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Malcons Tome of Infinite Spells

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317 views118 pages

Malcons Tome of Infinite Spells

Uploaded by

Nazderon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MALCON’S TOME

OF INFINITE
SPELLS
An OSRIC Supplement

Written by Malcon the Fire Bringer

Edited By Joseph Mohr

© Old School Role Playing 2024


What is Old School Role Playing about?

At Old School we are all about the classic version of role playing games that were
popular in the late 1970s to the early 1980s. You know the games. You played them as kids.
They were far better than many of the later versions that came along. At Old School we bring you
high quality adventures and adventure products for gaming at a reasonable price.

The adventures themselves are well thought out. They have a few puzzles, riddles and
other encounters as well as plenty of monster bashing action. Some have been thoroughly play
tested by other gamers. The goal is to provide you the game master adventures to use on the spur
of the moment when players want to play and you do not have the time to prepare something
spectacular.

Visit our blog at www.oldschoolroleplaying.com


CREDITS
Written by Malcon the Firebringer (with help from Joseph Mohr)

Artwork by various artists as follows:

Cover Page Spell Book www.depositphotos.com

Malcon current appearance pubic domain

Malcon as High Seer of Zanzia public domain

Wizard reading from spellbook public domain

Back Page Malcon (Pre-Lich) public domain


Hello. It’s me again.....your favorite Lich Malcon. I have been working on spell research for the
last few hundred years or so....working my fingers to the bone......er....working diligently to create
new spells for your gaming campaign. Zanzia, as you probably know, has many wizards and
many Lich. We are a competitive bunch. Each of us is trying to top the other. Developing new
ways to destroy each other is sort of a realm wide occupation.

This spell book I am presenting you is the culmination of centuries of my own research into
spells. Ok, yeah, I stole a few of these spells from weak delvers who visited my fiery lair and did
not make it home to tell about it. Finders keepers....that is what I always say....

Anyhow....I did not limit myself to magic user spells. I am an inclusive Lich and decided to give
Clerics, Druids and even Illusionists some love too. Ok....I even give a little love to that
extremely underused 1st edition class.....the Bard along with Rangers and even the do gooder
Paladins. I drew the line....however....at that Unearthed Arcana crap and it’s associated classes.

USING THIS TOME


A word of caution....before I begin.....

How exactly should a game master use the incredibly powerful knowledge offered in this
magical tome? Dropping this entire book in a dungeon somewhere would probably not be
advisable. Too much power and knowledge in the hands of your delvers would not be a wise
decision.

My suggestion would be to offer a spell or two at a time from this tome into your campaigns in
the form of found scrolls or ancient books or even in the spell book of some powerful wizard or
Lich. Perhaps a spell might be discovered in some ancient library or inscribed on some
mysterious statue or dungeon wall. Or perhaps one of your delvers might even engage in spell
research of their own and discover one of these spells naturally.

Clerics might even discover that they went to sleep praying for one spell only to have another
offered to them by their gods.....

A bard might discover some ancient song book..... A ranger might discover a spell while walking
the wilds.....

NAME DUPLICATION/REDUNDANCY
Okay. As you know.....I am a Lich......and I have been working alone in my fiery lair inside of an
active Volcano now for nearly a thousand years...... I have not been paying close attention to the
discoveries of mere mortals.....

It is possible....however unlikely....that some mortal may have invented a similar spell to mine or
used a spell name similar to one of my spells here......mine are, of course, far superior..... but in
this unlikely event either change the spell name or ignore the inferior version or just forget about
the new spell that I am offering you.....

Yes. It is also possible.....that some other publication may have created a similar spell.
Again.....mine are superior. But use your own judgement. Choose whichever version that you feel
meets your needs best.

TOO MUCH POWER


About another issue....yes....it is possible...that some of these spells should never be discovered
by mortal men.....or even by elves..... Some magical powers are just too powerful to be
contained.....unleashing some of these spells into your campaign might do more harm than
good.....

Of course.....I often prefer to do more harm than good....but that is beside the point....

Should you feel that a spell is too powerful to give to one of your puny delvers than leave it in the
tome and forget it...or better yet....let them try to learn it...and have them fail their learn spell
roll....that is much more amusing.....

MATERIAL SPELL COMPONENTS


Ok. I know that many dungeon masters hand waive spell components in game play. Consider this
when selecting spells from the lists below: some spells are too powerful to let someone cast
every day. The spell components are often what keeps someone from overusing a spell. When the
caster knows he or she needs to burn a 10000 gp gem each time they use a spell then they will do
so sparingly. If you take away the material component of the spell then you damn well better
insert some other limiting factor into the spell or else your players absolutely will abuse some of
the spells by casting them every other battle.

Ever wonder why your players are throwing fireballs into every room? Perhaps it is because you
do not make them carry bat guano and sulphur on every delving expedition? There is a reason
why these spell components were written into the books.

ADJUSTMENTS
If you find a spell in these lists that you like and wish to use with your players it is
possible....although highly unlikely given that I wrote this tome.....that you might wish to make
changes to the spell. Feel free to do so to meet the needs of your campaign. I have entered
suggested ranges, durations, areas of effect, spell components, etc but these are easily
manipulated. In most instances I have made casting times 1 segment, round or turn per level of
the caster. In most instances range, duration, area of effect, etc may be a set figure plus more per
level of the caster.
MAGIC USER SPELLS
Wizards are an interesting lot. They have many varied interests. Some prefer conjurations. Some
are interested more in evocation. Whatever the interest, however, this list has a spell or two that
should peak their interests.

ABSORBTION

Level: 9 Components: V, S, M
Range: Self Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: Self

The caster wielding this spell can use a device, of his or her choosing, to act as a magnet for spell
casting energy directed towards the caster and nullifying their effect and storing the energy to be
used at a later time in the form of spells of his or her own casting.

The caster wielding this spell can instantly detect the spell level and decide on whether to react or
not when the device absorbs it. The caster can use the energy to cast any spell he or she has
memorized in but one segment without loss of spell memory as long as the spell so cast is of
equal to or lesser level than the one absorbed. Excess levels are stored as potential and can be
cast in a like manner as any level of spell so long as the wielder knows the spell and has it
memorized.

The device chosen to store the energy can be just about any solid object the caster is in
possession of. A staff, weapon or holy symbol for examples. But the object cannot already be
imbued with magical properties.

The material spell component is the object chosen to be the instrument of absorbtion.

If the device storing this magical energy is destroyed by some means (such as by a failed item
saving throw) the device will explode with the force of the energy stored within. For every level
of energy stored one dice of damage will be released and will affect anyone within a 20 foot
radius of the device when the explosion occurs. A saving throw for one half of this damage will
apply (vs magic).

A maximum of twenty levels of magic can be stored in a device. Should a twenty first level of
energy be attempted to be stored the device will explode as mentioned in the last paragraph.

Note - the caster cannot store energy in more than one device at a time. They could....but to do so
would not gain them very much. Energy slowly leaks away from these devices at a rate of one
energy level per day.

ACID ORB

Level: 1 Components: V, S
Range: 6"+1" per level Casting Time: 1 segment
Duration: Special Saving Throw: ½ damage
Area of Effect: One or more creatures in a
10 square foot area

The use of this spell creates a single small orb (per level of the caster) that will fire from the
fingertips of the caster and move directly towards enemies of his or her choosing. These orbs can
all be fired at the same target or can be fired at different targets. Each orb moves unerringly to
strike the targets chosen and will do 1D4 damage each. A saving throw for ½ damage applies to
each orb used.

ACID RAIN

Level: 4 Components: V, S, M
Range: 1" per level Casting Time: 4 segments
Duration: 1 round Saving Throw: ½ damage
Area of Effect: Special

This spell creates a sheet of acid raining down upon the area of effect. Any person or creature
within the area of effect must save versus breath weapon or suffer 3-36 points of damage from
the acid. Item saving throws, of course, would also apply to those within the area of effect.

The material component of this spell is a small vial of acid.

ADVANTAGE

Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segments
Duration: 1 round per level of caster Saving Throw: None
Area of Effect: Touch

Sometimes everyone could use a little help. When the magic user casts this spell upon the
recipient (or the caster) they gain a second roll to perform the action. The higher of the two rolls
is used for the check. This allows the recipient of the spell basically two chances to perform
some act, make some saving throw, make one attack, etc.

When the attempt is made the spell is competed. The material component for this spell is a bent
coin.

AGONY
Level: 2 Components: V, S
Range: Touch Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: One target

For some enemies one just does not wish to kill quickly. It is far more enjoyable to watch them
suffer for some time before death occurs. The victim of this spell will suffer in torment for the
duration of the spell but will (in all probability) not die from it.

A victim of this spell will suffer one point of damage per round for the duration of the spell while
suffering great pain and anguish as a result. They will immediately be aware of who is causing
them this pain and suffering. They will feel as if they are being burned alive. It will be nearly
impossible for them to not scream out in pain as a result.

This spell is also quite effective for use as a torture device to get answers needed from a reluctant
captive. The caster has the power to end the suffering endured at any time and thus can relieve
the suffering when desired. But what would be the fun in that?

BALOR’S WHIP

Level: 4 Components: V, S, M
Range: Caster Casting Time: 4 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: Caster

The whip and flame of the Balor is one of the most terrifying aspects of the Type VI Demon.
Replicating this effect is the object of this spell.

The caster of this spell will suddenly burst into flame as a fiery whip appears in one hand. The
whip can be used to strike a victim and drag them into the flames around the magic user. Thus
the target will suffer 3-18 points of damage from the fires. The magic user is temporarily imbued
with the strength of a Balor for purposes of using the whip and pulling victims into the fires.
Most mortal humans would not have the strength to resist nor would many monsters. The caster
does require a “to hit roll” but shall strike with the whip as a fighter of the same level rather than
as a magic user.

The material components for this spell is a leather whip and a demon’s horn (does not have to be
from a Balor). When the spell is over the whip will fall to pieces.

BANSHEE’S WAIL

Level: 8 Components: V, S, M
Range: 3" Casting Time: 8 segments
Duration: 1 round Saving Throw: negate
Area of Effect: 3"
The keening of the Banshee is one of the most feared aspects of the Groaning Spirit. When this
spell is cast the magic user can wail once with the same effect as that of a Banshee. This, of
course, requires total darkness at the time. Any person, friend or foe, within 3" must save versus
magic or die.

The material component is a lock of hair from an evil female elf (yes.... a Drow will do).

BLACK HOLE (PORTABLE HOLE)

Level: 6 Components: V, S, M
Range: 1" Casting Time: 6 segments
Duration: 1 turn per level Saving Throw: None
Area of Effect: 6' diameter

The caster of this spell creates a temporary void space like that of a portable hole. Like the
portable hole this space can be moved, folded or otherwise transported. Unlike the portable hole,
however, this creation is temporary. Spells such as extension have no effect on this created void
space but the spell permanency will create a permanent portable hole out of the space.

In all other respects this void space will be exactly the same as a portable hole.

The material component is a piece of cloth made from phase spider silk.

BLAST OF COLD

Level: 1 Components: V, S
Range: 0 Casting Time: 1 segment
Duration: 1 round Saving Throw: None
Area of Effect: Special

The caster of this spell creates a sudden sharp wind of cold air which emanates from their
extended finger tips. This cold air generates frost and snow which will strike targets directly in
front of the caster.

The cold air, frost and snow will shoot from the fingertips of the caster in a cone which spreads
from 1" to 5" up to 10" away from the caster. Anyone within that area of effect will suffer 1 point
of cold damage per level of the caster as a result of the effect. Normal liquids within that area of
effect will freeze. No saving throw applies.

BLAST OF THUNDER

Level: 3 Components: V, S
Range: 0 Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: 25" radius of caster
A sudden blast of thunder occurs when the caster of this spell claps their hands. This sound is
incredibly loud and will deafen and disorient anyone nearby. Those within the area of effect must
make a saving throw versus magic or be deafened for 1 round per level of the caster. If they fail
their saving throw five or more points they will also be stunned for a like amount of rounds.

Both friends and foes may be affected by this spell if they are in the area of effect. This spell has
no effect at all if cast within an area under the spell of silence.

BRIDGE

Level: 4 Components: V, S, M
Range: 10" Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: None
Area of Effect: 10" per level of caster

This spell creates a temporary bridge which will extend across a chasm, river, lake or other object
depending upon the range and area of effect of the spell. This bridge is strong enough for
adventurers and their mounts to cross (up to a maximum of 2500# at one time).

The material component for this spell is a brick.

CAGE

Level: 4 Components: V, S, M
Range: 1" Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: negates
Area of Effect: 1" wide + 1"per level
over 4

This spell creates a temporary cage of energy that can keep a captive in or enemies out. The cage,
however, does not protect one from missiles or melee weapons that can reach through the bars.
Anyone touching the bars of the cage suffer 1D4 damage per round. They cannot be passed
through.

The cage spell cannot be used easily against moving targets. Targets who are moving gain a
bonus to their saving throw of +5. But the cage spell is quite easily used against enemies who are
submissive or who are sitting or prone.

The material component is a tiny cage.

CALL TO SERVICE

Level: 8 Components: V, S, M
Range: 1" Casting Time: 8 rounds
Duration: 1 week per level Saving Throw: none
Area of Effect: one summoned creature

This spell is highly dangerous for the wizard daring to cast it. Only a mage of extreme evil would
even consider using this spell but even so it is extremely risky. This spell calls a Bodak to serve
the magic user for a short period of time. Bodaks are chaotic evil and highly unpredictable. They
are not easily controlled and may well kill the summoner for daring to bring them to the prime
material plane. Sometimes a Bodak of high intelligence will attempt to reverse positions and take
control of the summoner. A roll of a single D20 will indicate the intelligence of the Bodak. If this
number is higher than that of the summoner then the Bodak has control and will use the wizard
for it’s own purposes while present on the plane or until the mage is destroyed.

The probability, otherwise, of controlling the Bodak is only 3% per level of the summoner. If the
magic user fails to control the creature it will attempt to kill the wizard 25% of the time, return to
the Abyssal Planes 50% of the time or roam the Prime Material Plane for it’s own purposes 25%
of the time.

The material component for this spell is a melted down golden statue worth at least 10000 gold
pieces which is consumed by flames during the arrival of the Bodak.

CATACLYSM

Level: 9 Components V, S, M:
Range: 10"-1000" Casting Time: 9 turns
Duration: Instant Saving Throw:
Area of Effect: 10"-1000"

Some situations are just desperate. Desperate times call for desperate measures. A wizard facing
certain death might choose to take as many with him or her as possible. That is what this spell is
intended for.

The use of this spell is dangerous. Anyone in the vicinity of where this spell goes off is likely to
perish including the wizard casting it. It is a scorched earth kind of spell meant for being the very
last word.

The effects of the spell are random. One of the following situations will occur once the spell goes
off:

1. Catastrophic Earthquake
2. Massive Tidal Wave (if water is nearby)
3. Horrendous Tornado
4. Meteor Storm strikes the area
5. A massive chasm opens up swallowing everyone in the area
6. The very gates of Hell are opened up, for a time, in the area
Virtually everyone in a 10"-1000" area will perish as a result of the spell. The DM can fill in the
specifics based upon which of the above catastrophes occurs.

The spell can be cast by the wizard and then held for up to 24 hours. But the spell will always go
off in a radius with the wizard in the center of it all.

The material components of this spell are a black diamond of at least 10, 000 gold pieces in value
and a piece of sulphur from the nine hells. The diamond is destroyed during the casting of the
spell. The sulphur will go up in flames when the spell is cast.

CHEAT DEATH

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 turns
Duration: 1 week +1 day per level Saving Throw: none
Area of Effect: self

Some wizards know that bad things are coming. This spell is a contingency which might give
them a second chance. The caster can cast this spell and be protected by it for up to one week
plus one day per level.

The effect of the spell is to allow the caster a second chance to make a saving throw exactly one
time. The caster must declare that he or she intends to use this effect before making the first roll
of a saving throw. After this time it is too late to make the choice. Once the protection is used it
is gone until the spell has been recast again.

The material components for this spell are a ruby of at least 5000 gold pieces in value and a
Satyr’s horn. If the caster uses a ruby worth up to 10000 gold pieces then the spell may be
applied to a target other than the caster.

CLARITY

Level: 2 Components: V, S, M
Range: 1" Casting Time: 2 segments
Duration: 1 turn per level or special Saving Throw: none
Area of Effect: one target

Wizards often need a clear mind to think. This spell helps ensure that the wizard is not easily
distracted from their intended actions. When this spell is cast the target of the spell gains a saving
throw versus having a spell disrupted. The saving throw is versus magic. The spell effect lasts up
to one turn per level or until the first disruption event occurs. Once the spell protects the target
from spell disruption one time the spell is over and must be recast.

The material component for this spell is a piece of scroll parchment.


COMBUSTION

Level: 1 Components: V, S, M
Range: 10" +2" per level Casting Time: 1 segment
Duration: Indefinite Saving Throw: ½ damage
Area of Effect:

Sometimes it is safer to set fire to something at a distance. While the spell is not a combat spell
and does little damage to a living being it can be used to safely set something ablaze with little
risk to the wizard doing so. If used against a living being it will do 1D4 damage.

A bit of flint and steel are the material components needed.

DAEMONIC SUMMONING

Level: 7 Components: V, S, M
Range: 1" Casting Time: 7 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: one being

This spell allows the wizard to bring forth a being from the lower planes to serve for a short
period of time. The type of Daemon summoned will randomly be determined as follows
(Mezzodaemon 50%, Nycadaemon 50%).

These creatures are highly unpredictable and difficult to control. There is a 50% chance that the
creature will subvert the commands given to them in some way to avoid serving the wizard’s
needs. This chance is, however, reduced by 49% if the wizard actually learns the true name of the
creature by some means.

The material component for this spell is a bit of clay from the lower planes.

DEAFENING ROAR

Level: 2 Components: V, S
Range: 0 Casting Time: 2 segments
Duration: 2-12 rounds Saving Throw: negates
Area of Effect: 12" and 3"

The roar of the Dragonne is one of the most terrifying sounds one can hear in the dungeon. The
sound of the roar causes weakness in others within a 12" radius of the caster unless they make a
saving throw versus paralyzation. Creatures within 3" of the caster will be deafened (save versus
magic applies). The effects of the spell last 2-12 rounds. Weakness causes the victim to lose 50%
of the strength during the duration of the spell. Those deafened will feel disoriented and strike at
-1 on attack dice during the duration.
This spell affects both friends and foes. Anyone in the area of effect must make their saving
throws to avoid the effects of the spell.

DEMONIC LORE

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 turns
Duration: 1 day per level Saving Throw: negates
Area of Effect: The Abyss

It can be dangerous to play with Demons. I should know. I count many of them among my
closest friends. Anyhoo....

Some wizards just cannot help themselves. They crave the power and fury of the Lords of the
Abyss. They want to summon demons and then bend them to their wills. As if......a Demon could
actually be controlled by a mere mortal.

But there is a way to deal with Demons that will make even a mortal wizard their master for a
time...... knowledge....

Knowledge is power.....

Demons do not disclose their true names to mere mortals (or to anyone else for that matter).
Those who learn their true names have a power over them for a time. Learning this true name,
however, is not an easy task to achieve. Learning this name requires the wizard to contact another
plane. Not just any plane.....but the 666th layer of the Abyss itself. This is a dangerous game to
play. But it might prove productive if one wants to gain the knowledge needed.

When this spell is cast the Demon in question will immediately be aware of the attempt being
made by the wizard doing so. This will, naturally, not please them. They will almost certainly
investigate and will probably retaliate against the offending wizard regardless of the outcome of
the spell.

A successful discovery of the Demon’s true name will afford the wizard protection from the
Demon and total domination of it for a certain period of time. This time is equal to one day per
level of the spell caster. After this period of time the Demon is free again and may choose to
retaliate against the spell caster. Hopefully the tasks required of the Demon are important enough
to risk such things.

The chances of the spell even acquiring the name is limited to 1% per level of the spell caster.
The Demon in question gets a saving throw versus magic to avoid the effect of the spell even if
the caster manages to score the necessary percentage roll. Demon lords and princes save at a
bonus of +4 on the roll.

The material components for this spell are a large crushed diamond (10000 gp in value) and the
tail of a demon (any demon will suffice).

DEFLECTION

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 5 rounds plus one per level Saving Throw: None
Area of Effect: self

Missile weapons are a wizard’s bane. They can damage or kill a wizard or interrupt spells. This
cannot be allowed. This spell, however, allows the wizard a little payback for those pesky
archers. Missiles aimed at the wizard protected by this spell will be rebounded towards the
person firing them. This only protects the caster (or someone who the spell is cast upon). It does
not protect friends nearby.

Only normal missiles (inclusive of magical arrows, magical bolts, magical darts, etc....) are
deflected. Spell effects such as magic missile are not deflected.

The material component is a small magnet.

DIMINUTION

Level: 3 Components: V, S
Range: 0 or touch Casting Time: 3 segments
Duration: 6 turns plus 2 turns per level Saving Throw: None
Area of Effect: self or one target

The caster or one person touched can be affected by this spell. The person is reduced in size
(along with all gear, armor, weapons, etc) to a size from 50% to 5% of normal size (at the
discretion of the caster).

The effect lasts 6 turns plus 2 turns per level of the caster.

DISADVANTAGE

Level: 3 Components: V, S, M
Range: 10"+1" per level if caster Casting Time: 3 segments
Duration: 2 rounds per level of caster Saving Throw: negates
Area of Effect: One target

Sometimes it may benefit a party to reduce an opponent’s chances to succeed in some action. An
opponent who has this spell cast upon them must make two rolls to succeed in a specific action
declared by the caster before the spell is cast. The lower of the two rolls made will be applied to
determine success or failure in that action.
The material component of this spell is a defaced coin.

DISPLACEMENT

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 segments
Duration: 5 rounds + one round Saving Throw: none
per level
Area of Effect: Self or one target

This spell can be cast upon self or one target touched. The effect of the spell is that the target
seems to distort and warp light waves during it’s duration. This causes the person to appear 1' to
2' from their actual position. Attacks by missile or melee strike which is aimed at the person
under this spell effect will automatically miss the first time. Thereafter, while under the spell
effect, the target has +2 protection to their armor class (and saving throws).

Material components for this spell are a bit of displacer beast fur or a piece of phase spider silk.

DRAGON BREATH

Level: 8 Components: V, S, M
Range: Special Casting Time: 8 segments
Duration: Instant Saving Throw: ½ damage
Area of Effect: Special

Dragons are the undisputed kings (and queens) of the dungeon. Yes, us Liches, can be quite
scary. But nothing is quite so terrifying as seeing a massive slithering lizard with wings breathing
fire (or whatever) towards you.

Of course....Dragons come in several flavors. This makes them even more interesting as far as
spell casting goes. Emulating the breath weapon of dragons requires knowledge of several
elements which can be harmful to the health of dungeon delvers.

Fire, lighting, acid, poison gas and freezing cold are the weapons of these massive beasts. This
spell allows the caster to breath (one time only) one of these weapons as if they were one of the
dragons listed above. A target in the area of effect must save versus breath weapon or suffer
damage equal to the hit points of the magic user casting it. A saving throw results in one half
damage instead.

The area of effect depends upon the type of damage chosen by the wizard casting the spell as
follows:

Damage Type Area of Effect Component

Acid ½" wide stream extending 6" in straight line Black, Copper
Cold Cone of frost extending 7" with base diameter of 21/2" White, Silver
Fire Cone of fire extending 9" with base diameter of 3" Red, Gold
Lightning Bolt of lightning extending 10" long and ½ “ wide Blue, Bronze
Poison Gas Cloud of gas 5" long by 4" wide by 3" high Green, Silver
Brass

The material components for this spell vary by choice of weapon used. A scale from one of the
dragons of the color listed in the table above is required for casting the spell.

A wizard using the poison gas breath weapon also has the option of selecting the brass dragon
weapon of sleeping gas or the silver dragon weapon of paralyzing gas.

DRAGON TURTLE BREATH

Level: 8 Components: V, S, M
Range: Special Casting Time: 8 segments
Duration: Instant Saving Throw: ½ damage
Area of Effect: Special

Just as terrifying as a dragon is the dragon turtle. These massive waterborne beasts can breathe a
horrifying cloud of steam. Just as in the previous spell the effect is that the target must save
versus breath weapon or suffer steam damage equal to the number of hit points of the wizard
casting the spell.

The breath weapon covers an area of 6" long, 4" wide and 4" high. The material component is a
dragon turtle scale and a bit of water.

DRAGON WINGS

Level: 4 Components: V, S, M
Range: 15' Casting Time: 4 segments
Duration: 5 rounds + 1 round per level Saving Throw: None
Area of Effect: Special

The caster of this spell grows the wings of a dragon for the duration of the spell. The wing span
is fifteen feet from the body of the wizard in each direction. This allows the wizard to fly like a
dragon or beat his wings to buffer an enemy opponent. The wings can beat quickly and do 2-12
damage (each wing) to targets behind or to the side of the wizard.

DUPLICATION

Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 turns
Duration: Permanent Saving Throw: none
Area of Effect: Special
The wizard using this spell may conjure items of a normal (non magical) nature similar to one
held in their hands. The magic user can create one additional copy per level of experience that
they have obtained. The item can not be greater in size than one inch per level of the caster.

The model item must be made of wood or metal. Nothing organic such as food or water can be
created by use of this spell. Examples: a key could be duplicated, a dagger, a small emblem, a
small statuette, etc.

The material component for this spell is a piece of broken mirror.

ETHEREALITY

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segments
Duration: 4 turns plus one per level Saving Throw: negates
Area of Effect: Self or touch

By virtue of this spell either the caster or a person touched will turn ethereal for a short time. No
saving throw is needed for a voluntary target. Targets who are involuntary gain a saving throw
versus magic to negate.

A person affected by this spell can pass through solid objects or to other planes of existence. The
person cannot touch non-ethereal objects.

The material component for this spell is a bit of ectoplasm.

EVIL EYE

Level: 2 Components: V, S
Range: 10" Casting Time: 2 segments
Duration: one day per level Saving Throw: negates
Area of Effect: one person targeted

Some wizards are known to have the power to cast horrible curses on those who offend them.
With just a glance these mages instill terror and bad luck to those unfortunates who make them
angry.

The victim must be within sight of the caster and within the allotted range (10") to be affected. A
saving throw versus magic is allowed and negates the spell. A victim who fails the spell will find
themselves with extremely bad luck for the duration of the spell. This bad luck consists of:

-1 to all saving throws


-1 to all to hit rolls
-1 to all damage dice rolls
-1 to any gambling rolls
-1 to any reaction adjustment rolls
-1 to any other important roll that a player character might want to make

ERUPTION

Level: 9 Components: V, S, M
Range: 0 Casting Time: 9 segments
Duration: Special Saving Throw: none
Area of Effect: Special

This is the ultimate in scorched earth spells. When the spell is cast the wizard is throwing his or
her own life away along with the lives of anyone in the vicinity. A massive eruption of lava will
rise from the ground in front of the wizard. The resulting flow of lava will create a large volcano.
Lava will spew forth into the sky. Rivers of lava will flow from the mouth of the volcano and
will quickly engulf the area around the volcano for 10-100x10 yards from the base of the mount.
The mount will be 10-100x5 feet wide.

Anyone in that area will be engulfed in flames and lava and will suffer 2-12 points of damage for
every round that they are within the lava. As the area of effect is quite large it is likely that
everyone in the area will suffer a great deal of damage before escaping it’s grasp. As the casting
wizard will be at the center of the carnage they will suffer as well.

Material components for this spell are a bit of dried lava and a crushed fire opal worth 10000
gold pieces or more.

EXTINGUISH

Level: 1 Components: V, S
Range: 10" Casting Time: 1 segment
Duration: instant Saving Throw: none
Area of Effect: Special

Wizards always seem to love making things burn. But once in a while it is better to put flames
out instead. The caster of this spell can snuff out a fairly large fire with this spell. Magical fires,
of course, are not so easy to snuff out. Magical fire will only be temporarily put out by this spell.
The area of effect covered is 5-20 feet plus 2 feet per level. Magical fires will be put out for 1
turn per level of the caster.

EYES OF THE TYRANT (BEHOLDER POWERS)

Level: 9 Components: V, S, M
Range: Special Casting Time: 9 segments
Duration: One Round per level Saving Throw: Special
Area of Effect: Special
Beholders are terrifying beasts for delvers to encounter. This spell allows the wizard casting it to
temporarily have the same powers for a short time. For the duration of the spell the caster will
have eye stalks rising from their head, back and chest. The chest will have the large central eye of
the creature and will cast an anti-magic ray (14" range).

At any time the caster can only use the anti-magic ray and 1-4 (random) eye stalks in an arc of 90
degrees in front of the caster. If the caster has enemies in a 180 degree arc then 2-8 of the stalks
can be used. If the wizard has enemies in a 360 degree arc then 3-12 (up to a limit of 10 total
stalks plus the central eye power) can be used.

The powers are the same as that of a real beholder:

1 Charm person spell 6. Disintegrate (2" range)


2. Charm monster 7. Fear (as a wand)
3. Sleep 8. Slow spell
4. Telekinese (2500 gp total) 9. Cause Serious Wounds (5" range)
5. Flesh to stone 10. Death Ray (4" range)

The material component for this spell is an eye stalk from a beholder or the central eye from one
along with a crushed blue diamond worth at least 10000 gp.

FROST FINGERS

Level: 1 Components: V, S
Range: 0 Casting Time: 1 segment
Duration: 1 round Saving Throw: none
Area of Effect: Special

From the very fingers of the wizard casting this spell pellets of frost and ice shall spray outward
in the same manner as a burning hands spell. Likewise the wizard’s hands must be held in the
same manner with thumbs touching and fingers spread. The spray of ice and frost shall extend 3'
in a 120 degree arc in front of the caster. Any creature in that area of effect will suffer 1 point of
cold damage per level of the caster. No saving throw is allowed. Liquids in the area of effect may
be frozen by the effect of the spell and thereby damaged (at the discretion of the DM or by using
item saving throw).

GASEOUS FORM

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 1 turn per level of caster Saving Throw: negates (if unwilling)
Area of Effect: self or touch

Either the caster, or a person touched, shall become gaseous in form for a time equal to one turn
per level of the caster (or if voluntary til the target chooses to return to solid form or until 1 turn
per level of the caster whichever is sooner).

This gaseous form can move at a base speed of 3"/round. A gust of wind spell will blow the
gaseous form backwards at air speed. The gaseous form is transparent and insubstantial. It
wavers and shifts and cannot be harmed except by magical fire or lightning. Then it shall suffer
normal damage from such sources. A whirlwind will cause double damage to a person in gaseous
form.

In gaseous form the affected person can enter any space which is not airtight. Any crack or small
hole is sufficient to allow entry.

The material component for this spell is a bit of smoke.

GHOSTLY AURA

Level: 2 Components: V, S
Range: 0 Casting Time: 2 segments
Duration: 1 round per level of caster Saving Throw: Special
Area of Effect: self

The caster of this spell will take on a pale appearance. They will begin to appear ghostly in
appearance and demeanor. The stench of death will be about them. Those who see them may
believe them to be of the undead. While the caster will not have any special abilities of the
undead those who see them may lose heart.

A saving throw versus magic should be made by those enemies of the caster who see them under
the effects of this spell. Those who fail should then roll upon the following table:

ROLL EFFECT RESULT

01-40 Tremble in fear -2 on attack rolls for duration

41-60 Age 10 years Premature aging

61-85 Flee in fear Run away from caster for 1-4 rounds

86-00 Flee in terror Run away from caster and drop weapons or
anything else carried for 1-4 rounds

GHOUL TOUCH

Level: 2 Components: V, S, M
Range: touch Casting Time: 2 segments
Duration: 3 rounds + 1 round per level Saving Throw: negates
of caster
Area of Effect: touch

The touch of the Ghoul is an unspeakable horror known only to those who visit the dark and
dangerous places of the realm. Those humans touched by the caster (including dwarves, gnomes,
half-elves and halflings but excluding elves) shall be paralyzed rigid unless they make a saving
throw versus paralysis.

While the spell lasts for 3 rounds plus 1 round per level of the caster the paralysis effect of the
touch lasts for the same length of time that one would be affected by an actual touch of a ghoul.

GORGON’S BREATH

Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segments
Duration: Instant Saving Throw: negates
Area of Effect: Special

The noxious fumes of the Gorgon are well known to dungeon delvers. The breath of the Gorgon
turns anyone caught in it’s cone to turn to stone. The wizard casting this spell may breath out a
cone similar to that of this fearsome mythical beast one time only. The cone is ½" diameter at the
mouth of the caster, 6" in length and ends up in a diameter of 2".

Those caught in the area of effect may make a saving throw versus petrification to avoid it’s
effect. Otherwise, they are turned to stone.

The material components for this spell are a bit of Gorgon hoof.

HAUNT

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: Special Saving Throw: none
Area of Effect: Special

This spell binds the spirits of the recently killed to a room, corridor or cavern in the form of a
poltergeist. The poltergeist will continue to haunt this area until released by the caster or is turned
or destroyed by a priest. Naturally the spirit will not be pleased by this turn of events. It will
become increasingly desperate over the years of it’s imprisonment. While the creature hates the
wizard casting this spell it is compelled to do that wizard no harm. It will not, however, follow
and serve a wizard.

Only one recently killed person or creature can be affected by this spell but multiple castings of
the spell may be made causing other poltergeists to inhabit the same space.

The material component for this spell is a bit of ectoplasm.


HEROISM

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 4 Turns Saving Throw: none
Area of Effect: One Target

This spell causes one person touched (or the caster themself if chosen) a temporary increase in
life energy levels if he or she has less than 10 levels of experience. This is represented on the
table below:

TARGET NUMBER OF ENERGY LEVELS BESTOWED 10 SIDED DICE FOR


LEVEL ACCUMULATED
DAMAGE BESTOWED

0 4 4
1-3 3 3+1
4-6 2 2+2
7-10 1 1+3

The material component for this spell is a small diamond (more than 5000 gp in value) and a lock
of hair from a berserker.

ICE SHIELD

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 2 rounds +1 per level Saving Throw: Special
Area of Effect: personal

By virtue of this spell a thick cloud of cold fog surrounds the caster. For all heat or fire based
attacks against the caster the wizard gains a +2 to the saving throw. Either one half or no damage
will be received as a result of the attack. Anyone physically attacking the wizard will suffer two
points of frost damage unless they make a saving throw versus magic when doing so.

The material component for this spell is a piece of ice or bit of cold water.

IMMOLATION

Level: 3 Components: V, S, M
Range: 0 Casting Time: 2 segments
Duration: 2 rounds +2 per level Saving Throw: none
Area of Effect: personal

As a result of this spell the wizard casting it immediately becomes immersed in flames. The
flames burn hot and high and will set things close by ablaze. Anyone who attacks the wizard may
do physical damage but will take 1D6 flame damage while doing so. The wizard, in turn, may
strike out at opponents and do melee damage plus 1D6 fire damage on a successful hit.

The caster also gains plus one to all saves against cold damage for the duration of the spell.

The material component for this spell is a flame.

INCINERATE

Level: 3 Components: V, S, M
Range: 8" Casting Time: 3 segments
Duration: 1 segment Saving Throw: ½ damage
Area of Effect: one target

This spell causes one target to burst into flames and burn hot. The resulting damage is 6-48
(6D8) hit points of damage or 3-24 (3D8) with a successful saving throw versus magic. The
material component for this spell is a bit of sulphur.

INFERNO

Level: 7 Components: V, S, M
Range: 8" Casting Time: 7 segments
Duration: 1 round per level Saving Throw: ½ damage
Area of Effect: one target

As a result of this spell one target is absolutely engulfed in flames. This target will continue
burning for some time and incurring additional damage until the fire burns out or is extinguished.
The victim of this spell will suffer 2D4 damage per round (or one D4 with a saving throw) each
round until the spell burns out. The spell duration is one round per level of the caster.

The material component for this spell is a white hot coal.

INVOKED DEVASTATION

Level: 9 Components: V, S, M
Range: Special Casting Time: 9 days
Duration: 1-20 years per caster Saving Throw: negates (individuals)
Area of Effect: Special

It is said that in a war long forgotten twelve powerful mages called down a terrible spell on their
enemies. This spell was cast in cooperation and did immense damage upon a realm they were at
war with.

This spell transposes one plane over that of another. This causes a major planar breach. The
resulting chaos destroyed the people. A thick gray cloud of vapor covers the targeted land. Nearly
all those within the cloud are affected by the cloud. Living flesh is tainted, infected or rotting. All
life in the area was annihilated.

The material component for this spell is a Codex of the Infinite Planes.

The range of the spell is 100 miles per caster involved. The area of affect is 300 square miles per
caster.

IRON COBRA

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 days
Duration: permanent Saving Throw: none
Area of Effect one construct

This spell is the creation of a mad wizard long ago forgotten. It is quite possible that he was
killed by his own creation. In any event this spell was used to create a metal abomination known
as the Iron Cobra (FF52-53). The spell can be cast only once in a life time thus there are very few
of these creatures known to exist. Additionally some of these constructs seem to go berserk at the
time of creation and kill their master (1% chance) instead of serving them.

The material component of this spell is 100 lbs of adamantine. Additionally a 500 gold piece
value pearl must be inserted into the construct as it’s heart. At the time of the casting of the spell
the wizard must select a command word to control the construct.

IRON WILL

Level: 4 Components: V, S, M
Range: 1" Casting Time: 4 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: target touched or personal

Either the caster or one target touched will gain the benefits of this spell. All morale checks made
by the target will be at +2 on the dice. All saving throws versus charm, fear or mind based attacks
will be made at +2 on the dice. All mental attacks (Psionic) made against the target will be saved
at +2 to the dice. All mental attacks against the target will be reduced in effect by two points on
the dice.

The material component for this spell is a small piece of iron or iron ore.

LAMIA’S TOUCH

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: touch

The touch of the Lamia is a much feared danger for those who delve in the dark and desolate
places of the realm. Anyone touched by the hand of the spell caster while still under the effect of
this spell shall have their wisdom permanently reduced by one point. Anyone who has their
wisdom lowered to below three will permanently do the bidding of the caster. No saving throw
applies to the reduction of wisdom but a successful touch must be made.

The caster temporarily gains this point of wisdom. This effect can be cumulative. The gained
wisdom, however, only lasts for the duration of the spell.

The material component of this spell is bit of hair from the tail of a Lamia.

LIFE DRAIN

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: touch

This spell allows the wizard to drain an energy level from a person touched for the duration of
the spell. Each time an energy level is drained the hit points taken from the victim are
temporarily gained by the wizard. These hit points are lost again when the spell duration is over.
These hit points are not immediately lost however. They are lost at a rate of one hit point per day
or by taking actual damage which depletes them. Any further healing will only restore the caster
to his or her original level of maximum hit points.

The duration of the spell is one round per level of the caster. The person who loses an energy
level loses one hit dice along with the hit points and abilities that go with that level of energy.
This effect is permanent but can be restored by virtue of a restoration spell or other applicable
magic.

The material component for this spell is a lock of hair from a vampire or wight.

MEDITATION

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 turns
Duration: instant Saving Throw: none
Area of Effect: self

Sometimes a bit of relaxation can improve one’s state of mind. By use of this spell a caster might
be able to regain lost spells by virtue of a short rest and meditation. The spell requires a quiet
place with no disturbances or noises. Any interruption during the duration of the spell causes
complete spell failure.

The material component of the spell is the quiet place of meditation. If the four turns of casting
time are completed without interruption then the following table should be consulted to
determine what spells might or might not be recovered by virtue of this spell. Yes. It is
possible.....that one might be able to recover this spell as well as others by virtue of using this
spell.

Check the table below and apply the percentage chances to recover a spell of each level. Only
one spell can be potentially be recovered from each spell level by virtue of one casting of this
spell. Theoretically, then, the maximum number of spells that might be recovered in this manner
is 9.

SPELL LEVEL CHANCES OF RECOVERY

1st 70%
2nd 60%
3rd 50%
4th 40%
5th 30%
6th 20%
7th 15%
8th 10%
9th 5%

MEDUSA EYES

Level: 5 Components: V, S, M
Range: 3" Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: individual targets

Many a delver still resides in the deepest levels of dungeons frozen in time in the form of a stone
statue as the result of meeting a Medusa in her lair. Tales of such occurrences are the frequent
subject of many a sad song from bards in taverns all over the realm.

By virtue of this spell the caster temporarily grows the snake hair of a medusa upon their head.
These snakes will move around and hiss but will do nothing beyond this. But the eyes of the
caster will become the snake eyes of the Medusa for the duration of the spell. These eyes must
not be seen by others. For if the eyes are seen the person doing so must save versus petrification
or be turned to stone.

The material component for this spell is the head of one of the asps from a Medusa or the skull of
one of these asps.
MENTAL FORTITUDE

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self or touch

Some wizards have a healthy respect (ok fear) for those psionically endowed individuals and
creatures. Such respect is deserved for such creatures can wield powers beyond the imagination.
This spell allows a caster who is not so endowed some measure of protection from such creatures
and their abilities. For the duration of the spell the caster, or a single person touched, may be
temporarily immune to the effects of psionic attack.

The resistance is similar to magic resistance and is equivalent to 50% plus 2% per level of the
caster. This resistance lasts for one round per level of the caster.

The material components of this spell are a bit of iron and a crushed garnet gem.

METAMORPHOSIS

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 1 round per level plus one Saving Throw: none
Area of Effect: self

By virtue of this spell the caster can transform themself into a mythical beast of heroic
proportions for a short period of time. With this spell they will not only take on the appearance of
the creature but will also have the abilities of this creature for the duration of the spell. The rub,
however, is that they do not get to choose the form. The form is randomly determined on the
following table:

ROLL CREATURE

01-10 Unicorn
11-20 Centaur
21-30 Basilisk
31-40 Gorgon
41-50 Displacer Beast
51-60 Bulette
61-65 Catoblepas
65-70 Chimera
71-75 Dragonne
76-80 Manticore
81-85 Minotaur
86-90 Owlbear
91-95 Rust Monster
96 Roper
97 Shambling Mound
98 Troll
99 Purple Worm
00 Beholder

If the caster dies in the form of the creature selected, however, they are permanently dead. They
cannot be resurrected. The spell duration is one round per level of the caster plus one round. The
material component of this spell is a coccon.

MIRROR

Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 segment
Duration: 2 rounds per level Saving Throw: none
Area of Effect: Special

Sometimes it is better to see than to be seen. By virtue of this spell the caster can create a
transparent wall between themselves and others which is reflective on the far side from the
caster. The caster, and anyone else on the caster’s side of the mirror, can see through the wall but
those on the other side see a reflection.

The mirror wall created is 2" square area per level. The wall is dispelled if touched on either side.
Any sort of attack from either side of the mirror shall dispel the mirror with the exception of gaze
attacks from the reflective side.

The material component of this spell is a small piece of mirror.

MOUNT

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 turns
Duration: Year and a day or death Saving Throw: Special (see below)
Area of Effect: Special

The caster of this spell may summon a beast to serve as a mount for the caster. The creature will,
however, serve no other person but the caster. A different table shall be used to determine which
type of mount will arrive to serve the wizard depending upon the alignment of the wizard. The
mount will serve the wizard for a year and one day or until death (whichever comes first). The
creature cannot be raised by any manner once slain.

The spell can be recast within a year and a day but only if the previous mount has been slain.
Even then the next potential mount gains a saving throw against magic to avoid servitude (at a
bonus of +4). No third attempt may be made during the year and a day period.
GOOD EVIL NEUTRAL

01–50 Majestic White Horse Majestic Black Horse Majestic Gray


Horse
51-60 Hippogriff Hippogriff Hippogriff
61-70 Griffin Griffin Griffin
71-75 Unicorn Nighmare Wyvern
76-80 Pegasus Mantcore Hieracosphinx

81-90 Sub-Adult Dragon Sub-Adult Dragon Sub-Adult Dragon


91-98 Young Adult Dragon Young Adult Dragon Young Adult Dragon
99 Adult Dragon Adult Dragon Adult Dragon
00 Lammasu Horned Devil Roc

Dragon color depends upon alignment as well. Use the following table to determine this:

GOOD EVIL NEUTRAL

01-20 Brass Black T’ien Lung (Celestial)


21-40 Bronze Blue Pan Lung (Coiled)
41-60 Copper Green Li Lung (Earth)
61-80 Gold Red Mist
81-00 Silver White Cloud

These creatures will not choose to fight for or defend their masters. They will, however, draw
enemy fire and may choose to respond when attacked. They cannot be healed by any means by
the caster or his or her allies. Normal healing rates of 1 hit point per day shall apply. If the
creature dies the caster will suffer a penalty of losing 10 hit points instantly. Should this take the
caster below zero the caster will perish as well. These ten hit points can, however, be healed by
magical or normal means.

When the creature is first summoned it shall take 1-12 days to arrive.

The material components of this spell are the wings of a small bird or a butterfly.

MUTATION

Level: 4 Components: V, S, M
Range: 3" Casting Time: 4 segments
Duration: 1 turn per level of caster Saving Throw: negates
Area of Effect: one target or self

The target of this spell (or the caster themselves if chosen) will take on random mutations as a
result of this spell. Should a target not wish to accept such a change they may save versus magic
to avoid the effects of the spell. To determine the number of mutations roll on the first table
below. To determine the type of mutations roll on the second.

NUMBER OF MUTATIONS TABLE

ROLL NUMBER OF MUTATIONS

01-45 One
46-75 Two
76-99 Three
00 Four

TYPE OF MUTATIONS TABLE

ROLL MUTATION DETAILS

01-05 Reptilian eyes Lowers CHA by 3


06-10 Canine sense of smell Can sense enemies, track, etc
11-15 Snake Tongue Lowers CHA by 1
16-20 Tentacles One to six tentacles. Each with 17 STR and 2-10 hit
Points each, Two tentacles grabbing the same
person can crush for 2-8 damage per round.
21-25 Dragon scales -3 bonus to AC
26-30 Snake Fangs Target gains a bite attack for 1-3 damage plus
poison (save or die within 1-3 rounds)
31-35 Griffin Wings Target can fly like a griffin
36-40 Manticore Tail Target can throw tail spikes up to 4 times like a
Manticore
41-45 Displacement Like a Displacer Beast
46-50 Phasing Like a Phase Spider
51-55 Grows Two Arms Additional attacks but each suffers the -2 penalty to
hit if used
56-60 Grows Fur Lowers CHA by 1. Gains +2 to saves versus cold
61-65 Grows Additional Fingers 1-6 new fingers per hand. Reduces DEX by 1
66-70 Thick Skin Increases hit points by 10%
71-75 Increased Height Adds 1-2 feet of height. Increases STR by 1-2
76-80 Decreased Height Decreases height by 1-2. Lowers STR by 1-2
81-85 Horrible Smell Target CHA reduced by 5
86-90 Eagle Eyes Enhanced Sight
91-95 Gills Water Breathing
96-98 Medusa Eyes Petrification Ability
99-00 Grows a Second Head Allows for addition spell casting in same round if
target is a caster

The material component of this spell is a scale from a chameleon.


NEGATION

Level: 6 Components: V, S, M
Range: 4" Casting Time: 1 segment
Duration: instant Saving Throw: none
Area of Effect: one target

This spell has the same effect as the wand of negation. A thin gray beam shoots forth to touch the
target - device or individual. The effect is to negate spell or spell like effects from wands, rods,
staves or other magical items. Any spell or spell like function will be negated 75% of the time.
This spell only negates one such spell or spell like function. It can negate any level of spell.

The material component for this spell is A crushed black pearl.

NOVA

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: instant Saving Throw: none
Area of Effect: Special

Sometimes a situation just appears hopeless. Enemies are all around the caster. Friends and allies
have already been slain. What is a wizard to do? This spell gives the wizard an option that they
might otherwise not wish to choose. While the spell might not seem particularly powerful it may
affect a virtually unlimited number of targets as long as they fit within the area of effect.

By virtue of this spell the area around the caster in a 360 degree arc extending 10' +1' per level in
all directions is engulfed in flames. Anyone within the area of effect, excluding the caster, will
suffer 1 point of damage per level of the caster.

The material component for this spell is a flame and a bit of coal.

PANIC

Level: 4 Components: V, S, M
Range: 10" Casting Time: 4 segments
Duration: instant Saving Throw: negates
Area of Effect: Special

Fear in the mind of one’s enemies can be a devastating weapon. This spell allows the caster to
plant the idea of fear in enemies. With just a whisper the caster may cause dissension in the ranks
of the opposition.

The number of enemy troops that might be affected by such a spell is 100 per level of the caster.
When the caster whispers this spell to his enemies the leader of the enemy force must make a
saving throw versus magic. If the saving throw is failed those who follow him must immediately
make a moral check.

The material component of this spell is a recently crushed diamond worth at least 5000 gold
pieces.

PREMONITION

Level: Components:
Range: Casting Time:
Duration: Saving Throw:
Area of Effect:

Sometimes just a glimpse of the future is enough to avoid disaster. By use of this spell the caster
MAY get a small glimpse of the future. Whether this glimpse is relevant to their needs is not
guaranteed.

The chance of success is 1% per level of the caster. This is merely the chance that any
premonition is seen. The chance that it relates to the events or issues that the caster is concerned
is determined on the following table

LEVEL CHANCE

1-5 25%
6-8 30%
9-10 35%
11 and beyond +1 % chance per level after this

RAIN OF FIRE

Level: 9 Components: V, S, M
Range: Special Casting Time: 9 hours
Duration: 1 hour per caster Saving Throw: negates
Area of Effect: Special

It is said that the wizards of some long lost desert land once used this devastating spell against
their enemies in retribution for some horrific attack upon them. This spell required all of their
most powerful wizards to cast this spell collectively in order for it to take the intended effect. The
result was a rain of fire on their enemies home cities which nearly destroyed all of their people.
The fire had no color but it was incredibly hot and destructive.

The spell requires a minimum of 10 wizards capable of casting the highest level of spells (9 th
level MU) working in conjunction and without interruption. The material component is a
massive amount of treasure worth at least 25 million gold pieces. An additional 5 million gold
pieces of treasure must be sacrificed for each additional wizard added to the casting party beyond
ten. All of this treasure goes up in a puff of smoke when the spell begins.

The range of the spell depends upon the number of wizards casting the spell together. For each
wizard in the party of casters the range is 100 miles. The area of effect is also affected by the
number of casters in the party. For each caster the area of effect is 25 square miles. The duration
of the spell is also dependent upon the number of casters. It is one hour per caster.

The damage of the spell is immense. All wooden structures in the area of effect will burn to a
crisp along with any other combustable items. All living beings in the area suffer 1D6 damage
round that they are in the area of effect. All living beings in the area of effect may save versus
magic to avoid the devastation.

It is said that an entire race of powerful conquerors were nearly destroyed by use of this spell of
revenge.

RETRIBUTION

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segments
Duration: instant Saving Throw: ½ damage
Area of Effect: Special

Sometimes situations are so dire that the wizard is prepared to risk all to take his or her enemies
with them. Friends or foes alike will suffer when this spell is used. It is the ultimate in scorched
earth tactics.

When the caster utters the words of this spell and breaks a magic item of great power (the most
powerful item possessed by the caster such as a wand or staff) all spell levels of the caster’s
remaining memorized spells shall be released in one instant. Only the spells that are still
memorized but not yet spent shall be counted towards the total spell levels of energy.

All creatures within 1" of the caster will suffer damage equal to 8 times these total spell levels of
energy. Those within 1"-2" will suffer 6 times the levels. Those within 2"-3" will suffer 4 times
the levels. A successful save against magic results in ½ damage.

The caster will have a 50% chance of being sent randomly to another plane of existence when
this explosion occurs. Otherwise, the caster shall be totally destroyed, in the explosion of energy.

The material component of this spell is the most powerful magic item in the possession of the
wizard.

RUNES

Level: 7 Components: V, S, M
Range: 1" Casting Time: 7 hours
Duration: 1000 years per level Saving Throw: negate
Area of Effect: 100 square feet per level

Sometimes it is useful to protect an area with magic. Tomb robbers have been known to suffer
great horrors due to the application of curses left behind in such places protected by the magic of
the ancients. Ignoring such curses can be a deadly mistake.

The curse applied is subject to the imagination of the dungeon master or the player (at DM’s
discretion). There is a wonderful document available on Dragonsfoot.org called 1000 curses
which might be of interest to the reader for possible choices.

RUST

Level: 4 Components: V, S, M
Range: 1' per level Casting Time: 4 segments
Duration: instant Saving Throw: negates
Area of Effect: one item per round

A warrior is only as good as their armor and weapons. When these are compromised other
solutions than violence might need to be applied. The caster of this spell may affect a piece of
armor or a weapon of their choosing for each round of the duration of this spell. These items
receive a saving throw which is modified by one per level of magic of the item in question (+1
per plus of armor or weapon is applied to the saving throw). The saving throw is against magic. If
the saving throw is failed the item in question instantly rusts and turns to dust in moments just as
if a rust monster had touched it.

The material components for this spell are a small bar of iron and an ounce of water.

SCORPION’S STING

Level: 4 Components: V, S, M
Range: 1" Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: 1 target

The deadly sting of the giant scorpion is a terrifying and painful form of death. This spell
temporarily creates a giant scorpion tail at the rear of the wizard casting the spell. This allows the
wizard a melee attack while continuing to do other things such as casting more spells. This melee
attack requires a to hit roll and allows the target a saving throw against poison. Failure to save,
however, results in immediate painful death.

The material component for this spell is a pincer from a giant scorpion and a drop of poison.
These items are destroyed during the process of the spell.
SEALS OF IMPRISONMENT

Level: 9 Components: V, S, M
Range: 0 Casting Time: 9 turns
Duration: Until broken Saving Throw: none
Area of Effect: Special

Sometimes, when there is a great and powerful evil in the land, drastic measures are required to
prevent it from escaping. This spell was used for exactly this purpose to imprison me, Malcon the
Firebringer, in my active volcanic lair at the end of the Zanzian civil war. My armies had failed
me. The siege of the ancient city of Onm was broken. My army was beaten again at the Battle of
the Blood River.

Naturally, I chose to return to my lair, to create another army of undead. My previous one was
shattered and I needed fresh recruits to win the day again. Unfortunately, this gave my enemy
time, to formulate a plan. They knew that they could never destroy me. So they chose an
alternative option. They placed magical seals around my volcano to prevent my minions or
myself from leaving again. The seals held for over a hundred years before some foolish Gnome
archeologists broke on of the seals and set me free again.

This spell requires cooperative spellcasting of at least five high level wizards capable of casting
9th level spells.

The area of effect is unknown. What is known is that five wizards casting were enough to keep
me from exiting my volcano. That is a pretty big area of effect. The limit, however, has never
been tested. The duration is until one of the seals is broken. Pro tip......kill all of the Gnomish
Archeologists in your realm......I killed the ones that broke the seal....I suppose I should have
thanked them instead but what fun would that be?

SHOCKWAVE

Level: 2 Components: V, S
Range: 0 Casting Time: 2 segments
Duration: 1 round Saving Throw: none
Area of Effect: 1" per level of caster

This spell creates a sudden shockwave of energy flowing outward from the wizard. While this
does no immediate damage to anyone in the area of effect it will disrupt spells being cast, hinder
attempts to aim at a target (-2 to hit with range weapons), disrupt anything requiring
concentration, may cause objects to break loose or leak or spill, cause small animals to flee and
disturb dust, cobwebs and debris in the area.

SIPHON

Level: 3 Components: V, S
Range: 0 Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: one target

Weakening enemies is sometimes necessary in order to win the day. This spell allows the caster
to weaken one target’s strength and apply it to the wizard temporarily. The target must be
touched in order for this spell to take effect.

The target is immediately drained 1-4 points of strength and the caster is strengthened by this
same amount. The duration of the spell is 1 round per level. This is the time that the caster has to
touch an enemy and siphon their strength away, The target is then weakened for 1 round per level
and the caster is then strengthened for that same amount of time.

SPECTRAL HAND

Level: 2 Components: V, S, M
Range: 3"+1" per level Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: target

At times an enemy spell caster might be wreaking havoc on your friends and allies. A special
incantation might be necessary to put this problem to an end. This spell allows the wizard to
reach out a spectral hand and choke the enemy caster preventing further spells and causing
damage.

The target caster may make a save versus magic to avoid the effects of this spell. Should they fail
the saving throw, however, they will be prevented from speech or casting any spells that require a
verbal component. They will also suffer 1 hit point of damage per round of the spell. The enemy
spell caster may attempt another saving throw every other round to break the hold. Once any
saving throw is made further attempts to choke will fail.

The material component for this spell is a skeletal hand.

SPELL THEFT

Level: 5 Components: V, S, M
Range: 12" Casting Time: 5 segments
Duration: instant Saving Throw: negates
Area of Effect: one target

Sometimes the best spells available on the field of battle are the ones in your enemy’s memory.
This spell may give the caster a chance to steal it from their enemy before it is cast! The target
wizard may save versus magic to avoid the effect of this spell. The spell can only be used against
magic users. This spell will not confer the ability on the caster to cast spells that they cannot
understand from Druids, Clerics or Illusionists.
If a spell is successfully stolen the caster will now have a spell from the enemy in their own
memory. This spell may be of a level that the caster does not yet have the ability to cast. The
wizard can then make a choice. They can keep the spell memorized and then write it into their
own spell book later. Or they can attempt to cast the spell anyway. There is a significant chance
of spell failure. This chance is equal to 10% per level below that which the wizard needs to be
able to cast the spell on their own.

When the spell is cast and the target wizard fails their saving throw the caster should then throw
percentile dice and consult the following table to see what is stolen.

01-40 First level spell randomly selected from targets remaining memorized spells
41-50 Second level spell randomly selected from targets remaining memorized spells
51-60 Third level spell randomly selected from targets remaining memorized spells
61-65 Fourth level spell randomly selected from targets remaining memorized spells
66-70 Fifth level spell randomly selected from targets remaining memorized spells
71-75 Sixth level spell randomly selected from targets remaining memorized spells
76-80 Seventh level spell randomly selected from targets remaining memorized spells
81-85 Eight level spell randomly selected from targets remaining memorized spells
86-90 Ninth level spell randomly selected from targets remaining memorized spells
91-95 Player choice of level 1-5 spells from targets remaining memorized spells
96-99 Player choice of level 6-9 spells from targets remaining memorized spells
00 Roll on this table again twice

If the enemy spell caster has no spells of the selected level remaining then the spell stolen will be
of the next level lower. If there are no lower spells remaining then this spell will have no effect at
all. If there are no spells at all remaining, however, the target will be stunned for 2-12 rounds.

The material components for this spell are a bit of memory moss and a crushed piece of amber
worth more than 500 gold pieces.

SPIDER PHASE

Level: 4 Components: V, S, M
Range: 2" Casting Time: 4 segments
Duration: 2-5 turns Saving Throw: none
Area of Effect: one target

The mystical power of the phase spider has been studied by mages for centuries on end. With this
spell either the caster, or one target of their choosing, may slip in and out of phase like a phase
spider. The target of this spell is then impervious to nearly all forms of attack when out of phase.
A phase door spell, however, will force the target to remain in phase for 7 melee rounds. Oil of
etherealness or armor of etherealness will also put their wearers into the same phase as the target
when they shift out of phase.

The target of this spell may shift in and out of phase at their whim arriving back in phase again
when they wish to initiate an attack.

The material component for this spell is the leg of a phase spider.

STRENGTH OF GIANTS

Level: 5 Components: V, S, M
Range: 3" Casting Time: 7 segments
Duration: 2-5 turns Saving Throw: none
Area of Effect: one target

This spell may be cast upon the caster or on another party member or ally. The spell, temporarily,
gives the target the strength of giants. The level of strength applied depends upon the level of the
caster. Check the following table for details:

CASTER LEVEL STR EQUIVALENT DAMAGE BONUS WEIGHT ALLOWANCE

9 Hill Giant +7 +4500


10 Stone Giant +8 +5000
11 Frost Giant +9 +6000
12 Fire Giant +10 +7000
13 Cloud Giant +11 +9000
14 Storm Giant +12 +12000

The target may also hurl boulders in the same manner as the giants listed above at the same
ranges as indicated on DMG page 126 under potion of giant strength.

The material component of this spell is a lock of hair from one of the appropriate giant listed
above as needed.

SUMMON DEATH

Level: 9 Components: V, S, M
Range: 5 Casting Time: 9 segments
Duration: 2 turns Saving Throw: none
Area of Effect: Special

By virtue of this spell an opening is caused in the void. Springing from this opening is a Minor
Death. This creature is a hooded skeletal figure with a tall shining scythe. The scythe never
misses in combat and always strikes first in a round.

This death must be faced by one enemy alone. Should others attack it another will form to
confront that enemy as well. This death will fight until that one enemy is defeated or it is slain.
The Minor Death always does 2-16 damage with it’s scythe and is AC -4 with 33 hit points.

The material component for this spell is a crushed sapphire worth at least 10000 gold pieces.

SUMMON MINOR DEATH

Level: 6 Components: V, S, M
Range: 5" Casting Time: 6 segments
Duration: 2 turns Saving Throw: none
Area of Effect: Special

By virtue of this spell an opening is caused in the void. Springing from this opening is a Minor
Death. This creature is a hooded skeletal figure with a tall shining scythe. The scythe never
misses in combat and always strikes first in a round.

This death may be faced by an entire party and may randomly target those closest to it. This death
will fight until slain or until the enemy party is destroyed.

The Minor Death always does 2-16 damage with it’s scythe and is AC -4 with 33 hit points.

The party facing it may attack together without fear of bringing another of it’s kind on the field of
battle.

The material component for this spell is a skull carved out of pure jade worth a minimum of
5000 gold pieces.

SUMMON PARA-ELEMENTAL

Level: 6 Components: V, S, M
Range: 6" Casting Time: one turn
Duration: 1 Turn per level Saving Throw: none
Area of Effect Special

This spell is similar to conjure elemental only para-elementals are summoned instead. There is a
chance that a normal elemental will be summoned instead of a para-elemental. This chance is
100% minus 5% per level of the caster. If this occurs choose the normal elemental type randomly
from the following table

ROLL TYPE OF STANDARD ELEMENTAL SUMMONED

1 Fire
2 Earth
3 Air
4 Water
Like the normal conjure elemental spell the caster must choose which type of elemental they
intend to summon when they memorize the spell and must have the material component for this
type of para-elemental on hand at the time of casting.

The material components for this spell are as follows:

TYPE OF PARA-ELEMENTAL MATERIAL COMPONENT NEEDED

Ooze A damp cloth


Ice A lens of clear crystal
Smoke Dry ash
Magma Volcanic glass

Additionally a large amount of the element in question must be nearby.

Like conjured elementals the conjured variety of para-elementals is 16HD in strength. For a full
description on these wondrous creatures see MM2 page 98-99.

SUPER-HEROISM

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 3 Turns Saving Throw: none
Area of Effect: One Target

This spell causes one person touched (or the caster themself if chosen) a temporary increase in
life energy levels if he or she has less than 13 levels of experience. This is represented on the
table below:

TARGET NUMBER OF ENERGY LEVELS BESTOWED 10 SIDED DICE FOR


LEVEL ACCUMULATED
DAMAGE BESTOWED

0 6 5
1-3 5 4+1
4-6 4 3+2
7-9 3 2+3
10-12 2 1+4

The material component for this spell is a diamond (more than 10000 gp in value) and a lock of
hair from a berserker.

SUPERNOVA

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segments
Duration: instant Saving Throw: none
Area of Effect: Special

This is an upgraded version of the nova spell.

Sometimes a situation just appears hopeless. Enemies are all around the caster. Friends and allies
have already been slain. What is a wizard to do? This spell gives the wizard an option that they
might otherwise not wish to choose. While the spell might not seem particularly powerful it may
affect a virtually unlimited number of targets as long as they fit within the area of effect.

By virtue of this spell the area around the caster in a 360 degree arc extending 10' +1' per level in
all directions is engulfed in flames. Anyone within the area of effect, excluding the caster, will
suffer 3 points of damage per level of the caster.

The material component for this spell is a flame and a bit of coal.

TEMPEST

Level: 4 Components: V, S, M
Range: 5" Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 5" per level of caster

This spell allows the caster to call a violent windstorm in the area. The storm will immediately
sweep in and cause trees to sway, limbs to fall and heavy blinding rain. The storm arrives
suddenly and departs just as quickly. It may damage structures which are flimsy enough to be
harmed by high winds and rain. The storm will do no direct damage to people or monsters.

The material component for this spell is a fallen branch.

TENTACLES

Level: 7 Components: V, S, M
Range: 5" Casting Time: 7 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 3" per level

This spell allows the wizard to call forth massive dark tentacles from foul sources of water such
as murky pools, pond, lakes or even oceans. These tentacles will serve the master who calls them
forth for the duration of the spell.

Each tentacle has 3-6 hit dice and a strength of 18. These tentacles will grab enemies of the caster
and hold them tight. If two tentacles attack the same target they will crush the target for 1D6 per
round until the hold is broken (on one tentacle). Each tentacle attacks randomly as a monster of
10HD (presumably the main body of the creature is well below the surface).

Tentacles that are slain are replaced by another in 1-3 rounds until the duration of the spell has
elapsed. After 3 or more tentacles are destroyed, however, the creature below will make a morale
check. Another check will occur every three tentacles that are slain.

The number of tentacles depends upon the level of the casting wizard and is determined on the
following table:

LEVEL OF CASTER NUMBER OF TENTACLES

14 6
16 8
18 10
20 + 12

The material components for this spell are a squid and a bit of salt water.

If the spell is cast in an area that has no suitable water there is a small chance (1% per level of
caster) that a whole in the ground will form near the caster and the tentacles will rise up from
that. There is a 25% chance, though, that the tentacles will ignore the commands of the caster and
instead grab the caster, drag the caster down into the hole and the hole will seal up again.

THUNDER

Level: 4 Components: V, S, M
Range: 3"+1 per level Casting Time: 4 segments
Duration: instant Saving Throw: negate
Area of Effect: 5" target circle

The clap of thunder is a paralyzing sound. It is so sudden, loud and powerful that even the
strongest foes are brought to their knees at sound of it. Those in the area of effect of this spell
will hear a sudden thunderclap and feel the rush of energy around them it. All those in the area
must make a saving throw versus paralyzation or be stunned and deafened for 1-10 rounds. This
applies to friends and foes and even the caster themselves if within the area of effect.

The material component for this spell is a piece of wood from a tree struck by lightning.

TRANSMUTATION

Level: 8 Components: V, S, M
Range: 2" Casting Time: 8 turns
Duration: instant Saving Throw: none
Area of Effect: Special
The transformation of base metals into gold was a dream of many alchemists for centuries. This
spell, however, allows the wizard to do just that....sometimes.....

The base chance for success is equal to 1% per level of the caster. The material component of the
spell is an amount of lead (or other base metal) to be converted. The amount of metal which
might be converted is equal to 1 cubic inch per level of the caster. A roll of a natural 00 on the
percentile dice will indicate that something catastrophic has occurred during the attempted
transformation on the following table:

% ROLL CATASTROPHIC EVENT

01 A double strength version of the tentacles spell will be cast upon the area where
the base metal is. A whole will open in the ground there swallowing the metal and
bring forth dark tentacles which will immediately attack the caster
02-10 A black hole (made of void material like a portable hole) will open up around the
location of the base metal and keep expanding outward at a rate of 1" per round
swallowing up everything in it’s path
11-20 A massive chasm opens where the metal is placed. The chasm is created in one
earthquake like event. It extends 1-100" wide and 10-1000" long. Anything it’s
path gets swallowed up. The direction of the chasm must be determined randomly
to see which directions it extends.
21-30 An arch devil or demon prince has it’s attention drawn to the location of the
attempted transmutation. It sends a minion to investigate 75% of the time or
comes themself 25% of the time.
31-40 A plague devastated the land and cities around where the caster is located
41-50 A massive earthquake devastates the area
51-60 A massive swarm of locusts ravages all of the crops in the land where the caster is
located
61-70 Famine strikes the land hard. No crops are brought in this season in the land
71-80 A scorching drought dries up the land where the caster is located. Crops die.
People die of thirst. No water can be found.
81-90 Invasion! A huge tribe of humanoids (or a coalition of them) invades the land and
ravages all of the outlying towns. The invasion threatens to overrun the major
cities as well.
91-99 Lycanthropy is rampant in the land around the caster. This scourge begins to show
up everywhere in the land and especially in the areas around where the caster
lives.
00 A Meteor Swarm (as per the spell of same name) of 4 2' diameter spheres
Strikes the area where the caster is located

VAMPIRIC CHARM

Level: 5 Components: V, S, M
Range: 3" Casting Time: 5 segments
Duration: Special Saving Throw: negates
Area of Effect: one target

Vampires are well known for their ability to charm with just their gaze. The caster, by virtue of
this spell, may attempt to gaze into the eyes of an enemy (each round during the duration of the
spell). This gaze has the same effect as that of a Vampire’s gaze. The victim may save versus
magic (at -2) to avoid the effects of the spell. Once a person saves they are immune from further
attempts to charm them.

This spell is effective against people, demi-humans, humanoids or monsters. It is not, however,
effective against those races specifically immune to charm.

The material component for this spell is a lock of hair from a vampire or a cubic inch of dirt from
the coffin of a vampire.

VOID

Level: 9 Components: V, S, M
Range: Special Casting Time: 9 days
Duration: Special Saving Throw: negate
Area of Effect: One target

The void is dark and perilous place that no one in their right mind wants to visit. By virtue of this
terrible spell one target may find their very soul trapped (possibly on another plane.) Their body
will still function. He or she will speak much like an automaton. Even a wish will not bring this
person back but it might reveal what plane of existence the soul is trapped on.

The only way to return the soul to it’s body is to slay the keeper of the soul. The keeper of the
soul can be determined on the following table:

% ROLL KEEPER OF THE SOUL

01-09 An evil ancient dragon


10-19 A beholder
20-29 A powerful evil lord in his or her castle
30-39 A vampire lord or wizard
40-49 A Rakshasa in a palace of gold
50-59 An evil priest in a massive stone temple ziggurat
60-69 A powerful Lich deep in the bowels of the world
70-79 A Mad Wizard of high level in a black tower
80-85 A Pit Fiend
86 Geryon
87 Dispater
88 Baalzaebul
89 Asmodeus
90-94 A Type V Demon (Maralith)
95-96 A Type VI Demon (Balor)
97 Yeenoghu
98 Jubilex
99 Demogorgon
00 Orcus

The keeper of the soul might be willing to negotiate for the soul or may just prefer to keep the
soul and kill any friends who come looking to save it.

There is no limit to the range of this spell. The area of effect is one target. The target does get a
saving throw (versus death magic).

The material component of this spell is a portable hole.

VORTEX

Level: 6 Components: V, S, M
Range: Begins 5" from caster Casting Time: 6 segments
Duration: Special Saving Throw: none
Area of Effect: Special

This spell creates a massive swirling vortex of wind or water (at the choice of the caster). In
water this vortex creates a whirlpool that can sink ships. In the air this spell creates a tornadic
effect that can damage buildings and pick up structures.

The caster has no real control over the vortex once it begins nor does the caster control when it
ends. It shall end when the duration runs out and not before.

The area of effect is 1-6" wide at the base and 6-60" wide at the top and rises 3-30" high. The
vortex moves in random directions determined by the dice. Anything in the path of the vortex
may be damaged or swallowed up at the discretion of the dungeon master. Movement of the
vortex should be rolled by the DM each round.

The duration of the vortex is one round per level of the caster plus one to six additional rounds.

The material components for this spell are a vial of platinum dust (worth at least 1000 gold
pieces) and a strong gust of wind. The gust of wind can be natural or created by the spell of the
same name.

WAIL OF THE SHRIEKER

Level: 2 Components: V, S, M
Range: 2" Casting Time: 2 turns
Duration: 1 day per level Saving Throw: none
Area of Effect: one target
This spell allows the caster to create an alarm system anywhere that is convenient. The spell
could be cast on any inanimate object such as a statue or idol. Anyone walking into a room where
that object is present may hear the sound of shrieking just like that of the creature of the same
name. The sound is extremely loud and will penetrate the hallways of a dungeon or castle. Any
light within 30' or movement within 10' of the object will cause the object to begin wailing. This
piercing shriek lasts for 1-3 rounds. This has an 80% chance of bringing a random encounter
each round thereafter.

The material component for this spell is a piece of a dead shrieker.

WEB WALK

Level: 2 Components: V, S, M
Range: 3" Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self or one target

Massive spider webs are often found in the darkest corners of dungeons and catacombs. The
ability to traverse such webs is a useful skill to have. This spell allows the caster, or one target,
the ability to walk such webs as if they were an actual spider.

The material component for this spell is a giant spider’s leg.

WHIRLWIND

Level: 4 Components: V, S, M
Range: 5" Casting Time: 4 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special

This spell creates an effect similar to that of an Air Elemental when in Whirlwind form. A
reverse cone of air is created which is incredibly powerful. This cone is 2" bottom diameter, a 6"
top diameter and a height of16". Should ths height be unachieveable due to overhead obstruction
it shall only be one half strength. A full strength version of this whirlwind lasts only 1 melee
round but sweeps away and kills all creatures under three hit dice and does 2-16 damage to all
non aerial creatures which it fails to kill outright.

The whirwind comes and goes quicky. It does not create an actual elemental that can think on it;s
own. Instead it is dependent upon the will and control of the wizard casting it.

The material component for this spell is a bit of canned air from an air elemental.

WILLOWISP
Level: 9 Components: V, S, M
Range: 5" Casting Time: 9 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: Special

This spell calls forth 1D4 will-o-wisps to serve the caster for a short time. These creatures may
defend an area or defend the caster. They will not reveal their treasures even to their temporary
master. Once the spell ends there is a 5% chance that the will-o-wisps will turn on the caster and
attack. They very much resent being called upon and controlled in this manner. If they do attack
they will do so for 1D6+1 rounds before departing.

The material components for this spell are a bit of static electricity and a pure white diamond
worth at least 5000 gold pieces.

ILLUSIONIST SPELLS
The illusionist gets so little love in the Player’s Handbook. The illusionist spells herein will
hopefully alleviate some of that self loathing that must come from joining a profession with so
few available spells in the arsenal.

ANXIETY

Level: 1 Components: V, S, M
Range: 3"+1" per level Casting Time: 1 segment
Duration: 5 rounds per level Saving Throw: none
Area of Effect: Special

Making your enemies uneasy or nervous can sometimes be useful. This spell allows the
illusionist to affect a potentially large number of enemies. Use the following table to determine
just how many might be affected.

CREATURES HIT DICE NUMBER AFFECTED BY ANXIETY SPELL

Up to 1 5-20 (5D4)
1+1 to 2 4-16 (4D4)
2+1 to 3 3-12 (3D4)
3+1 to 4 2-8 (2D4)
4+1 to 4+4 1-4 (1D4)

All those enemies affected by this spell have a -2 to their morale reaction during the duration of
the spell. The area of effect is determined by the range and area center decided by the caster. All
targets must be within a 3" diameter circle.

The material component for this spell is a blue marble.


ARMOR OF RAGE

Level: 2 Components: V, S, M
Range: 3"+1" per level Casting Time: 2 segments
Duration: 5 rounds +1 round per level Saving Throw: negates
Area of Effect: 3" diameter circle

Causing your enemies extreme rage can be an effective way to reduce their concentration on
what they are doing. This spell creates a level of anger in enemies which may cause them to be
less effective in combat than they might otherwise be.

This is an area of effect spell which is centered on a point up to 3" from the caster plus 1" per
level. The area affected is a 3" diameter circle. Those within that area of effect must save versus
magic or have their attack rolls modified by -2 during the duration of the spell.

The material component for this spell is a tiny shield.

AVARICE

Level: 3 Components: V, S, M
Range: 5" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: 3" diameter circle

Greed has destroyed many a person. This spell allows the caster to enhance the natural greed in
others. Ths can be a very effective way to make enemies concentrate on something other than
killing or eating the caster.

This is an area of effect spell. Anyone within a 3" diameter circle where the caster decides to
center it must save versus magic or else be affected by the spell. The range of the spell is up to 5"
from the caster.

The material component for this spell is a platinum piece.

All those enemies in the target area will see a huge pile of gold treasure on the ground. They will
no longer have any interest in attacking anyone unless to defend themselves. Instead they will
immediately go to the treasure and bask in it’s glorious riches.

Creatures which are non intelligent or mindless will not be affected by this spell. Only creatures
or beings that can appreciate treasure would be affected. Even creatures with animal intelligence
would not likely be affected by the arrival of treasure on the field.

DEAFENING ROAR

Level: 2 Components: V, S
Range: 0 Casting Time: 2 segments
Duration: 2-12 rounds Saving Throw: negates
Area of Effect: 12" and 3"

The roar of the Dragonne is one of the most terrifying sounds one can hear in the dungeon. The
sound of the roar causes weakness in others within a 12" radius of the caster unless they make a
saving throw versus paralyzation. Creatures within 3" of the caster will be deafened (save versus
magic applies). The effects of the spell last 2-12 rounds. Weakness causes the victim to lose 50%
of the strength during the duration of the spell. Those deafened will feel disoriented and strike at
-1 on attack dice during the duration.

This spell affects both friends and foes. Anyone in the area of effect must make their saving
throws to avoid the effects of the spell.

DECEPTION

Level: 2 Components: V, S
Range: 5" Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: one target

Deception is the illusionist’s stock in trade. Prevarications and tricks are how the illusionist
makes his or her living. This spell is but one card in the deck of tricks that the illusionist has to
play. Any lie told by the illusionist becomes more believable once this spell has been cast. The
spell should be cast before the lie is told.

The target may save versus magic to avoid the effect of this spell. A failure against the saving
throw, however, indicates that the target’s reaction roll will be modified by 2 points in favor of
the position that the illusionist (or target) is advocating.

DECOY

Level: 1 Components: V, S, M
Range: 3"+1" per level Casting Time: 1 segment
Duration: 1 round per level Saving Throw: negate
Area of Effect: one decoy

Sometimes a good decoy is the best way to escape a bad situation. An illusionary decoy in the
form of a facsimile of the caster will begin running in a direction chosen by the illusionist. This
image will continue running until it is out of range of the caster and then disappear. This may
give the caster, and friends, time to escape.

Those enemies within a 3" circle of the decoy will need to make a saving throw versus magic.
Those who fail the saving throw will give chase to the decoy unless already engaged in melee
combat with another. Those enemies who have been attacking the caster specifically will go after
the decoy. Those who were engaged in missile combat will fire at the decoy until it disappears.

The material component of this spell is a small paper cutout of the caster.

DEMONIC TRANSFORMATION

Level: 4 Components: V, S, M
Range: 0" Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: caster

Demons are terrifying creatures to behold for mere mortals. Just the sight of one makes powerful
adventurers weak in the knees. By virtue of this spell the illusionist will take on the form of a
demon from the following table:

ROLL DEMON TYPE

01-10 Succubus
11-30 Type I (Vrock)
31-45 Type II (Hezrou)
46-60 Type III (Glabrezu)
61-79 Type IV (Nalfashnee)
80-94 Type V (Marilith)
95-99 Type VI (Balor)
00 Demon Prince (Randomly chosen)

Those creatures who fail their saving throw versus magic will need to make a morale check at -2.

The material component for this spell is a small demon idol made of ivory or obsidian.

DEPRESSION

Level: 3 Components: V, S, M
Range: 5" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: 4" diameter circle

When an enemy loses heart the battle is almost over. This spell may take the life out of the
enemy will to resist. The targets see something that makes them lose faith in their ability to win.
If they fail a saving throw against magic they will immediately need to make a morale check at -2
on the roll.

The material component for this spell is a crystal bowl.

DISTRACTION
Level: 2 Components: V, S
Range: 4" Casting Time: 2 segments
Duration: instant Saving Throw: negate
Area of Effect: A point up to 4" away

Drawing the enemy’s attention away can be an effective means of winning the day. A sound
and/or image draws the enemy attention to a point up to 4" away from where the illusionist is
located.

DREAMS

Level: 7 Components: V, S, M
Range: 7"+1" per level Casting Time: 7 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: up to 5" +1" per level
Almost as effective as knowing the fears of your enemy....is knowing their dreams..... Creating an
illusion which can use those dreams to great effect can make manipulation of your enemies
easier.

This spell is a little bit of phantasm and a little bit of ESP. Ok. Perhaps not ESP exactly. More
like studious discovery of what makes the enemy driven. Learning what makes your enemies tick
allows the illusionist to make an illusion that is just a bit more difficult to resist. All saving
throws against this illusion (or to disbelieve) are made at -2. In essence this

The material component for this spell is an enhanced version of improved phantasmal force. Like
that spell it requires concentration and the illusion will end 2 rounds after this concentration has
ended.

ENVY

Level: 3 Components: V, S, M
Range: 4" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: one target

Sometimes your enemy’s allies can be your best friends. Making your enemy notice that his or
her allies have something that they want can be an effective way to divide and conquer. This
spell allows the illusionist to drive a wedge between enemies by pointing out something of
extreme value that is in the hands of one of them. This makes the other allies think about the
possibility of taking that item for themselves.

A saving throw versus magic negates this spell. A failure to save, however, indicates that the
target must make a reaction check against their ally at -2. A failure may indicate that the target
becomes hostile or belligerent toward their ally or even violent.
The material component of this spell is a bit of gold dust.

EVIL EYE

Level: 7 Components: V, S, M
Range: 6“ Casting Time: 7 segments
Duration: 1 round per level Saving Throw: negate (disbelieve)
Area of Effect: one orb

This spell creates the image of a Beholder. The Beholder image will act and sound like a normal
Beholder with the accompanying powers. Of course...it is but an illusion....but if believed it can
be a deadly one. The illusion will act independently and will respond the same way a real
monster would. Like any illusion it could be disbelieved but otherwise it can appear to use the
same deadly eye rays as the original creature.

The material component for this spell is an eye stalk from a Beholder.

FACADE

Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none (unless
Area of Effect: Special disbelieved)

Sometimes it is better to hide in plain sight. This spell allows the illusionist to do just this by
altering his appearance to seem harmless. The spell caster can choose to change their appearance
to look like a harmless person, humanoid, demi-human or the like. They might choose to look
like a little old man or woman, a sage or scholar or perhaps just a local village farmer. They
might also choose to change their appearance to be something not living at all such as a statue, a
structure or even a piece of furniture.

The only restriction is that the person or object must be within 100 lbs of the same weight of the
illusionist and within 1 foot of height either direction.

This spell has a long duration and might be used to give the caster time to spy upon others
entering the area.

The material component for this spell is a broken mirror.

FURY

Level: 2 Components: V, S, M
Range: 3" +1" per level Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target
Illusionists are masters of trickery and deception. Sometimes it is beneficial to infuriate
opponents using guile in order to make them react wild and recklessly. This spell creates such a
deception unless the target saves versus magic.

A failure to save will indicate that the target has become enraged and is desperate to kill his
opponent(s). The victim loses any dexterity/reaction bonus as they are not longer fighting in a
controlled manner. They will attack at a -1 to hit and to damage as well.

The duration of the spell is 1 round per level of the caster.

The material component for this spell is a black feather.

GHOSTLY AURA

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: touch

Being touched by a ghost is known to take years off of your life. The illusionist casting this spell
will take on the appearance of a ghost. They will appear to be slipping in and out of the ethereal
plane. If they touch an opponent that opponent must save versus magic or age 10-40 years.

The material component for this spell is a bit of ectoplasm from a ghost (or other incorporeal
undead).

GLUTTONY

Level: 2 Components: V, S, M
Range: 3" Casting Time: 2 segments
Duration: 2 rounds per level Saving Throw: negate
Area of Effect: one person

This spell implants the idea that any food present is highly appetizing and that the victim has a
voracious appetite. The result will be that the victim eats far too much in one sitting and may fall
asleep (10% chance) become slugging (50% chance) or become indisposed (25% chance) for a
period of time. The duration of the effect depends greatly upon the type of food offered and what
quantities were present. The target, if they fail their saving throw versus magic, will eat until
there is no more food or until they begin throwing it all up again.

The material component for this spell is a chicken bone.

GREED

Level: 5 Components: V, S, M
Range: 3" + 1" per level Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: 3" diameter circle

This spell places the idea in the mind of the target(s) that they must possess a particular item or
treasure to the sole exclusion of all others. This idea will block out any rational thought or
argument. The targets get a saving throw versus magic to avoid the effect of the spell.

The affected targets will do anything to possess the item or treasure including violence.

The material component of this spell is a gold coin.

HATE

Level: 6 Components: V, S, M
Range: 5" Casting Time: 6 segments
Duration: Special Saving Throw: negate
Area of Effect: 1 target

The caster creates in the target of this spell an intense dislike for someone else. The subject of the
hatred does not need to be present at the time of the casting but the target of the spell must be
within range of the spell.

The duration of this spell is special. Initially the target may make a saving throw versus magic.
Should the target fail they may also make another saving throw versus magic before actually
committing some aggressive act based upon the spell.

Otherwise....the victim of this spell might well commit murder, regicide or some other potentially
criminal act of violence.

The material component for this spell is a fire opal worth at least 7500 gold pieces which is
crushed and then blown towards the target of the spell.

HOPE

Level: 3 Components: V, S
Range: 3" +1" per level Casting Time: 3 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 5" diameter circle

Sometimes morale is a little low among your allies. This spell gives them a glimmer of hope.
Those allies in the area of effect gain a +1 to morale checks during the duration of the spell.

HYSTERIA
Level: 4 Components: V, S, M
Range: 3" +1" per level Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: 1 target

This spell creates the effect of uncontrollable emotion or excitement in the target. The emotion
might be fear or it might be some other emotion which is enhanced by the spell. The ultimate
result of this enhanced emotional state might differ, depending upon the circumstances, and
should be adjudicated by the DM as appropriate.

The material component of this spell is a platinum ring.

ILLUSORY GIFT

Level: 1 Components: V, S, M
Range: 1" Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: negate (disbelieve)
Area of Effect: up to 1' per level

Sometimes the best gifts are temporary. The illusory gift created by this spell appears to be real
and will continue to appear real for some time after the illusionist has left the area. The gift will
appear real until, or unless, the target receiving it successfully disbelieves it or until the duration
of the spell ends.

The material component for this spell is a butterfly.

INDIGNATION

Level: 1 Components: V, S
Range: 5" Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: negate
Area of Effect: one target

This spell plants the idea that the target is being unfairly treated by those who lead. This
resentment to authority may fester into outright rebellion. The target may save versus magic to
avoid the effects of the spell. A failure indicates that the target begins to by annoyed by his or her
superiors. There is a 50% chance that the target make some minor act of defiance to leadership.
There is a 1% chance, per level of the caster, that the target will totally turn against their masters.

INSANITY

Level: 4 Components: V, S, M
Range: 5" Casting Time: 4 segments
Duration: 1 day per level Saving Throw: negate
Area of Effect: one target
This spell drives the target of the spell temporarily insane if they fail a saving throw against
magic. The type of insanity is randomly determined on the following table:

1. Dipsomania 11. Mania


2. Kleptomania 12. Lunacy
3. Schizoid 13. Paranoia
4. Pathological Liar 14. Manic-Depressive
5. Monomania 15. Hallucinatory Insanity
6. Demntia Praeoxox 16. Sado-Masochism
7. Melancholia 17. Homicidal Mania
8. Megalomania 18. Hebephrenia
9. Delusional Insanity 19. Suicidal Mania
10. Schizophernia 20 Catonia

These terms are defined on DMG P 83.

The material component for this spell is a symbol of the moon.

ISOLATION

Level: 3 Components: V, S, M
Range: 3"+1" per level Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

This spell creates an effect in which the target no longer sees, hears or senses that anyone is
around them. Allies and friends disappear and can no longer be heard. The target feels as if they
are now all alone. Morale checks for this target will be at -2.

The material component of this spell is a silver mirror.

LUST

Level: 4 Components: V, S, M
Range: 3" Casting Time: 4 segments
Duration: 1 day per level Saving Throw: negate
Area of Effect: one target

This spell creates a powerful sexual desire in the target for someone. The object of the desire
does not need to be present. The target will single mindedly drop all other considerations and
begin moving or traveling to the location where the object of the desire is located.

The material component for this spell is a rose.


MADNESS

Level: 3 Components: V, S, M
Range: 4" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

The target of this spell begins to act chaotically or irrationally. They no longer use reason or
listen to it. For the duration of the spell they will act in a totally random manner as determined by
the DM rather than acting normally.

The material component for this spell is multi-colored marble.

MIRROR

Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 segment
Duration: 2 rounds per level Saving Throw: none
Area of Effect: Special

Sometimes it is better to see than to be seen. By virtue of this spell the caster can create a
transparent wall between themselves and others which is reflective on the far side from the
caster. The caster, and anyone else on the caster’s side of the mirror, can see through the wall but
those on the other side see a reflection.

The mirror wall created is 2" square area per level. The wall is dispelled if touched on either side.
Any sort of attack from either side of the mirror shall dispel the mirror with the exception of gaze
attacks from the reflective side.

The material component of this spell is a small piece of mirror.

MISERY

Level: 2 Components: V, S, M
Range: 3" +1" per level Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

The target of this spell comes under a state of great distress. They will be extremely
uncomfortable without understanding why. They will be in great pain without showing any
visible wounds.

The material component for this spell is a metal pin.

NIGHTMARE
Level: 3 Components: V, S, M
Range: 5" + 2" per level Casting Time: 3 segments
Duration: until the target has the dream Saving Throw: none
Area of Effect: one target

This spell can be cast at any time but only affects the target when sleeping. The caster weaves a
particular horrific dream in which the target of the spell will experience when asleep.

The material component of this spell is a pea.

PANIC

Level: 4 Components: V, S, M
Range: 10" Casting Time: 4 segments
Duration: instant Saving Throw: negates
Area of Effect: Special

Fear in the mind of one’s enemies can be a devastating weapon. This spell allows the caster to
plant the idea of fear in enemies. With just a whisper the caster may cause dissension in the ranks
of the opposition.

When the caster whispers this spell to his enemies the leader of the enemy force must make a
saving throw versus magic. If the saving throw is failed those who follow him must immediately
make a moral check.

The number of enemy troops that might be affected by such a spell is 500 per level of the caster.

The material component of this spell is a recently crushed diamond worth at least 5000 gold
pieces.

PHANTASMAL HORDE

Level: 6 Components: V, S, M
Range: 10" Casting Time: 6 segments
Duration: 1 turn per level Saving Throw: negate (disbelieve)
Area of Effect: Special

It is always best to have an army with you. When you cannot have a real one....an illusory one is
the next best thing. This spell allows the illusionist to create the appearance of an army where
there is none. The troops can appear human, dem-human or humanoid at the whim of the caster.

These troops will march, charge, drill, etc. These forces have the same effect as an improved
phantasmal force.
The number of troops created by this spell is determined on the following table:

LEVEL OF CASTER NUMBER OF TROOPS

12 100
14 300
16 500
18 800
20+ +200 every 2 levels thereafter

The material component for this spell is a toy soldier.

RAGE

Level: 3 Components: V, S, M
Range: 2" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: one target

The target of this spell falls into a fit of uncontrollable anger and violence. The effect of this spell
is that the target becomes “berserk” and will either strike twice (or double) in a round or will gain
a +2 to attack bonus. This spell is typically cast upon allies but perhaps if the illusionist prefers a
challenge....they might cast it upon an enemy instead.

The material component of this spell is an ivory horn.

RAIN OF FEAR

Level: 5 Components: V, S, M
Range: 3"+1" per level Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: 4" diameter circle

This spell is an area of effect spell. All of those who are within the area of effect must save
versus magic or flee in terror from the scene for 2-12 rounds. This area of effect remains a fear
zone until the duration of the spell ends. Therefore any others who wander into this area of effect
must also save versus magic to avoid the same fate.

The material component for this spell is child’s doll.

SHADOW DEMON

Level: 7 Components: V, S, M
Range: 5" Casting Time: 7 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: one shadow demon

The link between these foul creatures and illusion is unclear. But as illusionists are masters of
manipulating the shadows they have limited abilities to summon these creatures as well at the
highest levels.

By virtue of this spell the caster summons one of these foul creatures (FF page 78) to serve for a
limited duration equal to one round per level of the caster. This creature will fight on the
illusionist’s behalf but will not exactly be happy about it. They will resent the summon and will
also resnt the control exerted over them. While the Shadow Demon might well kill the enemies
of the illusionist they might also choose to take the caster with them when the battle is over.

The chance of the Shadow Demon turning on the caster when the battle is over is 35% minus one
% per level of the caster.

The duration of the spell is one round per level of the caster but the demon may well choose to
stay longer to kill the illusionst who called upon it.

The material component for this spell is a small shadow puppet of a demon.

SHADOW DRAGON

Level: 7 Components: V, S, M
Range: 4" Casting Time: 7 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: Special

This spell summons a shadow dragon (MM2) from the darkness. The dragon will be of average
size for a shadow dragon but the age of the dragon shall be randomly determined as follows:

% ROLL AGE OF DRAGON

01-10 Very Young


11-20 Young
21-30 Sub-Adult
31-40 Young Adult
41-69 Adult
70-84 Old
85-94 Very Old
95-00 Ancient

This dragon will serve the illusionist for a short period of time and then will vanish in the
shadows forever. The creature cannot serve in an area of arctic or very hot climate and will fade
away immediately once summoned in one of those extremes. They prefer cooler and darker
places.
The material component for this spell is a dragon bone.

SHADOW FIRE

Level: 5 Components: V, S, M
Range: 6" Casting Time: 8 segments
Duration: 1 segment Saving Throw: negate
Area of Effect: 1" diameter by 3" high
column

This spell calls down a strike of dark shadowy flame on an area of effect of a 4" diameter circle.
All those within the area of effect must save verus magic or be affected as if struck by a clerical
flame strike spell (5th level). The difference between this spell and that one, however, is that if the
target makes their saving throw they avoid the effects of the spell entirely.

The material component for this spell is a piece of obsidian.

SHADOW SPRAY

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 segments
Duration: instant Saving Throw: Special
Area of Effect: 7" long plane, 1 ½ wide
at end, ½ wide at base

Shadowy rays spring from the fingertips of the illusionist casting this spell. The effect of each ray
is determined randomly on the following table:

1. Reduced STR by 3 6. Confusion


2. Fear 7. Hypnotism
3. Blindness 8. Suggestion
4. Paralysis 9. Phantasmal Killer
5. Chaos 10. Roll twice

The material component for this spell is a piece of charcoal.

SHROUD

Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segments
Duration: 1 round per level +2 rounds Saving Throw: none
Area of Effect: self

This spell shrouds the illusionist in darkness. This allows the illusionist to hide in shadows as if
he was a thief of 10th level +1 level per level of the caster.

The material component for this spell is a piece of a dark cloak.

SLOTH

Level: 3 Components: V, S, M
Range: 3" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

The effect of this spell is to make the target lazy and lethargic. The target will have little energy
to do anything beyond self preservation.

The material component of this spell is a cushion from a couch or divan.

SORROW

Level: 4 Components: V, S, M
Range: 3" Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

This spell makes the target very sad. The effect of this sadness is up to the DM to determine but
may include: losing all hope, losing all interest in combat, losing all interest in following orders
or obeying superiors or losing all interest in whatever is going on around them.

The material component for this spell is a copper coin.

WAIL OF THE SHRIEKER

Level: 2 Components: V, S, M
Range: 2" Casting Time: 2 turns
Duration: 1 day per level Saving Throw: none
Area of Effect: one target

This spell allows the caster to create an alarm system anywhere that is convenient. The spell
could be cast on any inanimate object such as a statue or idol. Anyone walking into a room where
that object is present may hear the sound of shrieking just like that of the creature of the same
name. The sound is extremely loud and will penetrate the hallways of a dungeon or castle. Any
light within 30' or movement within 10' of the object will cause the object to begin wailing. This
piercing shriek lasts for 1-3 rounds. This has an 80% chance of bringing a random encounter
each round thereafter.

The material component for this spell is a piece of a dead shrieker.


CLERICAL SPELLS
Some of these clerical spells are really only suited for evil clerics. Of course.....I only hang out
with evil clerics....so why shouldn’t I give them a little more love? It is up to you, as DM, to
determine if clerics of a more neutral slant could make use of them as well......

ABSORBTION

Level: 7 Components: V, S, M
Range: Self Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: Self

The caster wielding this spell can use a device, of his or her choosing, to act as a magnet for spell
casting energy directed towards the caster and nullifying their effect and storing the energy to be
used at a later time in the form of spells of his or her own casting.

The caster wielding this spell can instantly detect the spell level and decide on whether to react or
not when the device absorbs it. The caster can use the energy to cast any spell he or she has
memorized in but one segment without loss of spell memory as long as the spell so cast is of
equal to or lesser level than the one absorbed. Excess levels are stored as potential and can be
cast in a like manner as any level of spell so long as the wielder knows the spell and has it
memorized.

The device chosen to store the energy can be just about any solid object the caster is in
possession of. A staff, weapon or holy symbol for examples. But the object cannot already be
imbued with magical properties.

The material spell component is the object chosen to be the instrument of absorbtion.

If the device storing this magical energy is destroyed by some means (such as by a failed item
saving throw) the device will explode with the force of the energy stored within. For every level
of energy stored one dice of damage will be released and will affect anyone within a 20 foot
radius of the device when the explosion occurs. A saving throw for one half of this damage will
apply (vs magic).

A maximum of twenty levels of magic can be stored in a device. Should a twenty first level of
energy be attempted to be stored the device will explode as mentioned in the last paragraph.

AGONY

Level: 2 Components: V, S
Range: Touch Casting Time: 2 segments
Duration: 1 round per level Saving Throw: negates
Area of Effect: One target

For some enemies one just does not wish to kill quickly. It is far more enjoyable to watch them
suffer for some time before death occurs. The victim of this spell will suffer in torment for the
duration of the spell but will (in all probability) not die from it.

A victim of this spell will suffer one point of damage per round for the duration of the spell while
suffering great pain and anguish as a result. They will immediately be aware of who is causing
them this pain and suffering. They will feel as if they are being burned alive. It will be nearly
impossible for them to not scream out in pain as a result.

This spell is also quite effective for use as a torture device to get answers needed from a reluctant
captive. The caster has the power to end the suffering endured at any time and thus can relieve
the suffering when desired. But what would be the fun in that?

While this spell may be used by clerics those of Good alignment might find that their gods refuse
to give them this spell when prayed for. Those of evil alignment will surely find it available to
them. Those of neutral alignments may or may not find access to it.

ARMOR OF FAITH

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self

Those of conviction often seem to come out of furious battle unscathed. Why? Because they are
true believers perhaps. Or maybe their deity is looking out for them. In any event if the cleric
casts this spell perhaps their chances of coming out of the battle unharmed will be enhanced.

The caster (only the caster) who spins this spell gains a temporary -2 adjustment to their armor
class for the duration of the spell. This protection, however, is lost if the cleric makes any act of
aggression (melee or missile attack or attack spell) during the duration. Defensive, healing or
protection spells will not dispel the effect of this protection nor will binding the wounds of
another or dragging someone to safety.

The material component for this spell is the cleric’s holy symbol which is not destroyed or
damaged by the casting of the spell.

BIND WOUNDS

Level: 1 Components: V, S
Range: 1" Casting Time: 1 segment
Duration: instant Saving Throw: none
Area of Effect: touch
This spell allows the battle cleric to immediately tend to the wounds of a comrade during combat.
The wounded person will have 1D4 hit points restored by virtue of this spell. All bleeding will
also have stopped.

BURNING SOUL

Level: 4 Components: V, S, M
Range: 3" Casting Time: 4 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: one target

This spell is painful to those of the wrong alignment. The cleric casting this spell can affect one
target of evil or good alignment (depending upon the alignment of the cleric) with this spell. The
target, if they fail a saving throw versus magic, will be in intense pain as their soul is in pain.
They will have their dexterity bonus nullified and suffer a penalty of -2 to hit and to damage rolls
during the duration of the spell.

The material component of this spell is the cleric’s holy (or unholy) symbol which is not
consumed by the casting of the spell.

CELESTIAL PORTAL

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 1"

This spell allows a good aligned cleric to summon a Deva to their defense. The Deva will not be
pleased if called for some unimportant purpose. Purposes that aid the goals of a good aligned
deity will be sufficient to satisfy them. The chance of a successful summoning is 99%. That is
something is almost certainly going to arrive in the portal. What arrives, however, is uncertain.

There is a 98% chance that a Movanic Deva will arrive. There is a 1% chance of an Astral Deva
arriving and a 1% chance of a Monadic Deva arriving.

The material component of this spell is a holy relic of some sort or the feather of a Deva or a
Solar.

CONSECRATION

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 rounds
Duration: permanent Saving Throw: none
Area of Effect: 25" diameter circle +1" per
level of cleric
Some areas found in dungeons, fallen temples and other dark places may have areas which are so
thoroughly infested with evil that the undead cannot easily be turned away. These undead seem to
have a dark connection to these places. This spell allows a cleric of good alignment to consecrate
the area to remove this evil nature to it and allow the undead to rest.

The material component of this spell is the cleric’s holy symbol which is not consumed by the
casting of the spell.

CONTAGION

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: touch

Foul clerics of the God of Disease have been known to cast this horrible spell. The spell is evil in
nature and (probably) can be only cast be clerics of such alignments. When the cleric casts this
spell their touch becomes a thing of horror. Anyone touched by the cleric becomes diseased. The
disease is no ordinary affliction. It is a fast acting rotting disease. Limbs fall off of the victim,
massive lesions form on the body, bleeding blisters and other such issues suddenly appear. The
end result is death within a few days unless some form of cure is found. Ordinary cure disease
spells do not heal the victim of this spell. Only a wish, limited wish or a heal spell will cure it.

The duration of this spell is 1 round per level. The victim gets a saving throw versus death magic.
During the duration of the spell the cleric can touch as many people as they wish with this effect.

The material component for this spell is nightshade.

CORONATION

Level: 7 Components: V, S, M
Range: 0 Casting Time: one turn
Duration: permanent Saving Throw: none
Area of Effect: touch

The crowning of Zanzian kings is a religious ceremony requiring a high level priest to perform
the rituals and blessings.

CORRUPTION

Level: 5 Components: V, S, M
Range: 4" Casting Time: 5 segments
Duration: Special Saving Throw: negate
Area of Effect: one target

This spell changes the alignment of another towards chaotic evil unless the target makes a saving
throw versus magic. The change is not instantaneous. The person changes one step at a time on
the alignment chart. For example....if they are lawful good then they would be neutral good then
chaotic good, etc.... Each step changes daily until they become chaotic evil.

The effect can be cured by a dispel magic, limited wish or wish spell.

DEATH’S DOOR

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: permanent Saving Throw: none
Area of Effect: touch

Some fallen heroes are not quite dead yet. A victim who has gone just one hit point below their
hit point total (or below -10 if you are playing by that alternate rule) has a chance (albeit a slim
one) of being revived again if the attempt is made immediately. Immediately for purposes of this
spell means within one turn of falling.

The chances of revival are 1% per level of the cleric making the attempt.

The material components for this spell are holy water (which must be spread over the victim) and
the cleric’s holy symbol which is not destroyed in the casting.

DISHONOR

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 turns
Duration: permanent Saving Throw: none
Area of Effect: one target

Some Paladins are known to have lost their powers for various reasons such as having their
alignment changed by some means, failing to live up to the high standards of their profession or
for some other reasons. Even if those issues are rectified the Paladin becomes just a fighter. This
spell, however, allows a high level cleric to restore the honor of the Paladin to their former glory
again.

The material component of this spell is the holy symbol of the cleric along with a great sacrifice
in treasure or magic made by the Paladin to redeem themselves in the eyes of their god.

DISRUPTION

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 round per level Saving Throw: see below
Area of Effect: one weapon
This spell allows the cleric to make their weapon into a disruptor of the undead for short
duration. When the spell is cast upon a weapon it becomes equal to a mace of disruption. The
weapon will become equal to a +1 weapon (regardless of whatever magical properties that it
might have had before). If the weapon strikes a creature from the lower planes it acts as a cleric
of the 12th level and such creatures will roll on the matrix for clerics affecting the undead. Thus
skeletons, ghouls, shadows, ghasts, wraiths and wights are instantly destroyed. Other forms of
undead get their saving throw versus being turned. Even if they make this saving throw they will
suffer double damage as a result of the strike.

The material component for this spell is the cleric’s weapon which is not consumed by the spell.

DIVINE INTERVENTION

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 segments
Duration: instant Saving Throw: none
Area of Effect: up to 3" from caster

A cleric always has the potential to call upon their deity for help. The probabilities of a deity
coming to the aid of a mere mortal is slim to none. Deities have better things to do with their
time. This spell, however, gives the cleric a slightly better chance to get the attention of the
divine in order to call for help. Perhaps they will help. Perhaps they will still ignore the mortal.

The base chance for success of this spell is 1% per level of the caster. If the deity does respond
that does not mean that they are coming in person. They may send aid in some other form if
appropriate.

The material component for this spell is the most valuable holy symbol possessed by the cleric.
The symbol is consumed in the casting of this spell and will be destroyed. Using a cheaper or
lower value type of holy symbol reduces the chance of success by 5% per grade (if silver is the
best then using iron would reduce by 5% and wood would reduce by another 5% the chances of
success).

If the deity does, indeed, heed the call then roll again on the following table:

ROLL TYPE OF RESPONSE FROM DEITY

01-10 Minor boon


11-25 Major boon
26-60 Minion is sent to aid the cleric
61-89 Angel or other similar entity is sent to aid the cleric
90-99 Avatar of deity
00 Deity arrives in person

A Minor boon is a blessing of some sort. Perhaps the party will receive a bless spell or resistance
spell effect for the duration of the battle.
A Major boon is a major spell effect which benefits the party of the cleric. Regeneration of hit
points, a complete heal of the party or some other major beneficial spell effect will be placed
upon the party for the duration of the conflict.

A minion is a minor helper or ally that the deity chooses to dispatch. This might come in the
form of a mystical creature, an elemental, a mythical hero or some other potential helper. The
helper would stay through the battle but might also help further at the discretion of the DM.

Angels or other entities might include any celestial being, deva or even demons or devils for evil
clerics calling for assistance. In some instances even a demon prince or arch devil might be sent.

If the deity arrives in person then the deity must consider the situation to be of extreme
importance. If it turns out to be that the deity was called for some trivial matter they shall not be
pleased.

DIVINITY

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 days
Duration: permenent Saving Throw: none
Area of Effect: one target

Some mortals have been known to aspire to something higher. This spell is an aid to those who
wish to declare themselves demi-gods. A high level cleric must cast this upon the aspiring new
deity in the hopes that they might be accepted as such. Even with this spell there is a very low
chance that other deities will accept the newcomer. The chance is equal to 1% per every 7 levels
of the caster.

The material components of this spell are significant. Treasures equal to 1,000,000 gold pieces,
magic treasures, fabulous artifacts and other such things are required. A significant enough
offering may improve the chances for success.

The chances of success might also be modified upward, or downward, for other things such as:

Fame, infamy, heroic acts, great magical power, great strength or other attributes and other things
that the DM deems worthy.

ETERNAL SLUMBER

Level: 2 Components: V, S, M
Range: 5" Casting Time: 2 turns
Duration: permanent Saving Throw: none
Area of Effect: A circular area 5" diameter
plus 1" per level

Nothing is quite so disturbing to priests of good alignment as to see desecration of burial grounds
or the rising of the undead. To prevent such an occurrence this spell allows the caster to cast a
wide protection spell on such places or individuals to prevent the dead from rising again.

The material component for this spell is a vial of holy water.

EVICTION

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: permanent Saving Throw: none
Area of Effect: special

Removing paranormal presences from fixed locations is not always easy. Undead spirit types
have a tendency to hang out in the same places for centuries. Look at me,,, I have been staying in
this active volcano now for more than a hundred years....

Anyway....Getting such creatures to leave takes a bit of work. You could...of course....try to
destroy it. That is one possibility. You cleric might turn it but the creature would just return
again.
This spell, however, actually frees the undead to leave the place and go haunt some other place of
their choosing.

The cleric casting this spell may roll on the cleric affecting undead table. If the creature is
turned....instead of just shying away from the cleric it will depart the place entirely forever.

The material component for this spell is the cleric’s holy symbol which is not consumed by the
spell.

GRAVES END

Level: 7 Components: V, S, M
Range: 0 Casting Time: 7 rounds
Duration: permanent Saving Throw: none
Area of Effect: 25" diameter circle + 1" per
level of the caster

This evil spell might not be an acceptable choice of the gods of a good cleric. This spell can be
cast upon an area in which many dead bodies lie such as a battleground or a graveyard. Each
body in the area has a chance of rising from the dead as a skeleton or a zombie. The percentage
chance is 1% per level of the cleric. For a densely populated area, however, this might provide a
significant army of undead. The undead will serve the caster until destroyed.

The material component of this spell is the unholy symbol of the cleric which will burst into hot
flame but not be damaged during the casting of the spell. Also required is a thigh bone from a
heroic warrior and a crushed black diamond worth more than 5000 gold pieces.
HELLFIRE

Level: 3 Components: V, S, M
Range: 3" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: 2" +1" per level

The fires of hell are painful to those who have been sent there to spend eternity. This spell creates
a fiery effect at the ground level in the area of effect making it quite uncomfortable for those in
the area of effect. All those in that area suffer 1D4 damage per round for the duration of the spell
unless they save versus magic to avoid it entirely.

The material component of this spell is holy (or unholy) water sprinkled on the ground during the
casting.

GUARDIAN

Level: 7 Components: V, S, M
Range: 1" Casting Time: 7 turns
Duration: permanent Saving Throw: none
Area of Effect: one creature

This spell allows an evil cleric to summon a Guardian Daemon for purposes of defending
treasure. The summoning is permanent or until released by the cleric or the Daemon has been
destroyed.

The material component for this spell is a crushed emerald worth more than 5000 gold pieces.

HOLY WARD

Level: 3 Components: V, S, M
Range: 1" Casting Time: 3 segments
Duration: 1 round per level +1 Saving Throw: none
Area of Effect: 1' wide plus 1' per level

Sometimes a cleric finds themselves in situation where hordes of undead are coming their way.
This spell allows the cleric to place a ward which will temporarily block the undead from passing
through an area. This spell might be the difference between life and undeath for a party of
adventurers exploring the depths of the world.

The material component for this spell is a holy symbol and a vial of holy water. The water is
consumed by the spell but the symbol is not.

The area of effect is a line 1' wide plus 1' per level of the cleric. No undead can pass through this
line but they can move around it if there is a gap of any kind. If the line runs from wall to wall or
to both sides of a doorway or passage then the undead cannot pass for the duration of the spell.
They can, however, cast spells through such areas if they have such abilities.

JUDGEMENT

Level: 3 Components: V, S, M
Range: 3" Casting Time: 3 segments
Duration: 1 month per level Saving Throw: negate
Area of Effect: 3" diameter circle but only
those of opposite alignment
of the caster

This spell brings divine punishment on the wicked (or the blessed as the cast might be depending
on who is casting this spell). Those affected by this spell must save versus magic or suffer the
penalties imposed by this spell. These penalties are:

-1 on all saving throws


-1 on all to hit rolls
+1 to all damage rolls against them
-1 on all rolls to determine loot or divide loot

The effects of this spell can be ended with a remove curse spell. The caster affects only those of
opposite alignment with this spell. Thus an evil cleric can only affect good and vice versa. Those
of neutral alignments are immune to the affects of this spell but no neutrally aligned clerics can
benefit from the spell either.

The material component of this spell is a rabbit’s foot.

LIFE DRAIN

Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: touch

This spell allows the priest to drain an energy level from a person touched for the duration of the
spell. Each time an energy level is drained the hit points taken from the victim are temporarily
gained by the wizard. These hit points are lost again when the spell duration is over. These hit
points are not immediately lost however. They are lost at a rate of one hit point per day or by
taking actual damage which depletes them. Any further healing will only restore the caster to his
or her original level of maximum hit points.

The duration of the spell is one round per level of the caster. The person who loses an energy
level loses one hit dice along with the hit points and abilities that go with that level of energy.
This effect is permanent but can be restored by virtue of a restoration spell or other applicable
magic.
The material component for this spell is a lock of hair from a vampire or wight.

The DM might deem this spell to be evil in nature and only available to those of evil (or perhaps
also neutral alignments).

MEDITATION

Level: 3 Components: V, S, M
Range: 3" Casting Time: 3 segments
Duration: one rest period Saving Throw: none
Area of Effect: self or one target

This spell can be cast upon self or another target. The beneficiary of this spell can rest and
recover spells more easily than normal. The net effect of this spell is to reduce recovery time for
spells by one half.

MUMMIFICATION

Level: 5 Components: V, S, M
Range: 1" Casting Time: 5 days
Duration: forever Saving Throw: none
Area of Effect: one body

When a pharaoh dies (or some other important person) preparations are made for the person to
enter the afterlife. The body is rubbed with oils. The heart and other organs are removed and
placed in canopic jars. Th body is wrapped in cloth and placed in a sarcophagus. The most
valuable possessions of the deceased are placed in the tomb. Sometimes even a boat or ship is
placed so that the dead can continue their journey.

Often these things are done by NPC priests that the player characters might never see. But these
actions are what lead to the mummy rising later to defend their tombs or to punish those who
violate the curses and warnings of the priests who built the place of burial.

The material components for this spell are holy symbols, canopic jars, wrappings, oils and other
such implements and tools needed to perform the ceremony.

MUMMY ROT

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: touch

The touch of the mummy is much feared by dungeon delvers. It is well known that the touch of
the mummy causes a rotting disease which can disfigure or even kill those unlucky enough to
experience it.
The spell allows the cleric to mimic this effect and touch enemies with the same effect. Any
target touched by the cleric during the duration of this spell is afflicted with the rotting disease.
They will die in 1-6 months unless cured by some means. Each month the afflicted person will
lose two points of charisma permanently.

The disease can be cured only be magical cure disease spells. During the disease all other cure
spells are negated as applied to the afflicted person and natural healing applies at 10% the normal
rate.

The DM might deem this spell to be evil in nature and only available to those of evil (or perhaps
also neutral alignments).

The material component for this spell is a piece of wrapping from a mummy.

PENANCE

Level: 2 Components: V, S, M
Range: 1" Casting Time: 2 segments
Duration: until task completed Saving Throw: none
Area of Effect: touch

Some unfortunate or evil deeds require action on the part of the person committing them to
redeem themselves in the eyes of their god. This spell is for minor transgressions and not major
alignment deviations or changes. Failing to give charity by a paladin might be an example. A
ranger doing something of great evil like murdering a baby would not be cured by this spell.

This spell requires the target to go out and do some difficult task or good deed of the cleric’s
choosing. The target must do so alone and without help and the task must take more than a day to
complete. The task must involve some personal risk. Only a voluntary target can be affected by
this spell.

PLAGUE

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 turns
Duration: one week per level Saving Throw: negate
Area of Effect: Special

Sometimes a priest is so angered that they bring a plague upon the land. This plague will affect
an entire town, city or even land depending upon the power of the priest calling it. This curse is
such that it may affect a wide swath of the population of a land.

Each person in the target area may save versus death magic to avoid the effects of the spell.
Those who fail the saving throw may die.....or worse....

LEVEL OF PRIEST AREA OF EFFECT


16 Village or hamlet
18 Town
20 City
22 Region
25 Realm or country

ROLL TYPE OF PLAGUE

01-25 Dysentery. Infection of the intestines resulting in severe diarrhea


with the presence of blood and mucus in the feces. Probably not
fatal but can be. Usually incapacitating. Perhaps the town water has
been fouled.
26-50 An incapacitating influenza type of disease which sweeps through
the area and makes people bed ridden. This disease will probably
not be fatal but could be in some limited cases.
51-70 An incapacitating, and potentially deadly, disease such as yellow
fever which may or may not kill a person.
71-80 Pneumonic: caused by contact with an infected animal and spreads
person-to-person through coughing. It attacks the lungs, rapidly
multiplying, which triggers an immuno-response eventually
shutting the lungs down and leaving the person to die of respiratory
failure.
81-90 Septicemic: caused by either an infected flea or contact with an
infected animal. It attacks by entering the bloodstream and
multiplying.
91-00 Deadly Hemorrhagic Fevor (black death) This plague attacks the
lymph nodes, inflaming them.

The material spell component of this spell is a plague mask.

The DM might deem this spell to be evil in nature and only available to those of evil (or perhaps
also neutral alignments).

PURGE

Level: 1 Components: V, S
Range: 0 Casting Time: 1 segment
Duration: instant Saving Throw: none
Area of Effect: touch one target

This spell allows the cleric to attempt to purge a victim of ingested poison. It is not always
successful but when it is the spell may allow one to survive ingested poisoning. The chance for
success is 2% per level of the cleric casting the spell.

RAPTURE
Level: 2 Components: V, S
Range: 2" Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: one target per level

This spell creates a sense of happiness and joy in the target. It will lift a person out of depression.
It will also improve morale by +1 for morale checks.

RENEWAL

Level: 4 Components: V, S, M
Range: 3" Casting Time: 4 segments
Duration: permanent Saving Throw: none
Area of Effect: 25" diameter circle + 2"
per level

This spell helps restore a defiled temple, chapel, altar or other religious place. When such places
have been defiled the chances that this spell can restore them to their holy state of grace is 5%
per level of the caster.

The material component for this spell is the holy symbol of the cleric which will not be
consumed in the casting of the spell and two vials of holy water which will be consumed.

REPOSE

Level: 1 Components: V, S, M
Range: touch Casting Time: 1 segment
Duration: 1 hour per level Saving Throw: negate
Area of Effect: one target

This spell allows the priest to bestow rest upon another person who has need of it. Any person
touched by the priest will instantly fall asleep unless a saving throw versus magic is made. Each
person so touched sleeps for the duration of the spell. The caster can keep trying to touch targets
until the spell duration is expended.

The material component for this spell is a blanket which is consumed by the casting of the spell.

REPRISAL

Level: 4 Components: V, S, M
Range: 5" + 1" per level Casting Time: 4 segments
Duration: instant Saving Throw: negate
Area of Effect: one target

The cleric who casts this spell is punishing another for an act against the cleric, their allies or
their deity. The target must save versus magic or suffer 2D10 damage from a bolt of lightning
directly out of the sky. There need not be any clouds above. The lightning will strike through
solid objects such as dungeon ceilings but will not strike any other target.

The material component of this spell is the holy/unholy symbol of the cleric which will be set
afire and consumed during the casting of this spell.

RESTITUTION

Level: 7 Components: V, S, M
Range: 1" Casting Time: 7 rounds
Duration: permanent Saving Throw: none
Area of Effect: one target

This spell restores things other than spell levels (which is covered by the Restoration spell) such
as permanently lost statistics (at a rate of 1 point per casting) and other such lost attributes and
abilities at the DMs discretion.

The material component for this spell is a crushed sapphire worth at least 5000 gold pieces.

RETRIBUTION

Level: 7 Components: V, S, M
Range: 5" Casting Time: 7 segments
Duration: instant Saving Throw: ½ damage
Area of Effect: one target

This spell brings the fury of the gods on those of the opposite alignment in the form of holy fire
cleansing the wicked (or the holy as the case might be). The target may save versus magic to
reduce the damage from this spell to one half. The target failing the saving throw takes 1D6
damage per level of the caster.

The material component of this spell is a bit of sulphur and a holy/unholy symbol which is not
consumed by the spell.

REVIVE

Level: 2 Components: V, S
Range: touch Casting Time: 2 segments
Duration: instant Saving Throw: none
Area of Effect: one person

A fallen, but not yet dead, comrade may need a little help to get back on their feet. A victim who
has been taken below zero hit points, but is not yet dead, can have this spell cast upon them. This
will bring the person back to one hit point.

REVITALIZE
Level: 5 Components: V, S, M
Range: 1" Casting Time: 5 segments
Duration: Special Saving Throw: none
Area of Effect: one target

A person recently raised from the dead or who has been taken below zero hit points may need
some time to recover from the ordeal. Their levels of energy are severely depleted from the near
death (or actual death) experience. This spell allows the cleric to restore that person to full
strength again immediately.

The material component for this spell are prayer beads which are not consumed in the casting of
the spell.

RING OF SILENCE

Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: Special

Any cleric (well at least one capable of casting a 2 nd level spell) can cast silence 15]’ radius. But
this spell allows the cleric to create a silent ring around himself or herself that extends 1' around
the caster to 15" around. This allows the caster to continue casting spells with vocal components
while those nearby to be kept silent.

The material component for this spell is a ring made of silver which is consumed in the casting.

RUNES

Level: 7 Components: V, S, M
Range: 1" Casting Time: 7 hours
Duration: 1000 years per level Saving Throw: negate
Area of Effect: 100 square feet per level

Sometimes it is useful to protect an area with magic. Tomb robbers have been known to suffer
great horrors due to the application of curses left behind in such places protected by the magic of
the ancients. Ignoring such curses can be a deadly mistake.

The curse applied is subject to the imagination of the dungeon master or the player (at DM’s
discretion). There is a wonderful document available on Dragonsfoot.org called 1000 curses
which might be of interest to the reader for possible choices.

SCORCHED EARTH

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 days
Duration: Permanent Saving Throw: none
Area of Effect: Special

The deserts of the Jural Empire are a harsh and cruel place. Priests of that land have helped made
it so. During wars past against invading armies from the north and east the high priests of the Sun
God Raal cast spells that created the massive deserts that border their land. The invaders quickly
lost interest in conquering such lands but the people of the Jural Empire embrace their beloved
deserts.

This spell requires the cooperative spellcasting of nine high priests capable of casting 7 th level
clerical spells. The material component of this spell is a bucket of sand for each spellcaster.

The range of this spell is 25 miles per spellcaster involved in the casting. The area of effect is
100 square miles per spellcaster involved in the casting.

SERPENT’S FANGS

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 1 round per level Saving Throw: negate
Area of Effect: bite one target

This spell allows the caster to grow poisonous fangs with which to attack their enemies. These
fangs grow instantly in the mouth of the cleric so casting the spell. During the duration of the
spell no other spells may be cast by the cleric but they will likely not wish to do so in any event.
The cleric will be entitled to take a melee attack and a bite attack during the duration of the spell.

The bite of the cleric does 1D4 damage. The target must save versus magic or be affected by the
poison. The type of poison applied will be randomly applied on the following table.

ROLL TYPE OF POISON APPLIED ONSET DMG APPLIED

01-25 Type A (Insinuative) 2-5 rounds 15 hit points


26-50 Type B (Insinuative) 1-3 rounds 25 hit points
51-75 Type C (Insinuative) 1 round 35 hit points
76-00 Type D (Insinuative) 1 segment Death

The victim who makes a saving throw versus poison can avoid the effects of the spell. Roll a new
type of poison bite each time a hit succeeds and a saving throw versus poison fails.

The material component of this spell is a tooth from a poisonous serpent or the rattle from a
snake.

The DM might deem this spell to be evil in nature and only available to those of evil (or perhaps
also neutral alignments).
SPIRIT RAGE

Level: 5 Components: V, S, M
Range: 12" Casting Time: 5 segments
Duration: 2 rounds +1 per level Saving Throw: negate
Area of Effect: 6 “ x 6" area

This spell affects only incorporeal spirits such as Ghosts, Wraiths, Specters, Shadow and other
such creatures. These creatures must save versus magic or go into a wild frenzy for the duration
of the spell. The effect of this spell is the same as a confusion spell (7 th level Druid, 4th Level
MU).

The material component of this spell is the holy/unholy symbol of the cleric which is not
damaged by the casting of this spell.

STRENGTH OF FAITH

Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self

Faith can move mountains or so they say. Being chaotic I have never personally experienced this.
But I have heard that this is so. So I will take it on........faith.....

This spell gives the cleric temporary strength with which to smite the enemies of the cleric’s
deity. The cleric alone can reap this benefit. By virtue of this spell the caster temporarily gains
strength for the duration of the spell as follows:

ROLL TEMPORARY GAIN

01-25 +1 point
26-40 +2 points
41-60 +3 points
70-89 +4 points
90-99 +5 points
00 +6 points

The maximum strength for a cleric using this spell is 18.

The material component for this spell is a strong piece of rope.

TREMOR

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 100" per level

This spell allows the caster to create a slight earthquake. The quake will do no physical damage
but will frighten animals and most people or monsters. Buildings, walls, structures and the like
will shake but not come down. Waters will ripple. It might be enough to convince primitive
people of divine power.

The material component of this spell is a holy symbol which is not consumed by the casting of
the spell.

VIRTUE

Level: 5 Components: V, S, M
Range: touch Casting Time: 5 segments
Duration: Special Saving Throw: none
Area of Effect: one person

This spell allows the priest to reward a person for behavior showing high moral standards. This
reward comes in the form of a minor boon from the priest’s deity selected randomly from the
following table:

01-10 Bless spell effect lasting 1 day per level of priest


11-20 Fire resistance lasting 1 day per level of the priest
21-30 Cold resistance lasting 1 day per level of the priest
31-40 Acid resistance lasting 1 day per level of the priest
41-50 Lightning resistance lasting 1 day per level of the priest
51-60 Poison resistance lating 1 day per level of the priest
61-70 Magic resistance lasting 1 day per level of the priest (1-100% rolled randomly)
71-80 Increased hit point maximum (2 extra dice) lasting 1 day per level of the priest
81-85 Increased experience level (2 extra levels) lasting 1 day per level of the priest
86-90 +2 to all saving throws lasting 1 day per level of the priest
91-95 Immunity to all disease lasting 1 day per level of the priest
96-00 A continuing emanation of protection from evil in a 1" radius around the person
lasting 1 day per level of the priest

The deity will not be pleased if the priest offers such a boon to someone unworthy.

The material component of this spell is the priest’s holy symbol which will not be consumed by
the casting of the spell unless the deity finds that the boon has been bestowed on someone
unworthy of it.

DRUID SPELLS
Druids are so boringly.....neutral. Anyhoo despite this horrible deficiency in their character I have
crafted some spells with them in mind as well. Many of these new druid spells are terrain
specific. This allows the druid to select spells that might be more useful for specific adventures.

Most Druid spells require fresh mistletoe as a material component even if I fail to mention it
here. Spells with no material component at all, of course, do not require this.

AUTUMN

Level: 3 Components: V, S, M
Range: 10" Casting Time: 3 segments
Duration: 1 day per level Saving Throw: none
Area of Effect: 100" radius per level

The effect of this spell is that the plants and trees in the vicinity of the Druid will act as if the
season has changed. Leaves will fall off of the trees. Flowers will no longer bloom. Branches on
the trees will be bare. No longer will the forest give cover or camouflage to anyone hiding within
it.

The material component of the spell is the leaf from a tree.

AVALANCHE

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 segments
Duration: instant Saving Throw: none
Area of Effect: Special

This spell is only effective in a place where an avalanche could occur such as a canyon, valley,
mountain top, etc. The avalanche could be the result of snow (if available) or a rock slide. The
druid casting this spell calls upon the gods to give a little shove and cause things to slide down
the mountain top. The resulting avalanche will sweep anything within it’s path and bury it.

The duration of the spell is instant. Once the avalanche is in motion the spell ends but the effect
continues until the rocks or snow have reached the bottom of the valley or canyon below. The
area of effect depends upon the amount of snow or rock material available to be brought down.

While this spell might seem incredibly powerful, and it is of course, those below may still have
time to react and cast spells or move out of danger if the opportunity presents itself. The amount
of damage caused by this spell is variable and should be determined by the DM in an appropriate
manner.

The material component for this spell is a pebble.

BIND WOUNDS
Level: 1 Components: V, S
Range: 1" Casting Time: 1 segment
Duration: instant Saving Throw: none
Area of Effect: touch

This spell allows the battle druid to immediately tend to the wounds of a comrade during combat.
The wounded person will have 1D4 hit points restored by virtue of this spell. All bleeding will
also have stopped.

BLAST OF THUNDER

Level: 4 Components: V, S, M
Range: 3"+1 per level Casting Time: 4 segments
Duration: instant Saving Throw: negate
Area of Effect: 5" target circle

The clap of thunder is a paralyzing sound. It is so sudden, loud and powerful that even the
strongest foes are brought to their knees at sound of it. Those in the area of effect of this spell
will hear a sudden thunderclap and feel the rush of energy around them it. All those in the area
must make a saving throw versus paralyzation or be stunned and deafened for 1-10 rounds. This
applies to friends and foes and even the caster themselves if within the area of effect.

The material component for this spell is a piece of wood from a tree struck by lightning.

BLIZZARD

Level: 3 Components: V, S, M
Range: 2" Casting Time: 3 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 100" diameter circle + 100"
Per level

This spell calls down a blinding white snow storm in the area of effect. If the weather is not cold
enough to sustain snow the snow will soon turn to slush and cold rain. Visibility will be reduced
to less than 10'. No damage will be taken from the snow or the cold but conditions in the area
will become much colder. A drop of 10-20 degrees F will soon follow the beginning of the storm.

The material component for this spell is a vial of cold water.

CALL OF THE LYCAN

Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segments
Duration: 2 rounds plus one round per Saving Throw: none
level
Area of Effect: Special

Lycanthropes of all types are drawn to the light of the moon and the call of others of their cursed
species. This spell gives the druid the ability to temporarily call upon these cursed individuals to
aid them in their battles.

While some of these lycanthropes are evil they will still be compelled to serve the ends of the
druid for the duration of the spell. Afterwards they may choose to retaliate for the summons,
demand payment or leave on their own accord. The chances of each are equal. Those
lycanthropes of good or neutral alignments will just leave when the duration has completed.

ROLL TYPE OF LYCANTHROPE SUMMONED NUMBER ARRIVING

01-20 Were-bear 1-4


21-40 Were-boar 2-8
41-60 Were-rat 2-12
61-80 Were-tiger 1-6
81-00 Were-wolf 2-12

The material component of this spell is a petal of wolf’s bane.

CHANGING TIDES

Level: 2 Components: V. S. M
Range: 5" Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 10" per level

This spell allows the Druid to temporarily affect the position of the Moon in relation to the tides.
By virtue of the spell a Druid could change high tide into low tide or vice versa. The material
component for this spell is a piece of seaweed.

CLEAR SKIES

Level: 4 Components: V, S, M
Range: Special Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

Rain clouds can put a damper on any party. The Druid casting this spell can clear things up
quickly for a while. The casting of this spell will bring a sudden wind which will push any clouds
out of the skies above for a time. The material component for this spell is the breath blown out by
the Druid casting the spell.

DELUGE
Level: 3 Components: V, S, M
Range: Special Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: Special

Finding water in some places can be difficult. This spell creates a sudden deluge of rain from a
cloud which will appear once the spell is cast. The rain will not last long. But it will bring forth a
great deal of water in a short time. The material component for thi spell is a divining rod.

DESERT BOUNTY

Level: 1 Components: V, S, M
Range: Special Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

The desert is a difficult place to live. Food and water are scarce. This spell gives the Druid the
ability to find both in such places where none can easily be found. The material component for
this spell is a piece of cactus.

DUSK

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 1 mile diameter plus 1 mile
per level of caster

Darkness falls on the land when the sun goes down. This spell mimics that time of the day even
if the sun is up high in the sky. Thick clouds will obscure the sun and it will appear is if it is
sundown in the area of effect.

The material component of this spell is a small symbol representing the sun which is broken in
half and consumed during the spell.

ECLIPSE

Level: 6 Components: V. S. M
Range: Special Casting Time: 6 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special

Either the moon or the sun can be blocked out, temporarily, by this spell. While this might not
seem to be extraordinarily powerful many primitive peoples will see such an action as evidence
of divinity. The material component for this spell is a piece of meteorite.
ELEMENTAL FURY

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 segments
Duration: Special Saving Throw: Special
Area of Effect: Special

This spell calls down the fury of the elements to defend the Druid casting it. The type of element
is randomly determined on the following table:

ROLL TYPE OF ELEMENT RESULT

01-25 Fire A burst of fire strikes an area 15'x15' doing


4D4 fire damage to all within unless they make a
save versus magic for ½ damage. This lasts for only
one round. All spells of other casters will be
disturbed by the event.
26-50 Water A massive wave of water comes out of virtually
nowhere (even if no source of water is in the
vicinity). The wave strikes quickly and then
subsides. Anyone in the area of effect (which is an
area of 10" diameter around the Druid will be struck
for 1D6 damage. Small objects and animals will be
swept away by the wave. All spells of other casters
will be disturbed by the event. No saving throw is
allowed from this form of the spell.
51-75 Earth A minor earthquake strikes the area in front of the
Druid. A crack in the ground will form 5" wide and
10" long per level of the Druid. Anyone in that area
of effect may fall into the crack and be lost forever
unless they make a saving throw versus petrification
to avoid this effect. All spells of other casters will
be disturbed by the event. The event passes in only
one round.
76-00 Wind A whirlwind forms which is a small funnel
cloud of 15" wide at the top and 2" wide at the
bottom and 10" high. This whirlwind lasts for 1
round per level of the Druid. Small objects and
animals are picked up and thrown up to 1" to 100"
distant. Anyone in the area of effect takes 1D4
damage per round. The whirlwind does not move
but stays in one place. All spells of other casters
will be disturbed by the event. No saving throw is
allowed against this form of the spell.

The material components for this spell are a bit of water, fire, earth or wind as applicable.
EYES OF THE EAGLE

Level: 3 Components: V, S, M
Range: Special Casting Time: 3 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: self or one target

By virtue of this spell the Druid, or a target, has their vision temporarily improved. The target
gains vision 100 times greater than normal at distances of 1' or more. Effectively the target can
see at 2000' what a normal person could see at 20'.

The material component for this spell is an eagle feather.

FIND THE TRAIL

Level: 3 Components: V, S, M
Range: touch Casting Time: 3 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: creature touched

This spell is the Druid equivalent of the clerical spell Find the Path. The material component for
this spell are some divination sticks.

FLOURISH

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: permanent Saving Throw: none
Area of Effect: one plant creature or
an area of 25" diameter

This spell causes plant life in the area to grow exponentially. Soon the entire area will be
overgrown with plant life that is now thriving. The spell provides nourishment to the plant life
and can make them far more powerful than previous.

When cast upon a plant creature with mobility the effects can be quite dangerous. A shambling
mound might grow by 2-5 hit dice. A hangman tree might gain a similar amount of hit dice. The
bump in hit dice is up to the DM to determine but should be quite significant in all cases. Only
plant life is affected by this spell.

The material component of this spell is mistletoe and a a clump of manure.

FLOWER POWER

Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self

With this spell the Druid can temporarily gain the strength of the Forest. The Druid will gain
strength using the following table:

ROLL STRENGTH GAIN

01-50 +1
51-80 +2
81-99 +3
91-00 +4

The maximum strength for the Druid is 18. The material component for this spell is the petal of
a flower.

FOREST GUARDIANS

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 turn per level of caser Saving Throw: None
Area of Effect: Forest

As protectors of the forest a Druid casting this spell can summon certain woodland creatures to
defend the forest from invaders or to retaliate against those who employ fire in the woods. These
creatures will not serve the Druid but will do whatever is necessary to protect the forest from
enemies who would destroy it.

While they will not serve the Druid they may collaborate with the Druid to take whatever steps
are necessary. They will not follow the Druid out of the forest but will remain to protect it. The
type and number of creatures summoned are determined on the following table:

CREATURE NUMBER

01-05 Pixies 2-12


06-50 Elves, Wood 4-40
51-58 Elves, Gray 3-30
59-60 Elves, High 2-20
61-65 Dryad 1-4
66-70 Sprites 3-30
71-95 Centaur 2-12
96-99 Satyr 2-5
00 Treant 1 (75% chance), 2 (24% chance), 3(1% chance)

The guardians will stay until the danger has passed or until one turn per level of the caster has
passed whichever is soonest. The material component for this spell is a dried twig and mistletoe.
FOREST TONGUES

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self

The Druid casting this spell can, temporarily, speak the language of any woodland being found in
the forest or any animal. The material component for this spell is mistletoe and a pine needle.

HAIL STORM

Level: 4 Components: V, S, M
Range: 1" per level Casting Time: 4 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special

A sudden and swift rain storm strikes the area of effect throwing large stones of hail the size of
golf balls to softballs. Anyone in the area of effect suffers 2-20 points of damage. The area of
effect is a 3" diameter circle.

The material components for this spell are mistletoe and a few drops of water.

MOON GLOW

Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

Even in the dark hours the Moon glows bright. This bright light affects Lycanthropes but also can
affect those forms of the undead that do not enjoy light. The light may also affect the vision of
humanoid creatures that do not venture into the sunlight as well as Dark Elves and other
subterranean beings.

The moon itself begins to glow more brightly than usual as a result of this spell. It glows at twice
the rate of a normal full moon for the duration of the spell.

All such effects which would normally occur to such creatures caught in such light will take
place. A vampire will not be destroyed by such light but will begin suffering 1D6 points of
damage per round until turned to gaseous form.

MOUNT

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 turns
Duration: Year and a day or death Saving Throw: Special (see below)
Area of Effect: Special

The caster of this spell may summon a beast to serve as a mount for the caster. The creature will,
however, serve no other person but the caster. The type of mount is determined on the table
below. The mount will serve the druid for a year and one day or until death (whichever comes
first). The creature cannot be raised by any manner once slain.

The spell can be recast within a year and a day but only if the previous mount has been slain.
Even then the next potential mount gains a saving throw against magic to avoid servitude (at a
bonus of +4). No third attempt may be made during the year and a day period.

MOUNT

01–50 Majestic Gray Horse


51-60 Hippogriff
61-70 Griffin
71-75 Wyvern
76-80 Hieracosphinx
81-90 Sub-Adult Dragon
91-98 Young Adult Dragon
99 Adult Dragon
00 Roc

Dragon color depends upon alignment as well. Use the following table to determine this:

DRAGON

01-20 T’ien Lung (Celestial)


21-40 Pan Lung (Coiled)
41-60 Li Lung (Earth)
61-80 Mist
81-00 Cloud

These creatures will not choose to fight for or defend their masters. They will, however, draw
enemy fire and may choose to respond when attacked. They cannot be healed by any means by
the caster or his or her allies. Normal healing rates of 1 hit point per day shall apply. If the
creature dies the caster will suffer a penalty of losing 10 hit points instantly. Should this take the
caster below zero the caster will perish as well. These ten hit points can, however, be healed by
magical or normal means.

When the creature is first summoned it shall take 1-12 days to arrive.

The material components of this spell are mistletoe and the wings of small insect or butterfly

NATURE’S BOUNTY
Level: 1 Components: V, S, M
Range: Special Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

The forest is a difficult place to live. Food and water are scarce. This spell gives the Druid the
ability to find both in such places where none can easily be found. The material component for
this spell is a small branch from a tree.

NATURE WALK

Level: 5 Components: V. S. M
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: none
Area of Effect: Special

The mind of the Druid is more calm and collected when walking in the natural confines of a
forest or woodland area. On such a walk answers to important questions can come to mind. This
spell has the same effect as the 4th level clerical spell Divination.

The material component for this spell is a forest or woodland area.

OASIS

Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segments
Duration: 1 day per level Saving Throw: none
Area of Effect: Special

This spell allows the Druid to find the nearest oasis in the desert. The material components for
this spell are mistletoe and an empty water skin.

RUST

Level: 4 Components: V, S, M
Range: 1' per level Casting Time: 4 segments
Duration: instant Saving Throw: negates
Area of Effect: one item per round

A warrior is only as good as their armor and weapons. When these are compromised other
solutions than violence might need to be applied. The caster of this spell may affect a piece of
armor or a weapon of their choosing for each round of the duration of this spell. These items
receive a saving throw which is modified by one per level of magic of the item in question (+1
per plus of armor or weapon is applied to the saving throw). The saving throw is against magic. If
the saving throw is failed the item in question instantly rusts and turns to dust in moments just as
if a rust monster had touched it.

The material components for this spell are a small bar of iron and an ounce of water.

SAND STORM

Level: 5 Components: V, S, M
Range: 1" per level Casting Time: 5 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 5" diameter circle + 1"
per level

This spell is only effective when cast in an area with sand such as a desert, beach or plain. When
cast a sudden wind storm will form in the area of effect and blast anyone in the area with sand,
rocks, small pebbles and debris. Anyone in the area of effect will suffer 1D6 damage per round
for the duration of the storm.

Anyone in the area of effect may move out of the storm area in order to take no further damage.
No spells can be cast from within the area of effect as concentration will be impossible.

The material components for this spell are mistletoe and a bit of sand.

SHOOTING STARS

Level: 7 Components: V, S, M
Range: Casting Time: 7 segments
Duration: Saving Throw: ½ damage
Area of Effect:

Three small meteors extend from the fingertips of the Druid casting this spell. These missiles can
be fired at one target, two targets or three different targets at the same time. Only one such volley
of missiles shall be fired per casting of the spell. Each missile strikes the target without fail for
4D6 damage but a saving throw versus magic halves the damage taken.

Each sphere is 1" diameter. The maximum range is 7" at which point the missile will burst into
flames and do no damage to anyone.

The material component for this spell is a bit of metal from a meteorite.

SOLAR FLARE

Level: 5 Components: V, S
Range: Special Casting Time: 5 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special
The sun suddenly becomes brighter and the land becomes hotter temporarily. Magical effects are
temporarily disrupted by the sudden emergence of the power of the sun. Animals will be spooked
and run away during the duration of this spell. All psionic activity is blocked during this event.

SPRING THAW

Level: 6 Components: V, S, M
Range: 1 mile Casting Time: 6 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 1 mile radius per level

Winter suddenly comes to an end....at least for the duration of the spell. The temperature in the
area rises 21-40 degrees. Snows and ice melt. Rivers and creeks are formed by the melting
waters. Flooding downstream is quite possible.

The material component for this spell is a glowing hot coal.

STAR FIRE

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 segments
Duration: Special Saving Throw: ½ damage
Area of Effect: Special

This spell creates an effect similar to that of the ball lightning function of the Ring of Shooting
Stars. The spell caster can choose to release one to four balls of lightning which do the same
damage as those in the Ring of Shooting Stars description on P. 131 of the DMG.

Like the ring the caster has the option of using one per round or as needed through the night. The
limiting factor of this spell is that it must be cast during darkness which can be considered the
material component for the spell.

Each sphere is 3" in diameter. They can be moved at 4" per round. They have a 4 round duration
and a range of 12."

SUMMER BREEZE

Level: 1 Components: V, S
Range: 0 Casting Time: 1 segment
Duration: 1-4 rounds Saving Throw: none
Area of Effect: 5" diameter area plus 1" per
level of caster

A cool summer breeze can make things far more comfortable. This spell brings a cool wind to
the area bringing temperatures down 11-20 degrees for a short time.
SUNBURN

Level: 2 Components: V, S, M
Range: touch Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: touch

The effects of the sun in the desert can be brutal. This spell allows the Druid to treat the suffering
of others and reduce the effects of the sun on those afflicted. Those touched by the Druid are
cured of sunburns, blistering and even thirst for a time. Each round for the duration of the spell
the Druid can touch one target curing them of the effects of the sun.

The material component of this spell is a piece of cactus.

TEMPEST

Level: 4 Components: V, S, M
Range: 5" Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: 5" per level of caster

This spell allows the caster to call a violent windstorm in the area. The storm will immediately
sweep in and cause trees to sway, limbs to fall and heavy blinding rain. The storm arrives
suddenly and departs just as quickly. It may damage structures which are flimsy enough to be
harmed by high winds and rain. The storm will do no direct damage to people or monsters.

The material component for this spell is a fallen branch.

TORNADO

Level: 7 Components: V, S, M
Range: 20" Casting Time: 7 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

This spell creates a powerful whirlwind which is uncontrollable and highly destructive. A roll
should be made by the Dungeon Master to determine how powerful the tornado will be using the
following table:

ROLL CLASS WIND SPEED EFFECTS

1 0 65-85 MPH Will take down weak structures


2 1 86-110 MPH Will strip roofs off of wooden structures
3 2 111-135 MPH Will knock down wooden structures
4 3 136-165 MPH Severe damage to stone buildings and
structures
5 4 166-200 MPH Complete destruction of even stone buildings
and structures
6 5 200+ MPH Complete destruction of virtually any
building or structure not of magical origin

Each turn the DM should roll to see which direction the whirlwind travels using the following
table:

ROLL DIRECTION

1 North
2 North East
3 North West
4 South
5 South East
6 South West
7 East
8 West

The storm will move at a rate of 100' to 2000' per turn.

TORRENT

Level: 3 Components: V, S, M
Range: 0" Casting Time: 3 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: an area 20" in diameter +2"
per level

This spell causes a sudden and intense rain storm to arrive and drench all those in the area. The
effect of this spell is that all fires in the area will be put out. All spell casting will be interrupted.
All communication will be disrupted. All combat attacks will take place at -2 to hit and to
damage by anyone in the area of effect including allies and the Druid.

The material component of this spell is a divining rod.

TREE HAVEN

Level: 4 Components: V, S, M
Range: 4" Casting Time: 4 segments
Duration: 24 hours Saving Throw: none
Area of Effect: one tree

This spell creates a doorway into a large tree nearby which will close up behind the Druid, and
his or her allies, allowing them a save place to hide in the forest.
The material component for this spell is an acorn.

TREMOR

Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: 100" per level

This spell allows the caster to create a slight earthquake. The quake will do no physical damage
but will frighten animals and most people or monsters. Buildings, walls, structures and the like
will shake but not come down. Waters will ripple. It might be enough to convince primitive
people of divine power.

The material component of this spell is a mistletoe.

TSUNAMI

Level: 7 Components: V, S, M
Range: Special Casting Time: 7 segments
Duration: instant Saving Throw: Special
Area of Effect: Special

This spell causes an earthquake far away in the ocean which creates a massive and powerful tidal
wave which speeds quickly towards the shore in the direction specified by the Druid. This wave
is so powerful it will, at the very least, knock enemies down and carry them away a great
distance. It might also kill them (saving throw versus death magic applies).

The material component for this spell is a bit of sea water. This spell is only effective within 5
miles of the ocean.

TYPHOON

Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

This spell creates a tropical cyclone type of storm with extremely high winds. The storm is strong
enough to cause local flooding and high wind damage. All spell casting will be disrupted during
the storm. All communications will be drowned out by the sounds of the storm. Trees and
structures may be knocked down by the storm.

The storm comes in various classifications which should be determined randomly on the
following table:
ROLL CLASS WIND SPEED EFFECTS

1 Tropical 39-73 MPH Knocks down weak structures


Storm
2 1 74-95 MPH Strips roofs off of wooden structures
3 2 96-110 MPH Knocks down wooden structures
4 3 111-130 MPH Strips roof off of stone structures
5 4 131-155 MPH Severely damages any structure
6 5 156+ MPH Totally destroys any structure not of magical
origin.

The direction that this storm travels must be determined randomly by the DM on the following
table:

ROLL DIRECTION

1 North
2 North East
3 North West
4 South
5 South East
6 South West
7 East
8 West

This spell can be cast anywhere but will have no effect unless within 100 miles of ocean. For
every 25 miles from the ocean the category of the typhoon will be reduced by one.

The material component of this spell is a bit of driftwood.

TWILIGHT

Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: Special

This spell creates an effect where the sun appears to be below the horizon. The light of the sun
barely illuminates the sky reducing visibility by 25%. This effect might terrify those primitive
peoples who are unfamiliar with magic.

The material component of this spell is an egg shell.

WIND WALL

Level: 5 Components: V, S, M
Range: 3" Casting Time: 5 segments
Duration: 1 turn +1 round per lvl Saving Throw: none
Area of Effect: 20' length / level and twenty
feet high

This spell creates a powerful blast of wind which keeps targets from moving forward during the
spell duration. This wall is powerful enough to keep melee weapons or missile weapons from
crossing through the wall as well as people and animals.

The material component for this spell is a paper fan.

WIND STORM

Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 1 segment Saving Throw: none
Area of Effect: 1" path, 1" per level
in length

This spell acts as a gust of wind spell (3rd level magic user spell) but as if the Druid were a magic
user of 5 levels higher than the Druid’s present level.

The material component of this spell is a puff of pipeweed.

WINTER’S DOORWAY

Level: 5 Components: V, S, M
Range: 1 mile Casting Time: 5 segments
Duration: instant Saving Throw: none
Area of Effect: Special

This spell creates a portal for the Druid, and others, available only on a winter’s day. This portal
acts as a short range teleportation without error in a forest or woodland setting but in no other
place. The maximum range of the teleport is 1 mile in any direction.

The material component for the spell is a wooden ring.

WHIRLWIND

Level: 4 Components: V, S, M
Range: 5" Casting Time: 4 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special

This spell creates an effect similar to that of an Air Elemental when in Whirlwind form. A
reverse cone of air is created which is incredibly powerful. This cone is 2" bottom diameter, a 6"
top diameter and a height of16". Should ths height be unachieveable due to overhead obstruction
it shall only be one half strength. A full strength version of this whirlwind lasts only 1 melee
round but sweeps away and kills all creatures under three hit dice and does 2-16 damage to all
non aerial creatures which it fails to kill outright.

The whirwind comes and goes quicky. It does not create an actual elemental that can think on it;s
own. Instead it is dependent upon the will and control of the druid casting it.

The material component for this spell is a bit of canned air from an air elemental.

WOODLAND ARMOR

Level: 5 Components: V, S, M
Range: touch Casting Time: 5 segments
Duration: 4 rounds + 1 round per lvl Saving Throw: none
Area of Effect: self or creature touched

This spell allows the Druid casting it an upgrade to the protection given by Barkskin. Instead of a
+1 bonus to armor class this spell provides a +2 bonus to armor class. It also provides a +2 bonus
to all saving throws other than magic.

The material component for this spell is a branch from a tree.


BARD SPELLS
These spells are specific to bards only. Does anyone actually play a bard? Has anyone ever
actually chosen to play one that wasn’t a pre-generated character? Anyway....just in case
someone is foolish enough to aspire to become a 1E bard I have presented these additional bard
specific spells for your amusement. For purposes of playing a bard these spells can be considered
druid spells for spell level.

DRUMS OF WAR

Level: 1 Components: V, S, M
Range: 50 miles Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

The drums of war can call allies to join the battle. They can also communicate messages on the
battlefield and some distance from the bard. The range of these drums are up to 50 miles. Limited
messages can be relayed such as reinforce us, join the battle, we are retreating, etc....

The material component of this spell is the bard’s instrument.

FUNERAL DIRGE

Level: Components:
Range: Casting Time:
Duration: Saving Throw:
Area of Effect:

A good death requires a good song. This song sends the nearly departed to their just rewards. The
probabilities of the deceased rising from the dead (as undead) is reduced by 25% after this song
is played at their funeral.

The material component of this spell is the bard’s instrument.

HARPY’S SONG

Level: 1 Components: V, S, M
Range: 10" Casting Time: 1 segment
Duration: 1 round per level Saving Throw: negate
Area of Effect: 20" radius from bard

The song of the Harpy is known to draw victims into the talons and teeth of these horrid
creatures. Many a dungeon delver has met their doom to these creatures. Naturally bards have
been imitating these songs for their own purposes. This song calls victims towards the bard (and
their party) unless a saving throw versus magic is made.

The material component of this spell is the bard’s instrument.

LULLABY

Level: 1 Components: V, S, M
Range: 3"-1" per level Casting Time: 1 segment
Duration: 5 rounds per level Saving Throw: negate
Area of Effect: Special

Music is known to put babies to sleep. Sometimes it puts older people to sleep as well. The range
of this spell is 3"+1" per level. The area of effect is within a 4" area circle. Any number of
creatures within that area may be affected. Each may save versus magic to avoid the effect of the
spell. The effect of the spell is to fall instantly asleep and drop to the ground snoring. The
duration of the spell is 5 rounds per level of the caster.

This spell differs from the sleep spell in that no hit dice maximums are set but a saving throw is
applicable.

The material component of this spell is the bard’s instrument.

MARCHING CADENCE

Level: 2 Components: V, S, M
Range: 25" per level Casting Time: 2 segments
Duration: 1 hour per level Saving Throw: none
Area of Effect: 100 troops per level

Speed is of the essence sometimes when you are marching to war. This song helps the troops
march more quickly. When the bard plays this song the troops will increase marching speed by
one half and can march 25% longer than normally..This effect remains long after the song is
over.
The material component of this spell is the bard’s instrument.

MARTIAL MUSIC

Level: 2 Components: V, S, M
Range: 25" per level Casting Time: 2 segments
Duration: 1 hour per level Saving Throw: none
Area of Effect: 100 troops per level

Music sometimes helps the troops keep their focus in battle. Troops under the affect of this spell
will gain a plus one bonus to all morale checks.

The material component of this spell is the bard’s instrument.


PIPER’S TUNE

Level: 1 Components: V, S, M
Range: 12" Casting Time: 1 segment
Duration: Special Saving Throw: negate
Area of Effect: 25"

It is said that even rats enjoy a good tune. Sometimes they choose to follow a tune that they
enjoy. All rats, even giant ones, may choose to follow this one if they fail to save versus magic.
The bard may maintain the song as long as they wish to lead the rats to some other place and then
release them elsewhere.

The material component of this spell is the bard’s instrument.

SIREN’S CALL

Level: 2 Components: V, S, M
Range: 25" Casting Time: 2 segmentw
Duration: 1 round per level Saving Throw: negate
Area of Effect: 25" by 25" circle

Sirens are known for the charming songs which for centuries have called many a sailor, and their
ships, to crash upon the rocks. This song imitates the song of the siren can may draw other
enemies to do the same.

The material component of this spell is the bard’s instrument.

TRAVEL SONG

Level: 1 Components: V, S, M
Range: 5" Casting Time: 1 segment
Duration: 1 hour per level Saving Throw: none
Area of Effect: 5" circlle

Even horses like a good tune to march by. This song speeds up horse movement by 100% during
the duration of the effect. The effect lasts for 1 hour per level of the caster.

The material component of this spell is the bard’s instrument.

RANGER SPELLS
Rangers.....these guys live to be outside....and why wouldn’t they? No one wants them around
inside....that’s for sure.....they smell.....they are dirty.....they haven’t seen a bath in like
forever.....do I need to say more? Anyway.... These spells are specific to rangers only. Just in case
you like them more than I do.
DESERT BOUNTY

Level: 1 Components: V, S, M
Range: Special Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

The desert is a difficult place to live. Food and water are scarce. This spell gives the Ranger the
ability to find both in such places where none can easily be found. The material component for
this spell is a piece of cactus.

EYES OF THE EAGLE

Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: self

By virtue of this spell the Ranger has their vision temporarily improved. The target gains vision
100 times greater than normal at distances of 1' or more. Effectively the target can see at 2000'
what a normal person could see at 20'.

The material component for this spell is an eagle feather.

FIND THE TRAIL

Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: self

This spell is the Ranger equivalent of the clerical spell Find the Path. The material component for
this spell are some divination sticks.

NATURE’S BOUNTY

Level: 1 Components: V, S, M
Range: Special Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: Special

The forest is a difficult place to live. Food and water are scarce. This spell gives the Ranger the
ability to find both in such places where none can easily be found. The material component for
this spell is a small branch from a tree.
PALADIN SPELLS
Paladins. What do-gooders.....These sanctimonious soldiers of their gods need spells too. Even if
I hate them all. These spells are specific to paladins only.

DIVINE STRENGTH

Level: 2 Components: V, S
Range: 0 Casting Time: 2 segments
Duration: 1 round per level Saving Throw: none
Area of Effect: self

Sometimes a paladin must call upon their deity for a little strength to help them in their quests.
This spell gives the paladin a temporary boost in STR from their divine holiness. The strength
boost is limited in duration. Any boost ends at STR 18 but all points above 18 will be considered
an additional 10% for extraordinary strength.

ROLL STRENGTH BOOST

01-25 +1
26-50 +2
51-70 +3
71-89 +4
90-99 +5
00 +6

NPC shamans are notoriously disrespected in the game. These incredibly low level priests have
only the regular clerical spells to choose from minus, possibly, those deemed unsuited to their
profession. What they need is some love. What they need is a few spells to call their own. These
spells should be appropriate to their profession and standing in the tribal society that they live in.

A shaman carries a spirit totem (wand) which is the material component of many spells. For
purposes of game play these spells can be considered clerical spells for spell level.

DETECT DISEASE

Level: 1 Components: V, S
Range: 1" Casting Time: 1 segment
Duration: 1 round per level Saving Throw: none
Area of Effect: one target at a time
Detection of diseased members of the tribe is essential in preventing the spread of plague. This
spell allows the caster to inspect one individual per round of the spell duration to see if they are
infected.

DETECT POISON

Level: 1 Components: V, S
Range: 1" Casting Time: 1 segment
Duration: 1 round per level Saving Throw: none
Area of Effect: one target at a time

Detecting poison in food and water are essential skills for the shaman who works to protect the
tribe. The duration of the spell is 1 round per level which may allow the caster to inspect multiple
sources of food or water for poison.

DIVINE GUIDANCE

Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segments
Duration: 1 round Saving Throw: none
Area of Effect: Special

The shaman asks for guidance from the gods and then reads the omens provided. To do this the
shaman must throw a handful of small bones onto the ground and then interpret what the bones
say.

The chance of success is slim but the shaman can ask for an answer to virtually any question of
concern to the tribe. The probability of gaining any insight as to the question is 1% per level of
the caster.

The material component for this spell are a handful of small animal bones.

HEALING SPIRIT

Level: 2 Components: V, S, M
Range: one village Casting Time: 2 turns
Duration: one day per level Saving Throw: none
Area of Effect: one village

The gods sometimes smile on members of the tribe when a shaman of great power casts this
spell. Anyone within the confines of the tribal village gains an additional hit point of recovery
per night for the duration of the spell. The duration of the spell is one night per level of the
caster.

The material component for this spell is the spirit totem of the shaman which is not consumed by
the spell.

RESISTANCE

Level: 1 Components: V, S, M
Range: 1" Casting Time: 1 segment
Duration: 1 turn per level Saving Throw: none
Area of Effect: touch

Shamans are often called upon for their resistance buffs against certain forms of damage. The
shaman can apply this resistance to themself or to one other by virtue of this spell. The shaman
declares which type of resistance will be conferred from the following list:

Poison
Heat/Fire
Cold/Frost
Lightning
Acid

The target gains a bonus of +1 to all saving throws versus that type of damage conferred.
Multiple castings of this spell may be placed upon the same target allowing these bonuses to
stack but the limit is 2. The duration of the resistance is one turn per level of the caster.

The material component for this spell is the spirit totem of the shaman which is not consumed by
the spell.

SACRIFICE

Level: 2 Components: V, S, M
Range: 5" Casting Time: 2 segments
Duration: 1 round Saving Throw: none
Area of Effect: one person or being
plus objects

Sometimes the gods are angered. A sacrifice may be required in order to gain the gods favor
again. An animal may suffice but often the required sacrifice is a member of the tribe of the
appropriate age and/or sex required by the gods.

The chance of divine providence changing depends greatly upon the type of sacrifice made using
the following table for guideance:

TYPE OF SACRIFICE BONUS TO BASE PERCENTAGE

Animal +0%

Member of tribe not of the correct -1%


age/sex

An enemy of the tribe +1%

Member of the tribe of the correct +1%


age/sex

Great treasure or magic item in addition +2%


to one of the above

The base chance of success is 1% per level of caster modified by the bonuses or penalties in the
table above.

The material component of this spell is the items or persons or beings sacrificed. These are
consumed in the casting of the spell.

SPIRIT TOTEM POLE

Level: 2 Components: V, S, M
Range: 5" Casting Time: 2 segments
Duration: 1 turn per level Saving Throw: none
Area of Effect: one totem pole

Most villages have at least one totem pole guarding it against spirits and the dead. This spell
creates an effect in which the faces on the pole animate and scare off enemies of the tribe.
Anyone seeing this effect must save versus magic or flee the village.

The NPC Witch Doctor is a medicine man with magic. While this magic is low level it seems
quite powerful to the members of the tribe. Often the Witch Doctor or Medicine Man has a very
high standing in the tribe. Generally this standing is about one step below the chief.

The Witch Doctor is also mentioned in regards to some tribal humanoids in the Monster Manual
but again gets very little love and no class specific spells. Here are a few options if you deem
them to be appropriate for your campaign. For purposes of game play these spells can be
considered magic user spells for spell level.

ENTHRALL

Level: 1 Components: V, S, M
Range: 15" Casting Time: 1 segment
Duration: Special Saving Throw: negate
Area of Effect: one person
Witch doctors can sometimes take control of others and dominate them. This spell acts a charm
person spell. The material component for the spell is a wooden rod.

GRASP OF THE DEAD

Level: 2 Components: V, S, M
Range: 1" Casting Time: 2 segments
Duration: Permanent Saving Throw: none
Area of Effect: Special

Power over the dead is the province of the witch doctor casting this spell. The dead will rise and
serve the witch doctor until released or destroyed. This spell works much as the animate dead
spell but only skeletons will be raised by this spell. One skeleton can be raised per level of the
witch doctor. These creatures will then serve and obey the commands of the witch doctor but will
not act independently. They can be ordered to guard an area, slay all visitors, etc. but will have no
independent thought or reasoning.

The material component of this spell is a bone (of whatever species is being animated).

HEX

Level: 1 Components: V, S, M
Range: Special Casting Time: 1 turn
Duration: 1 day per level Saving Throw: negate
Area of Effect: one person

The ability to place damaging curses on others is an important function of the witch doctor
serving the tribe. Enemies of the tribe are put in peril due to the curses of the village witch
doctor.

The target of the hex does not have to be in view but must be known to the caster or at least must
have been seen before by the caster.

The victim of this spell must save versus magic or suffer the following:

- 1 to all saving throws


- 1 to all to hit and to damage rolls
- suffers +1 to all physical damage rolls against them

The spell component for this spell is an image of the victim drawn in the dirt which is consumed
by the spell.

A dispel magic or remove curse will dispel this spell.

VOODOO DOLL
Level: 2 Components: V, S, M
Range: Special Casting Time: 2 turns
Duration: 1 week per level Saving Throw: negate
Area of Effect: one person

By virtue of this spell the witch doctor can take control and inflict pain on the victim even from
far away. There is no limit to the range. The victim may make a saving throw versus magic to
avoid the effects of this spell.

If the saving throw is failed the victim is paralyzed. The victim can be manipulated, however, by
the witch doctor moving the arms and legs of the doll. The witch doctor may place pins in the
doll which creates great pain and agony in the victim who will cry out but be unable to
communicate what is wrong. Nor will the victim even understand what has happened. The pain,
however, causes no actual damage and the victim cannot be killed by this means. The victim can
also be made to suffer by placing the doll near a source of heat such as a fire. This will cause the
feet of the victim to smoke and be in great pain but cause no permanent damage.

A dispel magic or remove curse will dispel this spell.

The material component for the spell is a doll shaped to look like the victim of the spell.

A FINAL WORD ON MY SPELL


COLLECTION
Some of these spells leave a bit of interpretation for the Dungeon Master. That is the nature of a
role playing game such as this. My list gives you a number of potential options to insert into your
game for your own amusement or for the amusement of your players. Perhaps you just wish your
non player character spell casters to have a few surprises for your players. I hope that you enjoy
these spells and use them well. Remember my old saying....the best delvers are dead delvers.....

Malcon TFB.
LEGAL DISCLAIMERS

This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation
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OSRIC TM text is copyright of Stuart Marshall. "OSRIC TM" and "Oldschool System Reference
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