TEXT: Far Realms
  More Spells I
  A Compendium of Spells and Familiars 
  for use with Old School Fantasy Games
  
  Far Realms – More Spells I
  The Far Realms  line of supplements is designed to add depth and flavor to any old school 
  fantasy campaign.
  Far Realms – More Spells I is compatible with OSRICTM system rules, AD&D First
  Edition rules, AD&D Second Edition rules, and can be easily modified for other old school 
  gaming systems.
  Far Realms – More Spells I is part of Harbinger Games' Old School Supplements Line
  Written by: Richard Stump with contributions from the Fun Lads Five
  Editor: Jennifer Stump
  Layout and Design: The Harbinger Games Design Team
  Illustrations: all interior illustrations are public domain and are not included in trademark,
  trade dress, product identity, brand identity, or copyright. 
  Interior text is copyright of Rick Stump 2014 as per the Open Game License section 15
  Designation of Product Identity: The following items are designated as product identity
  in accordance with the Open Gaming License: All Harbinger Games logos, identifying
  marks, and trade dress, including logos, product names, and names of product lines. In
  addition, all proper names, fictional characters, plot lines, fictional governments,
  societies, planets, and technologies that are named or described in explicit detail.
  Likewise, all charts, graphs, cartography, artwork, and graphics are to be considered
  Product Identity and, thus, not Open Content. Any works, elements, or names covered
  by the Open Gaming License or the OSRIC gaming license are not included in this
  statement of Product Identity.
  OSRIC is a trademark of Matthew Finch and Stuart Marshall and is used in accordance
  with the OSRIC use license without intent to infringe upon that trademark.
  AD&D is a trademark of WOTC and all references to it are within the guidelines of fair use 
  without intent to infringe upon any trademark, marketing identity, or copyright.
  Any use of additional trademark material in this work is unauthorized, inadvertent and is
  not an attempt to infringe upon the intellectual property rights of others.
  The authors wish to thank Gary Gygax, Dave Arneson, Lew Pulsipher, the scores of
  players we have shared a table with, and the OSR community.
  
    Hello! Thank you for purchasing Far Realms – More Spells I the second release in Harbinger 
  Games' Old School Supplements. The entire line of books is designed to give you access to rules, 
  spells, creatures, items, monsters, NPCs, and whatever else you might need or want to add to 
  your game.
    The contents of this supplement are like almost everything in the Old School Supplements line 
  – the result of 40 years of play. Most of the spells and creatures in this book were created by 
  players and tested at the table for years. Because the spells were associated with particular char­
  acters they are presented in alphabetical order rather than by level.
  Table of Contents
  Spells................................................................................................................................................5
  Playing Notes: True Names.................................................................................................. 11
  Special Familiars............................................................................................................................13
  Arcane Servants........................................................................................................................ 13
  Elemental Spirits....................................................................................................................... 14
  1
  
  Spells
  Airik's Agility
  Arcane Alteration
  Level:
  Magic user 2
  Range:  
  Touch
  Duration:
  1 hour/caster level
  Area of Effect:
  person touched 
  Components:
  V, S, M
  Casting Time:
  1 turn
  Saving Throw:
  None
  This spell increases the dexterity of the person affected. This increase lasts the duration of the 
  spell. The amount of dexterity depends upon his class and is subject to all limits based upon race, 
  class, etc.
    Class
  Dexterity Gain
    Cleric
      1­4 (d4)
    Fighter
      1­4 (d4)
    Magic user
      1­6 (d6)
    Thief
      1­8 (d8)
  If used on a multi­ or dual classed character the best die is used (i.e, a fighter/thief would roll a 
  d8).  The material component is a miniature wooden toy top.
  Airik's Cloak of Retribution
  Arcane Evocation
  Level:
  Magic user 4
  Range:  
  self 
  Duration:
  2 rnd + 1 rnd/ caster level
  Area of Effect:
  Personal 
  Components: V, S, M
  Casting Time:
  4 segments
  Saving Throw:
  None
  The spell cloaks the caster in a nimbus of ghostly black fire that emits no heat or light. Any 
  creature striking the caster while protected by the Cloak of Retribution with a body part or a 
  hand­held weapon will inflict normal damage but will take double that amount of damage 
  themselves! The Cloak of Retribution only magnifies and reflects damage, effects such as poison, 
  level drain, etc. are not reflected or magnified.
  The material component is a sliver of a broken mirror.
  2
  
  Ember's Elemental Familiar
  Arcane Conjuration/Summoning
  Level:
  Magic user 3
  Range:  
  0
  Duration:
  Instantaneous
  Area of Effect:
  special/ 1 creature 
  Components:
  V, S, M
  Casting Time:
  48 hours
  Saving Throw:
  None
  This variant of Find Familiar allows a caster to attract a minor elemental as a familiar as long as 
  the caster does not presently have a familiar. Casting the spell requires the magic user to spent 48 
  hours in the creation of summoning circles, special rituals and the sacrifice of items to attract the 
  desired type of elemental. General costs are 300 g.p. As well as the following; a 300 g.p. pearl 
  for a water elemental familiar; a 300 g.p. ruby for a fire elemental familiar; a 300 g.p. diamond 
  for an air elemental familiar; or a 300 g.p. piece of agate for an earth elemental familiar. At the 
  end of the spell the caster rolls a d20 and consults the following chart;
    roll
            result
   1­18
     familiar appears
  19­20
  no familiar available
  If no familiar is available the caster must wait 90 days before attempting the spell again.
  Details of elemental familiars are found in the Creatures section.
  Ember's Fireflash
  Arcane Evocation
  Level:
  Magic user 2
  Range:  
  50 ft + 5 ft/ caster level
  Duration:
  Instantaneous
  Area of Effect:
  10 ft radius sphere
  Components:
  V, S, M
  Casting Time:
  2 segments
  Saving Throw:
  None
  Ember's Fireflash allows the caster to create a small burst of fire at the designated place, filling a 
  20 ft diameter sphere with magical flame that causes 1d4 hit points of damage per caster level to 
  all within the area of effect. Affected creatures may save vs. spells to reduce damage in half. Like 
  a Fireball the Fireflash will expand to fill the area around it out to its maximum volume of 4,188 
  cubic ft. Objects in the area of effect must save vs. magical fire at +2 or ignite/melt/crack.
  The material component is a small ball of cork dipped into pitch.
  3
  
  Jonas' Ballista Bolt
  Arcane Evocation
  Level:
  Magic user 5
  Range:  
  60 ft + 10 ft/ caster level
  Duration:
  Instantaneous
  Area of Effect:
  1 creature
  Components:
  V, S, M
  Casting Time:
  5 segments
  Saving Throw:
  None
  This spell allows the caster to fire a lance of magical power from his palm to hit a target with no 
  chance of missing. This arcane bolt inflicts 4d8+4 damage; this damage increases by 1d8+3 for 
  every 2 levels of the caster past 7th; thus, a 9th level caster's Ballista Bolt would cause 5d8+5 hit 
  points.
  A Shield spells reduces the damage of Jonas' Ballista Bolt by 1 hit point per die but is destroyed 
  by the impact. A Brooch of Shielding absorbs half of the damage, but expends charges as if it had 
  stopped all damage (i.e., a target wearing a Brooch of Shielding struck by a Ballista Bolt of 28 
  h.p. Damage would take 14 h.p. and the Brooch would use up 28 charges)  and the Brooch must 
  save vs. normal fire or be destroyed.
  The material component is a miniature golden arrow worth 100 g.p.
  Jonas' Furious Fusillade
  Arcane Evocation
  Level:
  Magic user 5
  Range:  
  0
  Duration:
  Instantaneous
  Area of Effect:
  Cone; 5 ft long per level with a base of radius 1 ft per level
  Components: V, S, M
  Casting Time:
  5 segments
  Saving Throw:
  None
  When casting Jonas' Furious Fusillade the caster holds his hands forth side by side, palms out, 
  and releases a storm of Magic Missiles in a cone 5 ft wide at the casters hands, 5 ft long per level 
  with a 5 ft per level diameter base. All creatures within the area take 1d4+1 hit points of damage 
  per level of the caster (i.e., a Furious Fusillade from a 9th level magic user causes 9d4+9 
  damage) and all unprotected items in the area not on a creature must save  vs. normal blow. Since 
  the Magic Missiles are not targeted at any specific target a save reduces damage by one­half.
  4
  
  A Shield spell will reduce damage by one­half (so a person protected by a Shield spell that makes 
  their saving throw takes one­fourth damage). A Brooch of Shielding will likewise absorb one­
  half of the damage of a Furious Fusillade.
  The material component is a small silver tube that flares at one end that costs 50 g.p.
  Jonas' Jab
  Arcane Evocation
  Level:
  Magic user 2
  Range:
  10 ft/ caster level
  Duration: 
  Instantaneous
  Area of Effect:
  One Creature or Object
  Components: V,S
  Casting Time:
  1 segment
  Saving Throw:
  None
  The magic user points at a target within range and releases a bolt of eldritch force that strikes 
  unerringly causing 2 points of damage per level of the caster. The bolt hits with enough force to 
  throw small objects away from the caster a distance of 1 foot per level (for a 1 lbs. object); larger 
  and smaller objects have this distance adjusted based on weight. Non­magical objects struck 
  must also make a saving throw vs. normal blow or be broken. If the object is held by a creature 
  that creature must make a saving throw vs. paralysis or drop the item. 
  Jonas' Jab is stopped by Shield and other items and spells that affect Magic Missile, such as 
  Brooches of Shielding
  Jonas' Javelin
  Arcane Evocation
  Level:
  Magic user 3
  Range:  
  60 ft + 10 ft/ caster level
  Duration:
  Instantaneous
  Area of Effect:
  1 creature
  Components: V, S
  Casting Time:
  3 segments
  Saving Throw:
  None
  When cast, a single javelin of magic energy streaks from the caster's fingertips striking his 
  intended target with no chance of missing. The javelin causes 2d6+2 damage. For every two 
  caster levels beyond 5th this damage increases by 1d6+1; therefore a 9th level magic user's 
  javelin causes 5d6+5 damage, etc. 
  5
  
  This powerful variant of the Magic Missile spell is affected by spells and items in a similar 
  manner. A Shield spell negates all damage save for 1 hit point per die of Jonas' Javelin; a Brooch 
  of Shielding absorbs all damage as normal.
  Jonas' Jolt
  Arcane Evocation
  Level:
  Magic user 4
  Range:  
  10 ft/ caster level
  Duration:
  Instantaneous
  Area of Effect:
  1 creature or object
  Components: V, S
  Casting Time:
  4 segments
  Saving Throw:
  None
  When this spell is completed a bolt of force leaps from the caster's hand to strike the designated 
  target, never missing. The powerful attack causes 3 hit points of damage per level of the caster 
  and strikes hard enough to throw a 1 lbs object 2 ft per caster level. Objects struck by Jonas' Jolt 
  must save vs. crushing blow or be destroyed and stuck/locked doors may be forced open as if by 
  a person with an 18/51 Strength. Any creature struck by Jonas' Jolt must save vs. paralysis or be 
  knocked prone; small creatures save at ­4, large at +4.  If the Jolt strikes an object held by a 
  creature that creature must save vs. paralysis at ­4 or have the item knocked from their grasp.
  A Brooch of Shielding takes 150% of normal charges to stop a Jonas' Jolt; to halt a Jolt inflicting 
  24 hit points of damage would take 36 charges from the brooch, for example. A Shield spells 
  totally negates a Jonas' Jolt but the Shield spell ends immediately, its energies consumed.
  Mournglow's Arcane Summons
  Arcane Conjuration/Summoning
  Level:
  Magic user 3
  Range:  
  0
  Duration:
  Instantaneous
  Area of Effect:
  Special/1 creature
  Components: V, S, M
  Casting Time:
  1 week
  Saving Throw:
  See Below
  This variant of Find Familiar summons an Imp, Quasit or Arcane Servant (see pg. XX) to serve 
  as the caster's familiar. Casting this spells requires the caster's effort and concentration for a full 
  week. During casting the caster can perform no other activity but eating, drinking, and 
  sleeping.Each day the caster must burn charcoal, rare woods, and fine incense in a brazier while 
  repeating a mystic formula (250 g.p. worth each day)  while wearing special robes (100 g.p.) and 
  drawing symbols of powers (total cost for the materials and tools is another 400 g.p.). On the last 
  6
  
  day the caster must place 250 g.p. worth of powdered garnet into the brazier and as the sun sets 
  he must complete the ritual by pouring a Potion of Clairvoyance into the brazier. The caster then 
  rolls percentile dice; on 05­100% the appropriate creature (Arcane Servant for any Good or non­
  Chaotic Neutral caster, an Imp for a Lawful Evil or Neutral Evil caster and a Quasit for a Neutral 
  Evil or Chaotic Neutral caster); on 01­02% a Quasit appears and immediately attacks the caster; 
  on a 03­04% an Imp appears and immediately attacks the caster.
  This spell cannot be cast by a magic user that has a familiar or has had a familiar within the last 
  year.
    
  Details of an Arcane Servant as a familiar can be found in that creature's entry in the Unique 
  Creatures section.
  Murgan's Escalade
  Arcane Alteration
  Level:
  Magic user 3
  Range:  
  self
  Duration:
  1 round+1 round/level
  Area of Effect:
  caster
  Components: V, S, M
  Casting Time:
  3 segments
  Saving Throw:
  none
  Created by the master infiltrator Murgan, this spells grants the caster great ability to maneuver. 
  For the duration of the spell the caster is under the effects of a Spider Climb spell and once per 
  round may Jump as that spell. This permits the caster to leap great distances and then cling to 
  whatever surface on which they land (subject to the limitations of Spider Climb). 
  The material component is a leg from a jumping spider.
  Naming
  Arcane Alteration
  Level:
  Magic user 8
  Range:  
  30 ft
  Duration:
  Instantaneous
  Area of Effect:
  1 creature
  Components: V, S, M
  Casting Time:
  4 segments
  Saving Throw:See Below
  When casting this spell the magic user utters that target's true name (typically the name given to 
  them by their parents at their birth, but perhaps a name granted them by their religion or granted 
  7
  
  by their creator) along with certain mystic charms invoking a great curse upon the target. There 
  are three versions of the spell and the chosen version must be picked when the spell is prepared, 
  not at the time of casting;
    Dominion: The target's magic resistance, if any, is reduced 25% (and Elves and Half­Elves 
  resistance to Sleep and Charm is completely negated) and they must save vs. magic at ­4; if the 
  spell succeeds the target is under the effects of a Charm Person/Monster for a year and a day 
  with no chance to make additional saving throws.  Naming Dominion may only be removed with 
  a combination of Dispel Magic cast by a 16th or higher level magic user and a Remove Curse 
  cast by 16th or higher level cleric; both spells must be cast at the same time and both must 
  succeed – only one attempt is possible. The version affects creatures from the elemental and 
  outer planes.
    Banishment: The target's magic resistance, if any, is reduced 40% and they must save vs. magic 
  at ­6 or be forced to return directly and immediately to their home plane and cannot return for a 
  variable amount of time based upon their strength (thus, an Imp will be banished for 30 years, a 
  Demon Prince for a year and a day). This version only affects creatures from the elemental and 
  outer planes.
    Weakening: The target's magic resistance is reduced ­15% and they must save vs. Death at ­4 or 
  have all of their characteristics reduced to 6 permanently. This version only affects creatures 
  subject to Charm Person. The effects may be removed as per Naming Dominion.
    Severing: The target's magic resistance is reduced ­15% and they must save vs. death at ­4; 
  further, no magic items may add to their saving throw. If successful,  Naming Severing 
  immediately removes all arcane spells from the mind of the target. The target is completely 
  unable to learn, prepare, or cast any arcane spell, nor may they use any magic item that is for 
  magic users or illusionists only. While familiars get a saving throw vs. death at ­4 to remain 
  attached their master gains to benefit from the relationship and any telepathic bonds are removed 
  immediately. Homonculi slip into a coma­like state immediately (no save) and remain that way 
  until the Naming Severing is removed. The effects may only be removed via the use of a Wish 
  said simultaneously with a Remove Curse cast by a 12th or higher level cleric.
  In addition to the target's true name the caster must use a ruby of at least 5,000 g.p. Value, which 
  is consumed in the casting.
  Playing Notes: True Names
  The idea that your true name has power over you (by identifying you very specifically)  and, 
  therefore, people who know it gain power over you, is surprisingly common. Reflecting this in 
  game terms can be done a few different ways; grant a ­2 or ­4 on saving throws vs. spells when 
  the caster knows the true name of the target and speaks it as part of spell casting; or, the target of 
  a Charm spell gets no initial saving throw if spell casting included their true name; or, have 
  specific spells that utilize a target's true name (the Unique Spells section).
  8
  
  In some other societies names are changed or new names are given as part of certain stages in 
  life; coming of age, marriage, religious confirmation; etc. can all result in these changes. While 
  this will obviously vary between cultures in specific game worlds (if it exists at all) it is a fairly 
  common event in real world cultures.
  Because of these beliefs and at least the potential for true names to have power over a person, it 
  isn't uncommon for people to take what is called a 'day name' or 'common name' they use in 
  routine life; it may be given to them by parents or family leaders, by the local cleric. Or even 
  picked by the person themselves when they come of age. Typically their 'true name' is never 
  uttered in public once they are adults.
  9
  
  Special Familiars
  Arcane Servants
  Frequency:
  Very Rare
  No. Encountered:
  1
  Size:
  Small
  Move:
  60 ft, 180 ft flying (AA: level V)
  Armor Class: 4
  Hit Dice:
  2+3 (minimum 9 h.p.)
  Attacks:
  1 or spell
  Damage:
  by weapon (see below)
  Special Attacks:
  see below
  Special Defenses:
  see below
  Magic Resistance:
  30% (60%)
  Lair Probability:
  N/A (may be in their master's lair)
  Intelligence:
  High
  Alignment:
  Matches their master at time of summoning
  Level/XP:
  5/400 +1/h.p.
   Summoned from the outer planes by special summoning spells to serve as familiars for Good 
  and non­Chaotic Neutral magic users, Arcane Servants are only normally seen in this role. These 
  small humanoids resemble Humans or Elves with noble features and feathered wings. Naturally 
  Invisible, they can become visible at will. They dress in simple clothes and are armed with tiny 
  daggers (1 point of damage), slim swords (1d3) and can be equipped (at considerable expense) 
  with miniature heavy crossbows (rates at heavy crossbow, 1/4th heavy crossbow range, 1d3+1 
  damage). They fight as 6th level fighters.
    Their already­considerable magic resistance is doubled against area effect spells and if their 
  magic resistance fails they make all saves as if they were 12th level clerics. Additionally, they are 
  immune to all diseases, poisons, and electricity. If they successfully save vs. fire, cold, or acid 
  they take no damage and still take only half­damage if they fail to save. They talk half damage 
  from Magic Missiles and similar spells.
    They may cast the following spells as a 12th level caster (except as noted), one per round: 
  Protection from Evil once a day; Light, Read Magic, and Detect Magic 3 times a day each; either 
  Knock or Wizard Lock once a day; Mending once a day; and up to 3 Magic Missiles a day (singly 
  or in groups). They have Infravision to 60'.
    As a familiar Arcane Companions grant their masters 30% magic resistance if they are within a 
  mile of each other (although it is not doubled for area effect spells for the master). Within that 
  same range both Servant and Master can communicate telepathically. If separated by more than a 
  mile each knows the direction of the other as long as they are on the same plane. Arcane Servants 
  encourage their masters towards goodness, order, charity and mercy and are fierce foes of evil 
  mages and their opposites, imps and quasits.
    Arcane Servants can speak and read/write  any language their master can speak, read or write. 
  They are also skilled at cleaning, mending, sewing, and organizing and strive to keep their 
  10
  
  master clean, fed, and well­groomed. They are adept at managing libraries, labs, and forges, 
  reducing the maintenance costs of such facilities 10%. With their knowledge of magic they are 
  excellent assistants giving their master a +5% on success when researching new spells, potions, 
  or magic items.
    A mage may never have more than one Arcane Servant at a time. If their Arcane Servant is 
  killed the magic user must save vs. Death or be struck unconscious for 1d6 rounds. Regardless, 
  the mage immediately loses all memorized spells and cannot cast spells until they rest for one 
  full day. If the servant died due to negligence the magic user must Atone before they may 
  summon another; otherwise after a month a new Arcane Servant may be acquired. If the magic 
  user ever betrays their Arcane Servant or changes to a non­Good alignment the Arcane Servant 
  either immediately and permanently departs (75%) or remains as an independent creature bent on 
  the downfall of their former master (25%).
  Elemental Spirits
  Frequency:
  Very Rare
  No. Encountered:
  1 (1­4)
  Size:
  Small
  Move:
  60 ft/60 ft. burrowing (earth); 90 ft./ 120 ft swimming (water); 120ft flying 
  (AA:VI) (air); 120 ft. (fire)
  Armor Class: 0
  Hit Dice:
  2
  Attacks:
  1 (earth, water and fire); 2 (air)
  Damage:
  2d4+1 (earth); 1d4+2 (water); 1d3/1d3 (air);1d4 + 1d4 (fire)
  Special Attacks:
  see below
  Special Defenses:
  see below
  Magic Resistance:
  none
  Lair Probability:
  N/A (may be in their master's lair)
  Intelligence:
  Average
  Alignment:
  Neutral
  Level/XP:
  5/400 +1/h.p.
  Summoned from the Elemental Planes by special summoning spells to serve as familiars for 
  magic users, Elemental Spirits are sometimes also seen in deep caverns, the deep ocean, high in 
  the air, or in lava pools or perhaps as responding to Monster Summoning spells. In their primary 
  form they  appear  to be a manifestation of their element about 2' in height; earth spirits resemble 
  small, rough­hewn statues, water spirits as a miniature wave, air spirits as a patch of cloud or 
  fog, and fire spirits as a red­range flame.. In combat they lash out with an 'arm' that does either 
  crushing damage (earth and water), lacerations from airborne grit (air) or a combination of 
  impact and fire (fire). They can also assume the form of a 2” gemstone; a large agate that 
  vibrates faintly (earth), a blue­green pearl that seems to swirl with color (water), a clear crystal 
  (air), or a ruby that is warm to the touch and emits light as a torch (fire). Transforming between 
  forms takes 3 segments. If exposed to a 'hostile' element (removed from contact with the ground 
  for an earth spirit, in temperatures above 110 degrees or in very arid places for water, underwater 
  11
  
  or in vacuum for air, and immersed in water for fire) they are forced into their elemental stone 
  form and cannot transform back until removed from the hostile environment. 
  They can only be struck by weapons of +2 or greater enchantment.  They are immune to death 
  magic, petrification, poison, disease, Hold, and Charm spells, but they are subject to spells that 
  bind or banish extra­dimensional creatures, such as Protection from Good. Elemental spirits 
  Regenerate 1 hit point every turn.
  As a familiar they grant their master various benefits. Earth spirits grant the benefits of a Ring of 
  Free Action; water spirits grant Water Breathing; air spirits the ability to Fly 1 hour per week 
  (total; the periods of flight may be broken up); and fire spirits grant the effects of a Ring of Fire 
  Resistance. They may also telepathically communicate with their master at up to a mile. The 
  master is always aware of the direction to his familiar and their current form.
  Because of their special status as summoned beings, damage that would kill another creature 
  actually banishes them back to the appropriate Elemental Plane. If banished by damage or spell 
  effects they return to their master's service after 5 days. During that time their master makes all 
  attacks and saving throws at ­2 due to a feeling of deep loss. An elemental spirit may be freely 
  dismissed at anytime but a new elemental spirit cannot be acquired for a year and a day after 
  such a dismissal.
    A magic user can only have one elemental spirit as a familiar at a time, although others may be 
  summoned as temporary servants by certain spells. A magic user with an elemental spirit familiar 
  has ½ normal chances of losing control of a summoned elemental. 
  12
  
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  Under no circumstance should this license be construed to violate the terms of the Open Game License, and any term that violates  
  the Open Game License is to be construed as closely as possible to the original intent within the terms of the Open Game License.
  13
  
  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.
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  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 Open  
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered  
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product  
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  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, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.  
  Gary Gygax and Dave Arneson.
  14
  
SOURCE: textdata/thevault/1e, OSRIC Generic/Far Realms; Harbinger Games/Far Realms More Spells 1.pdf