkness, and the spell effectively negates the
  effects of  blur, displacement,  invisibility, or similar effects.
  The light is too dim to have any special effect on undead or
  dark-dwelling creatures vulnerable to light. The faerie fire can
  be blue, green, or violet, according to your choice at the time
  of casting. The faerie fire does not cause any harm to the
  objects or creatures thus outlined.
  Faerie Ring
  D 7
  Range:  
  10 feet
  -
  Duration:
  1 hour / level
  When  the caster  creates a Faerie Ring, a small circle of
  distinct mushrooms or toadstools grow quickly. Those that
  walk into the circle (about 5 foot diameter) are transported
  into a region that borders the actual Faerie Realm (another
  plane of existence). This region can be utilized as a safe place
  to rest and recuperate (at double normal rate for purpose of
  healing and restoration of spells). From this border region,
  one may pass back into the familiar prime world or they
  might travel to the actual Faerie Realm.
  The  Faerie  Realm  is  similar  to  the  'real  world'  in  many
  respects  and  mirrors  certain  aspects,  such  as  certain
  locations,  distinct  regions,  and  even  certain  people  have
  Faerie  Realm counterparts. Magic is more abundant  and
  more powerful. Magic-users and druids are treated as 1.5
  times normal caster level. Clerics are counted as 75% (3/4)
  of their normal level due to being a bit further removed from
  their divine sources of power. Characters recover (healing
  and spell recovery) at triple the normal rate while in the
  Faerie Realm.
  The Faerie Realm has many more Fey and Sidhe denizens,
  and they are typical members of their race. However, there
  are  many  more  atypical  members  that  might  be
  encountered, having much more varied powers and abilities.
  Likewise, there are many wondrous locales and features that
  can be explored in the land of the Faerie.
  Note: The main purpose for this spell is that of a special
  portal  or  gate  to  allow  adventuring  in  another  land.
  Therefore, it is optional and some Game Masters may not
  want to include it in their campaigns. The Game Master
  might want to simply utilize the 'border region' portion of the
  spell, and keep the true Faerie Realm off-limits.
  Feeblemind
  -
  Range:
  180 feet
  MU 5
  Duration:
  permanent
  If  the  target  creature  fails  a  saving  throw  vs.  Spells,  its
  Intelligence  and  Charisma  scores  each  drop  to  1.  The
  affected  creature  is  unable  to  cast  spells,  understand
  language,  or  communicate  coherently.  The  victim  does
  remember who its friends are and can follow and protect
  them from harm. The subject remains in this state until a heal
  spell is used to cancel the effect. A target creature that can
  cast arcane (mage) spells suffers a penalty of -4 on its saving
  throw against this spell.
  28      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Fertilize
  D 0
  Range:
  touch
  -
  Duration:
  permanent
  This minor miracle will cause a single plant to grow the
  equivalent of a full season over the course of 1 turn. For
  many food crops this will bring the plant to full maturity,
  producing a quantity of food of that type, at least enough for
  couple  of  meals.  Otherwise,  it  simply  advances  a  plant's
  growth by one year/season.
  Find Traps
  C 2, D 2
  Range:
  30 feet
  -
  Duration:
  3 turns
  This spell permits the caster to detect a variety of traps, both 
  mechanical and magical. When the caster moves within 30 
  feet of a trap, he or she 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.
  Find the Path
  C 6
  Range:
  touch
  -
  Duration:
  1 turn / level
  The recipient of this spell can find the shortest, most direct
  physical route to a specified destination. The caster must
  have some knowledge about the location; any location the
  caster has ever visited can be so located, as well as locations
  described to the caster. Even simply knowing the name of a
  location (if named) is sufficient.
  The locale can be outdoors or underground. Find the path
  works with respect to locations, not objects or creatures. The
  location must be on the same plane as the caster at the time
  of casting.
  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. For example, the spell enables the subject to detect
  secret doors and to know any passwords required. The spell
  ends when the destination is reached or the duration expires,
  whichever comes first.
  Fireball
  -
  Range:
  100 feet +10'/level
  MU 3
  Duration:
  instantaneous
  A fireball spell creates an explosion of flame that detonates
  with a low roar and deals 1d6 points of fire damage per
  caster  level  to  every  creature  within  a  spherical  volume
  having a 20 foot radius. A save vs. Spells for half damage is
  allowed. The explosion creates almost no pressure.
  The caster points a finger and determines the range (distance
  and height) at which the fireball is to burst. A glowing, pea-
  sized  bead  streaks from the  pointing  digit  and,  unless  it
  impacts  upon  a  material  body  or  solid  barrier  prior  to
  attaining the prescribed range, blossoms into the fireball at
  that point. An early impact results in an early detonation. If
  the  caster  attempts  to  send  the  bead  through  a  narrow
  passage, such as through an arrow slit, he or she must roll a
  missile attack (without range adjustments) to hit the opening,
  or  else  the  bead  strikes  the  barrier  and  detonates
  prematurely.
  The fireball sets fire to combustibles and damages objects in
  the area. It can melt metals with low melting points, such as
  lead, gold, copper, silver, and bronze. If the damage caused
  to an interposing barrier shatters or breaks through it, the
  fireball may continue beyond the barrier in order to attain its
  full volume.
  29      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Fireskull Familiar
  -
  Range:
  touch
  N 2
  Duration:
  1 hour / level
  This spell animates a single skull, wrapped in cold magical
  flames and gifted with a form of levitation based flight. The
  flaming skull can fetch small items, convey messages, or
  other similar tasks for the caster. When not tasked with a
  specific duty, the Fireskull Familiar generally hovers near his
  master providing light equal to torchlight. A spell caster may
  have  only  one  instance  of  this  spell  active  at  a  time.
  Subsequent castings have no effect unless the first instance
  of the spell is dismissed or destroyed.
  The Fireskull Familiar is not designed for combat, having hit
  points equal to 25% of the caster's total hit points. It has an
  Armor Class of 13 and only a single attack for 1d2 points of
  damage, attacking with the same basic chance to hit as the
  caster. The skull can be charged with spells that must be
  delivered by touch, with the spell effect being available to the
  skull on the following round. While a Fireskull Familiar is
  within  5  feet,  the  caster's  chance  of  being  surprised  is
  reduced by 1.
  Of interesting note, although each skull does not remember
  any details of its former life, it does retain many personality
  traits, making each skull distinct from the next. Practitioners
  of this spell often have favorite skulls that they use regularly,
  and skulls that they are loathe to animate. Any particular
  skull that is destroyed through damage may never again be
  used.
  Flame Strike
  D 5
  Range:
  60 feet
  -
  Duration:
  instantaneous
  A  flame  strike  produces  a  vertical  column  of  divine  fire
  roaring downward (cylinder of 10 foot radius, 30 feet high).
  The spell deals 6d8 points of damage to any creatures within
  the  area  of  effect.  A  save vs.  Spells  for  half  damage  is
  allowed.
  Flame Weapon
  D 2
  Range:
  touch
  -
  Duration:
  1 turn / level
  This spell transforms the caster's weapon into the substance
  of magical fire similar to the magical weapon quality, “Flames
  on  Command”.  The  weapon  becomes  magical  for  the
  duration of the spell (equivalent to +1). All damage dealt
  with the weapon is treated as fire damage and deals an
  additional  +1  damage  for  every  2  levels  of  the  caster
  (rounded down). For creatures especially vulnerable to fire,
  the additional damage is +1 for each level of the caster.
  The flaming weapon  does not harm the caster, but can
  otherwise be used  to  burn  objects.  The flaming weapon
  produces light equivalent to a torch. The caster can cease the
  spell at any time, but otherwise the caster must hold the
  weapon for the duration of the spell.
  Flare
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  instantaneous
  A flash of light, a very small ball of fire, or a puff of colored
  smoke can be created by this cantrip. They will not typically
  last longer than a second.
  Flavor*
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  special
  This cantrip may either make one dish taste any way the
  caster wants it to (which is an illusion), or add salt, spice,
  sweetener,  or  another  flavoring  agent  (which  is  real).
  Reversed, it becomes Ruin, which makes the food or drink
  either taste horrible by excessive overuse of a flavoring agent
  (which is real) or taste as if it had been prepared wrongly
  (which is an illusion).
  Flesh to Stone*
  MU 6
  Range:
  30 feet / level
  -
  Duration:
  permanent
  This spell causes the subject, along with all its carried gear, to
  turn  into  a  mindless,  inert  statue.  A  saving  throw  vs.
  Petrification  is  allowed  to  resist  the  spell.  If  the  statue
  resulting from this spell is broken or damaged, the subject (if
  ever returned to its original state) suffers equivalent damage
  or deformities. Only creatures made of flesh are affected by
  this spell.
  The reverse spell, stone to flesh, acts as a counter-spell for
  flesh to stone, restoring the creature just as it was when it
  was petrified. It does nothing if applied to stone that is not
  the result of flesh to stone or similar petrification effects such
  as a medusa's gaze.
  30      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Floating Disc
  -
  Range:
  0
  MU 1
  Duration:
  5 turns +1/level
  This spell creates an invisible, slightly concave circular plane
  of force for carrying loads. It is about the size of a shield,
  being 3 feet in diameter and 1 inch deep at its center. It can
  hold a maximum of 500 pounds of weight. Note that water
  weighs about 8 pounds per gallon. The disc must be loaded
  so that the items placed upon it are properly supported, or
  they  will  (of  course)  fall  off.  For  example,  the  disc  can
  support just over 62 gallons of water, but the water must be
  in a barrel or other reasonable container that can be placed
  upon the disc. Similarly, a pile of loose coins will tend to slip
  and slide about, and some will fall off with every step the
  caster takes; but a large sack full of coins, properly tied, will
  remain stable.
  The disc floats level to the ground, at about the height of the
  caster's waist. It remains still  when within 10 feet of the
  caster, and follows at the caster's movement rate if he or she
  moves away from it. The floating disc can be pushed as
  needed to position it but will be dispelled if somehow moved
  more than 10 feet from the caster. When the spell duration
  expires,  the  disc  disappears  from  existence  and  drops
  whatever was supported to the surface beneath.
  Fly
  -
  Range:
  touch
  MU 3
  Duration:
  1 turns / level
  The subject of this spell can fly at a speed equal to his or her
  normal  ground  movement  rate  (as  adjusted  by
  encumbrance). The subject can ascend at half speed and
  descend at double speed, with the same maneuverability as
  the subject has when moving on the ground. Flying under
  the effect of this spell requires only as much concentration as
  walking, so the subject can attack or cast spells normally. The
  subject of a fly spell can neither charge nor run, nor carry
  aloft more weight than his or her maximum load.
  Should the spell duration expire while the subject is still aloft,
  the magic fails slowly. The subject floats downward 120 feet
  per round for 1d10 rounds. If the subject reaches the ground
  in that amount of time, he or she lands safely. If not, the
  subject falls the rest of the distance, taking normal falling
  damage.  Since  dispelling  a  spell  effectively  ends  it,  the
  subject also descends in this way if the fly spell is dispelled.
  Forest Speak
  D 2
  Range:
  touch
  -
  Duration:
  1 turn / level
  This spell allows up to 1 individual or creature per level of
  the caster to communicate with each other in  ways that
  sound like the natural sounds of the current environment.
  Normal speech may sound like the chattering of squirrels, a
  shout may sound like a bird's cry. The current environment
  dictates  the  appropriate  sounds.  Only  those  creatures
  touched during the casting of the spell benefit from the effect
  and understand the speech of the others of the group. One
  can choose at any time to forgo the effect to speak normally
  so that others can hear and understand, then subsequently
  resume forest speaking. Others seeking to understand those
  using  forest  speak must  utilize  magic or  other  means to
  communicate.
  Forked Lightning
  D 2
  Range:
  25 feet +5'/level
  MU 2
  Duration:
  instantaneous
  Two arcs of electricity spring from the casters fingers to strike
  two separate adjacent targets within 10 foot of each other.
  For each bolt the caster must roll to hit his chosen target
  ignoring any worn armor and metal armored targets get +4
  bonus to hit (any magical bonuses still apply). Inanimate
  objects cannot be damaged by this spell. Each bolt deals 1d6
  points of electricity damage +1 point of damage per 2 caster
  levels (round down). For every two levels past 3rd (5th, 7th,
  9th,  etc)  the  caster  gains  an  additional  bolt  of  forked
  lightning. Subsequent targets (after first two) must be within
  10 feet of the previously targeted foe, and a new attack roll
  must be made for each bolt. If there are fewer than the
  maximum allowed targets then the extra bolts do not appear
  and are wasted; a single bolt can only strike a single creature.
  There is no save to resist the spell once struck by a bolt, but
  creatures with any sort of resistance to electrical attacks will
  suffer no damage whatsoever.
  31      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Fossilize
  -
  Range:
  touch
  N 3
  Duration:
  permanent
  This spell permanently hardens the bones of one skeletal
  undead creature, making the bones denser and stronger.
  The fossilized skeleton permanently gets  +2 on damage
  rolls, +4 on its AC, and its damage resistance is enhanced. A
  fossilized  skeleton  takes  only  1/4  damage  from  edged
  weapons and 1/2 damage from any other weapons. The
  fossilized skeleton becomes immune to normal arrows, bolts,
  and bullets. Magical missile weapons do only their 'plus' in
  damage.
  While this spell is permanent, there are drawbacks. The spell
  itself  requires 100gp worth of powdered  amber which  is
  consumed in the casting of the spell. In addition, the newly
  fossilized skeleton may not be repaired or otherwise 'healed',
  as the organic materials that made up the bones has been
  completely replaced by minerals. Intelligent skeletal undead
  would not normally want this spell applied to themselves, but
  the spell would affect them normally otherwise.
  Frost Armor
  -
  Range:
  touch
  MU 2
  Duration:
  1 turn / level
  This  spell  surrounds  the  touched  willing  individual  with
  shimmering  aura  of  extreme  cold  (causes  no  harm  to
  recipient). The frost armor provides a +4 bonus to armor
  class. In addition, any creature that attacks the frost armored
  individual in close combat, whether successful or not, are
  affected  by  intense  cold.  This  includes  melee  weapons,
  natural weapons, wrestling, etc. but not missile weapons or
  reach weapons such as polearms or spears. Such chilled
  opponents take 1d4 points of cold damage and are slowed
  for  the  remainder  of  the  round  and  for  the  subsequent
  round. Such slowed individuals cannot both move and act
  during their turn, instead only being able to either move at
  half  their normal rate or attack at -2 penalty to  hit and
  damage. Additionally, the affected individuals also suffer a -2
  penalty to their armor class and Saves vs. dragon breath.
  Cold resistant creatures are unaffected by the cold of this
  spell  completely,  suffering  neither  damage  or  penalties.
  However, they may have the spell cast upon them normally,
  granting them the protective benefits.
  Frost Nova
  D 3
  Range:
  100 feet +10'/level
  MU 3
  Duration:
  instantaneous
  Being akin to a cold version of a Fireball spell, a Frost Nova
  flash freezes the air creating a burst of ice and cold dealing
  1d6 points of damage per  caster  level to  every creature
  within a spherical volume having a 10 foot radius. A save vs.
  Spells  for  half  damage  is  allowed.  In  addition,  affected
  creatures are affected by the intense cold and are slowed for
  1d4  rounds  (determine  for  each  creature).  Such  slowed
  individuals  cannot  both  move  and  act  during  their  turn,
  instead only being able to either move at half their normal
  rate or attack at -2 penalty to hit and damage. The cold
  affected individuals also suffer a -2 penalty to their armor
  class and Saves vs. dragon breath. Cold resistant creatures
  are unaffected by the cold of this spell completely, suffering
  neither damage or penalties. On the other hand, creature of
  fire suffer penalties to their saves and usually suffer additional
  damage (as determined by Game Master).
  The caster points a finger and determines the range (distance
  and height) at which the frost nova is to burst. A glowing,
  pea-sized bead streaks from the pointing digit and, unless it
  impacts  upon  a  material  body  or  solid  barrier  prior  to
  attaining the prescribed range, blossoms into the frost nova
  at that point. An early impact results in an early detonation. If
  the  caster  attempts  to  send  the  bead  through  a  narrow
  passage, such as through an arrow slit, he or she must roll a
  missile attack (without range adjustments) to hit the opening,
  or  else  the  bead  strikes  the  barrier  and  detonates
  prematurely.  The  frost  nova  may  cause  damage  to
  structures, though not as much as an explosion might (such
  as fireball spell). 
  32      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Geas*
  -
  Range:
  5 feet / level
  MU 6
  Duration:
  special
  Geas places a magical command on a creature to carry out
  some service or to refrain from some action or course of
  activity, as desired by the caster. The target creature must be
  able to understand the caster for this spell to take effect.
  While  a  geas  cannot  compel  a  creature  to  kill  itself  or
  perform acts that would result in certain death, it can cause
  almost any other course of activity.
  A saving throw vs. Spells will allow an unwilling target to
  resist a geas when it is first cast. However, the target may
  choose to accept the geas, typically as part of a bargain with
  the caster to perform some service. The geased creature
  must follow the given instructions until the geas is completed,
  no matter how long it takes. If the instructions involve some
  open-ended task that the recipient cannot complete through
  his or her own actions, the spell remains in effect  for a
  maximum of one day per caster level. A clever recipient can
  subvert some instructions.
  For every 24 hours that the subject chooses not to obey the
  geas (or is prevented from obeying it), it suffers a -2 penalty
  to each of its ability scores, up to a total of -8. No ability
  score can be reduced to less than 3 by this effect. The ability
  score  penalties  are  removed  24  hours  after  the  subject
  resumes obeying the geas.
  A geas (and all effects thereof) can be ended by a remove
  curse spell, or by a wish, or by the reverse of this spell.
  Dispel magic does not affect a geas.
  Ghoulish Hands
  -
  Range:
  touch or self
  N 2
  Duration:
  1 round / level
  This spell causes the hands of one living creature to become
  like the horrible claws of ghouls. The bearer of these ghoulish
  hands may make two clawing attacks that cause 1d4 points
  of damage each. If the recipient of this spell already had
  better  claw  attacks,  then  they  gain  a  +2  bonus  to  their
  damage rolls while this spell is in effect. In addition to the
  damage, those struck by the hands must Save vs. Paralysis
  or be paralyzed for 2d8 turns (elves immune), exactly like
  the attacks of a ghoul.
  Recipients of this spell must be true living creatures; other
  creatures such as undead, constructs, elementals, and the
  like would only waste the spell and they would not receive
  the effects. There is a 5% non-cumulative chance that on any
  particular casting of this spell that the recipient is actually
  infected  with  Ghoul  Fever  (per  the monster  description),
  which if proper curative steps are not taken, may ultimately
  result in the recipient's death and rising as an actual ghoul.
  Grave Sanctuary
  -
  Range:
  touch
  N 4
  Duration:
  1 turn / level
  This spell enables the caster to create an invisible entry into a
  grave, mausoleum, sarcophagus, large tombstone, or similar
  item associated with the repose of the dead. The entry is
  visible to undead (and Necromancers), but this does not
  grant any special access to the doorway. Once the spell is
  complete,  the  caster  may  enter  the  space,  effectively
  disappearing from sight. Only one grave may be effected by
  grave sanctuary at a time.
  The caster is completely aware of his surroundings while in
  the  grave,  gaining  the  bonus  of  360-degree  vision  and
  hearing,  as  well  as  being  able  to  detect  changes  in  the
  immediate temperature surrounding the site. Another benefit
  of this spell is that each turn the caster rests inside the grave
  counts as a full hour of sleep, so the caster may meditate to
  memorize spells while within the magical sanctuary. Also, if
  the grave site is on unhallowed ground or an area otherwise
  associated with hauntings and the like, then the caster heals
  1d4 hp per turn spent inside the grave.
  While inside the grave, the caster loses any sense of taste,
  smell, or touch, and may not speak or otherwise cast spells
  while  inside  the  grave's  protection.  If  the  grave  itself  is
  unearthed or broken into in some way, then the caster takes
  2d10  damage  and  is  cast  out  into  the  nearest  available
  space. This kind of undertaking should be roughly equivalent
  to actually digging a grave up, and not simply an attack
  against the earth.
  Growth of Animals
  C 3, D3
  Range:
  60 feet +10'/level
  -
  Duration:
  1 turn / level
  This spell causes an animal to grow to twice its normal size
  and eight times its normal weight. The affected creature will
  do double normal damage with all physical attacks, and its
  existing  natural  Armor  Class  increases  by  2  points.  The
  animal's carrying capacity is also doubled. Unfriendly animals
  may  save  vs.  Spells  to  resist  this  spell;  normally,
  domesticated animals will not attempt to resist it, though they
  may become confused or panicky afterward (at the Game
  Master's discretion).
  All  equipment  worn  or  carried  by  an  animal  is  similarly
  enlarged by the spell, though this change has no effect on
  the magical properties of any such equipment. Any enlarged
  item that leaves the enlarged creature’s possession instantly
  returns to its normal size.
  The spell gives no means of command or influence over the
  enlarged animals.
  33      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Growth of Plants*
  D 4
  Range:
  120 feet
  MU 4
  Duration:
  permanent
  This spell causes normal vegetation (grasses, briars, bushes,
  creepers, thistles, trees, vines, etc.) within range to become
  thick  and  overgrown. The dimensions of the growth  are
  determined by the caster, but cannot exceed 1000 square
  feet (a 10 foot x 100 foot area or equivalent) per 5 caster
  levels. The plants entwine to form a thicket or jungle that
  creatures must hack or force a way through. All movement
  within the affected area is reduced to no more than 5 feet
  per  round for  less than giant sized  creatures; giant sized
  creatures are reduced to half normal movement rate. The
  area must already have brush and/or trees in it for this spell
  to take effect.
  The reverse form, shrink plants, may be used  to render
  overgrown areas passable. The area of effect is identical to
  the normal version.
  Growth  of  plants  and  its  reverse  are  permanent  until
  countered, either by the opposite form or by dispel magic.
  This spell has no effect on animated plant creatures of any
  sort.
  Guidance*
  C 0, D 0
  Range:
  10 feet
  -
  Duration:
  1 turn
  The caster grants a +1 bonus to the next attack roll for any
  one subject within 10 feet. Reversed, this becomes Misguide,
  which  gives the  subject  -1  to  his next  attack  roll.  Either
  version lasts until used or a maximum of 1 turn.
  Hallow*
  C 0
  Range:
  10 foot radius
  -
  Duration:
  special +1 round
  By chanting holy phrases, the caster makes the area around
  him 'hallowed', granting +1 bonus on Healing spells and
  Turning attempts. The effect continues as long as the caster
  maintains the chant, but any action other than moving and
  defending oneself ends the effect. However, the effect lasts
  one additional round after the chant ends, giving the caster
  the option to cast or turn once and enjoy the effect himself.
  The  reverse,  Unhallow,  works  in  the  same  manner  by
  granting +1 damage on Inflict spells (reversed healing) makes
  undead (or vile netherworld inhabitants) harder to Turn by
  one point (or optionally easier to Command by one point). It
  likewise lasts one round longer than the chant is maintained.
  Hallucinatory Terrain
  -
  Range:
  400 feet + 40'/level
  MU 4, I 5
  Duration:
  12 turns / level
  This spell makes one 10 yard cube per level of outdoor
  terrain appear like a different type (field into forest, grassland
  into desert, or the like). This spell requires a full turn to cast.
  The affected terrain looks, sounds, and smells like another
  sort of natural terrain. Structures, equipment, and creatures
  within the area are not hidden or changed in appearance. A
  save vs. Spells is allowed to see through the illusion, but only
  if the creatures or characters affected actively attempt to do
  so.
  Haste*
  -
  Range:
  30 feet +10'/level
  MU 3
  Duration:
  1 round / level
  This spell accelerates the actions of 1 creature per caster
  level. The affected creatures move and act twice as quickly
  as normal, having double their normal movement rates and
  making twice the normal attacks per round, for the duration
  of the spell. Spell casting is not accelerated, nor is the use of
  magic items such as wands, which may still be used just once
  per round. Multiple haste or speed effects don’t combine;
  only apply the most powerful or longest lasting effect.
  Reversed, haste becomes Slow; affected creatures move at
  half speed, attacking half as often (generally, every other
  round)  and  making  half  a  normal  move  each  round.
  Naturally, target creatures may save vs. Spells to avoid the
  effect. Haste and slow counter and dispel each other.
  34      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Heal*
  C 6
  Range:
  touch
  -
  Duration:
  permanent
  Heal enables the caster to wipe away injury and afflictions. It
  immediately  ends  any  and  all  of  the  following  adverse
  conditions  affecting  the  target:  ability  damage,  blindness,
  confusion,  deafness,  disease,  exhaustion  or  fatigue,
  feeblemind, insanity, nausea, and poison. It also restores all
  but 1d4 of the target's hit points. Heal does not remove
  negative levels or restore permanently drained ability score
  points.
  The reversed spell, harm, injures the creature touched so
  horribly that it is left with only 1d4 hit points. The caster must
  succeed at a normal attack roll in this case; failure means the
  spell is wasted. Note that, if the victim has fewer hit points
  remaining than the number rolled, he or she will take at least
  one point of damage (and this is the only case in which harm
  may kill a creature).
  Generally, both heal and harm only affect living creatures. If
  used against an undead creature, heal instead acts like harm;
  likewise, harm affects undead like heal. Constructs such as
  golems are unaffected by either spell.
  Heave
  -
  Range:
  10 feet
  MU 2
  Duration:
  instantaneous
  This spell creates a pulse of force that violently shoves all
  creatures (friend and foe alike) within 10 feet of the caster
  radially away, moving each 30 feet if unobstructed. If some
  barrier exists before the end of the heave, the creature will
  take damage from the strike according to the distance to
  barrier. A save vs. Dragon Breath will reduce the damage by
  half.
  • <10 feet away: 3d4 damage
  • between 10 and 20 feet away: 2d4 damage
  • between 20 and 30 feet away: 1d4 damage
  Heat Metal
  D 2
  Range:
  25 feet
  -
  Duration:
  7 rounds
  This spell causes a single item made of ferrous metal (iron-
  based, namely metal armors or weapons) to become hot for
  a brief period of time. The affected item is warm to the touch
  immediately, and then becomes progressively hotter each
  round as indicated on the table below. The damage roll
  indicated is applied to any creature continuing to hold or
  wear the affected item; a brief touch does no damage.
  Round
  Temperature
  Damage
  1st
  Warm
  None
  2nd-3rd
  Hot
  1d4 points
  4th-5th
  Searing
  2d4 points
  6th
  Hot
  1d4 points
  7th
  Warm
  None
  Hidden Door
  -
  Range:
  30 feet
  MU 1, I 1
  Duration:
  1 hour / level
  This  spell  causes  a  single  door  chosen  by  the  caster  to
  become  hidden  via  minor  transformation  and  illusion  to
  appear as the surrounding material, effectively becoming an
  actual Secret Door for the duration of the spell. The caster
  can see the door for what it is, as can magical detection
  spells, but otherwise creatures must use normal searching
  and trial-and-error methods of gaining access.
  Hold Animal
  D 3
  Range:
  180 feet
  -
  Duration:
  2d8 turns
  Functioning much like hold person, this spell will render any
  animal  creature  paralyzed.  Specifically,  this  means  non-
  magical living creatures of animal intelligence, including giant
  sized animals.  Targets of the spell are aware, and breathe
  normally, but cannot take any actions. A successful save vs.
  Spells will negate the effect. The spell may be cast at a single
  animal, which makes its save at -2, or at a group, in which
  case 1d4 of the animals 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 cannot
  swim and may drown.
  35      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Hold Giant
  C 3
  Range:
  180 feet
  MU 4, I 5
  Duration:
  2d8 turns
  Functioning much like hold person, this spell will render any
  living  (not  undead)  giant  humanoid  creature  paralyzed.
  Related near-giants are also subject to the spell (such as
  ogres, but otherwise as determined by the Game Master).
  Targets of the spell are aware, and breathe normally, but
  cannot take any actions, including speech. A successful save
  vs. Spells will negate the effect. The spell may be cast at a
  single giant, who makes his or her save at -2, or at a group,
  in which case 1d4 of the creatures in the group may be
  affected.
  Hold Monster
  -
  Range:
  180 feet
  MU 5, I 6
  Duration:
  2d8 turns
  Functioning as a stronger version of hold person, this spell
  will render any living creature paralyzed. Targets of the spell
  are  aware,  and  breathe  normally,  but  cannot  take  any
  actions. A successful save vs. Spells will negate the effect.
  The spell may be cast at a single creature, 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 cannot
  swim and may drown.
  Hold Person
  C 2
  Range:
  180 feet
  MU 3, I 4
  Duration:
  2d8 turns
  This spell will render any living (not undead) human, demi-
  human  or humanoid  creature paralyzed. Creatures larger
  than ogres will not be affected by this spell. Targets of the
  spell are aware, and breathe normally, but cannot take any
  actions, including speech. A successful save vs. Spells will
  negate the effect. The spell may be cast at a single person,
  who makes his or her 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 cannot
  swim and may drown.
  Hold Portal
  -
  Range:
  100 feet +10'/level
  MU 1
  Duration:
  1 round / level
  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
  C 7
  Range:
  30 foot radius
  -
  Duration:
  instantaneous
  This spell represents the single most powerful word of any
  cleric's purest faith. When uttered aloud, the cleric pulses
  with a blinding radiance and all enemies of the cleric within a
  30 foot radius that can hear him suffer 1d6 points of damage
  per level of the cleric. Because of the searing light emanating
  from him, each enemy within 30 feet that can see the cleric
  must make a save vs. Spells or be blinded. Creatures struck
  dead by this spell burst into a radiance similar to the cleric
  and fade into a pile of fine dust.
  Ice Knife
  -
  Range:
  self
  MU 1
  Duration:
  1 round / level
  This  draws  water  from  the  surrounding  environment  to
  create a large dagger of hardened ice in the caster's hand.
  The dagger causes 1d6 damage (plus Strength bonus if any),
  but the damage is treated as cold/frost. Against those with
  particular vulnerability to cold, such as creatures of fire or
  flame, the ice knife does double (2d6) damage. The wielder
  does not suffer any harm handling the cold dagger.
  The dagger may be passed along to another to wield, or
  even thrown as normal dagger. While it provides no actual
  bonus to hit, the dagger is treated as a magical weapon
  (equivalent  to  +1)  for  the  purposes  of  striking  some
  creatures. The daggers melts away to nothingness at the end
  of the spell duration.
  Ice Storm
  -
  Range:
  300 feet +30'/level
  MU 4
  Duration:
  1 round
  This spell causes great magical hailstones to pound down for
  1 full round, dealing 5d6 points of damage to every creature
  in a 20 foot radius around the target spot; a successful save
  vs. Spells will reduce damage by half. The ice storm fills a
  vertical  volume of 40 feet,  so  creatures higher  than  that
  distance  above  the  target  spot  are  unaffected.  A  -20%
  penalty  applies  to  each  Listen  roll  made  within  the  ice
  storm’s effect, and all land movement within its area is at half
  speed.  At  the  end  of  the  duration,  the  hail  disappears,
  leaving no aftereffects (other than the damage dealt). Any
  creature naturally resistant to cold takes half damage (or one-
  quarter damage if it makes its save).
  36      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Illusionary Wall
  -
  Range:
  60 feet
  I 3
  Duration:
  permanent
  This spell creates  the illusion  of a wall,  floor, ceiling,  or
  similar surface, covering up to a 10 foot square area, up to 1
  foot thick. The section of wall created appears absolutely real
  when  viewed,  but  physical  objects  can  pass  through  it
  without difficulty. When the spell is used to hide pits, traps,
  or normal doors, any detection abilities that do not require
  sight work normally. Touch or a probing search may reveal
  the true nature of the surface; the Game Master may either
  allow a save vs. Spells to detect the illusion, or if the probing
  attempt is well devised the GM may allow it to automatically
  succeed. In either case, such measures do not cause the
  illusion to disappear.
  Immunity to Normal Weapons
  -
  Range:
  touch
  MU 3
  Duration:
  5 rounds +1/level
  This  spell  temporarily  makes  the  target  immune to  non-
  magical weapons. Anyone under the protection of this spell
  is treated as an enchanted creature for the purpose of magic
  items  (for  instance,  a  Sword  +1,  +2  vs  Enchanted
  Creatures).
  Inscribe
  -
  Range:
  touch
  MU 0, I 0, N 0
  Duration:
  permanent
  This  cantrip  engraves  up  to  a  square  foot  of  writing  or
  drawing on almost any nonliving surface. It will not work on
  constructs, elementals, undead, or other animated materials.
  Insect Plague
  C 5
  Range:
  300 feet +30'/level
  -
  Duration:
  1 round / level
  This spell summons one swarm of locusts per three caster
  levels, to a maximum of six swarms at 18th level. See Insect
  Swarm in the Monsters section of the core rules for  the
  effects of a swarm. The swarms must be summoned so that
  each one is adjacent to at least one other swarm (that is, the
  swarms  must  fill  one  contiguous  area).  The  caster  may
  summon the locust swarms so that they share the area of
  other creatures. Each swarm attacks any creatures occupying
  its area. The swarms are stationary after being summoned.
  Invisibility
  -
  Range:
  touch
  MU 2, I 2, N 2
  Duration:
  special
  The creature or object touched becomes invisible, vanishing
  from sight, including Darkvision. If the recipient is a creature
  carrying  gear,  that  vanishes,  too.  If  the  spell  is  cast  on
  someone else, neither the caster nor his or her allies can see
  the subject, unless they can normally see invisible things or
  employ magic to do so.
  Items dropped or put down by an invisible creature become
  visible; items picked up disappear if tucked into the clothing
  or pouches worn by the creature. Light, however, never
  becomes invisible, although a source of light can become so
  (thus, the effect is that of a light with no visible source). Any
  part of an item that the subject carries but that extends more
  than 10 feet from it becomes visible. Of course, the subject is
  not  magically  silenced,  and  certain  other  conditions  can
  render  the  recipient  detectable  (such  as  stepping  in  a
  puddle).
  The spell ends if the subject attacks any creature or casts any
  spell. Actions (other than spellcasting) directed at unattended
  objects do not break the spell. Causing harm indirectly, such
  as setting a trap, is not an attack. The spell lasts at most 24
  hours.
  Invisibility 10' Radius
  -
  Range:
  touch
  MU 3, I 3
  Duration:
  1 round / level
  This  spell  functions  like  invisibility,  except  that  this  spell
  confers invisibility upon all creatures within 10 feet of the
  recipient touched. The center of the effect is mobile with the
  recipient.
  Those  affected  by  this  spell  can  see  each  other  and
  themselves  as  if  unaffected  by  the  spell.  Any  affected
  creature  moving  out  of  the  area  becomes  visible,  but
  creatures moving into the area after the spell is cast do not
  become  invisible.  Affected  creatures  (other  than  the
  recipient)  who  attack  negate  the  invisibility  only  for
  themselves.  If  the  spell  recipient  attacks,  the  invisibility
  sphere ends for all affected creatures.
  37      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Invisibility Improved
  -
  Range:
  touch
  I 4
  Duration:
  1 round / level
  This spell works exactly like  invisibility, except that it does
  not end if the subject attacks or casts a spell.
  Invisibility Mass
  -
  Range:
  240 feet
  MU 7, I 6, N 7
  Duration:
  special
  This spell bestows the effect of an invisibility spell on all
  creatures within a 30x30 foot area. Each subject will remain
  invisible until he or she attacks or casts a spell. A subject that
  leaves the original area of effect remains invisible.
  Invisible Stalker
  -
  Range:
  0
  MU 6
  Duration:
  special
  The caster summons an invisible stalker to do his or her
  bidding  (see  the  Monsters  section  of  the  core  rules,  for
  details). The spell persists until  dispel evil is cast on the
  creature, it is slain, or the task is fulfilled. The Game Master is
  advised to review the monster entry for the invisible stalker
  when this spell is used, as they may not always be reliable
  servants.
  Irritate
  -
  Range:
  10 feet
  MU 0, I 0, N 0, 
  Duration:
  instantaneous
  This cantrip forces another person to involuntarily blink, nod,
  itch, giggle, or some other small body motion in order to
  create a momentary distraction. It works well to disrupt spell
  casting or concentration, although the subject gets a save vs.
  Spells to resist.
  Jaunt
  -
  Range:
  30 feet +10'/level
  MU 2
  Duration:
  instantaneous
  Like  a  minor  dimension  door spell,  the  caster  instantly
  transfers himself to any spot within 30 feet plus 10 feet per
  caster level. The target site must be within view and must
  have a solid surface to land upon (or else the spell fails and is
  wasted). The jaunt affects only the caster and his personal
  equipment.  The  spell  cannot  bring  additional  creatures
  along.
  Knock
  -
  Range:
  30 feet
  MU 2, N 2
  Duration:
  special
  The knock spell opens stuck, barred, locked, held, or wizard
  locked doors. It opens secret doors, as well as locked or
  trick-opening boxes or chests. It also loosens 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
  re-lock 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.
  Knot*
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  instantaneous
  This minor spell may tightly knot or tangle a rope, string, or
  similar object in any knot the caster would be able to tie
  himself. Reversed, the Unknot spell may undo any knot the
  caster could unknot himself.
  The spell cannot be used offensively to bind, trip (shoelace
  trick), or otherwise directly affect another individual, except
  in the most indirect ways. For instance, it might be used to
  untie  a  purse  string,  causing  contents  to  spill  out  at  an
  inopportune time when the subject moves, but a rope could
  not be made to bind a subject's feet. The Game Master
  should decide what can be accomplished.
  Levitate
  -
  Range:
  touch
  MU 2
  Duration:
  1 turn / level
  Levitate allows the caster to move himself or herself, another
  creature, or an object up and down as desired. A creature
  must  be  willing  to  be  levitated,  and  an  object  must  be
  unattended or possessed by a willing creature. The caster
  can mentally direct the recipient to move up or down as
  much as 20 feet each round, by 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).
  A levitating creature that attacks with a weapon finds itself
  increasingly unstable; the first attack has a -1 attack penalty,
  the second -2, and so on, to a maximum penalty of -5. A full
  round spent stabilizing allows the creature to begin again at
  -1 penalty.
  38      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Light*
  C 1, D 1
  Range:
  120 feet
  MU 2, I 1, N 1
  Duration:
  6 turns +1/level
  This spell creates a light equal to torchlight which illuminates
  a  30  foot  radius  area  (and  provides  dim  light  for  an
  additional 20 feet) around the target location or object. The
  effect is immobile if cast into an area, but it can be cast on a
  movable object. Light taken into an area of magical darkness
  does not function.
  Reversed,  light  becomes  darkness,  creating  an  area  of
  darkness just as described above. This darkness blocks out
  Darkvision and negates mundane light sources.
  A light spell may be cast to counter and dispel the darkness
  spell of an equal or lower level caster (and vice versus).
  Doing so causes both spells to instantly cease, restoring the
  existing ambient light level.
  Either version of this spell may be used to blind an opponent
  by means of casting it on the target's ocular organs. The
  target is allowed a saving throw vs. Death Ray to avoid the
  effect, and if the save is made, the spell does not take effect
  at all. A light or darkness spell cast to blind does not have the
  given area of effect (that is, no light or darkness is shed
  around the victim).
  Lightning Bolt
  -
  Range:
  50 feet +10'/level
  MU 3
  Duration:
  instantaneous
  This spell releases a powerful stroke of electrical energy that
  deals 1d6 points of electricity damage per caster level to each
  creature within its area. A save vs. Spells for half damage is
  allowed. The bolt begins at the caster's fingertips and extends
  to the range given. The caster may choose to limit the range
  of  the  spell,  but  the  minimum  range is  60  feet.  As  the
  lightning  bolt  passes  through  an  area,  it  is  arcing  and
  jumping, so that while it is quite thin at any given point, for
  game purposes treat it as if it is 5 feet wide.
  The lightning bolt sets fire to combustibles and damages
  objects in its path. It can melt metals with a low melting
  point, such as lead, gold, copper, silver, or bronze. If the
  damage caused to an interposing barrier shatters or breaks
  through it, the bolt may continue beyond the barrier if the
  spell’s  range  permits;  otherwise,  it  may  reflect  from  the
  barrier back toward the caster, or in a random direction at
  the Game Master's option. Creatures already affected by the
  lightning bolt do not take additional damage if struck by the
  reflection of the bolt.
  Locate Corpse
  C 2
  Range:
  360 feet
  MU 2, N 1
  Duration:
  1 round / level
  This spell allows the caster to sense the direction of the
  closest corpse or remains of a type usable for spells such as
  animate  dead or  other  similar  spells.  Throughout  the
  duration, the caster need simply concentrate on the general
  type of corpse (animal, humanoid, large size, etc) and of
  applicable  state  (intact,  fresh,  skeletal,  etc).  The  nearest
  remains fitting the criteria is located if more than one is within
  range. Upon arrival at the location of the nearest corpse, the
  caster can again concentrate to locate another corpse, as
  long as the spell duration lasts. Specific remains belonging to
  a particular individual can be located with this spell, so long
  as the caster knew the individual personally during life. The
  spell  is  blocked  by  even  a  thin  sheet  of  lead  or  gold.
  Creatures (including undead), cannot be found by this spell.
  Locate Object
  C 3
  Range:
  360 feet
  MU 2, N 2
  Duration:
  1 round / level
  This spell allows the caster to sense the direction of a well-
  known or clearly visualized object. He or she can search for
  general items, in which case the nearest one of its kind is
  located if more than one is within range. The caster cannot
  specify a unique item unless he or she has observed that
  particular item firsthand (not through divination). The spell is
  blocked by even a thin sheet of lead or gold. Creatures
  cannot be found by this spell.
  Longevity
  -
  Range:
  self
  MU 7, N 7
  Duration:
  permanent
  This spell will halt the aging process in the caster for 1d4+1
  years. During this period, the caster's physical appearance
  and general health remain as they were at the time of the
  casting, as if he or she has not aged a day. Aging attacks,
  such as those from a ghost, subtract from the Longevity
  years first before actually aging the victim. Because of the
  momentous magical strain of this spell on the body and soul,
  a caster can only benefit from it once every 5 years. Casting
  this spell requires a bloodstone gem of at least 2,000gp in
  value, which is consumed.
  39      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Lower Water
  D 4
  Range:
  360 feet
  MU 6
  Duration:
  1 turn / level
  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.  Spells  is
  allowed, with success negating the effect. The spell has no
  effect on other creatures.
  Mage Hand
  -
  Range:
  40 feet or 10 feet
  MU 0, I 0, N 0
  Duration:
  1 turn
  A spectral hand is conjured, which may either move one
  pound of materials at a speed of 10 feet per round for 10
  rounds (at a maximum range of 40 feet), or give an object a
  powerful push about equal to the caster's strength at a range
  of ten feet.
  Alternatively,  the  caster  can  manipulate  small  and  light
  objects (about 1 pound) at up to 10 feet as if he or she was
  holding the object himself. Weapons cannot be so wielded,
  as they must be applied with force and precision that cannot
  be accomplished by this minor spell. Alchemists and wizards
  often use this for dangerous experiments to keep themselves
  safe at a small distance.
  Maggot Spray
  -
  Range:
  10 feet
  N 2
  Duration:
  1 round / level
  From the casters mouth sprays a stream of filth containing
  live flesh eating maggots affecting all within a 10 foot section
  immediately adjacent to and chosen by the caster. Those
  struck by the spray must save or be sickened for 2d6 rounds
  (see  stench, causing a penalty of -2 to their attacks). The
  maggots eat into the flesh causing 1d4 points of damage
  immediately and on subsequent rounds an additional 1d4
  damage per round for a number of rounds equal to the
  caster's level. Individuals may stop the damage by using an
  entire  round  to  brush  off  the  maggots  (no  movement,
  attacks, and loss of any dexterity or shield bonuses during
  this round). Those taking the time to brush off the maggots
  take  normal  damage  that  round.  Removing  the  maggots
  does not remove the sickening effect of those who failed that
  save.
  Magic Jar
  -
  Range:
  60 feet
  MU 5, N 5
  Duration:
  special
  By casting magic jar, the spell caster places his or her soul in
  a gem or large crystal within spell range (known as the magic
  jar), leaving the body lifeless. The caster may then attempt to
  take control of a nearby living creature within spell range,
  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's soul returns to his or her own body, leaving the
  receptacle empty. The magic jar must be within spell range
  and the caster must know where it is, though he or she does
  not need to be able to see it. When the caster transfers his or
  her soul upon casting, the caster's body is, as near as anyone
  can tell, dead, but does not undergo decay as a normal dead
  body would.  In  any case  where the  spell  ends with  the
  caster's body unoccupied by a spirit, that body  shall die
  immediately.
  Possession by means of this spell is blocked by  protection
  from evil or a similar ward. The subject is allowed a save vs.
  Spells to  resist.  Failure to  take  over  the  host leaves  the
  caster's life force in the magic jar, and that target creature is
  immune to further attempts for the duration of the spell. If
  the caster is successful, his or her life force occupies the host
  body, and the host’s life force is imprisoned in the magic jar.
  The caster keeps his or her Intelligence, Wisdom, Charisma,
  level, class, attack bonus, saving throws, and mental abilities
  (including spellcasting ability). The host retains its Strength,
  Dexterity, Constitution, hit points, and natural abilities. Extra
  limbs do not allow the caster to make more attacks than
  normal.  The  caster  does  not  have  access  to  any
  extraordinary or supernatural abilities of the body. 
  If the caster's spirit is in the magic jar, and the jar is broken
  (whether by dispel magic or physical damage) while the jar is
  in range of the caster's body, the caster's spirit returns to its
  body. Otherwise, the caster's spirit departs (the caster dies).
  In either case, the spell ends.
  If the caster's spirit is driven from the host body by dispel evil
  while the magic jar is in range of the host body, the caster's
  spirit returns to the jar, and the host's spirit returns to its
  body. The caster will not be able to possess the same host
  again for the remaining duration of the spell. If the magic jar
  is not in range of the host body, the caster's spirit departs, the
  host's spirit is freed from the jar (and departs), and the host's
  body dies.
  If the host's spirit is in the magic jar, and the jar is broken
  with the jar in range of the host's body, the caster's spirit
  departs, the host's spirit returns to its body, and the spell
  ends. Otherwise, the host's spirit departs, and the caster's
  spirit is stranded in the host body. Note here that the spell
  has not ended. Dispel evil can be used to drive the caster's
  spirit from the body, which departs, ending the spell.
  40      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Magic Mirror
  -
  Range:
  10 feet
  MU 4
  Duration:
  1 round / level
  Turns a reflective surface within range into a magic mirror
  through which the caster can view other creatures or areas.
  The caster must name the area or creature. The caster and
  any other creatures viewing the mirror will be able to see the
  images, but only the caster will hear sound from the viewing.
  Detection and vision spells can be cast into it, allowing the
  caster to  detect magic, see  invisible, etc in the area he is
  viewing.
  Magic Missile
  -
  Range:
  100 feet +10'/level
  MU 1
  Duration:
  instantaneous
  This spell causes a missile of magical energy to dart forth
  from the caster's fingertip and strike its target, dealing 1d6+1
  points of damage. The missile strikes unerringly, even if the
  target is in melee combat or has less than total cover or total
  concealment. Specific parts of a creature cannot be singled
  out. Inanimate objects are not damaged by the spell.
  For every three caster levels beyond 1st, an additional missile
  is fired (two at 4th level, three at 7th, four at 10th, and the
  maximum of five missiles at 13th level or higher). If the caster
  fires multiple missiles, he or she can target a single creature
  or several creatures. A single missile can strike only one
  creature.  Targets  must  be  designated  before  damage  is
  rolled.
  Magic Mouth
  -
  Range:
  30 feet
  MU 1, I 1
  Duration:
  special
  This  spell  imbues  the  chosen  non-living  object  with  an
  enchanted  mouth  that  suddenly  appears  and  speaks  its
  message  the  next  time  a  specified  event  occurs.  The
  message, which may be up to three words per caster level
  long, can be in any language known by the caster and can
  be delivered over a period of 10 minutes, at any volume
  from a whisper to a yell. The voice will resemble the caster's,
  but will not be identical. The mouth cannot use command
  words or activate magical effects. It does, however, move
  according to the words articulated; if it were placed upon a
  statue, the mouth of the statue would move and appear to
  speak. Of course, magic mouth can be placed upon a tree,
  rock, or any other object.
  The  spell  functions  when  specific  conditions  are  fulfilled
  according  to  the  caster's  command  as  set  in  the  spell.
  Commands can  be as general or as detailed as desired,
  although  only  visual  and  audible  triggers  can  be  used.
  Triggers react to what appears to be the case. Disguises and
  illusions can fool them. Normal darkness does not defeat a
  visual trigger, but magical darkness or invisibility does. Silent
  movement  or  magical  silence  defeats  audible  triggers.
  Audible triggers can be keyed to general types of noises or to
  a specific noise or spoken word. Actions can serve as triggers
  if  they  are  visible  or  audible.  A  magic  mouth  cannot
  distinguish level, hit dice, or class except by external garb.
  The range limit of a trigger is 10 feet per caster level, so a 6th
  level caster can command a magic mouth to respond to
  triggers as far as 60 feet away. Regardless of range, the
  mouth can respond only to visible or audible triggers and
  actions in line of sight or within hearing distance.
  Massmorph
  -
  Range:
  100 feet +10'/level
  MU 4, I 4
  Duration:
  1 hour / level
  With  this  spell  the  caster  causes  1d4+1  man-sized  (or
  smaller) creatures per four caster levels to appear as if they
  are natural effects of the terrain (for example, trees in a
  forest, stalagmites in a cave, coral underwater, boulders in a
  cavern, etc.). All creatures to be affected must be within a
  120 foot radius of the caster at the time the spell is cast. Only
  those creatures the caster wishes to hide are affected, and
  then only if they are willing to be concealed. The caster may
  include himself or herself among the affected creatures.
  Those  affected  are  thus  concealed  from  other  creatures
  passing through the area for so long as they remain still. If an
  affected creature chooses to move or attack, the illusion is
  dispelled  for  that  creature,  but  those  who  remain  still
  continue to be hidden. The caster may end the spell early if
  he or she wishes by speaking a single word. The illusion can
  also be ended by dispel magic.
  Maze
  -
  Range:
  60 feet
  I 6
  Duration:
  1 turn (see text)
  By means of this spell, the caster banishes the target creature
  into an extra-dimensional labyrinth. Once per round, the
  victim of this spell may attempt a save vs. spells to escape the
  labyrinth. If the victim does not escape, the maze disappears
  after 10 minutes, freeing the victim at that time.
  On  escaping  or  leaving  the  maze,  the  target  creature
  reappears where it had been when the maze spell was cast. If
  this location is filled with a solid object, the subject appears in
  the nearest open space. Spells and abilities that move a
  creature within a plane, such as teleport or dimension door,
  do not help a creature escape a maze spell. Minotaurs are
  not affected by this spell.
  41      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Meal Blessing
  C 0, D 0
  Range:
  touch
  -
  Duration:
  permanent
  The caster shares a short prayer before a meal to give the
  diners a blessing. Anyone who eats of the meal within 1 turn
  heals 1 hit point, up to a maximum of 4 participants per level
  of the caster. The meal must be specially prepared according
  to the religious requirements of the caster's deity (not just a
  round of camp rations).
  Mend
  C 0, D 0
  Range:
  touch
  -
  Duration:
  permanent
  The caster mends or repairs a single break, dent, hole, or
  similar minor repairs to a single object. Repair is permanent
  but the object is not immune to subsequent damages.
  Message
  D 2
  Range:
  touch
  MU 2
  Duration:
  1 turn / level
  When this spell is cast, the caster can whisper messages and
  receive replies with little chance of being overheard. When
  the spell is cast, the caster  chooses each creature to  be
  included in the spell effect (up to one creature per level).
  When the caster whispers, the whispered message travels in
  a straight line and is audible to all of the involved creatures
  within  30 feet, plus 10 feet per level of the caster. The
  creatures who receive the message can whisper a reply that
  is heard by the spell caster. Note that there must be an
  unobstructed path between the caster and the recipients.
  The message must be in a language the caster speaks; this
  spell  does  not  by  itself  confer  understanding  upon  the
  recipients. This spell is most often used to conduct quick and
  private conferences when the caster does not wish to be
  overheard.
  Major Warding
  -
  Range:
  touch
  MU 4, N 4
  Duration:
  special
  This spell cloaks an object of less than 10 cubic feet with an
  invisible aura of harmful energy. Thereafter, the first creature
  touching the object sets off the ward, receiving 6d6 points of
  damage to living creatures or 3d6 to non-living creatures
  such as undead, elementals or golems (as Minor Warding).
  No saving throw is allowed to avoid the damage. The object
  is unaffected by the discharge of the major ward. The caster
  is free to handle the object at will. The maximum duration of
  the spell is 1 hour per level of the caster.
  Minor Warding
  -
  Range:
  touch
  MU 2, N 2
  Duration:
  special
  This spell cloaks an object of less than 10 cubic feet with an
  invisible aura of harmful energy. Thereafter, the first living
  creature touching the object sets off the ward, receiving 3d6
  points of damage. No saving throw is allowed to avoid the
  damage. The object is unaffected by the discharge of the
  minor ward.
  Non-living creatures, such as undead or golems, will not set
  off a minor ward. The caster is free to handle the object at
  will. The maximum duration of the spell is 1 hour per level of
  the caster.
  Mirror Image
  -
  Range:
  self
  MU 2, I 1
  Duration:
  1 turn / level
  This spell creates several illusory duplicates of the caster. The
  images move through each other as well as the real caster
  more  or  less  constantly,  making  it  impossible  for  most
  creatures to determine which is real. A total of 1d4 images
  plus  one  image  per  three  caster  levels  (maximum  eight
  images total) are created. These figments separate from the
  caster  and  remain  in  a  cluster  around  him  or  her.  The
  figments mimic the caster's actions, pretending to cast spells,
  drink potions, levitate, and so on, just as the caster does.
  Figments always look exactly like the caster.
  Enemies attempting to attack or cast spells upon the caster
  will always hit a figment instead. Any attack against an image
  destroys  it,  whether  the  attack  roll  is  successful  or  not;
  likewise, attack spells cast directly upon a figment will destroy
  it, with no saving throw allowed. Area-effect spells are not
  cast directly  on the caster, and thus appear to  affect  all
  figments exactly as they affect the caster; for instance, if the
  caster is subjected to a fireball, all figments will appear to be
  injured just as the caster was.
  42      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Mislead
  -
  Range:
  10 feet
  I 5
  Duration:
  special
  The caster becomes invisible (as if by means of improved
  invisibility) and at the same time an illusory double of him or
  her appears (as if by means of spectral force). The caster is
  then free to go elsewhere while his or her double moves
  away.  The  double  appears  within  the  given  range,  but
  thereafter  moves  as  the  caster  directs  it  (which  requires
  concentration).  The  double  may  be  controlled  at  any
  distance from the caster, so long as the caster remains able to
  see it.
  The  caster  can  make  the  double  appear  superimposed
  perfectly over his or her body so that observers don’t notice
  an image appearing when  the caster turns invisible. The
  caster and the double can then move in different directions.
  The double moves at the caster's speed and can talk and
  gesture as if it were real, but it cannot attack or cast spells,
  though it can pretend to do so.
  The illusory double lasts as long as the caster concentrates
  upon it, plus 3 additional rounds. After the caster ceases
  concentration, the illusory double continues to carry out the
  same  activity  until  the  duration  expires.  The  improved
  invisibility lasts for 1 round per caster level, regardless of
  concentration.
  Mount
  -
  Range:
  30 feet
  MU 1
  Duration:
  2 hours +1hr/level
  A normal mount is called to serve the caster. The mount
  serves willingly and loyally for the duration, disappearing at
  the end of the spell duration or until slain. The type of mount
  depends on the level of the caster (below), but caster can
  choose any lesser mounts at his or her option. No gear
  accompanies  the  mount  unless  the  caster  chooses  to
  summon a mount at least one category less than is possible.
  The summoned mount has average statistics (4½ hp per hd),
  but each category of lesser mount will increase this average
  by  1  hp  per  die.  For  example,  a  13th level  caster  can
  summon a Warhorse with saddle and having 6½ hp per die.
  The typical summoned mounts are:
  • 1st Level: Riding Horse.
  • 4th Level: Draft or War Horse
  • 8th Level: Camel
  • 13th Level: Elephant (with howdah at 15th)
  • 15th Level: Griffon (with saddle at 18th)
  • each lesser type chosen may have saddle and better
  than average statistics.
  The Game Master may allow for other mounts when in an
  appropriate  setting.  For  instance,  in  a  mountainous
  environment, a dwarven riding ram might be summoned
  instead. The GM will decide when such is possible and any
  particulars of such alternate summonings.
  Mummify
  -
  Range:
  touch
  N 5
  Duration:
  permanent
  After careful ceremonial preparations lasting five days, and
  the application of many rare and expensive unguents, the
  caster is able to call back the spirit of the dead to reanimate
  its corpse as a mummy. Mummies so created are of the
  standard sort (see monster entry). Mummies do not count
  against the normal limits of controllable undead (per Animate
  Dead  spell), but the caster can  maintain  control over  as
  many Hit Dice of Mummies as his own level.
  Mummies do not travel well, being slow and quickly wear
  down taking damage on long journeys. They make better
  guardians  for  the  animator's  lair.  Preparations  for
  mummification cost 100gp per hit die (500gp per Mummy).
  A separate casting of the spell is necessary for each Mummy
  created. It might be possible to create a mummy from a large
  humanoid such as a giant, however the costs associated with
  preparation increase dramatically to 5000gp per Hit Die of
  the final product. More powerful mummies, such as those
  with intact class-based powers, are generally created through
  the use of the Undeath spell. 
  43      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Negate Stench*
  -
  Range:
  touch
  N 0
  Duration:
  1 round / level
  Removes  scent  from  one  creature  (or  corpse),  including
  ghouls or ghasts (save to resist effect). Lasts 1 round per
  level. Reversed, the relevant scent is made more potent,
  increasing save difficulty by 2 points when applicable.
  Neutralize Poison*
  C 4, D 5
  Range:
  touch
  -
  Duration:
  instantaneous
  This spell detoxifies any sort of venom in the creature or
  object touched. A poisoned creature suffers no additional
  effects  from the poison; if cast upon a creature slain by
  poison in the last 10 rounds, the creature is revived with 1 hit
  point. If cast upon a poisonous object (weapon, trap,  etc.)
  the poison is rendered permanently ineffective.
  Reversed, this spell becomes poison. The caster must make a
  successful attack roll; if the attack is a success, the target must
  save vs. Poison or die. The caster's touch remains poisonous
  for 1 round per level of ability, or until discharged (only one
  creature can be affected by the reversed spell).
  Obscurement
  -
  Range:
  100 feet +10'/level
  I 2
  Duration:
  10 minutes / level
  A bank of fog, up to a cube 20x20x20 foot in volume,
  billows out from the point the caster designates. The cloud
  moves at a rate of 10 feet per round under the control of the
  caster (so long as he or she concentrates on it). The fog
  obscures all sight, including Darkvision, beyond 5 feet. Thus,
  beyond 5 feet, all creatures will be effectively blind.
  The cloud persists for the entire duration even if the caster
  ceases to concentrate upon it, but a moderate wind (11+
  mph) disperses the fog in 4 rounds and a strong wind (21+
  mph) disperses it in 1 round. This spell does not function
  underwater.
  Open/Close
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  instantaneous
  A single, normal, unlocked door, window or similar device
  can be opened or closed by use of this minor spell. It cannot
  be made to close upon another being or otherwise be used
  offensively except in the most indirect ways (such as closing
  a portal before a being gets to pass). The magic of this minor
  spell is not strong enough to hold or otherwise keep a being
  from manipulating the portal or device.
  Pacifism
  -
  Range:
  touch
  MU 5
  Duration:
  special
  This spell misleads a creature with an intelligence lower than
  14 to have a change in heart. They are lead to believe that
  the fight is useless and could be resolved peacefully. They
  put there arms down and roll morale for all the creatures in
  the encounter and if the creatures pass morale they continue
  fighting, if they fail they follow the creature that was targeted.
  This will last for 1d6 rounds. Every 3 levels after 5th add 1d6
  to the number of rounds the effect lasts.
  Part Water
  D 6
  Range:
  60 feet
  -
  Duration:
  1 turn / level
  This spell, when cast on a body of water, causes it to part.
  This exposes a path that can be traversed as if it where dry
  land. Note that this spell does not change the topography of
  the bottom of the body of water, so the terrain my still be
  difficult to cross. The caster is able to affect a body of water
  up to 5 feet/caster level. The caster may dismiss this spell at
  any time.
  Passwall
  -
  Range:
  30 feet
  MU 5, N 5
  Duration:
  3 turns
  Passwall creates a passage through wooden, plaster, or stone
  walls, but not through metal or other harder materials. The
  passage is up to 10 feet deep plus an additional 10 feet deep
  per three caster levels above 9th (20 feet at 12th, 30 feet deep
  at 15th, 40 feet deep at 18th). If the wall’s thickness is more
  than the depth of the passage created, then a single passwall
  simply makes a niche or short tunnel. Several passwall spells
  can then form a continuing passage to breach very thick
  walls. When passwall ends (due to duration, dispel magic, or
  caster's choice), creatures within the passage are ejected out
  the nearest exit.
  Pass Tree
  D 6
  Range:
  touch
  -
  Duration:
  instantaneous
  This spell allows the caster and up to two others to teleport
  between any two living trees on the same plane. The caster
  chooses a general location or a specific tree. The caster must
  have personal knowledge of the specific tree or general area
  that is the target destination.
  44      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Pass Without Trace
  D 1
  Range:
  touch
  -
  Duration:
  1 hour / level
  This spell permits up to one creature per caster  level to
  move through any type of terrain, leaving neither footprints
  nor scent. Tracking the subjects by non-magical means is
  thus rendered impossible by mundane means.
  Permanent Illusion
  -
  Range:
  180 feet
  I 6
  Duration:
  permanent
  This spell functions much like  advanced illusion (which is
  based upon spectral force and phantasmal force), except that
  the  spell  is permanent.  The “script”  for  this spell  simply
  repeats endlessly.
  Phantasmal Force
  -
  Range:
  180 feet
  MU 2, I 2
  Duration:
  concentration
  This spell creates the visual illusion of an object, creature, or
  force, as visualized by the caster, up to a maximum size of a
  20 foot cube (20x20x20 feet). The illusion does not create
  sound, smell, texture, or temperature. The caster can move
  the image within the limits of the size of the effect. The image
  persists so long as the caster concentrates upon it.
  If used to create the illusion of one or more creatures, they
  will have an Armor Class of 11 and will disappear if hit in
  combat. If used to simulate an attack spell, a successful save
  vs. Spells will allow victims to avoid all damage. Damage
  done by monsters, spells, etc. simulated by this spell is not
  real;  those  “killed”  or  otherwise  apparently  disabled  will
  wake up uninjured (at least from this spell) after 2d8 rounds.
  The illusory damage done will be equivalent to the normal
  damage for any attack form simulated.
  Phantom Armor
  -
  Range:
  touch / self
  I 1
  Duration:
  6 hours (special)
  This spell covers the person touched (or caster) in a suit of
  quasi-real armor. While it is made of the stuff of illusion and
  shadow, it provides protection equal to plate mail (AC 17).
  The phantom armor does not incur any encumbrance, nor
  affect movement or spell casting ability in any way. Other
  than a shield, it cannot be combined with any other armor or
  magical protections (not even bracers of defense or rings of
  protection). The phantom armor can be negated by disbelief,
  dispel magic, dispel illusion, or similar effects.
  While active, the armor will absorb 1 point of damage per
  level of the caster before disappearing, with any remaining
  damage  being  applied  normally.  The  spell  will  last  a
  maximum of 6 hours regardless of the amount of damage
  absorbed.
  Phantom Messenger
  -
  Range:
  special
  I 3
  Duration:
  special
  When  this  spell  is  cast,  it  creates  a  quasi-real,  birdlike
  creature. It may appear as a small hawk/falcon or as a large
  dove, and may be any shade of gray from nearly white to
  nearly black. It does not fight, but all normal animals shun it
  and only monstrous ones will attack. The messenger has an
  Armor Class of 18 and 2 hit points, plus 1 per level of the
  caster.  If  it  loses  all  of  its  hit  points,  the  Messenger
  disappears.
  The Messenger flies at a movement rate of 120 feet per
  round. It can bear up to one ounce per five full levels of the
  caster (one ounce up to level 9, two ounces up to level 14,
  three ounces from levels 15 through 19, four ounces at level
  20).
  When  created,  the  Messenger  must  be  given  a  specific
  destination, which can be any location on the same plane of
  existence to which the caster has been at least once (even if
  he or she was lost at the time). After the caster attaches any
  message or small item(s) to the legs of the bird, he or she
  releases it, and it flies without error to the specified location.
  The caster may additionally visualize a specific person, whom
  the Messenger will seek out near the target location. Note
  that this does not allow location of a person; the Messenger
  will fly around the target area looking for the target creature.
  The Messenger will travel at its maximum movement from
  the caster to the target location. Distance is no object; the
  Messenger will continue indefinitely until the target area is
  reached. If a target creature was specified, the Messenger will
  then fly around up to one day per level of the caster looking,
  until the target creature is found; otherwise the Messenger
  will immediately land in the target area. After it lands the
  Messenger will wait patiently for the message or item(s) to be
  removed, and then disappear in a faint puff of smoke. If the
  item(s)  or  message  are  not  removed  immediately  the
  Messenger will disappear anyway after waiting one round per
  level of the caster, dropping the items on the spot; this will
  also happen if a target creature is specified and cannot be
  found (the Messenger will land first before this happens so as
  not to drop any carried objects a great distance).
  45      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Phantom Steed
  -
  Range:
  touch
  I 3
  Duration:
  1 hour / level
  The  caster  conjures  a  quasi-real  horse-like  creature.  The
  steed can be ridden only by the caster or by the one person
  for whom he specifically  created the mount. A phantom
  steed has a black head and body, gray mane and tail, and
  smoke-colored, insubstantial hooves that make no sound. It
  has what seems to be a saddle, bit, and bridle. It does not
  fight, but animals shun it and refuse to attack it.
  The mount has an AC of 18 and 12 hit points. If it loses all
  its hit points, the phantom steed disappears. A phantom
  steed has a speed of 10 feet per caster level, to a maximum
  of 120 feet. It can bear its rider’s weight and what he or she
  carries (the steed cannot carry saddlebags or the like).
  These  mounts  gain  additional  powers  according  to  the
  caster's level:
  8th level: Ability to ride over sandy, muddy, or even
  swampy ground  without difficulty  or  decrease  in
  speed.
  10th level: Ability to pass over water as if it were firm,
  dry ground.
  12th level: Ability to travel in the air as if it were firm
  land instead, so chasms and the like can be crossed
  without benefit of a bridge. Note that the mount can
  not casually take off and fly.
  14th level: Ability to fly as if it were a pegasus.
  A mount’s abilities include those of mounts of lower caster
  levels; for example, a phantom steed created by a 13th level
  caster can pass over water, sand, or mud as well as cross
  chasms.
  Phase Door
  -
  Range:
  touch
  MU 3, I 5, N 4
  Duration:
  1 usage / 2 levels
  This spell creates a magical passage through a wall, the floor,
  the ceiling or even through a section of ground. The phase
  door is invisible and inaccessible to all creatures except the
  caster, who is the only one that can use the passage. The
  passage is 10 foot deep plus another 5 feet for every three
  caster levels. The caster disappears when entering the phase
  door and appears when he or she exits. If desired, the caster
  can take one other creature through the door. This counts as
  two uses of the door. The door does not allow light, sound,
  or spell effects through it, nor it is possible to see through it
  without using it. 
  A  phase  door  is  subject  to  dispel  magic,  but  only  from
  someone who is of higher level than the caster. If anyone is
  within  the  passage  when  it  is  dispelled,  he  or  she  is
  harmlessly ejected (determine random direction). 
  It is possible to allow other creatures to use the phase door
  by  setting  some  triggering  condition  for  the  door.  Such
  conditions can be as simple or elaborate as desired. They
  can be based on a creature’s name or identity, but otherwise
  must be based on observable actions or qualities. Intangibles
  such as level, class, Hit Dice, and hit points do not qualify.
  Plant Growth
  D 3
  Range:
  special
  -
  Duration:
  permanent
  This spell causes normal vegetation (grasses, briars, bushes,
  creepers, thistles, trees, vines) within 400 feet + 40 feet per
  caster  level  to  become  thick  and  overgrown.  The plants
  entwine to form a thicket or jungle that creatures must hack
  or force a way through. Speed drops to 5 feet, or 10 feet for
  Large or larger creatures. The area must have brush and
  trees in it for this spell to take effect.  An area up to 100 foot
  radius may be thus altered. Also, the caster may specify an
  area (a path, a clearing, etc.) within the given area of effect
  which is not so affected.
  This spell has no effect on plant creatures, that is, any self-
  willed and/or animated plant.
  Polymorph Other
  -
  Range:
  30 feet
  MU 4
  Duration:
  permanent
  This spell allows the caster to change one target into another
  form of living creature. The assumed form cannot have more
  hit dice than caster’s level, or be incorporeal or gaseous.
  Unlike polymorph self, the transformed target also gains the
  behavioral and mental traits, any physical attacks, special,
  supernatural or spell-like abilities of the new form, in addition
  to the physical capabilities and statistics of such. If the new
  form  is  substantially  less  intelligent,  the  target  may  not
  remember its former life.
  The target creature will have the same number of hit points it
  previously  had,  regardless  of  the  hit  dice  of  the  form
  assumed. Incorporeal or gaseous creatures are immune to
  this spell, as noted above. A creature with shape changing
  abilities such as a doppelganger can revert to its natural form
  in one round.
  Unwilling targets that successfully save against Polymorph
  are not affected. The spell is permanent until dispelled or the
  creature is slain, at which time the target reverts to his or her
  original form.
  46      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Polymorph Self
  -
  Range:
  self
  MU 4
  Duration:
  1 hour / level
  This spell allows the caster to change into another form of
  living creature. The assumed form cannot have more hit dice
  than  the  caster's  level.  The  caster  can’t  assume  an
  incorporeal or gaseous form. If slain, the caster reverts to his
  or her original form.
  The caster gains the physical capabilities and statistics of the
  new form but retains his or her own mental abilities. He or
  she also gains all physical attacks possessed by the form but
  does not gain any special, supernatural or spell-like abilities.
  Dragon breath is a special ability, for instance, so were the
  caster to assume the form of a dragon he or she could use
  the dragon's normal claw, bite, and tail swipe attacks, but not
  the dragon's breath.
  The caster can remain transformed up to one hour per level
  of ability, or may choose to end the spell whenever he or she
  desires (up to one hour per level, of course).
  Power Word Stun
  -
  Range:
  120 feet
  MU 7, N 7
  Duration:
  variable
  The caster utters a single word of power that instantly causes
  one  creature  of  his  or  her  choice  to  become  stunned,
  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 currently has 71 or more hit points is
  unaffected by power word stun. If the target has between 36
  and 70 hit points the duration is 1d6 rounds. If the target has
  35 hit points or less the duration is 2d6 turns.
  Predict Weather
  C 0, D 0
  Range:
  self
  -
  Duration:
  instantaneous
  With this orison the caster acquires some insight into the
  general weather to be expected over the next 24 hours for
  the location the caster is in at the time of casting. The orison
  cannot account for magical changes in weather from spells,
  magical beings, or other fantastic alterations from the normal
  patterns of weather.
  Produce Flame/Cold
  D 2
  Range:
  self (and special)
  -
  Duration:
  1 minute / level
  Flames as bright as a torch appear in your open hand. The
  flames harm neither you nor your equipment. Alternatively,
  a bluish, cold aura may be produced (also produces light
  bright as torch-light). Neither variation of the spell functions
  underwater.
  In addition to providing illumination, the flames or cold aura
  can be hurled or used in melee against enemies. You can
  touch an opponent in melee (with a +4 bonus to hit), dealing
  fire or cold damage respectively equal to 1d6 +1 point per
  caster level (maximum +10). Alternatively, you can hurl the
  flames or cold aura up to 120 feet as a thrown weapon.
  When doing so, you attack with a ranged attack (with no
  range penalty and likewise with an additional +4 bonus to
  hit), dealing the same damage as with the melee attack. No
  sooner  do  you  hurl  the  flames  or  cold  aura,  the  effect
  reappears  upon  your  hand.  Flames/cold  will  ignite/freeze
  materials  as  the  Game  Master  deems  appropriate.  Each
  attack  you  make  reduces  the  remaining  duration  by  1
  minute. If an attack reduces the remaining duration to 0
  minutes or less, the spell ends after the attack resolves. 
  Note:  the  +4  bonus to  hit is a result of only having to
  “touch” the target with the spell effect.
  Programmed Illusion
  -
  Range:
  180 feet
  I 5
  Duration:
  special
  This spell functions like  advanced illusion, except that this
  spell activates when a specific condition occurs. The caster
  sets  the  triggering  condition  when  casting  the  spell.  The
  event that triggers the illusion can be as general or as specific
  and detailed as desired, but must be based on an audible,
  tactile,  olfactory,  or  visual  trigger.  The  trigger  cannot  be
  based on some quality not normally obvious to the senses,
  such as religious belief or magical ability. For example, the
  spell could be set to trigger when a character wearing robes
  and a pointed hat enters an area, but not when a Magic-User
  enters the area. 
  The spell remains ready indefinitely. When triggered, the
  spell will last at most 1 round per caster level.
  Projected Image
  -
  Range:
  240 feet
  MU 6, I 5, N 6
  Duration:
  6 turns
  This spell creates a quasi-real, illusory version of the caster.
  The intangible projected image looks, sounds, and smells like
  the caster, in addition to mimicking gestures and actions
  (including speech). Any further spells cast seem to originate
  from  the  illusion,  not  the  actual  caster.  A  line  of  sight
  between  the  caster  and  his  or  her  illusory  self  must  be
  maintained or the spell ends.  Dimension  door,  teleport, or
  any similar spell  that breaks the line of sight dispels the
  image, as does the illusionary caster being struck in combat.
  Note that this spell grants no special sensory powers to the
  caster; for example, if the illusory self is positioned so as to
  be able to see something the caster can't directly see, the
  caster does not see it. Also, all spell ranges are still figured
  from  the  caster's  actual  position,  not  the  illusory  self's
  position.
  47      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Protection from Evil*
  C 1
  Range:
  touch
  MU 1
  Duration:
  1 turn / level
  This spell wards a creature from attacks by evil creatures,
  from  mental  control,  and  from  summoned  creatures.  It
  creates a magical barrier around the subject at a distance of 1
  foot. The barrier moves with the subject and has three major
  effects.
  First, the subject gains a +2 bonus to AC and a +2 bonus on
  saves. Both these bonuses apply against attacks made or
  effects created by evil creatures. Note that the definition of
  “evil” is left to the individual GM to decide.
  Second,  the  barrier  blocks  any  attempt  to  possess  the
  warded creature (by a magic jar attack, for example) or to
  exercise mental control over the creature (including charm
  spells  or  effects).  The  protection  does  not  prevent  such
  effects  from  targeting  the  protected  creature,  but  it
  suppresses the effect for the duration of the protection from
  evil effect. If the protection from evil effect ends before the
  effect granting control does, the would-be controller would
  then be able to command the controlled creature. Likewise,
  the barrier keeps out a possessing life force but does not
  expel one if it is in place before the spell is cast.
  Third,  the  spell  prevents  bodily  contact  by  summoned
  creatures (regardless of whether they are “evil” or not). This
  causes the natural weapon attacks of such creatures to fail
  and the creatures to recoil if such attacks require touching
  the  warded  creature.  The  protection  against  contact  by
  summoned creatures ends if the warded creature makes an
  attack against or tries to force the barrier against the blocked
  creature.
  Reversed,  this  spell  becomes  protection  from  good.  It
  functions in all ways as described above, save that “good”
  creatures are kept away, rather than “evil” creatures.
  Protection from Evil* 10' rad.
  C 4
  Range:
  touch
  MU 3
  Duration:
  1 turn / level
  This spell functions exactly as protection from evil, but with a
  10 foot radius rather than a 1 foot radius. All within the
  radius receive the protection; those who leave and then re-
  enter,  or  who  enter  after  the  spell  is  cast,  receive  the
  protection as well.
  Reversed, this spell becomes protection from good 10' radius
  and functions exactly as the reversed form of protection from
  evil, except that it covers a 10 foot radius around the target
  rather than the normal 1 foot radius.
  Protection from Fire
  D 3
  Range:
  touch
  -
  Duration:
  special
  If  the  caster  touches  himself  or  herself,  this  spell  grants
  temporary immunity to fire (normal and magic). When the
  spell  absorbs  12  points  per  caster  level  of  magical  fire
  damage, it is discharged. Otherwise the spell lasts for 10
  minutes per caster level.
  If the spell is cast upon another creature than the caster,
  protection from  fire grants  temporary  immunity  against
  normal fire. The spell also offers a +4 bonus to saving throws
  against magical fire and if the save is successful, the creature
  suffers no damage (and only 25% if the save fails). This
  version of the spell lasts for 10 minutes per caster level.
  Protection from Lightning
  D 4
  Range:
  touch
  -
  Duration:
  special
  This spell functions exactly like protection from fire, except
  that that it protects against any sort of electrical or lightning
  damage.
  Protection from Normal Missiles
  -
  Range:
  self
  MU 3
  Duration:
  1 turn / level
  The caster is completely protected from small sized, non-
  magical  missile  attacks.  Therefore,  magic  arrows,  hurled
  boulders, or other such are not blocked, but any number of
  normal arrows, sling bullets, crossbow bolts, thrown daggers,
  etc. will be fended off. Note that normal missiles projected by
  magic bows count as magical missiles for the purposes of this
  spell.
  48      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Protection from Undead*
  -
  Range:
  touch
  N 1
  Duration:
  1 turn / level
  This spell works almost identically to the protection from evil
  spell  by  warding  a  creature  from  attacks  by  undead
  creatures,  from  mental  control,  and  from  summoned
  creatures  regardless  of  any  moral  or  ethical  leanings.  It
  creates a magical barrier around the subject at a distance of 1
  foot. The barrier moves with the subject and has three major
  effects.
  First, the subject gains a +2 bonus to AC and a +2 bonus on
  saves. Both these bonuses apply against attacks made or
  effects created by undead creatures or beings that the Game
  Master  decides  have  a  strong  connection  with  death  or
  undead.
  Second,  the  barrier  blocks  any  attempt  to  possess  the
  warded creature (by a magic jar attack, for example) or to
  exercise mental control over the creature (including charm
  spells  or  effects).  The  protection  does  not  prevent  such
  effects  from  targeting  the  protected  creature,  but  it
  suppresses the effect for the duration of the protection from
  evil effect. If the protection from undead effect ends before
  the  effect  granting  control  does,  the  would-be  controller
  would then be able to command the controlled creature.
  Likewise, the barrier keeps out a possessing life force but
  does not expel one if it is in place before the spell is cast.
  Third,  the  spell  prevents  bodily  contact  by  summoned
  creatures (regardless of whether they are undead or not).
  This causes the natural weapon attacks of such creatures to
  fail and the creatures to recoil if such attacks require touching
  the  warded  creature.  The  protection  against  contact  by
  summoned creatures ends if the warded creature makes an
  attack against or tries to force the barrier against the blocked
  creature.
  Reversed, this spell becomes quite potent as protection from
  living. It functions in all ways as described above, save that
  “living”  creatures  are  kept  away,  rather  than  dead  or
  “undead”  creatures.  Creatures  such  as  animate  objects,
  golems,  elementals,  or  other  non-living  beings  (in  the
  traditional sense) are unaffected by either version.
  Necromancers often use both versions of the spell having to
  protect themselves from threats by both the living population
  as well as powerful undead that may try to command the
  Necromancer such as ghosts or vampires.
  Protection from Undead* 10' rad.
  -
  Range:
  touch
  N 3
  Duration:
  1 turn / level
  This spell functions exactly as protection from undead, but
  with a 10 foot radius rather than a 1 foot radius. All within
  the radius receive the protection; those who leave and then
  re-enter, or who enter after the spell is cast, receive the
  protection as well.
  Reversed, this spell becomes protection from living 10 foot
  radius,  and  functions  exactly  as  the  reversed  form  of
  protection  from undead,  except that  it  covers a 10  foot
  radius around the target rather than the normal 1 foot radius.
  Purify Food and Water
  C 1, D 1
  Range:
  10 feet
  -
  Duration:
  instantaneous
  This spell makes spoiled, rotten, poisonous, or otherwise
  contaminated food and water pure and suitable for eating
  and drinking. While permanent, this spell does not prevent
  subsequent natural  decay  or  spoilage.  Unholy  water  and
  similar food and drink of significance is spoiled by purify food
  and drink, but the spell has no effect on creatures of any
  type nor upon magic potions.
  Quest*
  C 5
  Range:
  5 feet / level
  -
  Duration:
  special
  Quest places a magical command on a creature to carry out
  some service or to refrain from some action or course of
  activity, as desired by the caster. The target creature must be
  able to understand the caster for this spell to take effect.
  While  a  quest  cannot  compel  a  creature  to  kill  itself  or
  perform acts that would result in certain death, it can cause
  almost any other course of activity.
  A saving throw vs. Spells will allow an unwilling target to
  resist a quest when it is first cast. However, the target may
  choose to accept the quest, typically as part of a bargain with
  the caster to perform some service.
  The affected creature must follow the given instructions until
  the quest is completed, no matter how long it takes. If the
  instructions involve some open-ended task that the recipient
  cannot complete through his own actions the spell remains in
  effect for a maximum of one day per caster level. A clever
  recipient  can  subvert  some  instructions.  If  the  subject  is
  prevented from obeying the quest for 24 hours, it takes 3d6
  points of damage each day.
  A quest (and all effects thereof) can be ended by a remove
  curse spell from a caster two or more levels higher than the
  caster of the quest, or by a wish, or by the reverse of this
  spell. Dispel magic does not affect a quest spell.
  49      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Raise Dead*
  C 5
  Range:
  touch
  -
  Duration:
  instantaneous
  This spell restores life to a deceased human, demi-human or
  humanoid. The caster can raise a creature that has been
  dead for no longer than one day per caster level. In addition,
  the subject’s soul must be free and willing to return. If the
  subject’s soul is not willing to return, the spell does not work.
  A creature which has become undead cannot be raised by
  this spell. Constructs and elementals cannot be raised. The
  spell cannot bring back a creature that has died of old age.
  Coming back from the dead is an ordeal. The subject of the
  spell  loses  one  level  (or  1  hit  die)  when  it  is  raised,
  permanently (it does not accrue a negative level, but rather
  loses an actual level, being reduced to the minimum number
  of experience points required for the previous level). If the
  subject is 1st level, it loses 1 point of Constitution instead (if
  this would reduce its Constitution to 0 or less, it can’t be
  raised). This level, hit dice, or Constitution loss cannot be
  repaired by any means, though of course the character may
  gain levels and hit dice in the normal fashion.
  A raised creature has a number of hit points equal to its
  current  hit  dice.  Normal  poison  and  normal  disease  are
  cured  in  the  process  of  raising  the  subject,  but  magical
  diseases and curses are not undone. While the spell closes
  mortal wounds and repairs lethal damage of most kinds, the
  body of the creature to be raised must be whole. Otherwise,
  missing parts are still missing when the creature is brought
  back  to  life.  None  of  the  dead  creature’s  equipment  or
  possessions are affected in any way by this spell. Also note, a
  character who died with spells prepared has none prepared
  upon being raised.
  The reverse of this spell, slay living, will kill instantly the
  creature touched  (which may be of any sort, not just a
  human, demi-human or humanoid) unless a save vs. Spells
  is made. If the saving throw is successful, 2d6 damage is
  dealt to the victim instead. An attack roll is required to apply
  this spell in combat.
  Raise Shade
  Range:
  touch
  I 7
  Duration:
  instantaneous
  Similar  to  reincarnation,  the  caster  brings  back  a  dead
  character (or humanoid creature) in a shadowy semblance of
  its former self, provided that its death occurred no more than
  one week before the casting of the spell and the subject’s
  soul is free and willing to return. If the subject’s soul is not
  willing to return, the spell does not work.
  Since the dead character is returning in the form of shadow-
  stuff,  all  physical  ills  and  afflictions  are  repaired.  The
  condition of the remains is not a factor. So long as some
  small portion of the character’s body still exists, it can be
  reincarnated  as shadow-stuff, but the portion receiving the
  spell must have been part of the character’s body at the time
  of death. The magic of the spell creates an entirely new
  body (of sorts) for the soul to inhabit from the surrounding
  shadows. This process takes one hour to complete. When
  the body is ready, the subject becomes aware again.
  A raised shade character recalls the majority of its former life
  and  form.  Its  class  is  unchanged,  as  are  the  character's
  Intelligence,  Wisdom  and  Constitution.  The  character's
  Dexterity score is increased by 2. The character's Strength,
  and Charisma scores  are each reduced by 2 points; if the
  character's ability scores are outside the allowable range for
  the new form, they should be adjusted up or down by the
  Game Master as needed. The subject’s level (or Hit Dice) is
  reduced by 1; this is a real reduction, not a negative level,
  and is not subject to magical restoration. Roll one hit die and
  subtract the total from the character's original hit point total;
  this is the new form's hit points. If the subject was 1st level,
  instead of a hit point reduction, its new Constitution score is
  reduced by 2.
  A shade character is strongest in areas of shadowy darkness,
  but not total darkness.  The following benefits and detriments
  affect the character:
  •
  Total  Darkness:  no  change  to  ability  scores,
  character can see with darkvision out to 30 feet.
  •
  Shadowy  Areas:  all  ability  scores  at  +2  when
  attempting ability rolls.  Character can see normally
  as  other  characters  can  in  normal  daylight
  conditions. Chance of surprising other individuals is
  increased by 1. Damaged caused by the character is
  increased by 1 point (in addition to any potential
  Strength increase result).
  •
  Normal  Lighting  with  minimal  to  normal  shaded
  regions: normal ability scores but vision limited to
  30 feet like normal characters would see with torch-
  light. Character is penalized -1 to all to attack rolls
  and chance of surprise is increased to 1-3 on d6
  and -1 penalty to Initiative rolls.
  •
  Brightly  Lit  areas,  Unnatural  Light  Sources:  all
  ability  scores at -2  when  attempting ability  rolls.
  Character is effectively blinded (p.52 of core rules);
  surprise on 1-4 on d6, suffers -4 penalty to attack
  rolls, -4 penalty to AC, and -2 penalty to Initiative
  rolls.
  Such shade characters are relatively normal otherwise and
  may be subsequently damaged or killed normally. Creatures
  of shadow may ignore the character or even receive a +2 on
  reaction rolls when encountering the individual.
  50      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Read Languages
  -
  Range:
  self
  MU 1, I 2, N 1
  Duration:
  special
  This spell grants the caster the ability to read almost any
  written language. It may be cast in one of three modes:
  • In the first mode, the spell allows the caster to read
  any  number  of  written  works  in  a  variety  of
  languages. This mode lasts for 1 turn per caster
  level.
  • In the second mode, the spell allows the caster to
  read any one book or tome; this mode lasts 3 hours
  per caster level.
  • In the third mode, the spell allows the caster to read
  any one scroll (other than a spell scroll; for instance,
  a protection scroll or a treasure map); this mode is
  permanent.
  The spell grants the ability to read the texts, but does not in
  any  way  hasten  the  reading  nor  grant  understanding  of
  concepts the caster does not otherwise have the ability to
  understand. Also, for this spell to function, there must be at
  least one living creature that can read the given language
  somewhere on the same plane.
  Refresh
  C 1
  Range:
  touch
  -
  Duration:
  1 hour
  This  spell  will  refresh  a  creature  who  is  hungry,  thirsty,
  and/or tired. They will be able to act, think, and fight with
  complete ability for the duration of the spell.
  Regenerate
  C 6, D 7
  Range:
  touch
  -
  Duration:
  permanent
  This  spell  causes  the  subject’s  severed  body  members
  (fingers, toes, hands, feet, arms, legs, tails, or even heads of
  a multi-headed creature), broken bones, and ruined organs
  to grow back. After the spell is cast, the physical regeneration
  is complete in 1 round if the severed members are present
  and touching the creature. Otherwise, a full turn is required
  for the regeneration to complete.
  This spell also heals 3d8 points of damage. Regenerate has
  no  effect  on  nonliving  creatures  such  as  constructs
  elementals or undead.
  Reincarnate
  D 5
  Range:
  touch
  MU 6
  Duration:
  instantaneous
  With this spell, the caster brings back a dead character (or
  humanoid creature) in another body, provided that its death
  occurred no more than one week before the casting of the
  spell and the subject’s soul is free and willing to return. If the
  subject’s soul is not willing to return, the spell does not work.
  Depending on the caster's class, roll on the following table to
  determine  what  sort  of  creature  the  recipient  becomes.
  Alternatively, the Game Master may choose what race is
  most likely, based upon nearby population groups or other
  factors. For instance, if the spell was cast by an npc goblin
  wizard, then a monstrous humanoid race might be more
  likely than human or demi-human choices. The GM may be
  inclined to make his own random table.
  d% Druid
  d% MU
  01–15
  01–02
  Animal (GM choice)
  16–17
  03–05
  Bugbear
  18–21
  06–08
  Caveman
  22–25
  09–11
  Centaur
  26–32
  12–19
  Dwarf
  33–42
  20–29
  Elf (or Half-Elf)
  43–45
  30–32
  Gnoll
  46–50
  33–35
  Gnome
  51–53
  36–38
  Goblin
  54–63
  39–48
  Halfling
  64–66
  49–51
  Hobgoblin
  67–76
  52–71
  Human
  77–79
  72–74
  Kobold
  80–84
  75–77
  Lizard Man
  85–87
  78–80
  Ogre (or Half-Ogre)
  88–90
  81–83
  Orc (or Half-Orc)
  91–94
  84–86
  Troglodyte
  95–00
  87-00
  Other (GM choice)
  Since the dead character is returning in a new body, all
  physical ills and afflictions are repaired. The condition of the
  remains is not a factor. So long as some small portion of the
  character’s body still exists, it can be reincarnated, but the
  portion  receiving  the  spell  must  have  been  part  of  the
  character’s body at the time of death. The magic of the spell
  creates an entirely new young adult body for the soul to
  inhabit from the natural elements at hand. This process takes
  one hour to complete. When the body is ready, the subject is
  reincarnated.
  A reincarnated character recalls the majority of its former life
  and  form.  Its  class  is  unchanged,  as  are  the  character's
  Intelligence,  Wisdom,  and  Charisma.  The  character's
  Strength,  Dexterity,  and  Constitution  scores  should  be
  rerolled;  if  the  character's  ability  scores  are  outside  the
  allowable range for the new form, they should be adjusted
  51      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  up or down by the Game Master as needed. The subject’s
  level (or Hit Dice) is reduced by 1; this is a real reduction,
  not a negative level, and is not subject to magical restoration.
  Roll one hit die and subtract the total from the character's
  original hit point total; this is the new form's hit points. If the
  subject was 1st level, instead of a hit point reduction, its new
  Constitution score is reduced by 2.
  A character that has been turned into an undead creature or
  killed by a death effect cannot be returned to life by this
  spell. Constructs, elementals, and undead creatures can not
  be reincarnated. The spell cannot bring back a creature who
  has died of old age.
  The reincarnated creature gains all abilities associated with its
  new form, including forms of movement and speeds, natural
  armor, natural attacks, extraordinary abilities, and the like,
  but it does not automatically speak the language of the new
  form.
  Remove Curse*
  C 3
  Range:
  30 feet
  MU 4, N 4
  Duration:
  instantaneous
  Remove  curse  instantaneously  removes  all  curses  on  an
  object or a creature. Remove curse does not remove the
  curse  from  a  cursed  shield,  weapon,  or  suit  of  armor,
  although the spell typically enables the creature afflicted with
  any such cursed item to remove and get rid of it. Certain
  special curses may not be countered by this spell or may be
  countered only by a caster of a certain level or higher.
  The reverse of this spell, bestow curse, allows the caster to
  place a curse on the subject. A save vs. Spells is allowed to
  resist. The caster must choose one of the following three
  effects:
  A -4 decrease to a single ability score (minimum 1).
  A -4 penalty on attack rolls and saves.
  Each round of combat, the target has a 50% chance to
  act normally; otherwise, it takes no action.
  The caster may also invent his or her own curse, but it
  should be no more powerful than those described above.
  The curse thus bestowed cannot be dispelled, but it can be
  removed with a remove curse spell.
  Remove Fear*
  C 1
  Range:
  touch or 120 feet
  N 1
  Duration:
  instantaneous
  This  spell  will  calm  the  creature  touched.  If  the  target
  creature is currently subject to any sort of magical fear, it is
  allowed a new save vs. Spells to resist that fear, at a bonus of
  +1 per level of the caster.
  The  reverse  of  this  spell,  cause  fear,  causes  one  target
  creature within 120 feet to become frightened; if the target
  fails to save vs. Spells, it flees for 2 turns. Creatures with 6 or
  more hit dice are immune to this effect.
  Remove Paralysis
  C 3
  Range:
  touch
  -
  Duration:
  instantaneous
  This  spell  negates  paralysis  for  the  targeted  individual,
  whether due to magic or monster special attacks. 
  Resist Cold
  C 1, D 1
  Range:
  touch
  -
  Duration:
  1 round / level
  This  abjuration  grants  a  creature  temporary  immunity  to
  cold. Minor cold (such as exposure to winter weather in
  inadequate  clothing)  is  ignored  by  the  affected  creature.
  Against more significant cold (such as the breath of a White
  Dragon), the affected creature gains a bonus of +3 on saving
  throws, and all damage from such attacks is reduced by half
  (round up).
  Resist Fire
  C 2
  Range:
  touch
  -
  Duration:
  1 round / level
  This abjuration grants a creature temporary immunity to fire
  and heat. Minor heat or fire (such as exposure to normal
  flames) is ignored by the affected creature. Against more
  significant  heat  or  fire  (such  as  a  fireball),  the  affected
  creature gains a  bonus of +3 on  saving throws,  and  all
  damage from such attacks is reduced by half (round up).
  Restoration
  C 6, D 7
  Range:
  touch
  -
  Duration:
  permanent
  This spell restores negative levels to a creature who  has
  suffered energy drain. See the rules for Energy Drain (in the
  Encounter section of the core rules) for details. Restoration
  does not restore levels lost due to death (as described for the
  spell raise dead).
  52      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Restore Health
  C 2, D 2
  Range:
  touch
  -
  Duration:
  instantaneous
  This spell removes unnatural weakness, mental or physical
  debilitation or exhaustion from the touched individual. This
  spell is useful for restoring temporary ability score draining,
  such as the strength-draining touch of a shadow. The caster
  chooses  which  ability  score  the  spell  will  restore  when
  casting. It has no effect on permanent ability score loss or
  energy drain.
  Ring of Greater Healing*
  C 7
  Range:
  15 foot radius
  -
  Duration:
  instantaneous
  This  spell  allows  the  caster  to  cure  serious  wounds on
  multiple creatures within 15 feet. Ring of Greater Healing
  cures 3d6+3 points of damage on the caster plus one living
  creature per 3 levels of the caster. If more creatures are
  within the area of effect than the caster may heal, then the
  caster decides which creatures receive the healing. Against
  undead this spell inflicts damage instead of healing; such
  creatures may save vs. Spells for no damage.
  The reverse of this spell, Ring of Greater Infliction, allows the
  caster to inflict serious wounds on multiple creatures within
  15 feet. Ring of Greater Infliction causes 3d6+3 points of
  damage to one living creature per 3 levels of the caster. If
  more creatures are within the area of effect than the caster
  may damage, then the caster decides which creatures are
  affected.  Target  creatures  may  save  vs.  Spells  for  no
  damage. Against Undead this spell heals damage instead of
  harming.
  Ring of Lesser Healing*
  C 5
  Range:
  15 foot radius
  -
  Duration:
  instantaneous
  This spell allows the caster to cure light wounds on multiple
  creatures within 15 feet. Ring of Lesser Healing cures 1d6+1
  points of damage on the caster plus one living creature per 3
  levels of the caster. If more creatures are within the area of
  effect than the caster may heal, then the caster decides which
  creatures  receive  the  healing.  Against  undead,  this  spell
  inflicts damage instead of healing; such creatures may save
  vs. Spells for no damage.
  The reverse of this spell, Ring of Lesser Infliction, allows the
  caster to inflict light wounds on multiple creatures within 15
  feet of him. Ring of Lesser Infliction causes 1d6+1 points of
  damage to one living creature per 3 levels of the caster. If
  more creatures are within the area of effect than the caster
  may damage, then the caster decides which creatures are
  affected.  Target  creatures  may  save  vs.  Spells  for  no
  damage.  Against  undead,  the  Ring  of  Lesser  Infliction
  actually heals damage.
  Rock to Mud
  D 5
  Range:
  150 feet
  -
  Duration:
  permanent
  This spell turns natural, uncut or unworked rock of any sort
  into an equal volume of mud; up to two 10 foot cubes per
  caster level may be so transformed. Magical stone is not
  affected by this spell. The depth of the mud created cannot
  exceed  10  feet.  A  creature  unable  to  levitate,  fly,  or
  otherwise free itself from the mud sinks until hip- or chest-
  deep, reducing its speed to 5 feet and causing it to suffer a -2
  penalty to attack rolls, saving throws, and AC. Creatures
  large enough to walk on the bottom can wade through the
  area  at  a  speed  of  5  feet,  suffering  none  of  the  other
  penalties given.
  If transmute rock to mud is cast upon the ceiling of a cavern
  or tunnel, the mud falls to the floor and spreads out in a pool
  to a depth of 5 feet. The falling mud and the ensuing cave-in
  deal  8d6  points  of  damage  to  anyone  caught  directly
  beneath the area, or half damage to those who succeed at a
  save vs. Death Ray.
  Castles and large stone buildings are generally immune to
  the effect of the spell, since transmute rock to mud cannot
  affect worked stone and does not reach deep enough to
  undermine  such  a  buildings’  foundation.  However,  small
  buildings or structures often rest upon foundations shallow
  enough to be damaged or even partially toppled by this spell.
  The  mud  remains  until  a  successful  dispel  magic  or
  transmute mud to rock spell restores its substance (though
  not  necessarily  its  form).  Evaporation  turns  the  mud  to
  normal dirt over a period of days. The exact time depends
  on exposure to the sun, wind, and normal drainage.
  53      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Rope Trick
  -
  Range:
  touch
  I 2
  Duration:
  1 hour / level
  When this spell is cast upon a piece of normal, non-magical
  rope from 5 to 30 feet long, one end of the rope rises into
  the  air  until  the  whole  rope  hangs  perpendicular  to  the
  ground, as if affixed at the upper end. The upper end is, in
  fact, fastened to an extra-dimensional space, similar to a bag
  of holding. Creatures in the space are hidden, beyond the
  reach of spells (including divinations), unless those  spells
  work across planes.
  The space holds as many as eight creatures of man-size or
  smaller  (larger  creatures  cannot  fit  through  the  invisible
  opening at the top of the rope). Creatures in the space can
  pull  the  rope  up  into  the  space,  making  the  rope
  “disappear.” Otherwise, the rope simply hangs in air.
  Spells cannot be cast through the extra-dimensional opening,
  nor can area effects cross it. Those in the extra-dimensional
  space can see out of it as if a 3 foot square window were
  centered on the rope. The window is present on the Material
  Plane, but is invisible, and even creatures that can see the
  window cannot see through it.
  The rope can be climbed by only one person at a time. The
  rope trick spell enables climbers to reach a normal place if
  they do not climb all the way to the extra dimensional space.
  When the spell ends, creatures or objects within the extra
  dimensional  space  are  ejected  through  the  window.  The
  rope, if still attached, drops free at the same moment.
  Rot Flesh
  -
  Range:
  touch
  N 4
  Duration:
  1 round / level
  This spell works exactly like  decay flesh spell, save that it
  deals 2d6 points of damage plus 1 point per caster level to
  the creature affected by it. The caster must make a successful
  attack after smashing the material components upon his or
  her hands (typically a maggot, flesh eating worm, or similar
  creature). A missed attack roll does not dispel the effect, as it
  can be active until used or a number of rounds equal to the
  caster's level have passed.
  Just like the lower level decay flesh spell, this spell may not
  be  reversed  to  provide  healing  to  living  creatures,  and
  similarly,  this  spell  works  upon  undead  creatures  in  the
  opposite fashion; they are healed 2d6 + caster level points
  worth of damage instead of being damaged.
  Sacrifice*
  C 3
  Range:
  touch
  -
  Duration:
  permanent
  This spell allows the cleric to transfer any desired number of
  hit points from himself to the target. The reverse of this spell,
  drain  life, allows  the  caster  to  drain  1d6+1  hp  from  a
  creature, with a successful attack roll. The hit points are
  transferred to the cleric through healing.
  Sanctuary
  C 1
  Range:
  self
  -
  Duration:
  2 rounds +1/level
  This spell forces all opponents to make a save vs Spells in
  order  to  attack  the  caster.  If  the  save  is  not  made,  the
  attacker will ignore the caster. The effect does not prevent
  effects of area attacks (fireball, ice storm, etc.). While under
  protection from the spell, the caster cannot perform offensive
  acts (Game Master's discretion), but may take any other
  action.
  Shadow Door
  -
  Range:
  10 feet
  I 3
  Duration:
  1 round / level
  With this spell, the caster creates the illusion of a door, which
  he or she will appear to pass through and close. In reality,
  the caster becomes invisible (as the spell) when the spell is
  cast. Any creatures opening the “door” will see an empty 10
  foot square room of similar style to the surrounding area.
  The caster remains invisible for the duration of the spell,
  unless, as with an  invisibility spell, he or she attacks any
  creature or casts a spell.
  Shadow Staff
  -
  Range:
  self
  MU 2, I 1, N 2
  Duration:
  1 turn / level
  The  caster's  staff  is  transformed  into  the  substance  of
  shadow.  When  used  in  combat  the  staff  is treated  as a
  magical weapon (initially +1 to hit and damage) and each hit
  will drain 1 point of strength from the target (save vs. Spells
  to avoid). For each point drained, the staff's magical bonus is
  increased by one (up to a maximum bonus of +5), lasting
  until the end of the spell. The shadow staff can only be
  wielded by the caster. The draining effect does combine with
  any inherent magical qualities of the caster's staff, if such
  exist.  Use  best  magical  bonus,  either  the  magical  staff's
  inherent bonus or the magic from the spell's draining ability,
  whichever is better on any particular round (as the bonus
  from the spell can potentially increase over time to become
  better  than  the  inherent  magical  ability  of  the  staff  in
  question).
  54      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Shadow Storm
  -
  Range:
  100 feet +10'/level
  M 7, I 6, N 6
  Duration:
  1 round
  This spell summons an intense storm of shadow-stuff and
  negative energy at some point within the range. The shadow
  storm erupts in a 30 foot radius sphere at that point and lasts
  one round. Any creature that comes into contact with that
  region is affected by a sudden drain of its vitality, draining
  away 1 point of temporary strength damage and 1 point of
  temporary  constitution  damage for  every  2  levels  of  the
  caster (round down). A successful save vs. Spells will reduce
  the amount drained by half. 
  The  draining  of  strength  may  ultimately  cause  death  if
  reduced to zero strength, and one drained so will rise as a
  Shadow  (see Monster  Entry in  Core  Rules). Strength so
  drained can be recovered at the rate of 1 point per turn of
  rest. Constitution losses take longer to recover, generally at
  the rate of 1 point per day of rest, and there is the chance of
  one point of such loss being permanent. See core rules for
  details on Constitution Point Losses (Encounters, p.51-52).
  Shadow Walk
  -
  Range:
  touch (see text)
  I 6
  Duration:
  1 hour / level
  Shadow walk can only be cast in an area of heavy shadows.
  The  caster  and  up  to  one  willing  creature per  level  are
  transported  to  the  edge  of  the  Material  Plane  where  it
  borders the Plane of Shadow. In the region of shadow, the
  caster (and all the creatures that accompany him or her)
  moves at an effective rate of 50 miles per hour.
  Because  of  the  blurring  of  reality  between  the  Plane  of
  Shadow and the Material Plane, the caster cannot make out
  details of the terrain or areas he or she passes over during
  transit, nor can he or she predict perfectly where the travel
  will end. When the spell effect ends, the caster and any
  creatures accompanying him or her arrives 1d10 times 100
  feet  in  a  random  horizontal  direction  from  the  desired
  endpoint, as nearly as possible. The caster and his or her
  companions  always  arrive  at  ground  level,  except  if  the
  landing area is in a body of water (in which case they arrive
  at the water level) or underground. If arriving underground,
  the altitude of arrival should be as close as possible to the
  same altitude as the intended endpoint location.
  Shield
  -
  Range:
  self
  MU 1
  Duration:
  5 rounds +1/level
  Shield creates an invisible, shield-like mobile disk of force
  that hovers in front of the caster. It negates  magic missile
  attacks  directed  at  the  caster,  and  improves  the  caster's
  Armor Class by +3 vs. melee attacks and +6 vs. missile
  weapons. The Armor Class benefits do not apply to attacks
  originating from behind the caster, but magic missiles are
  warded off from all directions.
  Shield of the Faithful
  C 2
  Range:
  self
  -
  Duration:
  1 round / level
  This spell creates  an  aura of protection  centered  on  the
  caster. The caster and any allies within a 10 foot radius gain
  a +1 bonus to Armor Class and all Saving Throws.
  Shield of Thorns
  D 2
  Range:
  self
  -
  Duration:
  1 turn / level
  Thick vines and thorny protrusions grow up and around the
  spell  caster,  hardening  to  provide  protection  and
  discouraging attacks. The wooden vine “armor” provides a
  +4 bonus to armor class. In addition, those attempting to
  strike the caster in close combat (melee attack) must save vs.
  Death Ray or take 1d4 point of damage from the thorns.
  Those attacking with weapons of length, such as spears or
  polearms, will not suffer such damage.
  55      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Sidhe Messenger
  D 3
  Range:
  special
  MU 3
  Duration:
  special
  This spell summons a small and fast winged faerie. It appears
  as a small light such as one might encounter on lightning-
  bug, and only very close inspection would indicate its true
  nature. It does not fight, but all normal animals would ignore
  it and only monstrous ones would attack. The messenger has
  an Armor Class of 18 and 2 hit points, plus 1 per level of the
  caster. If it loses all of its hit points, the Sidhe Messenger will
  die.
  The Sidhe Messenger flies at a movement rate of 120' per
  round. It can bear up to one ounce per five full levels of the
  caster (one ounce up to level 9, two ounces up to level 14,
  three ounces from levels 15 through 19, four ounces at level
  20).
  When summoned, the Sidhe Messenger must be given a
  specific destination, which can be any location on the same
  plane of existence to which the caster has been at least once
  (even if he or she was lost at the time). After the caster gives
  the message or small item(s) to the faerie, it will fly without
  error to the specified location.
  The caster may additionally visualize a specific person, whom
  the Sidhe Messenger will seek out near the target location.
  Note that this does not allow location of a person; the faerie
  will fly around the target area looking for the target creature.
  The Sidhe Messenger will travel at its maximum movement
  from the caster to the target location. Distance is no object;
  the faerie will continue indefinitely until the  target area is
  reached.  If  a  target  creature  was  specified,  the  Sidhe
  Messenger will then fly around up to one day per level of the
  caster looking, until the target creature is found; otherwise
  the faerie will immediately land in the target area. After it
  lands the Sidhe Messenger will wait patiently for the message
  or item(s) to be removed, and leave the area. If the item(s)
  or  message  are  not  removed  immediately  the  Sidhe
  Messenger will depart after waiting one round per level of the
  caster, placing the items on the spot; this will also happen if a
  target creature is specified and cannot be found.
  Silence 15' Radius
  C 2
  Range:
  360 feet
  I 4
  Duration:
  2 rounds / level
  Upon  the  casting  of  this  spell,  complete  silence  prevails
  within a 15 foot radius around the target point. All sound is
  stopped: conversation is impossible, spells cannot be cast,
  and  no  noise  whatsoever  issues  from,  enters,  or  passes
  through the area. The spell can be cast on a point in space,
  making the effect stationary, or it may be 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 receives a save vs. Spells to negate the
  spell. If an item in another creature’s possession is targeted,
  that creature also receives a save vs. Spells to negate. This
  spell  provides a defense  against  sonic or language-based
  attacks or spells.
  Sleep
  -
  Range:
  90 feet
  MU 1
  Duration:
  5 rounds / level
  This spell puts several creatures of 3 or fewer hit dice into a
  magical slumber. Creatures of 4 or more hit dice are not
  affected. The caster chooses a point of origin for the spell
  (within  the  given  range,  of  course),  and  those  creatures
  within 30 feet of the chosen point may be affected. Each
  creature in the area of effect is allowed a save vs. Spells to
  resist the effect. 
  Sleeping  creatures  are  helpless.  Slapping  or  wounding
  awakens an affected creature, but normal noise does not.
  Sleep  does  not  affect  unconscious  creatures,  constructs,
  elementals, or undead creatures, and such creatures in the
  area of effect are ignored.
  When the duration elapses, the sleeping creatures normally
  wake  up  immediately.  However,  if  they  are  made  very
  comfortable and  the surroundings are quiet, the affected
  creatures  may  continue  sleeping  normally,  at  the  Game
  Master's option.
  56      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Slow Poison
  D 2
  Range:
  touch
  -
  Duration:
  1 hour / level
  The creature touched by the caster  becomes temporarily
  immune to poison. Any poison in its system or any poison to
  which it is exposed during the spell’s duration does not affect
  the subject until the spell’s duration has expired. Slow poison
  does not cure any damage that poison may have already
  done, with exception of the following circumstances.
  If  cast on  a character  who  received  lethal  damage from
  poison the previous round, the spell will remove that round's
  poison damage only, and delay it for the duration of the
  spell. Prior poison damage will remain unaffected, but, as
  noted above, no further damage is accrued until the spell
  lapses, and will never accrue if the poison is neutralized while
  this spell is in effect. This will give the poisoned victim an
  opportunity to seek a cure to neutralize the poison before it
  is fatal. 
  Slumber
  -
  Range:
  90 feet
  MU 5
  Duration:
  5 rounds / level
  This spell is a stronger version of the  Sleep spell, affecting
  more  powerful  creatures.  The  caster  chooses  a  point  of
  origin for the spell (within the given range, of course), and
  those creatures within 30 feet of the chosen point may be
  affected.  Creatures with  3  or  fewer  hit  dice  are affected
  automatically without any save. Otherwise, each creature in
  the area of effect is allowed a save vs. Spells to resist the
  effect. Creatures with 4 to 6 hit dice roll their saves with a -2
  penalty,  while  those  with  7  or  8  hit  dice  roll  normally.
  Creatures with 9 or more levels or hit dice are unaffected.  
  Sleeping creatures are helpless. Creatures with 3 or less hit
  dice  are  effectively  comatose  and  not  wakable  for  the
  duration  of  the  spell.  Otherwise,  slapping  or  wounding
  awakens an affected creature, but normal noise does not.
  Sleep  does  not  affect  unconscious  creatures,  constructs,
  elementals, or undead creatures, and such creatures in the
  area of effect are ignored.
  When the duration elapses, the sleeping creatures normally
  wake  up  immediately.  However,  if  they  are  made  very
  comfortable and  the surroundings are quiet, the affected
  creatures  may  continue  sleeping  normally,  at  the  Game
  Master's option.
  Snake Charm
  D 2
  Range:
  60 feet
  -
  Duration:
  1d4+1 rounds/turns
  With this spell, the caster may charm 1 Hit Die of snakes per
  level. For instance, a 5th level caster could charm one 5 HD
  snake, five 1 HD snakes, or any combination totaling 5 Hit
  Dice  or  less.  True  snakes  (including  giant-sized)  are
  automatically affected (no save), but against creatures with
  predominately  snake-like  aspects  (as  determined  by  the
  Game Master), a successful save vs. Spells will resist the
  charm. The snakes or creatures affected will rise up and sway
  in  typical  snake-like  fashion,  but  will  not  attack  unless
  attacked themselves.
  If the caster uses the spell on snakes attacking the character
  or his group, the spell's duration is 1d4+1 (2-5) rounds;
  otherwise, it lasts 1d4+1 (2-5) turns when used on otherwise
  dormant or unaware snakes. When the spell wears off, the
  snakes return to normal, but with normal reactions; they will
  not be automatically hostile.
  Sneeze
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  instantaneous
  This minor magical effect causes a recipient chosen creature
  within range to sneeze loudly if it fails a save vs. Spells. The
  momentary effect is enough to spoil a spell, penalize initiative
  (with subject going last in the order that round), alert nearby
  creatures,  or  other  similar  effects,  as  determined  by  the
  Game Master. The spell assumes a creature that is subject to
  sneeze or similar respiratory effect; the spell is lost if cast
  upon a creature that does not have the capacity for a sneeze.
  Speak with Animals
  C 2, D 2
  Range:
  special
  -
  Duration:
  1 turn /  4 levels
  The caster can comprehend and communicate with any one
  animal (normal or giant sized, but not magical or monstrous)
  that is in sight of the caster and able to hear him or her. The
  caster may change which animal he or she is speaking with
  at will, once per round. The spell does not alter the animal’s
  reaction or attitude towards the caster; a standard reaction
  roll should be made to determine this. Furthermore, more
  intelligent animals are likely to be terse and evasive, while
  less intelligent ones make inane comments. However, if an
  animal is friendly toward the caster, it may be willing to grant
  some favor or service.
  57      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Speak with Monsters
  C 6
  Range:
  special
  -
  Duration:
  1 turn /  5 levels
  The caster can comprehend and communicate with any one
  monster that is in sight of the caster and able to hear him or
  her. The caster may change which monster he or she is
  speaking  with  at  will,  once  per  round.  Others  able  to
  understand the language spoken by the target monster (if
  any) will be able to understand the caster. The spell does not
  alter the monster’s reaction or attitude towards the caster.
  Furthermore, more intelligent monsters are likely to be terse
  and  evasive,  while  less  intelligent  ones  make  inane
  comments. If a monster is friendly toward the caster, it may
  decide to do some favor or service for him or her. Mindless
  monsters, plant creatures and undead are unaffected by this
  spell.
  Speak with Plants
  C 4, D 4
  Range:
  20 feet
  -
  Duration:
  1 turn
  The caster can comprehend and communicate with both
  normal plants and plant creatures. A normal plant’s sense of
  its surroundings is limited, so it will not be able to give (or
  recognize)  detailed  descriptions  of  creatures  or  answer
  questions about events outside its immediate vicinity. The
  spell does not alter the plant’s reaction or attitude towards
  the  caster;  however,  normal  plants  will  generally
  communicate freely with the caster, as they have nothing
  else of importance to do. Intelligent plant creatures are more
  likely to be terse and evasive, behaving in much the same
  fashion as any other monster. If a plant creature is friendly
  toward the caster, it may decide to do some favor or service
  for him or her. Normal plants are usually not animate, and
  thus  cannot  generally  perform  “services”  other  than  to
  answer questions.
  Speak with Dead
  C 3
  Range:
  10 feet
  N 3
  Duration:
  3 rounds /  level
  This spell grants the semblance of life and intellect  to  a
  corpse, allowing it to answer several questions that the caster
  puts to it. The caster may ask one question per two caster
  levels. Unasked questions are wasted if the duration expires.
  The corpse’s knowledge is limited to what the creature knew
  during life, including the languages it spoke (if any). Answers
  are often brief, cryptic, or repetitive.
  If the corpse has been subject to speak with dead within the
  past week, the new spell fails. The caster can cast this spell
  on a corpse that has been deceased for any amount of time,
  but the body must be mostly intact to be able to respond. A
  damaged  corpse may be able to  give partial answers or
  partially correct answers, but it must at least have a mouth in
  order to speak at all. 
  This spell does not let the caster actually speak to the person
  (whose soul has departed). It instead draws on the imprinted
  knowledge “stored” in the corpse. The partially animated
  body retains the imprint of the soul that once inhabited it,
  and thus it can speak with all the knowledge that the creature
  had while alive. The corpse, however, cannot learn new
  information.  Indeed,  it  cannot  even  remember  being
  questioned. This spell does not affect a corpse that has been
  turned into an undead creature.
  Spectral Force
  -
  Range:
  180 feet
  I 3
  Duration:
  special
  This spell functions like  phantasmal force, except for the
  following: sound, smell, and thermal effects are included,
  creatures  created  do  not  necessarily  disappear  when
  touched, assuming the caster causes the illusion  to  react
  appropriately.  For  instance  the  caster  displays  illusory
  wounds when the image is attacked. The spell will last for 3
  rounds after concentration ceases.
  Spell Immunity Major
  -
  Range:
  self
  MU 6
  Duration:
  1 round / level
  This  spell  creates  a  1  inch  thick  green  translucent  shell
  around the caster that protects him from the effects of low
  level spells, whether they are harmful or beneficial in nature.
  The caster is immune to the effects of all 1st-2nd level spells
  and  reduces  by  half  (round  in  favor  of  the  protected
  creature) the effects of 3rd and 4th level spells, both clerical
  and magical. The caster's own spells are unaffected by the
  shell and he can at will lower the protection of the shell for 1
  round at a time to receive spells from others (like magical
  healing). At the end of the round, the shell automatically
  springs back up again.
  Spell Immunity Minor
  -
  Range:
  self
  MU 4
  Duration:
  1 round / level
  This  spell  creates  a  1  inch  thick  green  translucent  shell
  around the caster that protects him from the effects of low
  level spells, whether they are harmful or beneficial in nature.
  The caster is immune to the effects of all 1st level spells and
  reduces by half (round in favor of the protected creature) the
  effects of 2nd and 3rd level spells, both clerical and magical.
  The caster's own spells are unaffected by the shell and he
  can at will lower the protection of the shell for 1 round at a
  time to receive spells from others (like magical healing). At
  the end of the round, the shell automatically springs back up
  again.
  58      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Spirit Wrack
  -
  Range:
  90 feet
  N 3
  Duration:
  instantaneous
  This spell deals 1d8 points of damage per caster level to any
  one particular incorporeal undead being such as Wraiths,
  Spectres,  Ghosts,  or  similar  entities  within  range  of  the
  caster. The caster must be able to see the intended target.
  Alternatively the caster may choose to cause a burst of 1d4
  points of damage per level to any such beings within 20 feet
  of the caster, whether visible or not.  Minor spiritual beings
  such as poltergeists haunting an area are usually destroyed
  outright by this spell. Any affected being is allowed a save for
  half damage. Some persistent types of undead may reform
  after the passage of some time (typically days later), and may
  require  certain  rituals  or  other  requirements  be  fulfilled
  before being permanently destroyed. This spell only affects
  true  incorporeal  undead  and  does  nothing  against  other
  types of beings, even if they happen to be insubstantial at the
  time. Even vampires that happen to be in gaseous form are
  immune to this spell's effect.
  Spiritual Hammer
  C 2
  Range:
  30 feet
  -
  Duration:
  1 round / level
  This spell causes a warhammer made of pure force to spring
  into existence, attacking any foe chosen by the caster within
  range once per round. It deals 1d6 hit points of damage per
  strike, +1 point per three caster levels (maximum of +5). It
  uses the caster’s normal attack bonus, striking as a magical
  weapon, and thus can inflict damage upon creatures that are
  only hit by magic weapons. If the hammer goes beyond the
  spell range, the caster loses sight of it, or the caster ceases to
  direct it, the hammer disappears. The hammer cannot be
  attacked or harmed by physical attacks, but dispel magic,
  disintegrate, or a rod of cancellation will dispel it. 
  Starlight Blade
  C 5
  Range:
  touch
  MU 6
  Duration:
  1 round / level
  When  cast upon a weapon, Starlight  Blade enhances its
  abilities against undead creatures of all types. The weapon
  immediately begins to glow with a silvery radiance and with
  each stroke leaves a trail of white sparkles, like stars in the
  night sky. Any undead creature struck suffers an additional
  1d6+1 points of damage. In addition, the wielder of the
  weapon may roll to Turn the creature as if a 5th level Cleric.
  Contrary to this spell's name, starlight blade works equally
  well on any type of weapon. 
  Stench
  -
  Range:
  self
  N 1
  Duration:
  1 turn / level
  This spell creates a sickly stinking smell of rot and decay that
  emanates from the caster's body. The stench duplicates the
  sickening  effect  of  ghasts  (see  entry  in  Monsters
  Supplement). The smell of death and corruption surrounding
  the caster is so overwhelming that living creatures within 10
  feet must succeed on a save vs. Poison or be sickened for
  2d6 rounds (-2 to attack rolls). For every three levels the
  caster has, a penalty of -1 on the save is applied to those
  affected (at 3rd save is at -1, at 6th level the save is at -2, at
  9th level the save is at -3, etc). A creature that successfully
  saves cannot be affected  again by this spell or a ghast’s
  stench for 24 hours. A neutralize poison spell removes the
  effect from a sickened creature.
  Sticks to Snakes
  C 4, D 4
  Range:
  120 feet
  -
  Duration:
  6 turns
  This spell transforms normal wooden sticks into 1d4 hit dice
  worth of normal (not giant) snakes per every four caster
  levels. See the appropriate monster entry for details on types
  of snakes. The snakes follow the commands of the caster.
  When slain, dispelled, or the spell expires, the snakes return
  to  their  original  stick  form.  Magical  “sticks”  such  as  an
  enchanted staff cannot be affected.
  Stoneskin
  -
  Range:
  self
  MU 1, N 1
  Duration:
  1 turn
  Protects  the  caster.  The  caster's  skin  becomes  hard  and
  stone-like, giving the caster a +2 bonus to AC vs. melee and
  hand thrown attacks, and a +4 bonus to AC vs. normal sized
  fired missiles.
  Striking
  C 3
  Range:
  touch
  -
  Duration:
  1 round / level
  This spell bestows upon one weapon the ability to deal 1d6
  points of additional damage. This extra damage is applied on
  each  successful  attack  for  the  duration  of  the  spell.  It
  provides no attack bonus, but if cast on a normal weapon,
  the spell allows monsters only hit by magical weapons to be
  affected; only the 1d6 points of magical damage applies to
  such a monster, however.
  59      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Suggestion
  -
  Range:
  30 feet
  I 4
  Duration:
  up to 1 hour / level
  By means of this spell, the caster influences a 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.
  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 the
  activity. The caster can specify conditions that will trigger an
  activity during the duration. If the condition is not met before
  the spell duration expires, the activity is not performed.
  If the recipient creature makes its saving throw, the spell has
  no effect. A very reasonable suggestion causes the save to be
  made with a penalty (-1 or -2 is recommended).
  The creature to be influenced must, of course, be able to
  understand the suggestion; it must be spoken in a language
  which  the  spell  recipient  understands.  Undead  are  not
  subject to suggestion.
  Summon Spirit
  -
  Range:
  10 feet / level
  N 3
  Duration:
  1 turn / level
  Upon casting this spell, a malevolent spirit in the form of a
  Wraith is called to serve the caster for 1 turn per level. If the
  caster is 10th level, the caster may choose between 1d4
  Wraiths or one Spectre. At 15th level the caster may opt to
  summon  2d4  Wraiths,  1d3  Spectres,  or  one  Ghost  (see
  appropriate monster entry). The summoned spirits will serve
  according to its ability, usually by combating the caster's foes,
  generally disappearing at the end of the spell's duration.
  Occasionally the spirit does not depart at the end of the spell
  duration,  but  simply  becomes  free of  the  compulsion  to
  serve and will usually attack the caster. The chance is 5% for
  any particular wraith, 10% for spectres, and 20% for a ghost.
  When this occurs, the spirit will remain in the area for a
  number  of  rounds  equal  to  the  caster's  level  before
  departing. A spirit with less than half its hit points will not stay
  regardless. The caster would be wise to have protections or
  other contingencies against rogue spirits.
  Summon Vermin*
  -
  Range:
  10 feet
  MU 0, I 0, N 0
  Duration:
  permanent
  This cantrip summons one small, totally ordinary (and real)
  insect (such as a beetle, fly, or spider), a small rodent (such
  as a field mouse or mole), or a cloud of gnats into a certain
  area.  Reversed,  this  cantrip  becomes  Exterminate,  which
  may  kill  any  one  creature  of  similar  size  as  the  ones
  described in the spell.
  Trying to summon vermin into the personal space of another
  being allows for a save vs. Spells to resist any disruption of
  spells or attack routine, but the vermin may otherwise scare
  or  startle  a  person  when  noticed  like  any  other  such
  encounter would do so.
  Sword
  -
  Range:
  30 feet
  MU 7
  Duration:
  1 round / level
  This spell brings into being a shimmering, sword-like plane of
  force. The sword strikes at any opponent within its range, as
  desired, starting in the round that the spell is cast. The sword
  attacks its designated target once each round on the caster's
  turn. It attacks as a fighter of the same level of the caster and
  the attack roll is modified by the caster's Intelligence bonus.
  The sword can hit even creatures immune to non-magical
  weapons and it inflicts 3d4 hit points of damage per hit. On a
  natural roll of 19 or 20, it will automatically hit its target, no
  matter the armor class. The sword can only be destroyed
  with a dispel magic.
  Telekinesis
  -
  Range:
  self 
  MU 5
  Duration:
  3 turns
  This spell permits the caster to move objects or creatures by
  concentration alone. An object weighing no more than 50
  pounds per caster level can be moved up to 20 feet per
  round. A creature can negate the effect on itself or an object
  it holds or has on its body with a successful save vs. Death
  Ray. In order to use this power, the caster must maintain
  concentration, moving no more than normal movement (no
  running),  making  no  attacks  and  casting  no  spells.  If
  concentration is lost (whether intentional or not), the power
  may be used again on the next round, but the subject of the
  effect is allowed a new saving throw. The object of telekinesis
  must remain withing sight of the caster at all times.
  60      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Teleport
  -
  Range:
  self
  MU 5
  Duration:
  instantaneous
  This  spell  instantly  transports  the  caster  to  a  designated
  destination, which may be as distant as 100 miles per caster
  level. Inter-planar travel is not possible. 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. Spells to resist the spell, and the caster may need
  to make an attack roll to make contact with such a creature.
  Likewise, a creature’s save vs. Spells prevents items in its
  possession from being teleported.
  The caster must have some clear idea of the location and
  layout of the destination. The clearer the mental image, the
  more likely it is that the teleportation will work. Areas of
  strong  magical  energy  may  make  teleportation  more
  hazardous or even impossible.
  To see how well the teleportation works, roll d% and consult
  the  table  below.  Refer  to  the  following  information  for
  definitions of the terms on the table.
  Familiarity
  On
  Target
  Off
  Target
  Similar
  Area
  Mishap
  Very familiar
  01–97
  98–99
  100
  —
  Studied carefully
  01–94
  95–97
  98–99
  100
  Seen casually
  01–88
  89–94
  95–98
  99–100
  Viewed once
  01–76
  77–88
  89–96
  97–100
  False destination
  —
  —
  81–92
  93–100
  Regarding 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 or she 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  appears 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.
  Similar Area: The caster winds up in an area that is 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 again, the characters take more damage and must reroll
  yet again.
  Teleport Greater
  -
  Range:
  self
  MU 7
  Duration:
  instantaneous
  This spell functions like teleport, except that there is no range
  limit and there is no chance of arriving off target. In addition,
  the caster needs not have seen the destination, but in that
  case he or she must have at least a reliable description of the
  teleport destination. If the caster attempts to teleport with
  insufficient information (or with misleading information), he
  or  she  disappears  and  simply  reappears  in  the  original
  location. Inter-planar travel is not possible.
  Transfigure
  -
  Range:
  touch
  MU 0, I 0, N 0
  Duration:
  special
  This minor spell may change a small object (up to 27 cubic
  inches) into another shape, size, color, or texture. Radical
  changes (such as creating small living things) are not apt to
  last more than one turn, but minor changes (such as coloring
  a head of hair bright pink) may stay as long as a month.
  "Related" changes, such as creating a baby hedgehog from a
  pincushion) may last longer than non-related ones (such as
  changing a book into a lizard). The Game Master should
  decide any particulars about the suggested transformation
  and share with the caster, who would know roughly how
  long a transformation lasts.
  61      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Tree Sanctuary
  D 4
  Range:
  self
  -
  Duration:
  1 turn / level
  This spell enables the caster to create an invisible door in the
  trunk of a tree that is visible only to dryads, druids, or  other
  users of this spell. The tree must be at least 10 feet tall,
  planted into the earth for this spell to work. Once the spell is
  complete,  the  caster  may  enter  the  tree,  effectively
  disappearing from sight. Only one tree may be effected by
  tree door at a time. Furthermore, this spell may only be cast
  on a tree occupied by a dryad if the dryad allows.
  The caster is completely aware of his surroundings while in
  the tree, gaining the bonus of 360 degree vision and hearing,
  as well as being able to detect changes in the immediate
  temperature surrounding the tree. The caster may meditate
  to memorize spells in the tree. Another benefit of this spell is
  that each turn the caster sleeps inside the tree counts as a full
  hour of sleep. Also, if the tree is an oak, the caster heals 1d4
  hp per turn spent inside the tree.
  The caster loses the senses of taste, smell, and touch and
  may not speak or cast spells while inside the tree. The caster
  takes 1/2 of any damage the tree suffers, and if the tree is
  destroyed or cut down, the caster is expelled out into the
  nearest available space.
  True Seeing
  C 5
  Range:
  touch
  I 6
  Duration:
  1 round / level
  This spell confers on the target the ability to see all things as
  they  actually  are.  The  subject  sees  through  normal  and
  magical  darkness,  notices  secret  doors,  sees  the  exact
  locations  of  displaced  creatures  or  objects,  sees  through
  normal  or  magical  disguises,  sees  invisible  creatures  or
  objects normally, sees through illusions, and sees the true
  form of polymorphed, changed, or transmuted things. The
  range of true seeing conferred is 120 feet.
  True seeing, however, does not penetrate solid objects. It in
  no way confers X-ray vision or its equivalent. It does not
  negate concealment, including that caused by fog and the
  like. In addition, the spell effects cannot be further enhanced
  with known magic, so one cannot use true seeing through a
  crystal ball or in conjunction with clairvoyance.
  Undeath
  -
  Range:
  touch
  N 6
  Duration:
  instantaneous
  As a vile necromantic alternative to the  reincarnation spell,
  this spell can be used to bring back individuals to the world
  of the living, albeit in undeath. Upon casting this spell, the
  caster  brings  back  a  dead  character  (or  creature)  in  an
  undead state, whether as some sort of reanimated body or
  as spiritual or ghostlike form. Wicked, cruel, murderous, or
  so  called  evil  beings  will  often  want  to  continue  their
  predations in undeath, but for most beings the subject's soul
  is  not  willing  to  return  in  such  a  state.  Most  normal
  individuals roll a saving throw vs. magic to avoid coming
  back  (rolled  as  if  they  were  still  alive  and  well),  and  if
  successful the spell fails completely as the soul cannot be
  compelled to return.
  The Game Master may choose an appropriate undead form
  or  roll  on  the  following  table  to  determine  what  sort of
  undead creature the character becomes. 
  d%
  Undead Form
  01-25
  Ghoul
  26–40
  Ghast
  41-50
  Mummy
  51-55
  Spectre
  56-60
  Vampire
  61-75
  Wight
  81-90
  Wraith
  85-90
  Ghost
  91-00
  Other (GM's choice)
  Since the dead character is returning in a state of undeath, all
  physical  ills  and  afflictions  are  generally  irrelevant.  The
  condition of the remains is not really a factor so long as the
  body is  largely  intact.  The magic  of the  spell  repairs or
  otherwise accommodates any changes necessary to conform
  to the new undead state, the process taking one hour to
  complete. When the spell is finished, the new undead being
  becomes aware and active. The caster has absolutely no
  special  control  over  the  newly  'risen'  being.  Of  course,
  subsequent spells may be cast, having completely normal
  effects upon the new undead.
  The newly undead character recalls the majority of its former
  life and form. Its class is unchanged, as are the character's
  Intelligence, Wisdom, and Charisma (but see below). The
  physical  abilities  of  Strength,  Dexterity,  and  Constitution
  should be rerolled or determined by the parameters of the
  new form. The subject’s level (or Hit Dice) is reduced by 1;
  this is a real reduction, not a negative level, and is not subject
  to magical restoration. The subject of this spell takes on all
  the  abilities,  hindrances,  and  disadvantages  of  the  new
  undead state, having either the undead creature's normal hit
  dice  or  will  have  hit  points  according  to  the  character's
  reduced  level,  whichever  is  higher.  In  either  case,  the
  62      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  character's class abilities are available to the newly risen form
  excepting  any  obviously  contradicting  situations.  For
  instance, climbing is probably of little importance to a ghost-
  like  form.  The  spell  can  thus  create  generally  superior
  undead beings who often go on to lead others of their kind.
  The undead creature gains all abilities associated with its new
  form,  including  forms  of  movement  and  speeds,  natural
  armor, natural attacks, extraordinary abilities, and the like,
  but also must confront any special tendencies of the new
  state. For instance, a newly risen ghoul hungers voraciously
  for fetid flesh, and a new vampire thirsts for blood. The
  compulsions of the undead is very strong, and the behaviors
  will soon overcome any previous relationships with living
  beings, although it may experience remorse over killing its
  former friends. For undead such as ghouls, ghasts, wights,
  and similar beings, the urges to kill and feed are so strong
  that they can become effectively mindless (-6 to Intelligence
  and Wisdom scores) until the urges are temporarily satisfied.
  Vampires  have  a  bit  more  conscious  control  over  their
  hunger and they do not have this penalty. For other types of
  undead not listed here the Game Master may assign relevant
  behaviors that must be followed.
  Constructs, elementals, and similar creatures cannot become
  undead.  The creature must  have originally  been  a living
  corporeal being with some semblance of intelligence. The
  Game Master has the final say whether a being rises from the
  use  of  this  spell.  Likewise  the  GM  decides  any  special
  situations or special manifestations that may occur from the
  use of this spell. Generally, any character who becomes an
  undead immediately becomes an npc under the control of
  the  GM  unless he has made special  accommodations to
  allow for undead player characters.
  Note: this spell is intended only for Necromancers, as the
  other spell casting classes have access to similar types of
  spells (reincarnation and raise dead).
  Ventriloquism
  -
  Range: 
  60 feet
  MU 1, I 1, N 1
  Duration:
  1 turn / level
  This spell allows the caster to cause his or her voice to sound
  from someplace else within range, for example, from a dark
  alcove or statue.
  Virtue
  C 0, D0
  Range:
  touch
  -
  Duration:
  1 turn
  The recipient of the orison acquires one additional hit point
  for  the  duration  of  the  spell.  Any  damage  taken  is  first
  applied to this temporary hit point, and then to the subjects
  normal allotment. Regardless, the hit point fades if unused
  after 1 turn has elapsed.
  Wall of Bones
  -
  Range: 
  10 feet / level
  N 4
  Duration:
  1 round / level
  An immobile wall of writhing interlocking bone and bone
  fragments rises from the earth. The wall is composed of up to
  one 10x10 foot square section, 1 foot thick, per caster level.
  Unlike the similar spell, wall of stone, the caster may not
  double  the  wall’s  area  by  halving  its  thickness,  as  the
  structure is already very porous and would lose its structural
  integrity, but of course the wall can be made thicker. For
  instance, a 10th level caster could conjure a section to fill in a
  10 foot cube (10 foot by 1 foot, 10 sections thick). The wall
  cannot be conjured so that it occupies the same space as a
  creature  or  another  object.  The  wall  does  not  require
  concentration to maintain, but falls to pieces at the end of the
  spell duration.
  The spell also differs from the wall of stone spell in that  the
  semi-animated wall attacks those within close proximity to its
  structure  (within  10  feet)  for  2d4  piercing  and  slashing
  damage from the bones. The structure is not completely
  solid,  so  high  strength  individuals  may  attempt  to  break
  through with a strength check, but they take an additional
  2d6+1/level damage while making the attempt for each 1
  foot  of  thickness  that  they  attempt  to  move  through.  A
  separate strength check is necessary for each 1 foot thickness
  of the wall section in order to break through. The bone wall
  does not attack the caster or any undead creatures. The wall
  of bones may be fashioned into simple structures such as
  ramps or bridges to span a rift, but these uses reduce the size
  by  half  so  that  supporting  arches  or  buttresses  can  be
  included.
  63      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Wall of Bronze (Wall of Iron, modified)
  -
  Range:
  90 feet
  MU 6
  Duration:
  permanent
  This spell causes a flat, vertical bronze wall to spring into
  being. The wall is composed of up to one 10x10 foot square
  section, one inch thick, per  caster  level.  If the caster  so
  desires,  the  wall  can  bond  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. The wall must always be a flat
  plane, though the edges can be shaped to fit the available
  space, and it must always be conjured in contact with the
  ground.
  The caster can increase the thickness of the wall with a
  proportionate reduction in the area; for example, doubling
  the thickness halved the area. The wall may not be made
  less  than  one inch  thick.  The caster  can  create the  wall
  vertically resting on a flat surface but not attached to the
  surface, so that it can be tipped over to fall on and crush
  creatures beneath it. The wall is 50% likely to tip in either
  direction if left un-pushed. Creatures can push the wall in
  one direction rather than letting it fall randomly. A creature
  with 13 Strength (or 4 or more Hit Dice) can push the wall
  over; or several creatures can work together to do so. (If the
  optional Ability Roll rule is being used, a Strength roll at -3 is
  sufficient to topple the wall.) Creatures with room to flee the
  falling wall may do so by making successful saves vs. Death
  Ray (with Dexterity bonus added). Any creature of Ogre-size
  or smaller that fails the save takes 10d6 points of damage.
  The wall cannot crush larger creatures.
  The wall created by this spell, while primarily bronze, is not
  of high quality or concentration, and has no greater value
  than a similar wall conjured of iron would. While it may be
  slightly more resistant to corrosion (rust) than an iron wall, it
  is  affected  by  the  same  conditions,  and  is  subject  to
  perforation, and other natural phenomena. Faerie folk simply
  have an aversion to iron, and have developed their own
  alternative for the Wall of Iron spell.
  Wall of Fire
  C 5, D5
  Range: 
  180 feet
  MU 4
  Duration:
  1 round / level
  An immobile, blazing curtain of shimmering violet fire springs
  into existence. One side of the wall, selected by the caster,
  sends forth waves of heat, dealing 2d4 points of fire damage
  to creatures within 10 feet and 1d4 points of fire damage to
  those beyond 10 feet but within 20 feet. The wall deals this
  damage when it appears and on the caster's turn each round
  to all creatures in the area. In addition, the wall deals 2d6
  points  +1  point  per  caster  level  of  fire  damage  to  any
  creature passing through it. The wall deals double damage to
  undead creatures.
  The wall is either a sheet of flame up to 20 feet in length per
  caster level, or a ring with a radius up to 5 feet per caster
  level. The caster may choose to make the wall smaller if
  desired. The wall may be up to 20 feet tall (as desired by the
  caster and/or constrained by the ceiling).
  If  the  caster  evokes  the  wall  so  that  it  appears  where
  creatures  are,  each  creature  takes  damage  as  if  passing
  through the wall; a save vs. Spells is allowed, with success
  indicating that damage is rolled as if the creature is within 10
  feet of the wall.
  The  caster  may  choose to  maintain  the  spell  indefinitely
  (within reasonable limits of endurance) by concentration, or
  may cast it with the standard duration of 1 round per level, at
  his or her option.
  64      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Wall of Iron
  -
  Range:
  90 feet
  MU 6, N 6
  Duration:
  permanent
  This spell causes a flat, vertical iron wall to spring into being.
  The  wall  is  composed  of  up  to  one  10x10  foot  square
  section, one inch thick, per  caster  level.  If the caster  so
  desires,  the  wall  can  bond  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. The wall must always be a flat
  plane, though the edges can be shaped to fit the available
  space, and it must always be conjured in contact with the
  ground.
  The caster can increase the thickness of the wall with a
  proportionate reduction in the area; for example, doubling
  the thickness halved the area. The wall may not be made
  less  than  one inch  thick.  The caster  can  create the  wall
  vertically resting on a flat surface but not attached to the
  surface, so that it can be tipped over to fall on and crush
  creatures beneath it. The wall is 50% likely to tip in either
  direction if left un-pushed. Creatures can push the wall in
  one direction rather than letting it fall randomly. A creature
  with 13 Strength (or 4 or more Hit Dice) can push the wall
  over; or several creatures can work together to do so. If the
  optional Ability Roll rule is being used, a Strength roll at -3 is
  sufficient to topple the wall. Creatures with room to flee the
  falling wall may do so by making successful saves vs. Death
  Ray (with Dexterity bonus added). Any creature of Ogre-size
  or smaller that fails the save takes 10d6 points of damage.
  The wall cannot crush larger creatures.
  Like any iron wall, this wall is subject to rust, perforation, and
  other natural phenomena.
  Wall of Stone
  -
  Range:
  15 feet / level
  MU 5, N 5
  Duration:
  permanent
  This spell creates a wall of rock that merges into adjoining
  rock surfaces. The wall is composed of up to one 10x10 foot
  square section, 1 foot thick, per caster level. The caster can
  double the wall’s  area by halving its thickness. The wall
  cannot be conjured so that it occupies the same space as a
  creature or another object.
  The caster can create a wall of stone in almost any shape he
  or she desires. The wall created need not be vertical, nor rest
  upon any firm foundation; however, it must merge with and
  be solidly supported by existing stone. It can be used to
  bridge a chasm, for instance, or as a ramp. For this use, if the
  span is more than 20 feet, the wall must be arched and
  buttressed. This requirement reduces the spell’s area by half.
  The  wall  can  be  crudely  shaped  to  allow  crenelations,
  battlements, and so forth by likewise reducing the area.
  Like any other stone wall, this one can be destroyed by a
  disintegrate spell or by normal means such as breaking and
  chipping.
  It is possible, but difficult, to trap mobile opponents within or
  under a wall of stone, provided the wall is shaped so it can
  hold the creatures. Creatures can  avoid  entrapment with
  successful saves vs. Death Ray.
  Ward*
  C 0, D 0
  Range:
  10 feet
  -
  Duration:
  1 turn
  The caster grants a +1 bonus to the next saving throw for
  any  one  subject  within  10  feet.  Reversed,  the  orison
  becomes Curse, which bestows a -1 penalty to the subjects
  next save. Either version lasts until used or a maximum of 1
  turn.
  Warp Wood
  D 2
  Range: 
  50 feet
  -
  Duration:
  instantaneous
  The caster causes non-magic wood in a 20 foot radius to
  bend  and  warp,  permanently  destroying  its  straightness,
  form, and strength. A warped door springs open or becomes
  stuck. A boat or ship springs a leak. Warped weapons (like
  bows and arrows) are useless. The caster may warp wood
  object(s) up to 1 foot in all side or its equivalent per caster
  level.
  Alternatively,  the  caster  can  “un-warp”  non-magic  wood
  (effectively warping it back to normal), straightening wood
  that has been warped by this spell or by other means. The
  caster can combine multiple consecutive warp wood spells to
  warp (or un-warp) an object that is too large to warp with a
  single spell.
  65      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  Water Breathing*
  D 3
  Range:
  touch
  MU 3
  Duration:
  2 hours / level
  The affected creatures can breathe water freely. Divide the
  duration evenly among all the creatures the caster touches.
  The spell does not make creatures unable to breathe air, and
  thus cannot be used offensively.
  The reverse of the spell, Air Breathing, works exactly the
  same but grants water dwelling creatures the ability to breath
  normal air for the duration.
  Water to Wine
  C 0, D 0
  Range:
  touch
  -
  Duration:
  permanent
  This orison will transform one flask, vial, mug, or similar
  small container of water into quality wine, good enough for
  use in subsequent holy rituals or just to drink normally. 
  Web
  -
  Range:
  10 feet / level
  MU 2
  Duration:
  2 turns / level
  Web creates a many-layered mass of strong, sticky strands,
  filling  a  volume  of  8,000  cubic  feet  (equivalent  to  eight
  10x10x10 foot cubes). The strands are similar to spider webs
  but far larger and tougher. These masses must be anchored
  to two or more solid and diametrically opposed points or else
  the web  collapses upon itself  and disappears; within this
  limitation, the caster may choose any arrangement of webs
  he or she wishes, up to the limit of range and the given
  8,000 cubic foot volume. The caster may choose to create a
  smaller volume if he or she wishes. Creatures caught within a
  web become entangled among the gluey fibers. Attacking a
  creature in a web will not cause the attacker to become
  entangled, but moving through the affected area will.
  Anyone in the area of effect when the spell is cast must make
  a save vs. Death Ray. If this save succeeds, the creature is
  entangled, but not prevented from moving, though moving is
  reduced to one-half normal movement rate. Such entangled
  creatures may not cast  spells or perform  normal attacks;
  whether other actions are possible is left to the Game Master
  to decide. Once an entangled creature leaves the area of
  effect of the web, it will be able to act normally again.
  If the save fails, the creature is entangled and cannot move
  or  perform  any  other  physical  action.  Speech  remains
  possible, however. Creatures with Strength of 13 or higher
  (or 4 or more hit dice) may be able to break loose, however;
  each round, such creatures are allowed another save vs.
  Death Ray with results as given above.   Creatures failing the
  initial save and having Strength of 12 or less (or fewer than 4
  hit dice) are trapped until the duration expires or the webs
  are otherwise removed.
  The strands of a web spell are flammable. Any fire can set
  the webs alight and burn away a 10 foot cube in 1 round;
  the fire will spread to adjacent 10 foot cubes each round until
  all the webbing is consumed (or the fire is put out by some
  means). All creatures within flaming webs take 2d4 points of
  fire damage from the flames, but if they survive they are
  completely free afterward.
  Weather Summoning
  D 6
  Range:
  self
  -
  Duration:
  5 turns / level
  The caster is able to summon nearby weather conditions.
  The  caster  must  be  aware  of  the  weather  condition  to
  summon it. This spell does not grant control of the weather
  to the caster.
  Wicked Blade
  -
  Range:
  touch
  MU 3, N 3
  Duration:
  1 turn / level
  The caster enchants one bladed or piercing weapon which
  temporarily acquires barbs, serrated edges, and the like. The
  weapon also becomes unnaturally sharp. The wicked blade
  acquires a +2 magical enchantment, however if the weapon
  is already enchanted to +2 or beyond, this does not increase
  the value any further. Any creature struck by the weapon
  suffers 1 additional point of damage each round for 1d4+2
  subsequent  rounds  from the  bleeding  wounds produced.
  Each additional strike by the weapon carries the same effect,
  so  multiple  bleeding  wounds  may  affect  an  individual
  concurrently.
  66      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Withering Pox
  -
  Range:
  touch
  MU 6, N 5
  Duration:
  1 round / level
  The  caster  affects  a  creature  touched  with  a  debilitating
  condition unless the victim saves vs. Spells. Each round the
  victim takes 1d3 points of temporary constitution damage
  and  one  point  of  temporary  charisma  damage  from  the
  appearance of various boils and sores upon their skin. Each
  round  the  victim  is  allowed  a  new  save  to  halt  the
  progression, and the spell otherwise ends after 1 round per
  level of the caster.
  Ability damage is recovered at the rate of 1 point per day of
  rest according to the core rules for Constitution Point Losses
  (p.51-52). Charisma restoration works in a similar fashion.
  Note that loss of more than one point of ability score requires
  a save vs. Death Ray to regain the final point; failure results
  in a permanent loss of that point.
  Anyone that is reduced to zero constitution by this spell dies
  immediately, and may return as a ghoul after 24 hours (25%
  chance) if the corpse is left behind; a simple Bless spell can
  eliminate any ghoulish occurrences. Spells such as heal, cure
  disease, remove curse, or similar effects will halt the onset of
  the  spell  immediately  (just  as  if  the  victim's  save  was
  successful), but they will not restore any ability points lost up
  to then, which must be healed or restored subsequently by
  other means.
  Wizard Eye
  -
  Range:
  240 feet
  MU 4, I 5, N 4
  Duration:
  6 turns 
  With this spell the caster creates an invisible magical “eye”
  through which he or she can see. The eye has Darkvision,
  but otherwise sees exactly as the caster would. It can be
  created in any place the caster can see, up to a range of 240
  feet away, and thereafter can move at a rate of 40 feet per
  round as directed by the caster. The eye will not move more
  than 240 feet away from the caster under any circumstance.
  The eye cannot pass through solid objects, but as it is exactly
  the size of a normal human's eye, it can pass through holes
  as small as 1 inch in diameter. The caster must concentrate
  to use the eye, but a lapse in concentration does not end the
  spell.
  Wizard Lock
  -
  Range:
  20 feet
  MU 2, N 2
  Duration:
  permanent
  A  wizard  lock  spell  cast  upon  a  door,  chest,  or  portal
  magically locks it. The caster can freely pass his or her own
  wizard lock without affecting it, as can any Magic-User 3 or
  more  levels  higher  than  the  caster  of  the  wizard  lock;
  otherwise, a door or object secured with this spell can be
  opened only by breaking in or with a successful dispel magic
  or knock spell.
  Word of Recall
  C 6, D 6
  Range:
  self (special)
  N 5
  Duration:
  instantaneous
  Word of Recall  teleports the caster instantly back to his or
  her sanctuary when a single word is uttered. The caster must
  designate the sanctuary when he or she prepares the spell,
  and it must be a very familiar place. For Clerics or Druids this
  is usually their temple, grove, or place of worship. For the
  Necromancer, this area must be associated with the dead like
  a crypt, tomb, graveyard, burial catacomb, or a similar site.
  The actual point of arrival is a designated area no larger than
  10  feet  by  10  feet.  The  caster  can  be  transported  any
  distance within a plane but cannot travel between planes.
  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).
  An unwilling creature cannot be teleported by word of recall.
  Likewise, a creature’s save vs. Spells prevents items in its
  possession from being teleported.
  Wychlamp Aura
  -
  Range:
  self
  MU 7, N 7
  Duration:
  1 round / level
  The caster of this spell receives the effect of an  Anti-Magic
  Shell (as the spell). In addition, any magic cast upon or
  including the caster in its area of effect is affected in the
  following ways:
  Aimed spells targeted at the caster (like magic missile) will be
  deflected. Roll 1d6; on 1-2, the magic is reflected back at the
  offending  caster.  Otherwise,  it  is  deflected  at  a  random
  target. Area effect magic is altered as follows (roll 1d10):
  1-2
  Area  of  effect is doubled and  damage  is halved  (if
  applicable).
  3-4
  Target point of the spell may be redetermined by the
  protected magic-user.
  5
  Complete nullification of the incoming spell.
  6
  The incoming spell is unaffected.
  7-8
  Spell is randomly targeted as a grenade like missile
  using the target point as the center.
  9-10
  Area  of  effect is halved  and damage  is  doubled  (if
  applicable).
  Magical attacks delivered by touch are always reflected back
  on the attacker
  67      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  ALPHABETICAL INDEX
  ACKNOWLEDGEMENTS.....................70
  Advanced Illusion..................................10
  Alter Self...............................................10
  Amulet of Protection.............................10
  Analyze Magic.......................................10
  Animal Friendship.................................11
  Animate Dead.......................................11
  Animate Objects....................................11
  Animate Tool........................................11
  Anti-Magic Shell....................................11
  Assume Animal Form............................12
  Audible Glamer.....................................12
  Aura of Fire...........................................12
  Aura of Frost.........................................12
  Aura of Lightning..................................12
  Blade Barrier.........................................12
  Bless*...................................................13
  Blizzard.................................................13
  Blur......................................................13
  Body of Sand........................................13
  Bolster..................................................13
  Brighten................................................13
  Call Horseman......................................14
  Call Lightning........................................14
  Call Poltergeist......................................14
  Call to Worship.....................................14
  Call Woodland Beings...........................14
  Camp Ward..........................................15
  Change Self..........................................15
  Chant of the Holy Defender..................15
  Charm Animal.......................................15
  Charm Giant.........................................15
  Charm Monster.....................................16
  Charm Person.......................................16
  Chill......................................................16
  Clairvoyance.........................................16
  Clean*..................................................16
  Cloudkill...............................................16
  Color Spray..........................................17
  Command............................................17
  Commune............................................17
  Commune With Nature.........................17
  Condemnation......................................17
  Confusion.............................................17
  Conjure Elemental................................18
  Continual Light*...................................18
  Control Temperature 10' Radius............18
  Control Winds.......................................18
  Corpse Feast.........................................18
  Corpse Servant.....................................19
  Create Food..........................................19
  Create Water.........................................19
  Cripple..................................................19
  Cure Blindness......................................19
  Cure Disease*.......................................19
  Cure Light Wounds*.............................20
  Cure Minor Wounds..............................20
  Cure Serious Wounds*.........................20
  Dancing Lights......................................20
  Dark Flame...........................................20
  Dark Lightning......................................21
  Darkvision.............................................20
  Dead Link.............................................21
  Death Pact............................................21
  Death Spell...........................................22
  Decay Flesh..........................................22
  Decomposition......................................22
  Delayed Blast Fireball............................22
  Detect Evil*...........................................22
  Detect Illusion.......................................22
  Detect Invisible......................................23
  Detect Magic.........................................23
  Detect Snares and Pits...........................23
  Dimension Door....................................23
  Dimensional Anchor..............................23
  Disappear.............................................23
  Disintegrate...........................................24
  Dispel Evil.............................................24
  Dispel Illusion........................................24
  Dispel Magic..........................................24
  Disruption*...........................................24
  Disruption* Greater...............................25
  Divine Magic.........................................25
  Dowse..................................................26
  Drainblade............................................26
  Dream..................................................26
  Ectoplasm.............................................26
  Embalm................................................27
  Energy Blast..........................................27
  Entangle................................................27
  Entangling Thorns.................................27
  ESP......................................................28
  Ether Bolt..............................................28
  Faerie Fire.............................................28
  Faerie Ring............................................28
  Feeblemind...........................................28
  Fertilize.................................................29
  Find the Path........................................29
  Find Traps............................................29
  Fireball..................................................29
  Fireskull Familiar...................................30
  Flame Strike..........................................30
  Flame Weapon......................................30
  Flare.....................................................30
  Flavor*.................................................30
  Flesh to Stone*.....................................30
  Floating Disc.........................................31
  Fly........................................................31
  Forest Speak.........................................31
  Forked Lightning...................................31
  Fossilize................................................32
  Frost Armor..........................................32
  Frost Nova............................................32
  Geas*...................................................33
  Ghoulish Hands....................................33
  Grave Sanctuary...................................33
  Growth of Animals................................33
  Growth of Plants*.................................34
  Guidance*............................................34
  Hallow*................................................34
  Hallucinatory Terrain.............................34
  Haste*..................................................34
  Heal*....................................................35
  Heat Metal............................................35
  Heave...................................................35
  Hidden Door.........................................35
  Hold Animal..........................................35
  Hold Giant............................................36
  Hold Monster........................................36
  Hold Person..........................................36
  Hold Portal...........................................36
  Holy Word............................................36
  Ice Knife...............................................36
  Ice Storm..............................................36
  Illusionary Wall......................................37
  Immunity to Normal Weapons...............37
  Inscribe.................................................37
  Insect Plague.........................................37
  Invisibility..............................................37
  Invisibility 10' Radius.............................37
  Invisibility Improved..............................38
  Invisibility Mass.....................................38
  Invisible Stalker.....................................38
  Irritate...................................................38
  Jaunt....................................................38
  Knock...................................................38
  Knot*....................................................38
  Levitate.................................................38
  Light*...................................................39
  Lightning Bolt.......................................39
  Locate Corpse.......................................39
  Locate Object.......................................39
  Longevity..............................................39
  Lower Water.........................................40
  Mage Hand...........................................40
  Maggot Spray........................................40
  Magic Jar..............................................40
  Magic Mirror..........................................41
  Magic Missile.........................................41
  Magic Mouth.........................................41
  Major Warding......................................42
  Massmorph...........................................41
  Maze.....................................................41
  Meal Blessing........................................42
  Mend....................................................42
  Message................................................42
  Minor Warding......................................42
  Mirror Image.........................................42
  Mislead.................................................43
  Mount...................................................43
  Mummify..............................................43
  Negate Stench*.....................................44
  Neutralize Poison*.................................44
  Obscurement........................................44
  68      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Open/Close...........................................44
  Pacifism................................................44
  Part Water............................................44
  Pass Tree..............................................44
  Pass Without Trace...............................45
  Passwall................................................44
  Permanent Illusion................................45
  Phantasmal Force..................................45
  Phantom Armor....................................45
  Phantom Messenger..............................45
  Phantom Steed.....................................46
  Phase Door...........................................46
  Plant Growth.........................................46
  Polymorph Other..................................46
  Polymorph Self.....................................47
  Power Word Stun.................................47
  Predict Weather....................................47
  Produce Flame/Cold.............................47
  Programmed Illusion.............................47
  Projected Image....................................47
  Protection from Evil*.............................48
  Protection from Evil* 10' rad.................48
  Protection from Fire..............................48
  Protection from Lightning......................48
  Protection from Normal Missiles............48
  Protection from Undead*......................49
  Protection from Undead* 10' rad...........49
  Purify Food and Water..........................49
  Quest*..................................................49
  Raise Dead*..........................................50
  Raise Shade..........................................50
  Read Languages...................................51
  Refresh.................................................51
  Regenerate............................................51
  Reincarnate...........................................51
  Remove Curse*....................................52
  Remove Fear*.......................................52
  Remove Paralysis..................................52
  Resist Cold............................................52
  Resist Fire.............................................52
  Restoration...........................................52
  Restore Health......................................53
  Ring of Greater Healing*.......................53
  Ring of Lesser Healing*.........................53
  Rock to Mud.........................................53
  Rope Trick............................................54
  Rot Flesh...............................................54
  Sacrifice*..............................................54
  Sanctuary.............................................54
  Shadow Door........................................54
  Shadow Staff........................................54
  Shadow Storm......................................55
  Shadow Walk........................................55
  Shield...................................................55
  Shield of the Faithful.............................55
  Shield of Thorns....................................55
  Sidhe Messenger...................................56
  Silence 15' Radius.................................56
  Sleep....................................................56
  Slow Poison..........................................57
  Slumber................................................57
  Snake Charm........................................57
  Sneeze..................................................57
  Speak with Animals...............................57
  Speak with Dead...................................58
  Speak with Monsters.............................58
  Speak with Plants..................................58
  Spectral Force.......................................58
  Spell Immunity Major............................58
  Spell Immunity Minor............................58
  Spirit Wrack..........................................59
  Spiritual Hammer..................................59
  Starlight Blade.......................................59
  Stench..................................................59
  Sticks to Snakes....................................59
  Stoneskin..............................................59
  Striking.................................................59
  Suggestion............................................60
  Summon Spirit......................................60
  Summon Vermin*.................................60
  Sword...................................................60
  Telekinesis............................................60
  Teleport................................................61
  Teleport Greater....................................61
  Transfigure............................................61
  Tree Sanctuary......................................62
  True Seeing..........................................62
  Undeath................................................62
  Ventriloquism........................................63
  Virtue....................................................63
  Wall of Bones........................................63
  Wall of Bronze......................................64
  Wall of Fire...........................................64
  Wall of Iron...........................................65
  Wall of Stone........................................65
  Ward*...................................................65
  Warp Wood..........................................65
  Water Breathing*..................................66
  Water to Wine.......................................66
  Weather Summoning............................66
  Web......................................................66
  Wicked Blade........................................66
  Withering Pox.......................................67
  Wizard Eye...........................................67
  Wizard Lock..........................................67
  Word of Recall......................................67
  Wychlamp Aura....................................67
  69      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  A BASIC FANTASY SUPPLEMENT
  LIBRAM MAGICA
  ACKNOWLEDGEMENTS
  Spells Spells Spells
  This work was a true collaborative effort. There are portions
  of  this  supplement  that  were  pulled  from  other  shared
  documents.  Others  participated  by  directly  contributing
  materials. And still many more helped greatly by offering
  commentary and useful critique. I give my thanks to all such
  contributors.  Special thanks go out to:
  •
  Chris Gonnerman (Solomoriah), whom laid the 
  groundwork by creating the BFRPG rules, which 
  was inspired and modeled after an early version 
  of the most recognizable rpg of all time.
  •
  The contributors for the original Spells 
  Supplement: Chris Gonnerman, Ola Berg, 
  Angelo Bertolli, Jeff Querner, Everett Bradshaw, 
  Emiliano Marchetti, Ethan Moore, Jim Bobb,  
  Scott Abraham.
  •
  The contributors for the Zero-Level Spells 
  Supplement: Sidney Parham, Nazim Karaca, 
  ckutalik, R.Kevin Smoot, steveman, Svankensen,
  Chris Gonnerman.
  •
  The contributors of the Illusionist Supplement: 
  Chris Gonnerman, Serge Petitclerc, R. Kevin 
  Smoot.
  •
  The folks who gave me guidance while I was 
  writing the Necromancer (or Grave Master, or 
  Death Master) Supplement. 
  •
  The contributors of the Druid Supplement: Chris 
  Gonnerman, Nazim N. Karaca, galstaff, Theo 
  Zarras, Chris Hearn, R. Kevin Smoot.
  •
  Dan Buterbaugh who contributed indirectly 
  through his OGL document “Sword and Board”.
  •
  In Addition, some extra thanks for those using 
  the BFRPG Forums who gave loads of advice 
  and commentary during the actual construction 
  of this document:
  •
  Dimirag
  •
  Joe the Rat
  •
  MedievalMan 
  •
  Metroknight
  •
  Steveman
  70      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
  LIBRAM MAGICA
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Libram Magica: A Basic Fantasy Supplement (hereinafter “the Supplement”) is
  based on the System Reference Document v3.5 ("SRD"), which is Open Game
  Content.    The text of the Open Game License itself is not Open Game
  Content. Instructions on using the License are provided within the License itself.
  Designation  of Open  Game Content:   The  entire text  of the  Supplement
  (except the Open Game License, as noted above) is Open Game Content,
  released under the Open Game License, Version 1.0a (reproduced below) as
  described  in  Section  1(d)  of  the  License.   Artwork  incorporated  in  this
  document  is not Open  Game Content,  and  remains the  property  of the
  copyright holder.
  Designation of Product Identity:  Product identity is not Open Game Content.
  The following is designated as product identity pursuant to OGL v1.0a(1)(e)
  and (7): (A) product and product line names, including Basic Fantasy Role-
  Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make
  mine  Basic”;  (B)  all  artwork,  logos,  symbols,  graphic  designs,  depictions,
  likenesses, formats, poses, concepts, themes and graphic, photographic and
  other visual representations, including the “eye” logo, which is the personal
  mark of Chris Gonnerman for his various products, and which is Copyright ©
  2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005
  Erik Wilson; (C) logos and trademarks, including any trademark or registered
  trademark clearly identified as product identity by the owner of the product
  identity, and which specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
  who have contributed Open Game Content; (b)"Derivative Material" means
  copyrighted material including derivative works and translations (including into
  other  computer  languages),  potation,  modification,  correction,  addition,
  extension, upgrade, improvement, compilation, abridgment or other form in
  which an existing work may be recast, transformed or adapted; (c) "Distribute"
  means to  reproduce,  license,  rent,  lease,  sell,  broadcast,  publicly display,
  transmit or otherwise distribute; (d)"Open Game Content" means the game
  mechanic and includes the methods, procedures, processes and routines to
  the extent such content does not embody the Product Identity and is an
  enhancement over the prior art and any additional content clearly identified
  as Open Game Content by the Contributor, and means any work covered by
  this License, including translations and derivative works under copyright law,
  but specifically excludes Product Identity. (e) "Product Identity" means product
  and product line names, logos and identifying marks including trade dress;
  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic  elements,
  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions,
  likenesses, formats, poses, concepts, themes and graphic, photographic and
  other visual or audio representations; names and descriptions of characters,
  spells, enchantments,  personalities,  teams,  personas,  likenesses and special
  abilities;  places, locations, environments,  creatures,  equipment,  magical  or
  supernatural abilities or effects, logos, symbols, or graphic designs; and any
  other trademark or registered trademark clearly identified as Product identity
  by the owner  of the Product Identity,  and which specifically excludes the
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
  motto, designs that are used by a Contributor to identify itself or its products or
  the  associated  products  contributed  to  the  Open  Game  License  by  the
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute,  copy,  edit,
  format, modify, translate and otherwise create Derivative Material of Open
  Game  Content.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this
  agreement.
  2. The License: This License applies to any Open Game Content that contains
  a notice indicating that the Open Game Content may only be Used under
  and in terms of this License. You must affix such a notice to any Open Game
  Content that you Use. No terms may be added to or subtracted from this
  License except as described by the License itself. No other terms or conditions
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License,
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute:  If You are contributing original
  material as Open Game Content, You represent that Your Contributions are
  Your original  creation and/or You have sufficient rights to  grant the rights
  conveyed by this License.
  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE
  portion of this License to include the exact text of the COPYRIGHT NOTICE of
  any Open Game Content You are copying, modifying or distributing, and You
  must add the title, the copyright date, and the copyright holder's name to the
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including
  as an indication as to compatibility, except as expressly licensed in another,
  independent Agreement with the owner of each element of that Product
  Identity. You agree not to indicate compatibility or co-adaptability with any
  Trademark or Registered  Trademark in conjunction with  a work containing
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  and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly
  indicate which portions of the work that you are distributing are Open Game
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish
  updated versions of this License. You may use any authorized version of this
  License to copy, modify and distribute any Open Game Content originally
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms
  of this License with respect to some or all of the Open Game Content due to
  statute, judicial order, or governmental regulation then You may not Use any
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply
  with all terms herein and fail to cure such breach within 30 days of becoming
  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this
  License.
  14. Reformation: If any provision of this License is held to be unenforceable,
  such provision shall  be reformed only to  the extent  necessary  to  make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Libram Magica:  A Basic Fantasy Supplement Copyright © 2008-2013 R. Kevin
  Smoot.
  END OF LICENSE
  71      Cleric, Druid, Magic-User, Illusionist, Necromancer, Index
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Magic/Basic Fantasy Libram Magica [r2].pdf