3 - Spells and Spellcasting
3 - Spells and Spellcasting
i 35 (
animals of that type if they are within 30'; the Growth of Animal vide clear and brief answers; however, if the
effect moves with the caster. Range: 120' alignments differ, the spirit may reply in riddles.
The cleric can speak to any normal or giant Duration: 12 turns
forms of the specific animal type named, but on- Effect: Doubles the size of one animal Striking
ly to one type at a time. The caster may not use Range: 30'
this spell to speak to intelligent animals and This spell doubles the size of one normal or Duration: 1 turn
fantastic creatures. giant animal. The animal then has twice its nor- Effect: Id6 bonus to damage on 1 weapon
The creatures spoken to usually have favorable mal strength and inflicts double its normal dam-
reactions ( + 2 bonus to the reaction roll), and age. It may also carry twice its normal This spell allows any one weapon to inflict Id6
they can be talked into doing a favor for the cler- encumbrance. This spell does not change an ani- additional points of damage per attack (like a
ic if the reaction roll is high enough. The animal mal's behavior, armor class, or hit points, and magical staff of striking). The weapon will inflict
must be able to understand the request and does not affect intelligent animal races or this extra damage with every successful blow for
must be able to perform it. fantastic creatures. as long as the spell lasts. This bonus does not ap-
ply to attack rolls, but only to damage rolls.
Third Level Clerical Spells Locate Object
Range: 0 (Cleric only)
If the cleric casts this spell on a normal weap-
on, the weapon may then damage creatures
Continual Light* Duration: 6 turns which are normally affected only by magic weap-
Range: 120' Effect: Detects one object within 120' ons; the weapon will do Id6 points of damage
Duration: Permanent per strike (regardless of the normal damage of
Effect: Sphere of light 60' across This spell allows the cleric to sense the direc- the weapon).
tion of one known object. It gives no informa-
This spell creates light as bright as daylight in tion about distance. It can detect a common Fourth Level Clerical Spells
a spherical volume of 30' radius. It lasts until a object with only a partial description (such as
dispel magic or continual darkness spell is cast "stairs leading up") but it will only reveal the Animate Dead
upon it. Creatures penalized in bright daylight direction to the closest such object. To find a spe- Range: 60'
suffer the same penalties within this spell effect cific object, the cleric must know exactly what Duration: Permanent
(for example, goblins, which suffer a — 1 attack the object looks like (size, shape, color, etc.). Effect: Creates zombies or skeletons
roll penalty in daylight, suffer the same penalty The spell will not locate a creature.
within the effect of continual light). This spell allows the caster to make animated,
If the spell is cast on an opponent's eyes, the Remove Curse* enchanted skeletons or zombies from normal
victim must make a saving throw vs. spells or be Range: Touch skeletons or dead bodies within range. These an-
blinded until the effect is removed. This spell Duration: Permanent imated undead creatures will obey the cleric un-
may be cast in an area, upon an object, or on a Effect: Removes any one curse til they are destroyed by another cleric or a dispel
person or creature; it can also be cast directly on a magic spell.
person's or creature's eyes, thus blinding him. This spell removes one curse, whether on a For each experience level of the cleric, he may
The reverse of this spell, continual darkness, character, item, or area. Some curses—especially animate one Hit Die of undead. A skeleton has
creates a completely dark volume of the same those on magical items—may only be removed the same Hit Dice as the original creature, but a
size. Torches, lanterns, and even a light spell will for a short time, at the DM's discretion; such zombie has one Hit Die more than the original.
not affect it, and infravision cannot penetrate it. curses would require a dispel evil spell for per- Note that this doesn't count character experi-
A continual light spell will, however, cancel it. If manent removal (or possibly a remove curse cast ence levels as Hit Dice: For purposes of this spell,
cast on a creature's eyes, the creature must make by a high level cleric or magic-user, again at all humans and demihumans are 1 HD crea-
a saving throw vs. spells or be blinded (with the DM's discretion). tures, so the remains of a 9th level thief would
same effects as blindness from the normal con- The reverse of this spell, curse, causes a mis- be animated as a zombie with 2 HD.
tinual light until the spell is removed. fortune or penalty to affect the victim. Curses are Animated creatures do not have any spells,
limited only by the caster's imagination, but if but are immune to sleep and charm effects and
Cure Blindness an attempted curse is too powerful, it may return poison. Lawful clerics must take care to use this
Range: Touch to the caster (DM's discretion)! Safe limits to spell only for good purpose. Animating the dead
Duration: Permanent curses may include: - 4 penalty on attack rolls; is usually a Chaotic act.
Effect: One living creature - 2 penalty on saving throws; prime requisite re-
duced to half normal; - 4 penalty on others' re- Create Water
This spell will cure nearly any form of blind- action rolls to him. The victim may make a Range: 10'
ness, including those caused by light or darkness saving throw vs. spells to avoid the curse. Duration: 6 turns
spells (whether normal or continual). It will not, Effect: Creates one magical spring
however, affect blindness caused by a curse. Speak with the Dead
Range: 10' With this spell, the cleric summons forth an
Cure Disease* Duration: 1 round per level of the cleric enchanted spring from the ground or a wall. The
Range: 30' Effect: Cleric may ask three questions spring willflowfor an hour, creating enough wa-
Duration: Permanent ter for 12 men and their mounts (for that day,
Effect: One living creature within range By means of this spell, a cleric may ask three about 50 gallons). For each of the cleric's experi-
questions of a deceased spirit if the body is with- ence levels above 8, water for twelve additional
This spell will cure any living creature of one in range. men and mounts is created; thus a 10th level
disease, such as those caused by a mummy or A cleric of 6th or 7th level can contact recently cleric could create water for 36 men and horses.
green slime. If cast by a cleric of 11th level or deceased spirits (those dead up to 4 days). Clerics The cleric doesn't have to create the maxi-
greater, this spell will also cure lycanthropy. of levels 8-14 have slightly more power (contact- mum amount of water if he doesn't wish to. He
The reverse of this spell, cause disease, infects ing spirits up to 4 months dead), and clerics of might wish to create a spring which will flow for
the victim with a hideous wasting disease unless levels 15-20 have even more (speaking with half an hour, or a few minutes; the player need
he successfully makes a saving throw vs. spells. A corpses up to 4 years dead). No time limits apply only tell the GM how many gallons he wants the
diseased victim has a —2 penalty on all attack to clerics of 21st level or greater. spell to create, up to the spell's maximum.
rolls. In addition, the victim's wounds cannot be The spirit will always reply in a tongue known
magically cured, and natural healing takes twice to the cleric, but can only offer knowledge of
as long as usual. The disease is fatal in 2dl2 (2- things up to the time of its death. If the spirit's
24) days unless removed by a cure disease spell. alignment is the same as the cleric's, it will pro-
Cure Serious Wounds* in all directions. The spell serves as protection A cleric may commune only once a week. If
Range: Touch from attacks by monsters of an alignment other the clerics in the campaign are using the spell too
Duration: Permanent than the caster's. Each creature within the barri- often, the DM may wish to limit its use to once a
Effect: Any one living creature er gains a +1 to all saving throws, and all attacks month. Once a year the cleric may ask twice the
against those within are penalized by — 1 to the normal number of questions. The DM might
This spell is similar to a cure light wounds attacker's attack roll while the spell lasts. wish to establish that this must occur on a day
spell, but will cure one creature of 2d6 + 2 (4-14) In addition, enchanted creatures cannot at- which is significant to the greater powers being
points of damage. tack those within the barrier in hand-to-hand questioned.
The reverse of this spell, cause serious (melee) combat. (An enchanted creature is any
wounds, causes 2d6 + 2 points of damage to any creature which is magically summoned or con- Create Food
creature or character touched (no saving throw). trolled, such as a charmed character, or one that Range: 10'
The caster must make a normal attack roll to suc- is not harmed by normal weapons. A creature Duration: Permanent
cessfully cast the cause serious wounds spell. that can be hit only by a silver weapon—a were- Effect: Creates food for 12 or more
wolf, for example—is not an enchanted crea-
Dispel Magic ture.) This spell creates enough normal food to feed
Range: 120' If anyone within the barrier attacks an en- up to 12 men and their mounts for one day. For
Duration: Permanent chanted creature, the barrier will no longer pre- every level of the cleric above 8th, the spell cre-
Effect: Destroys spells in a 20' cube vent the creature from attacking hand-to-hand, ates enough food for 12 additional men and
but the bonus to saving throws and penalty to mounts. The cleric doesn't have to create the
This spell destroys other spell effects in a cubic attack rolls will still apply. maximum amount of food if he doesn't wish to;
volume of 20' x 20' * 20'. It does not affect mag- Attackers, including enchanted creatures, can he can create a lesser amount. Created food
ical items. Spell effects created by a caster attack people inside the barrier by using missile spoils after 24 hours; therefore it is impossible to
(whether cleric, druid, magic-user, or elf) of a or magical attacks. They do suffer the - 1 penal- lay in a big store of food created by this spell.
level equal to or lower than the caster of the dis- ty to attack rolls, but that is the only penalty
pel magic ate automatically and immediately de- they suffer. Cure Critical Wounds*
stroyed. Spell effects created by a higher-level Range: Touch
caster might not be affected. The chance of fail- Speak with Plants Duration: Permanent
ure is 5 % per level of difference between the Range: 0 (Cleric only) Effect: Any one living creature
casters. For example, a 7th level cleric trying to Duration: 3 turns
dispel a web spell cast by a 9th level magic-user Effect: All plants within 30' This spell is similar to a cure light wounds
would have a 10% chance of failure. spell, but will cure one living creature of 3d6 + 3
Dispel magic will not affect a magical item This spell enables the cleric to talk to plants as (6-21) points of damage.
(such as a scroll, a magical sword, etc.). How- though they are intelligent. The cleric may re- The reverse of this spell (cause critical wounds)
ever, it can dispel the effects of the magical item quest a simple favor, and the plants will grant it causes 3d6 + 3 (6-21) points of damage to any
when that item is used (for example, a spellcaster if it is within the plants' power to understand living creature or character touched (no saving
can cast dispel magic on the victim of a ring of and perform. This spell may be used to allow the throw). The caster must make a normal attack
human control and snap him out of that control, cleric and party to pass through otherwise im- roll to cause the critical wound.
or on a flaming weapon to douse the flame). penetrable undergrowth. It will also allow the
cleric to communicate with plantlike monsters Dispel Evil
Neutralize Poison* (such as treants). Range: 30'
Range: Touch Duration: 1 turn
Duration: Permanent Sticks to Snakes Effect: Enchanted or undead monsters or one
Effect: A creature, container, or object Range: 120' curse or charm
Duration: 6 turns
This spell will make poison harmless either in Effect: Up to 16 sticks This spell may affect all undead and enchant-
a creature, a container (such as a bottle), or on ed (summoned, controlled, and animated) mon-
one object (such as a chest). It will even revive a This spell turns 2d8 sticks into snakes (de- sters within range. It will destroy the monster
victim slain by poison if cast within 10 rounds of tailed below). The snakes may be poisonous unless each victim makes a saving throw vs.
the poisoning! (50% chance per snake; the DM can roll Id6 for spells. If cast at only one creature, that creature
The spell will affect any and all poisons each snake; on a roll of 1-3, the snake is poison- takes a ~2 penalty to the saving throw. Any
present at the time it is cast, but does not cure ous). They obey the cleric's commands, but will creature from another plane is banished (forced
any damage (and will thus not revive a poisoned turn back into sticks when slain or when the to return to its home plane) if it fails the saving
victim who has died of wounds). spell's duration ends. throw. Even if the victims successfully roll their
The reverse of this spell, create poison, may be Snakes: NA 2d8 (2d8); AC 6, HD 1; AT 1 saving throws, they must flee the area, and will
cast, by touch, on a creature or container. A cler- bite; Dmg Id4; MV90' (30'); SaveFl; ML 12; stay away as long as the caster concentrates; the
ic cannot cast it on any other object. A victim TT Nil; AL Neutral; SA poison (50% chance caster cannot move while concentrating.
must make a saving throw vs. poison or be im- for each snake to be poisonous); XP 10 (non- This spell will also remove the curse from any
mediately slain by the poison. If cast on a con- poisonous) or 13 (poisonous). one cursed item, or may be used to remove the
tainer, the spell poisons its contents; no saving influence of any magical charm.
throw applies, even for magical containers or Fifth Level Clerical Spells
contents (such as potions). (Of course, when Insect Plague
someone drinks those poisoned contents, he gets Commune Range: 480'
a saving throw.) Using create poison, or poison- Range: 0 (Cleric only) Duration: 1 day
ing in any case, is usually a Chaotic act. Duration: 3 turns Effect: Creates a swarm of 30' radius
Effect: 3 questions
Protection from Evil 10' Radius This spell summons a vast swarm of insects.
Range: 0 This spell allows the cleric to ask questions of The swarm obscures vision and drives off crea-
Duration: 12 turns the greater powers (whatever forces of nature, tures of less than 3 Hit Dice (no saving throw).
Effect: Barrier 20' diameter greater spirits, or legendary Immortals the DM The swarm moves at up to 20' per round as di-
has created for this campaign world). The cleric rected by the cleric while it is within range. The
This spell creates an invisible magical barrier may ask three questions that can be answered caster must concentrate, without moving, to
all around the caster, extending for a 10' radius "yes" or "no." control the swarm. If the caster is disturbed, the
insects scatter and the spell ends. This spell only ture within 60'. The victim may make a saving details of the objects animated. As a guideline, a
works outdoors and above-ground. throw vs. death ray to avoid the effect. A Lawful man-sized statue might move at 30' per round,
cleric will only use finger of death in a life-or- attack once per round for 2d8 (2-16) points of
Quest* death situation. Finger of death will actually damage, and have an armor class of 1. A chair
Range: 30' cure 3dl0 (3-30) points of damage for any un- might only be AC 6, but move at 180' per round
Duration: Special dead with 10 or more Hit Dice (phantom, on its four legs, attacking twice per round for
Effect: Compels one living creature haunt, spirit, nightshade, or special). Id4 points per attack. All objects have the same
chances to hit as the cleric animating them.
This spell forces the victim to perform some Truesight
special task or quest, as commanded by the cast- Range: 0 (cleric only) Barrier*
er. The victim may make a saving throw vs. Duration: 1 turn + 1 round per level of caster. Range: 60'
spells; if he succeeds, the spell does not affect Effect: Reveals all things Duration: 12 turns
him. Effect: Creates whirling hammers
A typical task might involve slaying a certain When he casts this spell, the cleric is able to
monster, rescuing a prisoner, obtaining a magi- see all things within 120'. The spell is quite pow- This spell creates a magical barrier in an area
cal item for the caster, or going on a pilgrimage. erful; the cleric can clearly see all hidden, invisi- up to 30' in diameter and 30' high. The barrier is
If the task is impossible or suicidal, the spell has ble, and ethereal objects and creatures as with a wall of whirling and dancing hammers, obvi-
no effect. Once the task is completed, the spell the magic-user detect invisible spell. In addi- ously dangerous to any who come in contact with
ends. tion, any secret doors as well as things or crea- it. Any creature passing through the barrier
The spell forces the victim to undertake a task, tures not in their true form—whether takes 7dl0 (7-70) points of damage from the
but doesn't force him to like it. Once the task is polymorphed, disguised, or otherwise—are seen whirling hammers (no saving throw allowed).
accomplished, the victim might wish to exact re- as they truly are, with no possibility of decep- This spell is often used to block an entrance or
venge on the cleric, just depending on the cir- tion. Alignment is also "seen," as is experience passage.
cumstances of the adventure. Any victim and power. The reverse of this spell (remove barrier) will
refusing to go on the quest is cursed until the destroy any one barrier created by a cleric. It can
quest is continued. The type of curse is decided
by the DM, but may be double normal strength.
Sixth Level Clerical Spells also be used to destroy a magic-user's wall of ice,
wall of fire, clothform, woodform, or wall of
The reverse of this spell, remove quest, may Aerial Servant stone spell effects. It will not affect the magic-
be used to dispel an unwanted quest or a quest- Range: 60' user spells wall of iron, stone form, ironform or
related curse. The chance of success is 50%, Duration: 1 day per level of caster steelform.
modified by 5 % for every level of the caster dif- Effect: Servant fetches one item or creature
fers from the level of the caster of the first quest. Create Normal Animals
Thus, an 1 lth level cleric attempting to remove a An aerial servant is a very intelligent being Range: 30'
quest cast by a 13th level cleric has only a 40% from the elemental plane. With this spell, the Duration: 10 turns
chance of success; a 36th level cleric attempting cleric summons one of these beings, which ap- Effect: Creates 1-6 loyal animals
to remove a quest cast by a 20th level cleric has a pears immediately. The cleric must then describe
130% chance (reduced to 99% to provide for a one creature or item and its location to the ser- The cleric is able to create normal animals
1% chance of failure). vant, or else it will depart. When it hears this from thin air with this spell. The animals will ap-
description and location, the aerial servant pear at a point chosen (within 30'), but may
Raise Dead* leaves, trying to find the item or creature and thereafter be sent (by command) up to 240'
Range: 120' bring it to the cleric. The servant will take as away, if desired. The animals created will under-
Duration: Permanent much time as needed, up to the limit of the du- stand and obey the cleric at all times. They will
Effect: Body of one human or demihuman ration. If the spell's duration lapses before the fight if so commanded, and will perform other
task is completed, even if the aerial servant is al- actions (carrying, watching, etc.) to the best of
By means of this spell, the cleric can raise any ready bringing the target back to the caster, the their abilities. They are normal animals, and
human, dwarf, halfling, or elf from the dead. aerial servant has failed to accomplish its task. may attack others unless their instructions are
The body must be present, and if part is missing, See below for further details. carefully worded.
the raised character will be disabled accordingly. The aerial servant has 18 Strength, and can The cleric may choose the number of animals
An 8th level cleric can raise a body that has carry up to 500 lbs (5,000 en). It can become created, but not the exact type; the DM should
been dead for up to four days. For each level of ethereal at will, and thus can travel to most plac- decide, or even randomly determine, what sort
the cleric above 8th, add four days to this time. es easily. However, it cannot pass through a pro- of animals appear. The spell will create one large
Thus, a 10th level cleric can raise bodies that tection from evil spell effect. animal (elephant, hippopotamus, etc.), three
have been dead for up to twelve days. If it cannot perform its duty within the dura- medium-sized animals (bear, great cat, etc.), or
The recipient returns to life with 1 hit point, tion of the spell, the servant becomes insane and six small animals (wolf, rock baboon, etc.). The
and cannot fight, cast spells, use abilities, carry returns to attack the caster. spell cannot create giant animals The animals
heavy loads, or move at more than half speed. See Chapter 14 for a full description of the disappear when slain or when the spell duration
These penalties will disappear after two full aerial servant. ends.
weeks of complete bed rest, but the healing can-
not be speeded by magic. Animate Objects Cureall
The cleric may also cast this spell at any one Range: 60' Range: Touch
undead creature within range. The undead crea- Duration: 6 turns Duration: Permanent
ture will be destroyed unless it makes a saving Effect: Causes objects to move Effect: Cures anything
throw vs. spells with a - 2 penalty. However, a
vampire which fails its saving throw is not de- The cleric may use this spell to cause any non- This spell is the most powerful of the healing
stroyed, merely forced to retreat to its coffin, in living, nonmagical objects to move and attack. spells. When used to cure wounds, it cures near-
gaseous form, as fast as possible. When cast at an Magical objects are not affected. The spell can ly all damage, leaving the recipient with only
undead creature of more Hit Dice than a vam- animate any one object up to 400 lbs (4,000 en) Id6 points of damage. (Restore the victim to full
pire, this spell inflicts 3dl0 (3-30) points of (roughly the size of two men), or a number of starting hit points, then roll Id6 and subtract
damage. The creature can make a saving throw smaller objects whose total weight does not ex- that amount from the victim's hit point total.)
vs. spells to take half damage. ceed 400 lbs. The spell can remove a curse, neutralize a poi-
The reverse of this spell, ringer of death, cre- The DM must decide on the movement rate, son, cure paralysis, cure a disease, cure blind-
ates a death ray that will kill any one living crea- number of attacks, damage, and other combat ness, or even remove a feeblemind effect instead
•,-fi
of healing. However, it will cure one thing only; destination when the spell is cast. During the lines given in the raise dead spell apply
if the recipient is suffering from two or more af- round in which this spell is cast, the cleric auto- (including time limitations, rest needed, etc.).
flictions (such as wounds and a curse), the cleric matically gains initiative unless surprised. A 17th level cleric can use this spell on a hu-
must name the ailment the spell is intended to man or demihuman body that has been dead up
cure.
If cast on the recipient of a raise dead spell,
Seventh Level Clerical Spells to 4 months; for each level of experience above
17th, this time increases 4 months. Thus, a 19th
the cureall eliminates the need for two weeks of Earthquake level cleric could cast raise dead fully on a body
bed rest; the recipient can immediately function Range: 120 yards that has been dead up to 12 months.
normally. This is the only form of magical curing Duration: 1 turn The spell is fatal to undead. Cast on an un-
that will work on a newly-raised creature. Effect: Causes earth tremors dead creature of 7 Hit Dice or less, the spell im-
mediately destroys the creature (no saving
Find the Path This powerful spell causes a section of earth to throw). The spell forces an undead creature of 7
Range: 0 (Cleric only) shake, and opens large cracks in the ground. A to 12 Hit Dice to make a saving throw vs. spells,
Duration: 6 turns + 1 turn per level of the caster 17th level caster can affect an area up to 60' with a - 4 penalty to the roll; if the creature fails
Effect: Shows the path to an area square, adding 5' to each dimension with each the roll, it is destroyed. The spell inflicts 6dl0
experience level above 17th. For example, an (6-60) points of damage upon an undead mon-
When casting this spell, the cleric must name 18th level cleric affects an area up to 65' square; ster of more than 12 Hit Dice, but the victim
a specific place, though it need not be a place he 19th level, 70' square; and so forth. may make a saving throw vs. spells to take half
has visited before. For the duration of the spell, Within the area of effect, all small dwellings damage.
the cleric knows the direction to that place. In are reduced to rubble, and larger constructions The reverse of this spell (obliterate) will affect
addition, the cleric will magically gain any spe- are cracked open. Earthen formations (hills, a living creature just as the normal form affects
cial knowledge needed to get to the place; for cliffsides, etc.) form rockslides. Cracks in the undead (destroy 7 Hit Dice or less, et al.). If cast
example, he would know the location of secret earth may open and engulf 1 creature in 6 (de- at an undead creature of any type, obliterate has
doors, passwords, and so forth. termined randomly), crushing them (when the the same effect as a cureall would on a living
When the spell's duration runs out, the caster die roll randomly determines that a character is creature (curing all but Id6 points of damage, or
only remembers the general direction to the in danger of falling into a crack and being curing blindness or feeblemind, etc.).
place. All other special information is forgotten. crushed, the character gets a saving throw vs.
The spell is instantly negated is the caster at- death to escape falling in). Restore*
tempts to write down, record, or disclose that Range: Touch
special knowledge to others. This spell is often Holy Word Duration: Permanent
used to find a fast escape route. Range: 0 Effect: Restores 1 level lost to energy drain
Duration: Instantaneous
Speak with Monsters* Effect: All creatures within 40' This spell restores one full level of energy (ex-
Range: 0 (Cleric only) perience) to any victim who has lost a level be-
Duration: 1 round per level of the cleric This spell affects all creatures, friend or foe, cause of energy drain (for instance, from a
Effect: Permits conversation with any monster within a circular area of 40' radius, centered on vampire's attack). It does not restore more than
the caster. When the cleric casts this spell, all one level, nor does it add a level if no level has
This spell gives the caster the power to ask creatures of alignments other than the cleric's are been lost. Furthermore, the cleric casting this
questions of any and all living and undead crea- affected as follows (no saving throw vs. spells al- spell loses one level of experience, as if struck by
tures within 30'. Even unintelligent monsters lowed): a wight when the spell is cast; however, the cler-
will understand and respond to the cleric. Those ic's loss is not permanent, and the cleric need on-
spoken to will not attack the cleric while engaged Holy Word Effects ly rest for 2dlO (2-20) days to regain the lost
in conversation, but may defend themselves or Up to 5th Level: Killed experience.
flee if attacked. The cleric may ask only one Level 6-8: Stunned 2dl0 turns The reverse of this spell, life drain, drains one
question per round, and the spell lasts one Level 9-12: Deafened Id6 turns level of experience from the victim touched, just
round per level of the caster. Level 13 + : Stunned ldlO rounds like the touch of a wight or wraith. Casting the
The reverse of this spell, bubble, has a 60' reversed spell causes no experience level loss to
range, a duration of 1 turn per level of the caster, Any victim of 13th level (or Hit Dice) or high- the cleric, nor does it require any rest afterward,
and affects one target within spell range. The er, or any victim of the same alignment as the but it is a Chaotic act, avoided by Lawful clerics.
victim may make a saving throw vs. spells to caster, may make a saving throw vs. spells to
avoid the effect, but with a — 2 penalty to the avoid all spell effects. This powerful spell cannot Survival
roll. If he fails the saving throw, the victim can- be blocked by stone, nor by any other solid ma- Range: Touch
not communicate with any other creature for the terial except lead. It can, however, be blocked by Duration: One hour per level of the caster
duration of the spell. Even hand motions, writ- an anti-magic shell. Effect: Protects one creature against all non-
ten notes, telepathy, and all other forms of com- magical damage from the environment
munication will seem garbled. This does not Raise Dead Fully*
interfere with the victim's spellcasting (if any), Range: 60' This spell protects the recipient from adverse
but does prevent him from using any magical Duration: Permanent conditions of all types, including normal heat or
items which are activated by command words— Effect: Raises any living creature cold, lack of air, and so forth. While the spell is in
the command words turn into gibberish. effect, the caster needs no air, food, water, or sleep.
This spell is similar to the 5th level spell raise The spell does not protect against magical damage
Word of Recall dead, except that it can raise any living of any type, attack damage, poisons, breath weap-
Range: 0 (Cleric only) creature—not just humans and demihumans. ons, or physical blows from creatures. It does pro-
Duration: Instantaneous Any human or demihuman recipient awakens tect against all damage caused by natural
Effect: Teleports the caster to sanctuary immediately, with full hit points, and is able to conditions on other planes of existence.
fight, use abilities, spells known, etc., without For example, a cleric might use this spell: in a
Similar to a magic-user's teleport spell, this any penalties—except those penalties the crea- desert or blizzard to prevent damage from the
spell carries the cleric and all equipment carried ture already possessed at the time of death. For natural conditions; underground or underwater,
(but no other creatures) to the cleric's home, re- example, a victim cursed or diseased at death enabling survival without air; in space, to magi-
gardless of the distance. The cleric must have a would still suffer the affliction when raised fully. cally survive in vacuum; or on the elemental
permanent home (such as a castle), and a medi- If any other living creature (other than a hu- plane of Fire, to protect against conditional fire
tation room within that home; this room is the man or demihuman) is the recipient, the guide- damage.
39
Travel sess the gaze power of a basilisk while retaining temporary. The DM may wish to advise players
Range: 0 all of my own abilities and items" is a carefully when their wishes exceed the limit of the spell's
Duration: One turn per level of the caster worded wish that's out of balance. Characters power (or his patience).
Effect: Allows aerial or gaseous travel able to use these high-level spells are already Important Note: Whenever an effect is de-
quite powerful. This wish could result in the scribed as being unchangeable "even with a
This spell allows the cleric to move quickly character growing a basilisk head in addition to wish," that statement supersedes all others here.
and freely, even between the planes of existence. the character's own head. Wishes can cause great problems if not han-
The caster (only) may fly in the same manner as A wish cannot be used to gain either experi- dled properly. The DM must see that wishes are
given by the magic-user's spell, at a rate of 360' ence points or levels of experience. reasonably limited or the balance and enjoyment
(120'). The cleric can also enter a nearby plane of Possible Effects: A properly worded wish can of the game will be completely upset. The DM
existence,-simply by concentrating for one substitute for any other magical spell of 8th level should not allow wishes that alter the basics of
round. He may enter a maximum of one plane or less, or any clerical or druidic spell of 6th level the game (such as a wish that dragons can't
per turn. or less, at the DM's discretion. This common use breathe for damage). The more unreasonable
The cleric may bring one other creature for of a wish is more likely to succeed with little and greedy the wish is, the less likely that the
every five levels of experience (rounded down; chance for error than other uses of the spell. wish will become reality.
for example, a 29th level cleric could bring five Otherwise, if the wish is used to harm another
other creatures on the journey). To bring others, creature, the victim may make a saving throw vs. Wizardry
he must touch them, or they must touch him, spells. If the save is successful, the victim takes Range: 0 (cleric only)
while the spell is cast and the shift is made. Any half the ill effects and the other half rebounds on Duration: One turn
unwilling creature can make a saving throw vs. the caster (who may also save to avoid it, but Effect: Allows the use of one magic-user device
spells to avoid the effect. The cleric must take with a ~4 penalty to the roll). If the wish will or scroll spell
the others with him—he cannot send them inconvenience someone without harming him
while remaining behind. (for example, by causing him to teleport into a The cleric using this spell gains the power to
While this spell is in effect, the caster (only) prison cell), the victim gets no saving throw. use one item normally restricted to magic-users:
may assume gaseous form by concentrating for A character can use a wish to gain treasure, up either a device (such as a wand) or a scroll con-
one full round. (If he is interrupted, no change to a maximum of 50,000 gold pieces per wish. taining a 1st or 2nd level magic-user spell. (The
occurs.) Unlike the potion effect, all equipment However, the caster loses 1 experience point per cleric cannot cast spells of 3rd or higher level,
carried also becomes part of the same gaseous gold piece value of treasure gained, and this loss even though they may be present on the scroll.)
cloud. In this form, the caster may travel at dou- cannot be magically restored. This ability lasts for one turn, or until the scroll
ble the normal flying rate: 720' (240'). While The cleric can use a wish to temporarily or device is used.
gaseous, the cleric cannot use items or cast spells, change any one ability score to a minimum of 3 The cleric magically gains knowledge of the
but also cannot be damaged except by magic or maximum of 18. This effect lasts for only six proper use of the item, as if the character were a
(weapons or certain spells). Also, a gaseous being turns. magic-user. For the duration and effect of the
cannot pass through a protection from evil spell Wishes can also be used to permanently in- magic-user spell, the caster is treated as the mini-
effect or an anti-magic shell. crease ability scores, but the cost is very high: mum level necessary to cast the spell.
You must cast as many wishes as the number of
Wish the ability score desired. All the wishes must be
Range: Special cast within a one-week period.
Duration: Special You may raise an ability score only one point
Effect: Special at a time. To raise your Strength from 15 to 16
takes 16 wishes. To then raise it to 17 will take an
A wish is the single most powerful spell a cler- additional 17 wishes. Wishes cannot perma-
ic can have. It is never found on a scroll, but may nently lower ability scores.
be placed elsewhere (in a ring, for example) in A wish cannot raise the maximum experience
rare cases. Only clerics of 36th level and with an level for human characters; 36th level is an abso-
18 (or greater) Wisdom score may cast the wish lute limit. However, one wish can allow demi-
spell. humans to gain one additional Hit Die (for a
Wording the Wish: The player must say or new maximum of 9 for halflings, 11 for elves,
write the exact wish his character makes. The and 13 for dwarves). This affects only hit points,
wording is very important. The wish will usually and does not change any other scores (such as at-
follow the literal wording, and whatever the in- tack rolls, elves' number of spells, etc.).
tentions of the cleric. A wish can change a demihuman to a human,
The DM should try to maintain game balance, or the reverse. Such a change is permanent, and
being neither too generous nor too stingy in de- the recipient does not become magical. Half-
ciding the effects of a wish. Even a badly phrased lings and dwarves become fighters of the same
wish, made with good intentions, may have good level. Elves become magic-users or fighters (but
results. However, if the wish is greedy, or made not both), at the choice of the caster of the wish.
with malicious intent, the DM should make every The changed character would then gain levels of
effort to distort the results of the spell so that the experience normally. A human changes to the
caster does not profit from it. If necessary, the DM same level demihuman, but no higher than the
can even disallow the wish; it would then have no normal racial maximum.
effect. Whenever a wish fails or is misinterpreted, If one character casts a wish to change an-
the DM should explain (after the game) the prob- other's character class, the victim (at his option)
lem or flaw in the phrasing. may make a saving throw vs. spells with a + 5
Here are some examples of faulty wishes: bonus to resist the change.
"I wish that I knew everything about this A wish can sometimes change the results of a
dungeon" could result in the character knowing past occurrence. This is normally limited to
all for only a second, and then forgetting it. events of the previous day. A lost battle may be
"I wish for a million gold pieces" can be grant- won, or the losses may be made far less severe,
ed by having them land on the character (that's but impossible odds cannot be overcome com-
100,000 pounds of gold!), and then vanish. pletely. A death could be changed to a near-
"I wish to immediately and permanently pos- death survival; a permanent loss could be made
Chapter 3: Spells and Spellcasting
Druidic Spells he wishes to locate. The animal or plant gets no
saving throw. (This spell is most often used to
This spell causes a misty vapor to arise from
the ground around the druid, forming a huge
Druids can learn and cast any spell that a cleric find special rare plants.) cloud. The cloud is 1' high per level of the druid,
can—with the exception of spells that affect and is 10' in diameter for each level. For exam-
alignments (such as protection from evil). Predict Weather ple, a 20th level druid could cast an obscure 20'
However, druids also have their own spells, Range: 0 (druid only) tall and 200' diameter (100' radius). The cloud
spells which clerics and magic-users cannot uti- Duration: 12 hours has no ill effects except to block vision.
lize. The druid cannot cast more spells in a day Effect: Gives knowledge of coming weather The caster, and all creatures able to see invisi-
than a cleric, but he has the advantage of being ble things, will be able to see dimly through the
able to learn spells from two different sources, This spell enables the druid to learn the accu- cloud. All other creatures within the cloud will
his own list and the cleric's spell list. rate weather to come for the next 12 hours. It be delayed and confused by the effect. While
Druidic spells tend to concern nature and the affects an area 1 mile in diameter per level of the within the cloud, these creatures are effectively
natural order of life rather than combat or power druid; for example, a 20th level druid would blind.
like many of the clerical and magical spells. Dru- learn the weather within a 20 mile diameter (a
idic spells are also not reversible. 10 mile radius). The spell does not give the Produce Fire
druid any control over the weather; it merely Range: 0 (druid only)
predicts what is to come. Duration: 2 turns per level
First Level Druidic Spells Effect: Creates fire in hand
Detect Danger
Range: 5' per level of the caster
Second Level Druidic Spells This spell causes a small flame to appear in the
Duration: One hour Heat Metal druid's hand. It does not harm the caster in any
Effect: Reveals hazards Range: 30' way, and sheds light as if a normal torch. The
Duration: 7 rounds flame can be used to ignite combustible materi-
This spell combines some effects of detect evil Effect: Warms one metal object als touched to it (a lantern, torch, oil, etc.) with-
and Find traps. While it is functioning, the druid out harming the magical flame. While holding
can concentrate on places, objects, or creatures This spell causes one object to slowly heat and the flame, the caster can cause it to disappear
within range. He needs a full round of concen- then cool. It will affect one metal item weighing and reappear by concentration once per round,
tration to examine one square foot of area, one up to one-half pound (5 en) per level of the cast- until the duration ends. Other items may be
creature, or one small object (a chest, weapon, or er. A 12th level druid, for example, can heat up held and used in the hand while the fire is out. If
smaller item). Larger objects require more time. to 6 pounds (60 en—a normal sword, for in- desired, the fire may be dropped or thrown to a
After he examines the thing, the druid will stance), while a 20th level druid can heat 10 30' range, but disappears 1 round after leaving
know whether it is immediately dangerous, po- pounds (100 en—for example, a two-handed the druid's hand. (Any fire it ignites during that
tentially dangerous, or benign (all strictly from sword). round remains burning.)
the druid's point of view). Note that most crea- The heat causes no damage to magical items.
tures are potentially dangerous. This spell will Normal weapons or other items may be severely Warp Wood
detect poisons, while other spells may not. damaged, especially if made of both wood and Range: 240'
The duration is a full hour when used in natu- metal (as a normal lance), as the wood will burn Duration: Permanent
ral outdoor settings on the Prime Plane; else- away at the point of contact with metal. Effect: Causes wooden weapons to bend
where, the duration is half normal (three turns). If the object is being held when heated, the
heat causes damage to the holder: 1 point of This spell causes one or more wooden weap-
Faerie Fire damage during the first round, 2 points in the ons to bend and (probably) become useless.
Range: 60' second, 4 points in the third, 8 points in the The spell will affect one arrow for each level of
Duration: 1 round per level of caster fourth, and then decreasing at the same rate (for the caster; treat a spear, javelin, or magical
Effect: Illuminates creatures or objects a total of 22 points of heat damage over seven wand as two arrows' worth, and any club, bow
rounds). In the fourth round, the searing heat or staff (magical or otherwise) as four. The spell
With this spell, the druid can outline one or will cause leather, wood, paper, and other flam- will not affect any wooden items other than
more creatures or objects with a pale, flickering, mable objects in contact with the metal to catch weapons. If a magical wooden item (such as
greenish fire. The fire does not inflict any dam- fire. an enchanted staff) is the target, the wielder
age. The objects or creatures need only be de- The holder gets no saving throw, but fire re- may make a saving throw vs. spells to avoid the
tected in some way (such as by sight, or a detect sistance negates all damage. The character can effect. Items carried but not held get no saving
invisible spell) to be the object of this spell. drop the item at any time, of course, and crea- throw; magical items with "pluses" might not
All attacks against the outlined creature or ob- tures of low intelligence are 80% likely to do so be affected, at a 10% chance per "plus." (For
ject gain a +2 bonus to attack rolls. The druid (check each round). example, an arrow +1 would have a 10%
can outline one man-sized creature (about 12' of Once the spell has been cast, the druid no chance to be unaffected.)
fire) for each 5 levels of experience. Thus, at longer needs to concentrate; the heating and
20th level, 48' of fire can be produced (outlining cooling proceed automatically. A dispel magic
one dragon-sized creature, two horse-sized, or can stop the effect, but normal means (immer-
Third Level Druidic Spells
four man-sized creatures). sion in water, etc.) will not. Call Lightning
If the spell is used on an item imbedded in an Range: 360'
Locate opponent (such as an arrow or dagger), the op- Duration: 1 turn per level of the caster
Range: 0 (druid only) ponent may remove the item but loses initiative Effect: Calls lightning bolts from a storm
Duration: 6 turns for that round (and takes the appropriate heat
Effect: Detects 1 animal or plant within 120' damage for that round as well). This spell cannot be used unless a storm of
Heat damage disrupts concentration; the vic- some (any) type is within range of the druid.
This spell allows the druid to sense the direc- tim cannot cast spells during any round in which (This does not mean that he must be within the
tion of one known normal animal or plant. The he sustains damage from this spell. spell's range of the storm cloud, but only that
druid can locate (similar to the locate object the stormy weather be taking place within 360'
spell) any normal or giant-sized animal, but not Obscure of him.)
fantastic creatures, plant monsters, nor any in- Range: 0 (druid only) If a storm is present, the druid may call 1
telligent creature or plant. Duration: 1 turn per level of the caster lightning bolt per turn (10 minutes) to strike at
He must name the exact type of animal or Effect: Creates a huge misty cloud any point within range. The lightning bolt de-
plant, but does not need to see the specific one scends from the sky, hitting an area 20' across.
Each victim within that area takes 8d6 (8-48) For the duration of this spell, no plants can barrier stops all attacks by plants and plant-like
points of electrical damage, but may make a sav- prevent the druid's passage, no matter how monsters, so that they can inflict no damage. If
ing throw vs. spells to take half damage. The dense. Even trees will bend or magically open to the caster pushes through normal but dense
druid need not call the lightning every turn un- allow the druid to pass. The druid can freely car- growth while protected, he will open a path that
less desired; it remains available until the spell ry equipment while moving through such barri- others can pass through.
duration (or the storm) ends. ers, but no other creature can use the passage. While protected, the druid cannot attack
Note that a druid can hide inside a large tree plants except by spells; the plants are protected
Hold Animal after casting this spell. The druid cannot see from the druid's physical attacks, just as the
Range: 180' what is happening while he is in the tree. druid is protected from theirs.
Duration: 1 turn per level of the caster
Effect: Paralyzes several animals Protection from Lightning Control Winds
Range: Touch Range: 10' radius per level of the caster
This spell will affect any normal or giant-sized Duration: 1 turn per level of the caster Duration: 1 turn per level of the caster
animal, but will not affect any fantastic creature, Effect: Protects against lightning attack Effect: Calms or increases winds
nor one of greater than animal intelligence (2).
Each victim must make a saving throw vs. spells Any recipient of this spell is immune to a With this spell, the druid can cause all the air
or be paralyzed for the duration of the spell. given amount of electrical damage. The druid's within range to behave as desired, either increas-
The druid can affect 1 Hit Die of animals for experience level determines the amount of dam- ing to gale force or slowing to a dead calm. The
each level of experience, ignoring "pluses" to age: for each level of experience, one die (Id6) druid must concentrate for one full turn of con-
Hit Dice. For example, a 20th level druid could of damage is negated. Subtract the number of centration (can't move or attack) to change the
cast the spell at 10 giant toads (which have 2+2 dice from the number of dice of damage that wind completely (calm to gale, for example).
Hit Dice each). Note that the spell can affect would be done to him. Any higher-level spellcaster using the same spell
summoned, conjured, or controlled animals. can easily counter the spell. The effect moves
Example: A 20th level druid casts this spell. with the caster.
Protection from Poison He is protected against 20d6 lightning damage. If the spell is cast against an air creature (such
Range: Touch For example, this would negate the effects of two as an elemental), the victim can make a saving
Duration: One turn per level of the caster full cull lightning attacks (of 8 dice each)on him, throw vs. spells. If the victim fails its roll, the
Effect: Gives one creature immunity to all poison plus half of a third (8 + 8 + 4 = 20). The third druid can slay or control the air creature by
cull lightning inflicts 4d6 points of damage on proper use of the wind force. The creature will
For the duration of this spell, the recipient is him (but he does get his saving throw against it), only obey as long as the druid maintains concen-
completely immune to the effects of poisons of and any subsequent coll lightning attacks made tration and while the spell is active; if the druid's
all types, including gas traps and doudkill spells. against him will do full damage. concentration is broken or the spell's duration
This protection extends to items carried (thus lapses, the creature will attack the druid.
protecting against a spirit's poisonous presence, Summon Animals
for example). Furthermore, the recipient gains a Range: 360' Dissolve
+ 4 bonus on saving throws vs. poisonous breath Duration: 3 turns Range: 240'
weapons (such as green dragon breath), but not Effect: Calls and befriends normal animals Duration: 3-18 days
petrification breath (such as a gorgon's). Effect: Liquefies 3,000 square feet
With this spell, the druid can summon any or
Water Breathing all normal animals within range. Only normal, Nearly identical to the 5 th level magic-user
Range: 30' nonmagical creatures of animal intelligence are spell of the same name, this effect changes a vol-
Duration: 1 day affected, including mammals, reptiles, amphib- ume of soil or rock (but not a construction) to a
Effect: One air-breathing creature ians, etc. The spell does not affect insects, ar- morass of mud. An area up to 10' deep or thick is
thropods, humans, and demihumans. The druid affected, and may have up to 3,000 square feet
This spell allows the recipient to breathe while may choose one or more known animals, may of surface area. The druid may choose the exact
under water (at any depth). It does not affect call for specific types, or may summon every- width and length (20' x 150', 30' * 100', etc.),
movement in any way, nor does it interfere with thing within range. The total Hit Dice of the an- but the entire area of effect must be within 240'
the breathing of air. imals responding will equal the level of the of the caster. Creatures moving through the mud
druid. Treat normal small creatures (frogs, mice, are slowed to 10% of their normal movement
squirrels, small birds, etc.) as Vio Hit Die each. rate at best, and may become stuck (at the DM's
Fourth Level Druidic Spells Animals affected will come at their fastest discretion, a victim must make saving throw vs.
Control Temperature 10' radius movement rate, and will understand the druid's spells to avoid becoming stuck).
Range: 0 (druid only) speech while the spell is in effect. They will be-
Duration: 1 turn per level of the caster friend and help the druid, to the limit of their Pass Plant
Effect: Cools or warms air within 10' abilities. If harmed in any way, a summoned ani- Range: 0 (druid only)
mal will normally flee, the spell broken for that Duration: Instantaneous
This spell allows the druid to alter the temper- animal. However, if the druid is being attacked Effect: Short-range teleportation
ature within an area 20' across. The maximum when a summoned animal arrives, the animal
change is 50 degrees (Fahrenheit), either warmer will immediately attack the opponent, fleeing With this spell, the druid can enter one tree,
or cooler. The change occurs immediately, and only if it fails a morale check. teleport, and immediately step out of another
the effect moves with the druid. The druid may This spell may also be used to calm hostile ani- tree of the same type. The trees must be large
change the temperature simply by concentrating mals encountered while adventuring. enough to enclose the druid. The range a druid
for 1 round, and the temperature will remain can teleport varies by the type of tree, as follows.
changed as long as the spell lasts. The spell is
useful for resisting cold or heat so the caster may Fifth Level Druidic Spells
Oak 600 yards
survive temperature extremes. Anti-Plant Shell Ash, Elm, Linden, Yew 360 yards
Range: 0 (druid only) Evergreen trees 240 yards
Plant Door Duration: 1 round per level of the druid Other trees 300 yards
Range: 0 (druid only) Effect: Personal barrier which blocks plants
Duration: 1 turn per level of the caster
Effect: Opens a path through growth This spell creates an invisible barrier around
the druid's body (less than an inch away). The
Sixth Level Druidic Spells ration. The items caught are not harmed by the
effect, but wooden weapons (bows, crossbows,
(air, earth, fire, water) in one day. The elemental
will understand the druid's spoken commands
Anti-Animal Shell most spears and javelins, etc.) and magical items and will perform any tasks within its power (car-
Range: 0 (druid only) (wands, staves, etc.) cannot be used while rying, attacking, etc.) as directed by the caster.
Duration: 1 turn per level of the caster trapped in the effect. Unlike the magic-user's version of the spell,
Effect: Personal barrier that blocks animals Once created, the wave of force does not re- the druid does not need to concentrate to control
quire concentration. However, the caster may the creature. The caster may send it back to its
This spell creates an invisible barrier around cause it to vanish before the duration ends by own plane with a simple command, and some-
the druid's body (less than an inch away). The concentrating for one round. one else may send it back by the use of a dispel
barrier stops all attacks by animals, both normal This spell has many useful applications during magic or dispel evil spell.
and giant-sized, as well as insects and all other mass combat (against a group of archers or siege
nonfantastic creatures of animal intelligence or engines) and waterborne adventures (to move a Weather Control
less (0-2). The druid cannot attack animals while ship). It will move wooden objects which have Range: 0 (druid only)
protected except by use of other spells; the ani- metal attachments (such as treasure chests). Duration: Concentration
mals are protected from the druid's physical at- However, it will not move permanent construc- Effect: All weather within 240 yards
tacks, just as the druid is protected from theirs. tions (such as buildings, including objects per-
manently attached to them such as doors) or This spell allows the druid to create one spe-
Summon Weather other secured objects (such as trees). cial weather condition in the surrounding area
Range: 5 miles or more (within a 240 yard radius). The caster may select
Duration: 6 turns per level
Effect: Brings weather to druid's area Seventh Level Druidic Spells the weather condition. The spell only works out-
doors, and the weather will affect all creatures in
Creeping Doom the area (including the caster). The effects last as
When the druid casts this spell, some known Range: 120' long as the caster concentrates, without moving;
nearby weather condition is pulled to the druid's Duration: 1 round per level of the caster if the caster is being moved (for example, aboard
location. The druid does not have control of the Effect: Creates a 20' x 20' insect horde a ship), the effect moves also. The spell's effects
weather, but merely summons it. vary, but the following results are typical:
Only a druid of 25th level or greater may sum- This spell magically creates a huge swarm of Rain: — 2 penalty to attack rolls applies to all
mon severe weather (hurricane, severe heat 1,000 creeping insects, appearing anywhere missile fire. After three turns, the ground be-
wave, etc.). The range of summoning is 5 miles within 120' of the druid (as chosen by the cast- comes muddy, reducing movement to half the
at levels 12 to 15, adding 1 mile for each level of er). They fill an area at least 20' * 20', and can be normal rate.
the caster above 15th. (A 20th level druid could ordered to fill any area up to a maximum of Snow: Visibility (the distance a creature can
summon weather {iota up to 10 miles away.) 60'X60'. see) is reduced to 20'; movement is reduced to
The creeping doom can move at up to 60'(20') half the normal rate. Rivers and streams may
Transport Through Plants if the caster remains within 120' of any part of freeze over. Mud remains after the snow thaws,
Range: Infinite the swarm. They vanish after the duration ends, for the same movement penalty.
Duration: Instantaneous or whenever the druid is more than 120' away. Fog: 20' visibility, half normal movement.
Effect: Long-range teleportation The insects always attack everyone and every- Those within the fog might become lost, moving
thing in their path, inflicting 1 point of damage in the wrong direction.
This spell may be used a maximum of once per 10 insects, a total of 100 points per round to Clear: This cancels bad weather (rain, snow,
per day. The druid must be near a plant (of any each creature caught in the effect (no saving fog) but not secondary effects (such as mud).
size), and must choose either a general location throw). Normal attacks (such as fire) can damage Intense Heat: Movement reduced to half nor-
or a specific known plant elsewhere. After cast- the horde slightly, but even a fireball spell will mal. Excess water (from rain, snow, mud trans-
ing the spell, the druid magically enters the only slay 100 of them (reducing the damage ac- muted from rock, etc.) dries up.
nearby plant and steps out of a plant at the desti- cordingly). The creeping doom can be destroyed High Winds: No missile fire or flying is possi-
nation (if the druid could not specify the exact by a dispel magic spell (at normal chances for ble. Movement reduced to half normal. At sea,
plant, he appears from a plant determined ran- success), but it can penetrate a protection from ships sailing with the wind move 50% faster. In
domly by the DM). There is no limit to the evil effect, and can move over most obstacles at the desert, high winds create a sandstorm, for
range, but the plants must both be living for the the normal movement rate. half normal movement and 20' visibility.
spell to work, and must both be on the same Tornado: This creates a whirlwind under the
plane of existence. If either plant is dead, the Metal to Wood druid control, attacking and moving as if it was a
spell fails. Otherwise, the caster immediately re- Range: 120' 12 HD air elemental. At sea, treat the tornado as
appears at the new location. The caster can trans- Duration: Permanent a storm or gale.
port two additional willing creatures. Effect: Changes metal into dead wood
Turn Wood This spell can be used to change any metal Magical Spells
Range: 30'
Duration: One turn per level of the druid
item or items into wood. The spell can trans-
mute five pounds (50 en weight) per level of the Casting Magical Spells
Effect: Pushes all wooden items away caster. Any magical metal item is 90% resistant Spells used by magic-users and elves are some-
to the magic. The effect is permanent, and the what different from those used by clerics and
This spell creates an invisible wave of force, affected metal cannot be changed back with a druids, both in their effects and the ways they
120' long and 60' tall. Its midpoint can be cre- dispel magic spell. Any armor changed to wood are learned and used.
ated anywhere within 30' of the caster. This wave falls off the wearer and any weapons affected
of force then immediately moves in one horizon- turn to nonmagical wooden clubs. Spell Books
tal direction, as specified by the caster, at the When a magic-user or elf begins play at first
rate of 10' per round. If the druid desires, he can Summon Elemental level, he starts with a spell book, given to him by
stop the wave of force at any time, but cannot Range: 240' his teacher. The spell book will contain two 1st
thereafter move it again. Duration: 6 turns level spells. The Dungeon Master will tell you
All wooden objects contacting or contacted by Effect: Summons one 16 HD elemental what spells your character starts with.
the wave of force become stuck to it and move The spell book is large and bulky, and cannot
with it. The wave of force continues moving un- This spell allows the caster to summon any one be easily carried (about 2' square, 2-6 inches
til it reaches the maximum range of 360 feet, elemental per spell (see Chapter 14). The druid thick, weighing at least 20 pounds). It will not
and stops there for the remainder of the spell du- may only summon one of each type of elemental fit inside a normal sack of any size, but may be
> 43 •
carried in a backpack or saddlebag. All spell magic hidden from them. Higher-level magic- character's time, leaving none for adventuring.
books are written in magical words, and only users may even decide to steal or destroy the PCs' A character can make a second spell book to
their owners may read them without using the spell books to teach them a lesson—forcing them leave in a safe place in case his primary book is
read magic spell (described later). to work for many boring weeks or months to re- destroyed. This doesn't take all the time and
As previously discussed, the magic-user or elf construct them (see "Lost Spell Books," below). money which reconstruction of spells requires; a
forgets each spell as he casts it. This is why he has But that's casual exchanges of spells. It's magic-user or elf could copy four spells a day
a spell book: He can memorize the spell again known for magic-users to give spells to PCs in from his primary spell book to his "backup."
later and have it available to him once more. more remarkable circumstances. For instance,
On the magic-user and elf experience tables, low-level spellcasters might do a great favor for a The Player Character's Spell Book
the "Spells/Level" columns indicate how many high-level magician (save his child, undertake a Both the player and the DM need to keep
spells of each level the character can have memo- special quest for him and demonstrate remark- track of exactly which spells are in a character's
rized at one time. This doesn't limit the number able bravery while carrying it out, etc.). In such a spell book. Both people can keep track of which
of spells the character can have in his spell books. case, it is not necessarily inappropriate for the spells the character has had access to; the player
For example, a fourth level magic-user can NPC to reward the PC with a spell. can keep track of the ones the character acquires.
memorize four spells—two 1st level and two 2nd The Teacher: Once the player character reach- If ever there's a difference in the two spell lists,
level. But his spell book might have more spells es 4th experience level, his teacher doesn't have the player should be able to remember where the
written in it. He might have six 1st level spells to leave play entirely. The PC might be able to character acquired the extra spells; if the expla-
written in his book, for instance, and he might visit and train with him from time to time, and nation doesn't satisfy the DM, he's may remove
have three 2nd level spells. He can still only the teacher could continue to teach him spells. the spell from the character's spell book. Appen-
memorize two of each type in a day. But since the PC is a journeyman now, the teach- dix 3 provides a copyable spell book sheet, on
er might also require him to undertake specific which players can keep the name and description
Learning New Spells tasks ("Now, I need you to take this flask to Es- of all their characters' spells.
Every magic-user and elf was taught magic by devius in far-off Parokaland . . . and don't let
someone eke—normally, by a nonplayer charac- the dragon get you.") in order to remain his stu- Reversible Spells
ter spellcaster of 7th experience level or higher. dent. While the PC could continue learning
Your campaign can assume that magic-user spells this way, the teacher should not be his only Unlike clerical spells, magical spells must be
and elf characters have such a teacher, whom source for new spells; he should be learning oth- memorized in their reversed form to be usable in
they visit and learn from whenever they're not ers as he adventures. that form. The spellcaster must select the normal
adventuring. The DM may wish to work this Scrolls: One magical treasure sometimes or reversed form of the spell when he memorizes
NPC into a full-fledged character who can ap- found in adventures is the magical scroll. Some the spell for the day. There's no problem to
pear in adventures as a consultant or expert. scrolls have magic-user spells written upon memorizing a spell in reversed form; if the spell
The PCs' teacher does not go on adventures— them. A magic-user can use the scroll by casting can be reversed, the magic-user knows how to
not until the characters reach or exceed his expe- the spell from it—in which case the written spell memorize it that way.
rience level, and only then if the DM wishes him disappears as soon as it is cast. Or, he can transfer Of course, a magic-user could memorize it
to. Otherwise, the player characters would have it to his spell book (during this process, the spell once in normal form and once in reversed form.
a very powerful ally along, one who would solve disappears from the scroll), and he will have For example, if a spellcaster has a light spell in a
most of their adventuring problems. gained a new spell. spell book, the character could memorize both
When the player character begins play, the Enemy Magic-Users: Should the PCs encount- light and darkness for an adventure.
teacher gives him a spell book with two 1st level er and defeat an enemy magic-user, the PG In the spell lists below, all spells which can be
spells in it. When the PC reaches 2nd level, the magic-user might try to help himself to the ene- reversed are marked with an asterisk (*).
teacher writes another 1st level spell in the book. my's spell book. The DM should make sure that
When the PC reaches 3rd level, the teacher will the spell book has many spells which are identi-
cal to those in the PC's spell book: Most magic-
First Level Magical Spells
write a 2nd level spell in his book, and when he
reaches 4th level the teacher will give him one users have many spells in common, especially the Analyze
more 2nd level spell. lower-level spells. The PC should gain only one Range: 0 (touch only)
In many campaigns, that's the point at which or two new spells out of such an encounter. A Duration: 1 round
the teacher stops instructing the character. The new spell is a rare find, and a spell book is an Effect: Analyzes magic on one item
character has gone from apprentice to journey- even rarer treasure; the books are always well
man, and now he must journey in order to learn hidden and protected. PCs using someone else's A spellcaster using this spell can handle one
more of magic. spell book may find magical traps and curses item and learn the enchantment on it. Helms
So, where can PCs learn more spells? They within before they find any new spells. must be put on the spellcaster's head, swords
have several options, and may explore any or all held in his hand, bracelets put on his wrist, etc.
of them during their careers. Higher-level Spells for this spell to work. Any consequences of this
Other Magic-Users: By ancient tradition—of A magic-user cannot put into his spell book a action (for example, from cursed or booby-
necessity and common sense—magic-users are spell of a higher-level than he can cast. In other trapped objects) fall upon the spellcaster,
loathe to trade spells among themselves. Each words, if he can't yet cast a 3rd level spell, he though he gets his usual saving throws.
magic-user knows that he may become a very certainly can't write one in his spell book. The spellcaster has a chance of 15% plus 5%
powerful wizard some day . . . and that he may per experience level to determine one magical
end up being the enemy of another wizard of Lost Spell Books characteristic of the item; if the item is non-
similar power. No wizard wants to teach the oth- A magic-user or elf whose spell book is lost or magical, his chance is to determine that fact.
er fellow magic that can kill him. This is some- destroyed cannot regain spells until he replaces The spell does not reveal much precise infor-
thing the DM should reinforce in his campaign: the spell book. He can't just read from some- mation. It will characterize a weapon's pluses
If he finds characters casually trading spells from body else's spell book. He can recreate the spells (attack bonus) as "many" or "few," will esti-
their spell books, he should remind them of the from memory and research . . . but it takes a lot mate the number of charges on an item within
traditions of secrecy, of the good reasons for that of money and a lot of time. 25% of the actual number, etc.
tradition, of the paranoia that infects the magic- The method, amount of time, and cost it
users' community, and so on. If they decline to takes to recreate a spell book are for the DM to Charm Person
accept his recommendation, their characters may decide. Here's a rough guideline: 1,000 gold Range: 120'
pick up a reputation—as magic-users who can't pieces and one week of study for each spell level Duration: See below
keep their trade secret. Other spellcasters, per- replaced. (For example, each 3rd level spell Effect: One living person (see below)
haps even their old teachers, will refuse to teach would require 3,000 gp and three weeks to re-
them and will take special pains to keep their construct). This reconstruction takes up all the This spell will only affect humans, demi-
humans, and certain other creatures. The victim
is allowed a saving throw vs. spells. If the saving by a creature or object. The Boating disc is cre- Thus a 6th level spellcaster may create three mis-
throw is successful, the spell has no effect. If it ated at the height of the spellcaster's waist, and siles. The spellcaster may shoot the missiles all at
fails, the victim will believe that the spellcaster is will always remain at that height. It will auto- one target or at different targets.
its "best friend," and will try to defend the spell- matically follow the spellcaster at his current
caster against any threat, whether real or imag- movement rate, remaining within 6' of him at Protection from Evil
ined. The victim is charmed. all times. It can never be used as a weapon, be- Range: 0
As a general rule, the spell only affects crea- cause it has no solid existence and veers away Duration: 6 turns
tures which look similar to humans in various from anything it might run into. When the du- Effect: The spellcaster only
ways—humans, demihumans, certain giant- ration ends, the floating disc will disappear, sud-
class creatures, etc. It will not affect animals, denly dropping anything upon it. No saving This spell creates an invisible magical barrier
magical creatures (such as living statues), un- throw is allowed. all around the spellcaster's body (less than an
dead monsters, or human-like creatures larger inch away). All attacks against the spellcaster are
than ogres. Hold Portal penalized by - 1 to their attack rolls, and the
If the spellcaster can speak a language that the Range: 10' spellcaster gains a +1 bonus to all saving throws,
charmed victim understands, the spellcaster may Duration: 2-12 (2d6) turns while the spell lasts.
give orders to the victim. These orders should Effect: One door, gate, or similar portal In addition, enchanted creatures cannot at-
sound like suggestions, as if "just between tack the spellcaster in hand-to-hand or melee
friends." The chaxmed victim will usually obey, This spell will magically hold shut any combat. (An enchanted creature is one that nor-
but the victim may resist orders that are contrary portal—for example, a door or gate. A knock mal weapons cannot hurt; only magical weapons
to the victim's nature (alignment and habits)— spell will open the hold portal. Any creature can hit the creature. A creature that can be only
he doesn't need to roll anything to resist. A vic- three or more Hit Dice greater than the caster hit by a silver weapon—a werewolf, for
tim will refuse to obey if ordered to kill itself. (and characters three or more levels higher) may example—is not an enchanted creature. Any
A charm may last for months. The victim may break open a held portal in one round, but the creature that is magically summoned or con-
make another saving throw every so often, de- portal will relock if allowed to close within the trolled, such as a charmed character, is also con-
pending on its Intelligence score. duration of the spell. sidered to be an enchanted creature.)
Example: Any 5th level character can break The barrier thus completely prevents all at-
Charm Person Duration through a hold portal spell cast by a 2nd level tacks from those creatures unless they use missile
If the Victim Has: He Saves Every: spellcaster. weapons; the barrier is no defense against mis-
High Intelligence (13-18): 1 day siles, though the attackers still suffer the - 1 at-
Average Intelligence (9-12): 1 week Light* tack roll penalties.
Low Intelligence (3-8): 1 month Range: 120' This spell will not affect a magic missile, ei-
Duration: 6 turns +1 turn /level of the caster ther incoming or outgoing. If the spellcaster at-
A more complex system for determining the Effect: Volume of 30' diameter tacks (hand-to-hand) anything during the spell's
duration of a charm spell appears in Chapter 13, duration, the effect changes slightly. Enchanted
on page 144. This spell creates a large ball of light, much creatures are then able to touch the spellcaster,
A victim who is given conflicting orders and like a bright torchlight. If the spell is cast on an but the attack roll and saving throw adjustments
impressions by his old adventuring friends and object (such as a coin), the light will move with still apply until the spell duration ends.
his new "best friend" should react as any person the object. If cast at a creature's eyes, the crea-
would in real life: with confusion. He will not ture must make a saving throw vs. spells. If he Read Languages
automatically assume that one party or the other fails the saving throw, the victim will be blinded Range: 0
is lying . . . even if the player wants him to. by the light until the duration ends (see page Duration: 2 turns
The charm is automatically broken if the spell- 150, for the effects of blindness). If he makes the Effect: The spellcaster only
caster attacks the victim, whether by spell or by saving throw, the light appears in the air behind
weapon. The victim will fight normally if at- the intended victim. This spell will allow the spellcaster to read, not
tacked by the spellcaster's allies. When reversed, this spell, darkness, creates a speak, any unknown languages or codes, includ-
circle of darkness 30' in diameter. It will block all ing treasure maps, secret symbols, and so forth,
Detect Magic sight except infravision. Darkness will cancel a until the duration ends.
Range: 0 light spell if cast upon it (but may itself be can-
Duration: 2 turns celed by another light spell). If cast at an oppo- Read Magic
Effect: Everything within 60' nent's eyes, it will cause blindness until Range: 0
canceled, or until the duration ends; as before, Duration: 1 turn
When he casts this spell, the spellcaster will the victim does get a saving throw. Effect: The spellcaster only
see a glow surround all magical objects, crea-
tures, and places which are visible and within Magic Missile This spell will allow the spellcaster to read, not
range of the spell. No saving throw is allowed. Range: 150' speak, any magical words or runes, such as those
Example: Shortly after casting this spell, a Duration: 1 round found on scrofis and other items. A spellcaster
magic-user walks into a room containing a door Effect: Creates 1 or more arrows cannot understand unfamiliar magic writings
locked by magic, a magical potion lying nearby, without using this spell. However, once a spell-
and a treasure chest containing a magical wand. A magic missile is a glowing arrow, created caster reads a scroll or runes with this spell, he
All the magic will glow, but the spellcaster can and shot by magic, which inflicts Id6 +1 (2-7) can read or speak that magic later without using
see only the door and potion; the light of the points of damage to any creature it strikes. After a spell.
glowing wand is hidden by the treasure chest. the spell is cast, the arrow appears next to the All spell books are written in magical words,
spellcaster and hovers there (moving with him) and only their owners may read them without
Floating Disc until the spellcaster causes it to shoot. When using this spell.
Range: 0 shot, the magic missile will automatically hit any
Duration: 6 turns one visible target the spellcaster specifies. The Shield
Effect: Disc remains within 6' magic missile actually has no solid form, and Range: 0
cannot be touched. A magic missile never misses Duration: 2 turns
This spell creates an invisible magical horizon- its target and the target is not allowed a saving Effect: The spellcaster only
tal platform about the size and shape of a small throw.
round shield. It can carry up to 5000 en (500 For every 5 levels of experience of the caster, This spell creates a magical barrier all around
pounds). It cannot be created in a place occupied two more missiles are created by the same spell. the spellcaster (less than an inch away). It moves
45 ' •V
with the spellcaster. While the duration lasts, will not affect it, and infravision cannot pene- thoughts of any single living creature, regardless
the spellcaster has an AC of 2 against missiles, trate it. If cast on a creature's eyes, the creature of the language. The spell does not allow the
and AC 4 against all other attacks. must make a saving throw vs. spells or be blind- caster to hear the thoughts of undead creatures.
If someone shoots a magic missile at a spell- ed until the spell is removed. A continual light If more than one creature is within range and
caster protected by this spell, the spellcaster may spell will cancel its effects. in the direction the caster is concentrating, the
make a saving throw vs. spells (one saving throw spellcaster will "hear" a confused jumble of
per missile). If the saving throw is successful, the Detect Evil thoughts. The spellcaster can sort out the jumble
magic missile has no effect; it hits the barrier and Range: 60' only by concentrating for an extra six rounds to
evaporates. Duration: 2 turns find a single creature.
Effect: Everything within 60' ESP will not be hampered by any amount of
Sleep wood or liquid, and will penetrate as much as
Range: 240' When this spell is cast, the spellcaster will see two feet of rock, but a thin coating of lead will
Duration: 4d4 (4-16) turns a glow surround all evilly-enchanted objects block the spell. Targets can make a saving throw
Effect: 2-16 Hit Dice of living creatures within a within 60'. It will also cause creatures that want vs. spell to avoid the spell effects.
40' square area to harm the spellcaster to glow when they are The reverse of this spell, mindmask, may be
within range. The spell, however, does nor allow cast, by touch, on any one creature. The recipi-
This spell will put creatures to sleep for up to the spellcaster to hear the actual thoughts of the ent is completely immune to ESP and all other
16 turns. It will only affect creatures with 4 + 1 creatures. forms of mind-reading for the spell duration.
Hit Dice or less—generally, small or man-sized Remember that Chaotic alignment is not au-
creatures. The spell will not affect creatures out- tomatically the same as evil, although many Invisibility
side the 4 0 ' * 40' area which the player chooses Chaotic monsters have evil intentions. Traps and Range: 240'
as the spell's target area. The spell will not work poison are neither good nor evil, but merely Duration: Permanent until broken
against undead or very large creatures, such as dangerous. Effect: One creature or object
dragons.
When a character is first hit with a sleep spell, Detect Invisible This spell will make any one creature or object
falling or sagging to the ground will not wake Range: 10' per level of the spellcaster invisible. When a creature becomes invisible, all
him up. However, characters affected by a sleep Duration: 6 turns items that he carries and wears also become invis-
spell are not in a deep sleep. Any sleeping char- Effect: The spellcaster only ible. Any invisible item becomes visible again
acter or creature will awaken if slapped, kicked, when it leaves the creature's possession
or shaken. When this spell is cast, the spellcaster can see (dropped, set down, etc.). A light source (such
Characters can kill a sleeping victim with a sin- all invisible creatures and objects within range. as a torch) may be made invisible, but the light
gle blow of any edged weapon, regardless of the The range is 10' for each level of the spellcaster. given off will always remain visible.
creature's hit points. For example, a 3rd level spellcaster can use this If the spellcaster makes an object invisible that
Yout Dungeon Master will roll 2d8 to find the spell to see invisible things within 30'. is not being carried or worn, it will become visi-
total Hit Dice or experience levels of monsters af- ble again when touched by any living creature.
fected by the spell. Entangle An invisible creature will remain invisible until
The victims get no saving throw against this Range: 30' he or she attacks or casts any spell.
spell. Duration: 1 round per level
Effect: Controls ropes Knock
Ventriloquism Range: 60'
Range: 60' This spell allows the spellcaster to use any Duration: See below
Duration: 2 turns rope-like object of living or once-living material Effect: One lock or bar
Effect: One item or location (roots, vines, leather ropes, plant-fibre ropes,
etc.) to behave as he or she orders. About 50' of This spell will open any type of lock. This spell
This spell will allow the spellcaster to make normal lli" diameter vine plus 5' per level of the will open any normal or magically locked door
the sound of his or her voice come from some- caster can be affected. (one affected by a hold portal or wizard lock
where else, such as a statue, animal, a dark cor- The commands which can be given during an spell), and any secret door (but a secret door
ner, and so forth. The "somewhere else" must entangle spell include: coil (form a neat stack), must be found before it can be knocked open).
be within range of the spell. coil and knot, loop, loop and knot, tie and knot, Any locking magic will remain, however, and
and the reverses of all the above. The vine or will take effect once again when the door is
Second Level Magical Spells rope must be within 1' of any object it is to coil
around or tie up, so it must often be thrown at
closed. This spell will also unlock a gate, or un-
stick it if it is stuck, and will cause any treasure
Continual light* the target. This spell is very useful in climbing chest to open easily. It will also cause a barred
Range: 120' situations; a spellcaster can toss a rope up the door to open, magically forcing the bar to fall to
Duration: Permanent side of a wall or cliff and command it to loop and the floor. If a door is locked and barred, only one
Effect: Volume of 60' diameter knot itself around a projection at the height of type of lock will be opened.
the throw. Coil and knot effectively ties up a vic-
This spell creates a globe of light 60' across. It tim. Levitate
is much brighter than a torch, but not as bright A person or monster attacked by any use of Range: 0
as full daylight. It will continue to glow forever, the spell may make a saving throw vs. spells to Duration: 6 turns + 1 turn/level of the caster
or until it is magically removed. It may be cast on avoid the effects of the entangle. Effect: The spellcaster only
an object, just as the first level light spell. If cast
at a creature's eyes, the victim must make a sav- ESP* When this spell is cast, the spellcaster may
ing throw vs. spells. If he fails the saving throw, Range: 60' move up or down in the air without any support.
the victim is blinded—permanently, or until the Duration: 12 turns This spell does not, however, allow the spellcast-
spell is dispelled. If he makes the saving throw, Effect: All thoughts in one direction er to move from side to side. For example, a
the globe will still appear, but will remain in the spellcaster could levitate to a ceiling, and then
place it was cast, and the intended victim will This spell will allow the spellcaster to "hear" could slowly move sideways by pushing and pull-
suffer no ill effects. thoughts. The spellcaster must concentrate in ing. His movement up or down is at the rate of
The reverse of this spell, continual darkness, one direction for six rounds (one minute) to hear 20' per round.
creates a volume of complete darkness in a 30' the thoughts (if any) of a creature within range. The spell cannot be cast on another person or
radius. Torches, lanterns, and even a light spell The spell allows the spellcaster to understand the object. The spellcaster may carry a normal
amount of weight while levitating, up to 2,000 caster moves, talking if the spellcaster talks, and vs. spells; if he is successful, the victim is not af-
en (200 lbs) in weight, possibly another man- so forth. The spellcaster need not concentrate; fected, and realizes that the attack is an illusion.
sized creature (if it isn't wearing metal armor). the images will remain until the duration ends, The phantasmal force will remain as long as
Any creature smaller than man-sized can be car- or until they are hit. the spellcaster concentrates. If the spellcaster
ried, unless heavily laden. No saving throw is al- The images are not real, and cannot actually moves, takes any damage, or fails any saving
lowed. do anything. Any successful attack on the spell- throw, his concentration is broken and the phan-
caster will strike an image instead, which will tasm disappears.
Locate Object merely cause that image to disappear (regardless This spell never inflicts any real damage.
Range: 60' + 10' per level of the spellcaster of the actual damage); this continues until all Those "killed" by it will merely fall uncon-
Duration: 2 turns the images are dispelled. (If the spellcaster is scious, those "turned to stone" will be para-
Effect: One object within range caught in the effect of an area-type attack, such lyzed, and so forth. The effects wear off in Id4
as a fireball spell, all images will disappear and turns. If the character does make his saving
The spellcaster casts this spell to find an object the spellcaster will be affected by the spell.) throw to realize that the attack is an illusion, the
within the spell's range. For this spell to work, damage sustained disappears immediately.
the spellcaster must know exactly what the ob- Phantasmal Force
ject looks like. He can specify a common type of Range: 240' Web
object, such as "any flight of stairs," instead. Duration: Concentration (see below) Range: 10'
The spell will point to the nearest designated Effect: A volume 20' x 20' x 20' Duration: 48 turns
object within range, giving the direction but not Effect: A volume 10' X 10' X 10'
the distance. This spell creates or changes appearances of
The spell's range increases as the spellcaster everything within the area affected. The spell- This spell creates a mass of sticky strands
gains levels of experience. For example, a 2nd caster can create the illusion of something he or which are difficult to destroy except with flame.
level spellcaster can locate objects up to 80' she has seen. If not, the DM will give a bonus to It usually blocks the area affected. Giants and
away; a 3rd level spellcaster, up to 90'. the saving throws of those trying to ignore the other creatures with great strength can break
spell's effects. If the spellcaster does not use this through a web in 2 rounds. A human of Average
Minor Image spell to attack, the illusion created by this spell Strength (a score of 9-12) will take 2d4 (2-8)
Range: 0 will disappear when touched. turns to break through the web. Flames (from a
Duration: 6 turns If the spellcaster uses the spell to create the il- torch, for example) will destroy the web in 2
Effect: The spellcaster only lusion of a monster, it will appear in every way to rounds, but all creatures within the web will be
be the monster in question. However, the mon- burned for 1-6 (Id6) points of damage. Anyone
With this spell, the spellcaster creates Id4 (1- ster is AC 9 and will disappear when hit. wearing gauntlets of ogre power (a magical trea-
4) additional images which look and act exactly If the spellcaster uses the spell to create an at- sure) can break free of a web in 4 rounds.
like him. The images appear and remain next to tack (a phantasmal magic missile, collapsing
(within 3' of) the spellcaster, moving if the spell- wall, etc.), the victim may make a saving throw
Wizard Lock could fly into the ether of outer space. magic works, so a hasted spellcaster can still not
Range: 10' The spell does not protect people from the ef- cast more than one spell per round, and the use
Duration: Permanent fects of poison gasses unless the gas in question is of magical devices (such as wands) cannot be
Effect: One portal or lock a normal component of the atmosphere. speeded up.
The reverse of this spell, slow, will remove the
This spell is a more powerful version of a hold Dispel Magic effects of a haste spell, or will cause the victims to
portal spell. It will work on any lock, not merely Range: 120' move and attack at half normal speed.
doors, and will last forever (or until magically Duration: Permanent As with haste, the slow spell does not affect
dispelled). However, a knock spell can open the Effect: Destroys spells in a 20' cube spellcasting or the use of magical devices.
wizard lock. The victims may make a saving throw vs. spells
The wizard who cast the wizard lock can easily This spell destroys other spell effects in a cubic to avoid the effect.
open the door he has enchanted, as can any volume of 20' x 20' x 20'. It does not affect mag-
magic-using character or creature of three or ical items. Spell effects created by a caster Hold Person*
more levels (or Hit Dice) greater than the caster. (whether cleric, druid, magic-user, or elf) of a Range: 120'
This sort of door-opening does not remove the level equal to or lower than the spellcaster of the Duration: 1 turn/level
magic, and the magical lock will relock when al- dispel magic are automatically and immediately Effect: Paralyzes up to 4 creatures
lowed to close (just as with the hold portal spell). destroyed. Spell effects created by a higher-level
spellcaster might not be affected. The chance of The hold person spell will affect any human,
failure is 5% per level of difference between the
Third Level Magical Spells spellcasters. For example, a 7th level magic-user
demihuman, or human-like creature (bugbear,
dryad, gnoll, hobgoblin, kobold, lizard man,
Clairvoyance trying to dispel a web spell cast by a 9th level ogre, ore, nixie, pixie or sprite, for instance). It
Range: 60' cleric would have a 10% chance of failure. will not affect the undead or creatures larger
Duration: 12 turns Dispel magic will not affect a magical item than ogres.
Effect: See through another's eyes (such as a scroll, a magical sword, etc.). How- Each victim must make a saving throw vs.
ever, it can dispel the effects of the magical item spells or be paralyzed for nine turns. The spell
With this spell, the caster may see through the when that item is used (a spellcaster can cast dis- may be cast at a single person or at a group. If
eyes of any single creature in spell range. pel magic on the victim of a ring of human con- cast at a single person, the victim suffers a - 2
"Seeing" through a creature's eyes takes one trol and snap him out of that control). penalty to the saving throw. If cast at a group, it
full turn, after which the caster can change to an- will affect up to four persons (of the cleric's
other creature, even one in another direction; he Fireball choice), but with no penalty to their rolls. The
does not have to cast the spell again to do so. Two Range: 240' paralysis may only be removed by the reversed
feet of rock or a thin coating of lead blocks the Duration: Instantaneous form of the spell, or by a dispel magic spell.
effects of this spell. No saving throw is allowed. Effect: Explosion in a sphere 40' diameter The reverse of the spell, free person, removes
the paralysis of up to four victims of the normal
Create Air This spell creates a missile of fire that bursts form of the spell (including hold person cast by a
Range: Immediate area, 8,000 cu. ft. into a ball of fire with a 40' diameter (20' radius) cleric). It has no other effect; e.g., it does not
Duration: 1 hour per level of caster where it strikes a target. The fireball will cause remove the effects of a ghoul's paralysis ability.
Effect: Provides breathable air Id6 points of fire damage per level of the caster
to every creature in the area of effect. Infravision
This spell provides breathable air, especially in Each victim may make a saving throw vs. Range: Touch
areas where otherwise there is none to be had. It spells; if successful, the spell will only do half Duration: 1 day
is cast on a volume of 8,000 cubic feet (such as a damage. For example, a fireball cast by a 6th Effect: One living creature
20' * 20' x 20' room) and, while it is in effect, level spellcaster will burst for 6d6 (6-36) points
everyone in that area has good air to breathe. of damage; characters who make their saving This spell enables the recipient to see in the
Customarily, it's used when dungeon explor- throw vs. spell will take only half of the damage dark, to a 60' range, with the same sort of vision
ers are trapped where air is running out. When rolled on the dice. possessed by dwarves and elves.
cast in this fashion, the spell effect stays in one Infravision is the ability to see heat (and the
place; it does not move with the caster. Fly lack of heat). Dwarves, elves, and casters of the
However, it does not have to be cast in only Range: Touch infravision spell have infravision in addition to
that way; it can be cast on enclosed vehicle inte- Duration: ld6 (1-6) turns + 1 turn per level of normal sight and can see 60' in the dark. Infra-
riors (such as the below-deck areas of ships), liv- the caster vision does not work in normal and magical
ing creatures, or pieces of equipment. When it is Effect: One creature may fly light. Fire and other heat sources can interfere
so cast, it will provide pressurized air for the du- with infravision, just as a bright flash of light can
ration of the spell effect, and the spell will travel This spell allows the target it is cast upon (pos- make normal vision go black for a short time.
with the vehicle on which it is cast. sibly the spellcaster himself) tofly.The recipient With infravision, warm things appear red,
The spell may be cast upon one person, can fly in any direction and at any speed up to and cold things appear blue. For example, an
whereupon he can breathe normally. It's not the 360' (120') by mere concentration. The recipient approaching creature could be seen as a red
same as water breathing, though—if he dives may also stop and hover at any point (as a levi- shape, leaving faint reddish footprints. A cold
underwater, he can still breathe, but great quan- tate spell); this does not require concentration. pool of water would seem a deep blue color.
tities of air are always bubbling up from him, Characters with infravision can even see items or
making stealthy travel an impossibility. Haste* creatures which are the same temperature as the
The spell may be cast upon a specific piece of Range: 240' surrounding air (such as a table or a skeleton), since
equipment like a helmet, and whichever one Duration: 3 turns air flow will inevitably show the viewer their bor-
person wears it may breathe normally. If the hel- Effect: Up to 24 creatures move double speed ders, outlining them in a faint lighter-blue tone.
met is not fully enclosed (i.e., airtight), air will Until they move, they will be very faint to the eye;
leak out from it under pressure; underwater this This spell allows up to 24 creatures in a 60' di- once they start moving, they become blurry but
makes stealthy movement impossible. ameter circle to perform actions at double speed very obvious light-blue figures.
A flying creature on which this spell is cast can for half an hour (3 turns). Those affected may Infravision isn't good enough to read by. A
not only breathe in hostile environments, it can move at up to twice normal speed and make character can use his infravision to recognize an
fly through airless void. This means that a double the normal number of missile or hand- individual only if they are within 10' distance
pegasus-rider could cast one spell on himself and to-hand attacks. unless the individual is very, very distinctive (for
one on his pegasus, and then the two of them This spell does not affect the rate at which example, 8' tall or walking with a crutch).
48
Invisibility 10' radius This spell gives the recipient complete protec- above. The cloth cannot be cast in a space occu-
Range: 120' tion from all small nonmagical missiles (such as pied by another object.
Duration: Permanent until broken arrows, quarrels, thrown spears, etc.); the In adventures, this spell is often used to make
Effect: All creatures within 10' ranged attacks simply miss. Large or magical at- quick shelters and to create rope.
tacks, such as a catapult stone or a magic arrow,
This spell makes the recipient (and all others are not affected. Confusion
within 10' at the time of the casting) invisible. The spellcaster can cast the spell on any one Range: 120'
This is an area effect, and those who move fur- creature within the spell's range. Duration: 12 rounds
ther than 10' from the recipient become visible. Effect: 3-18 creatures in an area 60' across
They may not regain invisibility by returning to Water Breathing
the area. Otherwise, the invisibility is the same Range: 30' This spell will confuse its victims, affecting all
as that bestowed by the spell invisibility. An in- Duration: 1 day (24 hours) creatures within a 30' radius. Victims with less
visible creature will remain invisible until he or Effect: One air-breathing creature than 2 + 1 Hit Dice are not allowed a saving
she attacks or casts any spell. throw. Those with 2 +1 or more Hit Dice must
All items carried (whether by the recipient or This spell allows the recipient to breathe while make a saving throw vs. spells every round of the
others within 10') also become invisible. underwater (at any depth). It does not affect his spell's duration, if they remain in the area, or be
movement in any way, nor does it interfere with confused.
Lightning Bolt the breathing of air if the recipient emerges from Confused creatures act randomly. The DM
Range: 180' the water. should roll 2d6 each round to determine each
Duration: Instantaneous creature's action, using the following chart:
Effect: Bolt 60' long, 5' wide Fourth Level Magical Spells Confusion Results
This spell creates a bolt of lightning, starting Charm Monster
2d6Roll Result
up to 180' away from the caster and extending Range: 120' 2-5 Attack the spellcaster's party
60' in a straight line further away. All creatures Duration: Special 6-8 Do nothing
within the area of effect take Id6 points of dam- Effect: One or more living creatures 9-12 Attack the creature's own party
age per level of the spellcaster. (Thus a 6th level
elf would cast a lightning bolt doing 6d6 points This spell effect is identical to that of a charm Dimension Door
of damage.) person spell, but will affect any creature except Range: 10'
Each victim may make a saving throw vs. an undead monster. If cast on victims with 3 Hit Duration: 1 round
spells; if successful, he takes only half damage. Dice or less, the spell will charm 3d6 (3-18) vic- Effect: Safely transport one creature
If the lightning bolt strikes a solid surface tims. Otherwise, it will charm only one victim.
(such as a wall), it will bounce back toward the Each victim may make a saving throw vs. spells This spell will transport one creature (either
caster until the total length of the bolt is 60'. to avoid the effects. the caster or a victim up to 10' from the caster) to
a place up to 360' away. The caster picks the de-
Protection from Evil 10' Radius Gothform
sired destination. If he does not know the loca-
Range: 0 Range: Touch tion, the caster may specify the direction and
Duration: 12 turns Duration: Permanent distance of travel, but the distance cannot ex-
Effect: Barrier 20' diameter Effect: Creates up to 30' x 30' cloth ceed a total of 360' (for example, 360' straight
up; or 200' west, 60' south, and 100' down).
This spell creates an invisible magical barrier This spell creates quantities of cloth up to If this would cause the recipient to arrive at a
all around the caster, extending for a 10' radius 3O'X3O'. The cloth created by a single spell location occupied by a solid object, the spell has
in all directions. The spell serves as protection must appear in one piece. Unlike many creation- no effect.
from attacks by monsters of an alignment other type spells, this one creates cloth that is non-
An unwilling recipient may make a saving
than the caster's. Each creature within the barri- magical and cannot be dispelled.
throw vs. spells to avoid the effect.
er gains a +1 to all saving throws, and all attacks If the campaign uses the optional general
against those within are penalized by - 1 to the skills and the caster has an appropriate Craft
Growth of Plants*
attacker's attack roll while the spell lasts. skill, he may shape the cloth as he creates it. He
Range: 120'
In addition, enchanted creatures cannot at- may thus create a tent, a sail, a single garment, a
Duration: Special
tack those within the barrier in hand-to-hand drape, 60' of common rope, etc. If the campaign
Effect: Enlarges 3000 square feet of plants
(melee) combat. (An enchanted creature is any doesn't use the skills rules, the character could
creature which is magically summoned or con- have been defined earlier as one who knows how
to work cloth in order for him to do this. Natu- This spell causes normal brush or woods to be-
trolled, such as a charmed character, or one that come thickly overgrown with vines, creepers,
is not harmed by normal weapons. A creature rally, unshaped cloth created by this spell can lat-
er be cut, sewn and otherwise fashioned into thorns, and briars (or types of small plant-life
that can be hit only by a silver weapon—a were- appropriate to the area). The spell affects an area
wolf, for example—is not an enchanted crea- such objects.
of up to 3,000 square feet (the caster chooses the
ture.) The cloth so created is much like undyed dimensions of the spell effect). The plants to be
If anyone within the barrier attacks an en- linen—it's tough, serviceable, and unglamor- affected must be entirely within the spell's
chanted creature, the barrier will no longer pre- ous. A caster can create his cloth with an unfin- range.
vent the creature from attacking hand-to-hand, ished end, and later he or another caster can use The area affected by the spell is impassable to
but the bonus to saving throws and penalty to another dothform to create cloth joined to the all but giant-sized creatures. The effect lasts un-
attack rolls will still apply. first on that edge—and there will be no seam or til removed by the reversed form of the spell or
Attackers, including enchanted creatures, can weakness at the joining. This makes it a good by a dispel magic spell.
attack people inside the barrier by using missile spell for creating rugged, dependable sails.
The reverse of this spell, shrink plants, causes
or magical attacks. They do suffer the - 1 penal- When created, the cloth extrudes from the all normal plants within the area of effect to
ty to attack rolls, but that is the only penalty caster's hands and out along the ground. If there shrink and become passable. It may be used to
they suffer. are obstacles, it piles up against them but does negate the effects of the normal spell. Shrink
not shove them back. The spell may not be cast plants will not affect plant-like monsters (such as
Protection from Normal Missiles to create a huge sheet which falls over a unit of treants).
Range: 30' enemies, for instance. The cloth, when created,
Duration: 12 turns may not be attached to anything except to an-
Effect: One creature other expanse of dothform cloth, as described
{Chapter 3: Spells and Spellcasting
each. The illusion will hide the recipients from
creatures moving through the area affected.
The spell lasts until a dispel magic is cast on it
or until the caster decides to drop the illusion.
The appearance of each disguised creature re-
turns to normal if the creature moves out of the
affected area. However, movement within the
area does not destroy the illusion.
Polymorph Other
Range: 60'
Duration: Permanent until dispelled
Effect: Changes one living creature
50 (
those on magical items—may only be temporari- but are immune to sleep and charm effects and other. The "distance" between the Prime Plane
ly removed, at the DM's discretion, requiring a poison. Lawful clerics must take care to use this and the closest outer plane is 3—the Ethereal,
clerical dispel evil spell for permanently remov- spell only for good purpose. Animating the dead elemental, and Astral Planes lie "between"
ing the effects (or possibly a remove curse cast by is usually a Chaotic act. them. There are many outer planes, many too
a high-level spellcaster). far removed to be affected by this spell.
The reverse of this spell, curse, causes a mis- CloudkiU The caster may choose the distance, up to the
fortune or penalty to affect the recipient. Curses Range: 1' maximum allowed. The DM checks the caster's
are limited only by the caster's imagination, but Duration: 6 turns chance of insanity once, when the Immortal is
if an attempted curse is too powerful, it may re- Effect: Creates a moving poisonous cloud first contacted. If the caster is 21st level or
turn to the caster (DM's discretion)! Safe limits greater, the chance of insanity is reduced by 5 %
to curses may include: - 4 penalty on attack This spell creates a circular cloud of poisonous per level of the caster above 20.
rolls; - 2 penalty to all saving throws; prime req- vapor, 30' across and 20' tall, which appears next Even if insanity does not result, the Immortal
uisite reduced to half normal. The victim may to the spellcaster. It moves away at the rate of 60' may still not know the answer to the character's
make a saving throw vs. spells to avoid the curse. (20' per round) in any one direction (with the questions, or may lie, at the DM's discretion. If
wind, if any; otherwise, in the direction chosen the DM does not wish just to decide whether the
Wall of Fire by the caster). This cloud is heavier than air and Immortal knows or is lying, he can roll on the
Range: 60' will sink when possible (going down holes, slid- chart below to determine this.
Duration: Concentration ing downhill, etc.). The cloud will evaporate if it
Effect: Creates 1200 square feet of fire hits trees or thick vegetation. If cast in a small Contact Outer Plane
area (such as in a 10' tall dungeon corridor), the Distance &
This spell creates a thin vertical wall of fire of cloud may be of smaller than normal size. Number of Chance of. .
any dimension and shape, determined by the All living creatures within the cloud take 1 Questions Insanity Knowing Lying*
spellcaster, totalling 1,200 square feet (for exam- point of damage per round. Any victim of less 3 5% 25% 50%
ple, 10'x 120', 2O'X6O', 30'x40', etc.). The than 5 Hit Dice must make a saving throw vs. 4 10% 30% 45%
wall is opaque and will block sight. The wall can- poison or be killed by the vapors. 5 15% 35% 40%
not be cast is a space occupied by another object. 6 20% 40% 35%
It lasts as long as the caster concentrates, without Conjure Elemental 7 25% 50% 30%
moving, on it. Range: 240' 8 30% 60% 25%
Creatures of less than 4 Hit Dice cannot break Duration: Concentration 9 35% 70% 20%
through the wall. Creatures of 4 HD or more can Effect: Summons one 16 HD elemental 10 40% 80% 15%
break through, but take Id6 points of damage in 11 45% 90% 10%
the process. Undead and cold-using creatures This spell allows the caster to summon any one 12 50% 95% 5%
(white dragons, frost giants, etc.) each take dou- elemental (AC - 2 , HD 16, Damage 3d8; see
ble damage while breaking through. the description of elementals in Chapter 14). * Or not knowing
The caster can only summon one of each type of
Wizard Eye elemental (earth, air, fire, water) in one day. The spellcaster can use this spell once a month
Range: 240' The elemental will perform any tasks within at most (or less often, at the DM's option). An
Duration: 6 turns its power (carrying, attacking, etc.) as long as the insane character recovers with rest, after a num-
Effect: Creates movable invisible eye caster maintains control by concentrating. The ber of weeks of game time equal to the number
caster cannot fight, cast other spells, or move of the plane contacted.
This spell creates an invisible eye through over half Normal Speed, else he will lose control
which the caster can see. It is the size of a real eye of the elemental. If he loses control, he cannot Dissolve*
and has infravision (60' range). The wizard eye regain it. An uncontrolled elemental will try to Range: 120'
floats through the air at up to 120' per turn, but slay its summoner, and may attack anyone in its Duration: 3-18 days
will not go through solid objects nor move more path while pursuing him. Effect: Liquifies 3000 square feet
than 240' away from the caster. The spellcaster The spell's caster may return a controlled ele-
must concentrate (without moving) to see mental to its home plane simply by concentra- This spell changes a volume of soil or rock (but
through the eye. tion. A dispel magic or dispel evil spell can not a construction) to a morass of mud. An area
return an uncontrolled elemental to its plane. up to 10' deep or thick is affected, and may have
up to 3,000 square feet of surface area. The
Fifth Level Magical Spells Contact Outer Plane magic-user may choose the exact width and
Animate Dead Range: 0 (spellcaster only) length (20' x 150', 30' x ioo', etc.), but the en-
Range: 60' Duration: See below tire area of effect must be within 240' of the cast-
Duration: Permanent Effect: 3-12 questions may be answered er. Creatures moving through the mud are
Effect: Creates zombies or skeletons slowed to 10% of their normal movement rate at
This spell allows the spellcaster to contact one best, and may become stuck (at the DM's discre-
This spell allows the spellcaster to make ani- of the outer planes of existence to seek knowl- tion, a victim must make saving throw vs. spells
mated, enchanted skeletons or zombies from edge from an Immortal creature—a powerful to avoid becoming stuck).
normal skeletons or dead bodies within range. magical being played by the DM. The wisest and The reverse of this spell (harden) will change
These animated undead creatures will obey the most powerful Immortals live on the most dis- the same volume of mud to rock, but -perma-
cleric until they are destroyed by another cleric or tant outer planes. However, mental contact with nently. A victim in the mud may make a saving
a dispel magic spell. an Immortal may cause a mortal to go insane. throw vs. spells to avoid being trapped in the
For each experience level of the cleric, he may The more distant the plane, the greater the hardened mud.
animate one Hit Die of undead. A skeleton has chance of a correct answer—but the greater the
the same Hit Dice as the original creature, but a chance of insanity as well. Feeblemind
zombie has one Hit Die more than the original. The number of questions the spellcaster may Range: 240'
Note that this doesn 't count character experi- ask is equal to the "distance" to the outer plane. Duration: Permanent until dispelled
ence levels as Hit Dice: For purposes of this spell, "Distance" to any other plane of existence is Effect: Lowers Intelligence score to 2
all humans and demihumans are 1 HD crea- measured in the number of planes the character
tures, so the remains of a 9th level thief would would have to cross in order to visit that plane. This spell will only affect a magic-user, elf, or
be animated as a zombie with 2 HD. See the chart on page 264 to see where the vari- a monster which can cast magical spells; it does
Animated creatures do not have any spells, ous planes of existence lie in relation to one an- not affect those which cast only cleric or druid
It will make the victim helpless, unable to cast Passwall "Casual Knowledge" means that the caster
spells or think clearly (as if the victim has an In- Range: 30' has been there once or twice, or is visualizing the
telligence score of 2). The victim may make a Duration: 3 turns aiming point from descriptions or magical
saving throw vs. spells to avoid the effect, but Effect: Creates a hole 10' deep means. "General Knowledge" means the caster
with a - 4 penalty to the roll. has been to the area often, or has spent several
The feeblemind lasts until removed by a dis- This spell causes a hole 5' diameter, 10' deep weeks studying the area magically (via crystal
pel magic spell (at normal chances for success) or to appear in solid rock or stone only. The hole ball, etc.). "Exact Knowledge" means the caster
by a cleric's cureall spell. may be horizontal or vertical. has made a detailed personal study of the area.
The stone reappears at the end of the dura- Once the DM has determined how well the
Hold Monster* tion. If someone is still in the tunnel when the character knows the destination, the DM rolls
Range: 120' stone reappears, he gets a saving throw vs. turn d%. If the result is "Success," the teleporter ar-
Duration: 6 turns +1 turn per level of the caster to stone. If he succeeds, he is hurled out the rives exactly where the caster desired.
Effect: Paralyzes 1-4 creatures nearest end of the tunnel. If he fails, he is If the result is "Too High," the recipient ar-
trapped within the reappearing stone, and dies. rives ldlOX 10' above the desired destination,
This spell has an effect identical to that of a then falls, taking damage on impact (Id6 points
hold person spell, but will affect any living crea- Telekinesis of damage per 10' fallen). (If he had already cast
ture. (It does not affect the undead.) Each victim Range: 120' a fly or levitate spell, or already had aflyingde-
must make a saving throw vs. spells or be para- Duration: 6 rounds vice operating, he can avoid this damage.)
lyzed. The spell may be cast at a single creature Effect: 200 en of weight per level of caster If the result is "Too Low," the recipient arrives
or a group. If cast at a single creature, the victim ldlO x 10' below the desired location. Any crea-
takes a - 2 penalty to his saving throw. If cast at This spell enables the spellcaster to move a ture teleporting into a solid object is instantly
a group, it will affect Id4 creatures (of the spell- creature or object simply by concentrating. The killed unless a vacant area (such as a cave or
caster's choice, and within spell range), but with item may weigh up to 200 en (20 lbs) per level of dungeon) lies at that point (DM's discretion).
no penalties to the saving throw. the caster (a 10th level elf could move an object
The reverse of this spell, free monster, re- weighing up to 2,000 en, or 200 lbs). The caster Wall of Stone
moves the paralysis of up to four victims of hold may move the object in any direction, at a rate of Range: 60'
person or hold monster spells. It has no other ef- up to 20' per round. Duration: Special
fect. An unwilling victim may make a saving throw Effect: Creates 1000 cubic feet of stone
vs. spells to avoid the effect. If he makes the roll,
Magic Jar he doesn't budge. If a target is being held by This spell creates a vertical stone wall exactly 2'
Range: 30' someone, the holder can make a saving throw thick. The caster chooses the wall's dimensions
Duration: See below with a - 2 penalty to retain the target item. and shape, but its total area must be 500 square
Effect: Take over one body If the telekinesis grabs an object that is being feet or less (10'X50\ 2O'X25', etc.), and the
carried but not held in the hand, the owner may entire wall must be within 60' of the caster.
This spell causes the caster's body to fall into a grab for it as it is yanked away. To catch the de- The caster must create the wall where the wall
trance, while the caster's life force is placed in an parting object, he must make a saving throw vs. will rest on the ground or similar support, and
inanimate object (which is called a magic jar re- spells with a — 5 penalty. cannot create the wall in a space already occu-
gardless of its form; it does not have to be an ac- The caster must concentrate while moving ob- pied by another object.
tual jar) within range. From this object, the jects, and the objects will fall if the caster is dis- The wall lasts until it is dispelled or physically
caster's life force may attempt to take over any turbed. broken.
one creature within 120' of the magic jar. If the If a wall of stone topples, it causes lOdlO
victim makes a successful saving throw vs. spells, Teleport points of damage to what it hits, and it shatters.
the attempt fails and the caster may not try to Range: 10'
take over that victim again for one turn. If the Duration: Instantaneous Woodform
victim fails the saving throw, the caster takes Effect: Transports one creature with equipment Range: Touch
over his body and the life force of the victim is Duration: Permanent
placed into the magic jar. This spell instantly transports the spellcaster Effect: Creates 1,000 cubic feet of wood
The caster may cause the body to perform any or another recipient to any unoccupied destina-
normal actions, but not special abilities (similar tion on the same plane of existence. Distance This spell creates a mass of wood equal to
to a polymorph self effect). A dispel evil spell does not matter so long as the destination is on 1,000 cubic feet; it may be arranged in any fash-
will force the spellcaster's life force out of the vic- the same plane. The recipient arrives at the des- ion the caster desires (10' x 10' x 10' block,
tim's body and back into the magic jar. When tination with all equipment he was carrying. An 25' x 20' x 2' wall, etc.)
the spellcaster returns to his or her real body, the unwilling victim can make a saving throw vs. Casting time varies depending on the com-
victim's life force returns to his body and the spell to avoid the spell effects. plexity of the design. A simple wall and other
spell ends. The caster may not deliberately choose a desti- simple shapes take 1 round. A simple staircase
If the possessed body is destroyed, the victim's nation he knows to be occupied by a solid object, may take 10 rounds (1 turn). A complicated de-
life force dies, and the caster's life force returns and he must choose to appear on a surface (such sign which is supposed to adhere to very tight
to the magic jar. From there the caster may try to as ground level or the top of a building); he can- specifications—such as the keel of a ship—could
take over another body or return to the original not choose to appear far up in the air. take the maximum time allowable, 12 turns (2
body. Teleporting is dangerous; there is a chance the hours) just to work up in rough form. When the
If the magic jar is destroyed while the caster's teleporter will appear in a solid object. The tele- caster wants to try a complicated design, the DM
life force is within it, the caster is killed. If the porter's chance of arriving safely depends on how decides how long the casting will take.
magic jar is destroyed while the caster's life force carefully the caster has studied the area. The object must be created as a single piece,
is in a victim's body, the life force is stranded in On the chart below, the DM determines how with no moving parts. The original caster of the
that body, and the life force of the body's origi- well the caster knows the destination. spell may later cast woodform on an object he
nal owner is destroyed. If the caster's original has already created with the same spell, in order
body is destroyed, his life force is stranded in the Teleport Chances to modify it for up to two hours. This is how
magic jar until the caster can take over another Knowledge of Destination Result spellcaster artists often make fine woodcarvings,
body! Casual General Exact for instance. When he is satisfied with his work,
The taking over of another body is a Chaotic 01-50 01-80 01-95 Success he casts woodform on it one last time to "lock it
51-75 81-90 96-99 Too High in place," and it may no longer be modified by
76-00 91-00 00 Too Low woodform spells.
The mass of wood must be created so as to rest Geas* Move Earth
on the ground or similar support, and cannot be Range: 30' Range: 240'
cast in a space occupied by another object. Duration: Until completed or removed Duration: 6 turns
A caster can create his wood with one or more Effect: Compels one creature Effect: Moves soil
rough sides, and later he or another caster can
use another woodform to create wood perfectly This spell forces a victim either to perform or This spell causes soil (but not rock) to move.
joined to the first on that side—and there will be avoid a stated action. For example, a character The caster can use the spell to move earth hor-
no seam or weakness at the joining. This makes may be geased to bring back an object for the izontally to make a hill, or vertically, to open a
it a good spell for creating strong ships and caster, to eat whenever the chance arises, or never large hole (one up to 240' deep, unless it reaches
wooden buildings. to reveal certain information. The action must solid rock). The spell moves the soil at up to 60'
The caster may decide what sort of wood is cre- be possible and not directly fatal or else the geas per turn, and at the end of the spell duration,
ated, within reason. The DM may refuse to allow will return and affect the caster instead! the moved soil remains where it is put. This spell
the caster to pick very expensive, exotic, or magi- When the spell is first cast, the victim may is helpful for constructing castles.
cal woods. make a saving throw vs. spells to avoid the spell's
The wood created by this spell is not dispella- effect. Projected Image
ble; it lasts until broken through, burned, or de- If the victim ignores the geas, penalties (de- Range: 240'
stroyed by spells like disintegrate. cided by the DM) are applied until the character Duration: 6 turns
The armor class and hit points of building ma- either obeys the geas or dies. Suitable penalties Effect: Creates one image
terials are given in the Fortifications Table on include penalties in combat, lowered ability
page 137. Based on those guidelines, a wall of scores, loss of spells, pain and weakness, and so This spell creates an image of the caster up to
wood has an AC of ~4(6) and 60 hit points per forth. Dispel magic and remove curse spells will 240' away; the image will last without concentra-
1' thickness. Most building exterior walls would not affect a geas. tion. The projected image cannot be distin-
be about 8" thick and have 40 hit points. The geas makes the victim perform an action, guished from the original except by touch. Any
but does not make him think it is his own idea: spell the spellcaster casts will seem to come from
Sixth Level Magical Spells Once he finishes performing his task, he may de-
cide to exact revenge on the spellcaster.
the image, but the caster must still be able to see
the target.
Anti-Magic Shell The reverse of this spell, remove geas, will rid Spells and missile attacks will not appear to af-
Range: 0 (Caster only) a character of an unwanted geas and its effects. fect the image. If the image is touched or struck
Duration: 12 turns However, if the caster is of a lower level than the by a hand-to-hand weapon, it disappears.
Effect: Personal barrier which blocks magic caster of the original geas, there is a chance of
failure (5% per level difference). Reincarnation
This spell creates an invisible barrier around Range: 10'
the spellcaster's body (less than an inch away). Invisible Stalker Duration: Permanent
The barrier stops all spells or spell effects, in- Range: 0 (Caster only) Effect: Creates a new body
cluding the caster's. The caster may destroy the Duration: Until mission is accomplished
shell at will; otherwise, it lasts for the duration. Effect: Summons one creature To cast this spell, the magic-user must have a
Except for a wish, no magic (including a dispel part (however small) of a dead body. The spell
magic spell) can cancel the barrier. This spell summons an invisible stalker (from magically creates a new body, and the life force
Chapter 14) which will perform one task for the which was once in the dead body returns and in-
Death Spell caster. The creature will serve the caster regard- habits the new one. The DM can choose what
Range: 240' less of the time or distance involved, until the sort of body is created, or can refers to the tables
Duration: Instantaneous task is completed or until the creature is slain. A below to decide.
Effect: Slays 4d8 (4-32) Hit Dice of creatures dispel evil spell will force the creature to return If the life force is reincarnated as a different
within a 60' * 60' x 60' area to its home plane. race, all details of the new race apply, instead of
the old. For example, a cleric reincarnated as an
This spell will affect 4d8 (4-32) Hit Dice of liv- Lower Water eh0 is no longer a cleric, but is able to cast magic-
ing creatures within the given area. Normal Range: 240' user spells and fight as an elf.
plants and insects are automatically slain, and Duration: 10 turns The victim's level of experience does not
those with no hit points (normal insects, plants Effect: Cuts depths to half normal change unless restricted by the maximum for
smaller than shrub-sized, for instance) are not demihumans. If the victim is reincarnated in a
counted in the total affected. Undead axe not af- This spell causes a body of water to lower to monster body, the victim's alignment helps de-
fected, nor are creatures with 8 or more Hit Dice half its normal depth. It will effect an area up to termine the type of monster which appears; a
(or levels of experience). 10,000 square feet (width and length). If cast on character will not be reincarnated in the body of
The lowest Hit Dice creatures are affected a constantly-renewed source of water (such as a a monster that cannot have his alignment. A
first. Each victim must make a saving throw vs. river or ocean), it lowers that area of water for the monster body may not gain levels of experience;
death ray or die. entire duration of the spell (or until it is dis- the character must play as the reincarnated crea-
pelled); surrounding water does not rush in until ture, or retire from play, or (perhaps) be reincar-
Disintegrate the spell is ended. If cast around a boat or ship, nated again when slain.
Range: 60' the vessel may become stuck.
Duration: Instantaneous At the end of the spell's duration, the sudden Reincarnation Results
Effect: Destroys one creature or object rush of water filling the "hole" will sweep a Type of Body Appearing (Roll Ids)
ship's deck clear of most items (and people who 1 Human 5 Elf
This spell causes one creature or nonmagical fail their saving throws vs. spells) and cause 2 Human 6 Halfling
object to crumble to dust. A victim may make a ldl2 + 20 (21-32) points of hull damage. 3 Human 7 Original race
saving throw vs. death ray to avoid the effect. This spell can turn a rampaging river into a 4 Dwarf 8 Monster
(The spell can disintegrate a dragon, a ship, or a river which the heroes' party can ford, can cause (see below)
10' section of wall, for example.) some pools to lower far enough for the adventur-
The spell does not affect magical items or spell ers to see what's deeper in them, etc. If cast
effects. around a boat or ship, this spell may cause the
bay or river to drop enough for the vessel to be-
come stuck.
) 53
Type of Monster Body Appearing (Roll Id6) appropriate choice. However, a caster can choose mal. Excess water (from rain, snow, mud trans-
166: Lawful Neutral Chaotic such stones as clear lead crystal, and so make muted from rock, etc.) dries up.
1 Blink Dog Ape, White Bugbear thick, strong, perfect windows with this spell. High Winds: No missile fire or flying is possi-
2 Gnome Bear* Gnoll The stone is not dispellable; it lasts until bro- ble. Movement reduced to half normal. At sea,
3 Neanderthal Centaur Kobold ken or destroyed by spells like disintegrate. ships sailing with the wind move 50% faster. In
4 Owl, giant Griffon Manticore The armor class and hit points of building ma- the desert, high winds create a sandstorm, for
5 Pegasus Lizard Man Ore terials are given on the Fortifications Table on half normal movement and 20' visibility.
6 Treant Pixie Troglodyte page 137. In general, from those guidelines, Tornado: This creates a whirlwind under the
stone walls have an AC of ~4(6) and 100 hit magic-user control, attacking and moving as if it
* Any normal bear points per 1' thickness; doing 500 hit points of was a 12 HD air elemental. At sea, treat the tor-
damage to a 5' wall will definitely knock a hole nado as a storm or gale.
The DM may add more monsters to the lists. in it. Building exterior walls tend to be about 7"
Such monsters should have 8 Hit Dice or less and
should be at least semi-intelligent.
thick and have 60 hit points. Seventh Level Magical Spells
Wall of Iron Charm Plant
Stone to Flesh* Range: 120' Range: 120'
Range: 120' Duration: Permanent Duration: 6 months(see below)
Duration: Permanent Effect: Creates 500 square feet of iron Effect: Charms one tree or more smaller plants
Effect: One creature or object
This spell creates a vertical wall of iron exactly Similar to a charm person spell, this effect
This spell turns any one statue (or quantity of 2' thick. The magic-user may choose any length causes one tree, six medium-sized bushes, 12
stone up to 10' x 10' x io') to flesh. It is usually and width, but the total area must be 500 square small shrubs, or 24 small plants to become
used to restore a character turned to stone (by feet or less (10'X50\ 2O'X25', etc.), and the friends of the magic-user (no saving throw).
gorgon breath, for example). entire wall must be within 120' of the caster. The However, a plant-like monster (treant, shrieker,
The reverse of this spell, flesh to stone, will caster must create the wall so it rests on the etc.) may make a saving throw vs. spells to resist
turn one living creature, including all equip- ground or similar support. It cannot be cast in a the effect.
ment carried, to stone. The victim may make a space occupied by another object. It lasts until The charmed plants will understand and obey
saving throw vs. turn to stone to avoid the effect. dispelled, disintegrated, or physically broken all commands of the magic-user, as long as the
(though it will resist all but giant-sized physical tasks are within their ability (including the en-
Stoneform attacks). Most other spell effects, including fire- tangling of passers-by within range, but not in-
Range: Touch ball, lightning bolt, etc., have no effect on a wall cluding movement, sensing alignment, etc.).
Duration: Permanent of iron. If the wall is made to topple, it causes The plants will remain charmed for six months,
Effect: Creates 1,000 cubic feet of stone lOdlO (10-100) points of damage to whatever it until the charm is dispelled, or until winter
hits, and shatters. (when they sleep). (This spell is quite useful
This spell creates a mass of stone equal to If the wall is attacked, it has a number of hit around a stronghold, both inside and out, espe-
1,000 cubic feet; it may be arranged in any fash- points equal to the level of the caster. A rust cially when used after a 4th level growth of
ion the caster desires ( 1 0 ' x i o ' x i o ' block, monster can destroy a wall of iron with a single plants spell, and possibly a permanence as well.)
25'x 20'x 2'wall, etc.). touch. Otherwise, the wall can only be damaged
Casting time varies depending on the com- by battering; see Chapter 9 (page 118) for more Create Normal Monsters
plexity of the design. A simple wall and other on battering attacks. Range: 30'
simple shapes take 1 round. A simple staircase Duration: 1 turn
may take 10 rounds (1 turn). A complicated de- Effect: Creates 1 or more monsters
Weather Control
sign meant to adhere to very tight
Range: 0 (magic-user only)
specifications—such as an ornate fountain or This spell causes monsters to appear out of
statue—could take the maximum time allowa- Duration: Concentration
Effect: All weather within 240 yards thin air. All monsters appearing will understand
ble, 12 turns (2 hours), just to work up in rough and obey the caster's commands—fighting, car-
form. When the caster wants to try a compli- rying or fetching things, etc. They will faithfully
cated or unusual design, the DM decides how This spell allows the magic-user to create one
special weather condition in the surrounding ar- obey all commands to the best of their abilities.
long the casting will take. Each monster will appear carrying its normal
ea (within a 240 yard radius). The spellcaster
The object must be created as a single piece, may select the weather condition. The spell only weapons and wearing its normal armor (if any),
with no moving parts. The original caster of the works outdoors, and the weather will affect all but arrives otherwise unequipped. At the end of
spell may later cast stoneform on an object he creatures in the area (including the caster). The one turn, all the monsters created vanish back
has already created with the same spell in order effects last as long as the spellcaster concentrates, into thin air, along with all their equipment. (If
to modify it for up to two hours. This is how without moving; if the caster is being moved (for a monster has dropped a weapon while fighting
magic-user artists often make fine statues, for in- example, aboard a ship), the effect moves also. and then vanishes, the weapon disappears, too.)
stance. When he is satisfied with his work, the The spell's effects vary, but the following results The total number of Hit Dice of monsters ap-
magic-user casts stoneform on it one last time to are typical: pearing is equal to the level of the magic-user
"lock it in place," and it may no longer be modi- casting the spell. (If the spellcaster's level is not
Rain: — 2 penalty to attack rolls applies to all
fied by stoneform spells. an exact multiple of the monsters' Hit Dice,
missile fire. After three turns, the ground be-
The mass of stone must be created to rest on comes muddy, reducing movement to half the drop all fractions). The magic-user may choose
the ground or similar support, and cannot be normal rate. the exact type of monsters created, but he must
cast in a space occupied by another object. select only monsters with no special abilities
Snow: Visibility (the distance a creature can
A caster can create his stone with one or more see) is reduced to 20'; movement is reduced to (i.e., no asterisk next to the Hit Die number in
rough sides, and later he or another caster can half the normal rate. Rivers and streams may the monster explanation). This spell does not
use another stoneform to create stone joined to freeze over. Mud remains after the snow thaws, create humans, demihumans, or undead. Crea-
the first on that side—and there will be no seam for the same movement penalty. tures of 1-1 Hit Dice are counted as 1 Hit Die;
or weakness at the joining. This makes it a good creatures of V2 Hit Die or less are counted as 1h
spell for creating strong walls and gigantic Fog: 20' visibility, half normal movement.
Those within the fog might become lost, moving Hit Die each.
buildings—colisea, palaces, etc.
in the wrong direction. Example: With this spell, a 15th level caster
The caster may decide what sort of stone is cre- could summon 30 giant bats, rats, or kobolds
Clear: This cancels bad weather (rain, snow,
ated, within reason. The DM may refuse to allow O/2 Hit Die monsters); or 15 goblins, ores, or
fog) but not secondary effects (such as mud).
the caster to pick very expensive, exotic, or magi- hobgoblins (1 Hit Die monsters); or 7 rock ba-
Intense Heat: Movement reduced to half nor-
cal stones. Valuable jade, for instance, is an in-
boons, gnolls, or lizard men (2 Hit Die mon- first on that side—and there will be no seam or Mass Invisibility*
sters); or 5 boars, draco lizards, or bugbears (3 weakness at the joining. This makes it a good Range: 240'
Hit Die monsters); or 3 black bears, panthers, or spell for creating iron reinforcements for walls. Duration: Permanent until broken
giant weasels (5 Hit Die monsters); and so forth. The iron so created is not dispellable; it lasts Effect: Creatures or objects in 60' square area
until broken or destroyed by spells like disinte-
Delayed Blast Fireball grate or creatures such as rust monsters. This bestows invisibility (as the 2nd level
Range: 240' The armor class and hit points of building ma- spell) on several creatures. All the recipients
Duration: 0 to 60 rounds terials are given in the Fortifications Table on must be within an area 60' square within 240' of
Effect: Delayed blast fireball of 20' radius page 137. Following these general guidelines, the magic-user. The spell will affect up to 6
we find that an iron wall will have an AC of - dragon-sized creatures, or up to 300 man-sized
As the name implies, this is a fireball spell 10(2) and about 15 hit points per 1" thickness. creatures. After the spell is cast, each creature
whose blast can be delayed; it behaves like a becomes invisible, along with all equipment it
time bomb. When he casts the spell, the magic- Lore carries (as per the invisibility spell, above). An
user states the exact number of rounds of delay Range: 0 (magic-user only) invisible creature will remain invisible until he or
(from 0 to 60) until the spell detonates. A small Duration: Permanent she attacks or casts any spell.
rock, very similar in appearance to a valuable Effect: Reveals details of 1 item, place, or person The reverse of this spell, (appear), will cause
gem, then shoots out toward the desired loca- all invisible creatures and objects in a
tion, and remains at that location until the By means of this spell, the magic-user may 20' X 20' X 20' volume to become visible. Crea-
stated delay elapses. The "gem" may be picked gain knowledge of one item, place, or person. If tures on the Astral and Ethereal planes are not
up, carried, and so forth. the caster holds the item being studied, the spell within the area of effect; the spell cannot reach
When the stated duration ends, it explodes in takes Id4 turns to complete, and the magic-user across planar boundaries. All other forms of in-
an effect identical to a normal fireball—a sud- learns the item's name, method of operation and visibility are affected, both magical and natural,
den instantaneous explosion inflicting Id6 command words (if any), and approximate num- and all victims of this spell cannot become invisi-
points of damage per level of the caster to all ber of charges (if any, within five of the correct ble again for one full turn.
within the area of effect (a sphere of 20' radius). number).
Each victim may make a saving throw vs. spells If the item has more than one mode of opera- Power Word Stun
to take half damage. tion, or more than one command word, only one Range: 120'
Once the spell has been cast, the explosion function will be revealed for each lore spell used, Duration: 2d6 or Id6 turns
cannot be hurried nor further delayed, except and the spell will not even hint that the object Effect: Stuns 1 creature of 70 hp or less
with a wish. The "gem" created is pure magic, has any other functions.
not an actual object, and cannot be moved magi- If.the spell is being used to investigate a place This lets the caster stun one victim within 120'
cally (by telekinesis, telepon, etc.); however, it or person, or an item which the caster is not (no saving throw). A victim with 1-35 hit points
can be dispelled. holding, the spell may take ldlOO days to com- is stunned for 2d6 turns; a victim with 36-70 hit
plete. A purely legendary topic should require points is stunned for Id6 turns. No creature with
Ironfonn large amounts of time, and the information 71 or greater hit points is affected.
Range: Touch gained may be in the form of a riddle or poem.
Duration: Permanent The Dungeon Master should reveal only general Reverse Gravity
Effect: Creates 500 square feet of iron details if the place is large, or if the person is of Range: 90'
great power. Duration: 1li round (2 seconds)
This spell creates a wall of iron 2" thick (or Effect: Causes victims in a 30' cubic volume to
less) with an area equal to 500 square feet; it may Magic Door* fall upward
be arranged in any fashion the caster desires Range: 10'
(10' x 50' wall, or 25' * 20' wall, etc.) Duration: 7 uses This spell affects all creatures and objects
Casting time varies depending on the com- Effect: Creates one passage within a cubic volume 30' x 30' x 30', causing
plexity of the design. A simple wall and other them to "fall" in a direction opposite the nor-
simple shapes take 1 round. A simple staircase This spell may be cast on any wall, floor, ceil- mal gravity. In two seconds, creatures and objects
may take 10 rounds (1 turn). A complicated de- ing, or section of ground. It creates a magical, can "fall" amaximumof 65'. No saving throw is
sign which is supposed to adhere to very tight invisible doorway that only the spellcaster may allowed, and all victims hitting a ceiling or other
specifications—such as a giant portcullis—could use. It also creates a passage through up to 10' of obstruction take Id6 points of damage per 10'
take the maximum time allowable, 12 turns (2 non-living solid material beyond the doorway it- "fallen." Note that after the two seconds have
hours) just to create in rough form. When the self. It cannot be created in a living object of any elapsed, gravity returns to normal and all victims
caster wants to try a complicated or unusual de- kind. The door is undetectable except by a de- will fall back to their original places, suffering
sign, the DM decides how long the casting will tect magic spell, and cannot be destroyed except more falling damage. The DM should make a
take. by a dispel magic spell (at normal chances for morale check for each NPC victim of this spell.
The object must be created as a single piece, success). Example: A magic-user casts this spell at a
with no moving parts. The original caster of the The magic door lasts until dispelled, or until it group of approaching giants in a 40' tall room.
spell may later cast ironform on an object he has has been used seven times. Note that each one- The giants "fall" to the ceiling and then back to
already created with the same spell, in order to way passage through the door is counted as a the floor, each taking a total of 8d6 points of
modify it for up to two hours. This is how magic- •separate use. damage in the process: 4d6 from "falling" up
user artists often make fine iron statues, for in- The reverse of this spell, magic lock, is a pow- and hitting the ceiling, and another 4d6 from
stance. When he is satisfied with his work, he erful version of the 2nd level wizard lock spell, falling back down to the floor.
casts ironfonn on it one last time to "lock it in but cannot be affected by a knock spell or by the
place," and it may no longer be modified by effects of any magical item. The magic lock Statue
ironform spells. causes any one portal to become totally impass- Range: 0 (Magic-user only)
The iron wall must be created to rest on the able as long as the magic remains; only the spell- Duration: 2 turns per level of the caster
ground or similar support, and cannot be cast in caster can use the portal. The spell can affect an Effect: Allows caster to turn to stone
a space occupied by another object. Unlike the empty 10' x 10' portal-like area (such as an emp-
metal created by the wall of iron spell, it does ty doorway). The locked portal does not change This allows the magic-user to change into a
not have to be created in a vertical position. in appearance. As with a magic door, the en- statue, along with all nonliving equipment he
A caster can create his iron with one or more chantment remains until the portal has been carries, up to once per round (to or from statue
rough sides, and later he or another caster can used seven times or until removed by a dispel form) for the duration of the spell. The caster
use another ironform to create iron joined to the magic spell. can concentrate on other spells while in statue
55'
for, though he can cast no new spells while in (at normal chances of success) or a wish. the features, statistics (abilities), and memories
this form. Although this spell does not give him possessed by the original at the time the flesh
immunity to "turn to stone" effects (from a gor- Teleport Any Object was taken. This is a very important point. For ex-
gon's attack), the caster may simply turn back to Range: Touch ample, a 20th level magic-user might leave a
normal one round after becoming petrified. Duration: Instantaneous pound of flesh with a scroll of this spell, so that
While in statue form, the magic-user is armor Effect: Causes 1 object to teleport he might be restored if lost; but if the character
class - 4 , but cannot move. He cannot be dam- gains another ten levels of experience and then
aged by cold or fire (whether normal or magical) This spell is similar to the 5th level teleport dies, the clone will be the younger, less-
or by normal weapons. He does not breathe, and spell, but nonliving objects can be affected. Af- experienced, 20th level form.
is thus immune to all gas attacks, drowning, etc. ter casting this spell, the spellcaster may touch If a clone duplicates a person still living, or if
Magical weapons and other spells (such as light- one creature or object and cause it to teleport. the original person regains life, a very hazardous
ning bolt) inflict normal damage on him. If a The normal chance of error apply (see the de- situation develops. Each form instantly becomes
fire or cold spell is cast at the magic-user while in scription of the teleport spell above)l an object aware of the other's existence. A partial mind-
normal form, the character need only win initia- appearing too high will fall and probably break, link exists between them; each can feel the oth-
tive (with a + 2 bonus) to turn into a statue be- while one appearing too low will be destroyed er's emotions (but no other thoughts). If either
fore the attacking spell strikes. instantly. If the spellcaster uses this spell to tele- one is damaged, the other takes the same dam-
port himself, there is no chance for error. The age (but may make a saving throw vs. spells to
Summon Object caster may not deliberately choose a destination take half damage). This effect does not apply to
Range: Infinite occupied by a solid object or in open air above charm, sleep, cures, or other effects that do not
Duration: Instantaneous the ground. cause damage.
Effect: Retrieves one object from caster's home The maximum weight affected is 500 en (50 The clone is immediately obsessed with the
pounds) per level of the caster. If an object is a need to destroy its original and will do anything
By means of this spell, the magic-user can solid pan of a greater whole (such as a section of to accomplish this. From the time a clone be-
cause one nonliving object to leave the spellcas- wall), the spell will teleport a maximum of one comes aware of its original, it has one day per
ters's home and appear in his hand. The object 10' x 10' x 10' cube of material. If the caster is level of its creator (i.e., the caster of the clone
must weigh no more than 500 en (50 pounds), trying to teleport a creature that weighs more spell) to kill the original.
and may be no bigger than a staff or small chest. than the spell allows, the spell fails. Example: A 25th level fighter dies. His friend
The spellcaster must be very familiar with the If another creature holds or carries the item the 34th level magic-user, who possesses a pound
item and its exact location, or the spell will not which the caster is trying to teleport, the creature of the fighter's flesh for this precise purpose,
work. The caster must also have prepared the may make a saving throw vs. spells (with a - 2 clones him. Then someone else raises the fighter
item beforehand by sprinkling it with a special penalty). If the saving throw is successful, the from the dead. The clone becomes aware of his
powder that costs 1,000 gold pieces per item pre- teleport fails. original and is compelled to kill him. He has 34
pared; the powder becomes invisible and does If the caster touches another creature, the tar- days to do so—one day for every experience level
not interfere with the item in any way. The spell get creature may make a saving throw vs. spells of his creator.
cannot summon items that have not been pre- (if so desired) to avoid being teleported, but If the clone succeeds in killing its original, it
pared in this fashion. with a — 2 penalty to the roll. can continue with its life normally; but if it fails
If the magic-user prepares a chest for use with and does not immediately die, it becomes in-
this spell, fills the chest with weapons and magi-
cal items, and then later tries to summon it to
Eighth Level Magical Spells sane.
When a clone goes insane, the original crea-
him, the chest appears—empty. All its contents Clone ture permanently loses one point of Intelligence
stay behind, where the chest originally stood, Range: 10' and one point of Wisdom. The original may also
since they have not been magically prepared for Duration: Permanent thereafter become insane (5% chance per day,
use with the spell, and since the spell can sum- Effect: Grows one duplicate creature from a not cumulative). If this occurs, the victim and
mon only one prepared object at a time. piece of the original creature the clone die one week later, both forever dead
If another being possesses the item summon- and unrecoverable even with a wish.
ed, it will not appear, but the caster will know A clone is an exact duplicate of another living Special Note: If the original and the clone are
approximately who and where the possessor is. creature, grown from a piece of the original kept on different planes of existence, no mind-
The magic-user may use this spell from any lo- through the use of this spell. The piece need not link occurs, and the clone is not compelled to kill
cation, even if the item summoned is on another be alive at the time the spell is cast. its original. No ill effects occur, and the two re-
plane of existence. A human or demihuman clone is rare and may main completely unaware of their situation. If
be very dangerous. A clone of any other living they ever occupy the same plane, the mind-link
Sword creature is a more common thing called a simula- occurs and cannot be broken thereafter except by
Range: 30' crum. A character can have only one clone at a the destruction of the clone or its original.
Duration: 1 round per level of the caster time; attempts at making multiple clones of a
Effect: Creates a magical sword single character automatically fail. Undead and Other clones: A clone of any other living crea-
constructs cannot be cloned, because they are ture (not a human or demihuman) is called a
When this spell is cast, a glowing sword made not living creatures. (\bu could clone someone simulacrum. One percent of the original's flesh
of magic, rather than metal, appears next to the from flesh taken before that person became un- is needed, and the cost of other materials is 500
caster. The magic-user may cause it to attack any dead, but he would not be subject to the effects gold pieces per hit point of the original. As with
creature within 30', simply by concentrating; the described below for situations where two exam- a normal clone, the time required to grow a sim-
sword flies to the target and attacks. If the cast- ples of the same person exist.) ulacrum is one week per Hit Die of the original.
er's concentration is broken, the sword merely Human and demihuman clones: To create a A simulacrum always obeys its creator (the
stops attacking. It remains in existence for one human or demihuman clone, this spell must be spellcaster). It understands all the languages
round per level of the spellcaster. cast on one pound of the person's flesh. This spoken by the caster. Within a range of 10' per
The sword moves very quickly, attacking twice spell requires the caster to use up other materials level of the caster, it can receive mental com-
per round and making its attack rolls at the cast- costing 5,000 gold pieces per Hit Die of the orig- mands if the creator concentrates on sending
er's level. Damage is the same as a two-handed inal. The clone awakens only when fully grown; them.
sword (ldlO), but this magical creation is capa- this takes one week per Hit Die of the clone. A simulacrum is an enchanted monster. It can
ble of hitting any target (even those hit only by When completed, the clone is not magical and be blocked by a protection from evil spell and is
powerful magical weapons). cannot be dispelled. magical; a dispel magic spell can (subject to nor-
The sword cannot be destroyed before the du- If the human or demihuman original is not mal chances of failure for that spell) cause it to
ration ends, except by a dispel magic spell effect alive when the clone awakens, the clone has all vanish without a trace.
56 i
The simulacrum's alignment is the same as not attack, use spells (or spell-like abilities), or teleport or dimension door spell can bypass it;
that of the spellcaster, regardless of the original flee. While dancing, the victim suffers a - 4 these spells allow the caster to travel into or out
creature's alignment. Its armor class, movement penalty to his saving throws, and a +4 penalty of the field without harming the field. The force
rate, morale, and number of attacks are the same to his armor class. Geld exists only on one plane of existence. Thus,
as the original's. The duration is three rounds for a caster of planar travel (via gate or other means) can also
A simulacrum has only 50% of the original's 18th to 20th level; four rounds for levels 21-24, bypass it.
Hit Dice, hit points, and damage per attack. The five rounds at levels 25-28, six rounds at levels Though most often used as a barrier or cage, a
DM rolls dlOO for each special ability; it is present 29-32, and seven rounds at levels 33-36. force field can easily be used to create an invisi-
in the simulacrum if the result is 01-50. However, ble floor, stairway, chair, or other object. A force
a freshly grown simulacrum never has any of the Explosive Cloud Geld can be made permanent, but the perma-
spells or spell-like abilities of the original. Range: 1' nence spell is still subject to dispel magic, and if
If the original creature is alive, the simula- Duration: 6 turns removed, the force Geld disappears immediately.
crum does not grow beyond this point. If the Effect: Creates a moving poisonous cloud Even if treated with a permanence spell, a force
original creature dies (or is already dead), the Geld will always vanish if struck by a disintegrate
simulacrum continues to increase in abilities, This spell creates an effect which looks identi- spell or wished away.
gaining an additional 5 % per week to a maxi- cal to the 5th level cloudkill spell (a 20' tall cloud
mum of 90% of the original's statistics. When of greenish gas 30' in diameter appearing next to Mass Charm*
complete, the DM rolls again to see which spe- the caster). The cloud is only mildly poisonous; Range: 120'
cial abilities previously missing are gained, in- all victims within it must make a saving throw vs. Duration: Special (as charm person spell)
cluding spells and spell-like abilities (using the spells or be paralyzed that round. Each victim Effect: 30 Levels of creatures
90% chance for each; all may be present). within the cloud makes a new saving throw each
round. This spell creates the same effect as a charm
Create Magical Monsters The cloud is filled with sparkling lights (visi- person or charm monster spell, except that the
Range: 60' ble only to those within it), which are small ex- spell affects 30 levels (or Hit Dice) at once. Each
Duration: Two turns plosions. Each round, all those within the cloud victim may make a saving throw vs. spells to
Effect: Creates one or more monsters take damage from the explosions, with no saving avoid the charm, but with a - 2 penalty to the
throw allowed. This damage is 1 point for each roll. The spell will not affect a creature of 31 or
This spell is similar to the 7th level create nor- two levels of experience of the magic-user, more levels or Hit Dice.
mal monsters spell, except that it can create rounded down (9 points at 18th or 19th level, 10 The duration of each charm is determined by
monsters with some special abilities (up to two points at 20th or 21st level, etc.). This explosive the victim's Intelligence (see charm person,
asterisks). The range and duration are double damage will affect any creature, including those above). If the magic-user attacks one of the
those of the lesser spell. All other details are the immune to fire, gas, electricity, and other special charmed victims, only that one creature's charm
same: the creatures are chosen by the caster, ap- attacks. is automatically broken. Any other charmed
pear out of thin air, and vanish at the end of the creatures seeing the attack may make another
spell duration. Force Field saving throw, but other creatures' charms are not
The total number of Hit Dice of monsters ap- Range: 120' affected.
pearing is equal to the level of the magic-user Duration: 6 turns The reverse of this spell, remove charm, will
casting the spell (again, dropping fractions if the Effect: Creates an invisible barrier unfailingly remove all charm effects within a
caster's level is not an exact multiple of the crea- 20' x 20' x 20' volume. It will also prevent any
tures' Hit Dice). The spell does not create hu- This spell creates an invisible, immovable bar- object in that area from creating charm effects
mans or demihumans, but can create undead. rier or object of pure force. It has almost no for one turn.
Creatures of 1-1 Hit Die count as 1 Hit Die; crea- thickness, but cannot be broken or destroyed by
tures of 1h Hit Die or less count as V2 Hit Die any means except a disintegrate spell or a wish; Mind Barrier*
each. even a dispel magic spell cannot affect it. A force Range: 10'
Special Note: This spell can create a construct field's shape is limited to a sphere, hemisphere, Duration: 1 hour per level of the caster
(as defined in Chapter 14) if the spellcaster uses a flat surface, a cylinder, a square or rectangular Effect: Protects against mind-affecting spells and
the materials normally required for the con- box with flat sides, or part of such a box. The items
struct's creation. Only one construct will appear, sphere's radius can be a maximum of 20'. The
regardless of the caster's Hit Dice; but it is per- flat surface or combinations thereof may be up This spell affects one creature; an unwilling
manent, and does not vanish at the end of the to 5,000 square feet in total area. The force field recipient may make a saving throw vs. spells to
spell duration—though it still may be dispelled cannot be irregular in shape, and its surface must avoid the effect.
at normal chances of success. This construct may be perfectly smooth. It can be as small as the The spell prevents any form of ESP, clairvoy-
have only two asterisks (special abilities) or less; caster desires. ance, dairaudience, crystal ball gazing, or any
see Chapter 14 for lists of the known types of The force field will not appear within any other form of mental influence or information
constructs and the number of special abilities solid or creature. Any part of it that would do so gathering (such as by a contact higher plane or
they have. The cost of materials is a minimum of will not appear, leaving a hole in the force summon object) from working on the target
5,000 gold pieces per asterisk (or more, depend- field—normally, a hole large enough for the vic- creature. The caster or recipient simply does not
ing on your campaign). Chapter 16 contains tim to escape through. Furthermore, the edges exist for the purposes of those and similar spell
more rules for enchanting magical items (includ- of the field are blunt and cannot cause damage effects for the duration of the mind foam'ecspell.
ing constructs), and has suggestions regarding in any way. The force field will stay where it is In addition, the recipient gains a bonus of + 8
nondispellable constructs. put until it disappears, and cannot be moved by to saving throws against mind-influencing at-
any means but a wish. tacks, such as all forms of charm, illusion and
Dance Creature(s) completely enclosed by a sealed phantasms, feeblemind, and the like. (However,
Range: Touch force field will not starve, suffer from lack of air, a roll of 1 always fails the saving throw, regard-
Duration: 3 or more rounds or otherwise be harmed by the encasement. A less of adjustments.)
Effect: Causes 1 victim to dance sealed force Geld magically preserves any within The reverse of this spell, open mind, causes
it from natural death. This does not prevent the victim touched to be vulnerable to all the
This spell causes one victim to prance madly damage or death from attacks by others within mind-influencing attacks given above. All the
about, performing a jig or other dance, for 3 or the force field. victim's saving throws against such effects are pe-
more rounds. The magic-user must touch the Nothing can pass through a force Geld. Spells, nalized by — 8 for the duration of the spell. This
victim for the spell to take effect (a normal attack missiles, blows, breath weapons, and all other reversed spell must be cast by touch, requiring a
roll). The victim gets no saving throw, and can- attack forms merely bounce off it. However, a normal attack roll.
57;
Permanence of the caster. If the change is from animal to user spells (high-level thieves with scrolls do not
Range: 10' mineral (or the reverse), it lasts for one turn per count!), may make a saving throw vs. spells if he
Duration: Permanent until dispelled level of the caster. If no change in kingdom oc- merely reads or touches (rather than passes) the
Effect: Causes one magical effect to become per- curs (for example, if a creature is polymorphed symbol. If the saving throw is successful, the
manent into some other creature), the change is perma- symbol has no effect.
nent until removed by a dispel magic spell (at All symbols look similar to normal writings.
By means of this spell, the magic-user can normal chances for success). Six symbols and their effects are given below; the
cause one other magic-user spell effect of 7th Note that creatures created by means of this DM may create others (such as polymorph, tele-
level or less to become permanent. This spell will spell are not automatically friendly. A poly- port, charm, geas, etc.).
not make permanent any spell which has an "in- morph cannot affect a creature's age or hit Death: Slays any creature with 75 hit points or
stantaneous" or "permanent" duration (such as points. (See the 4th level polymorph self and less; does not affect a creature with 76 hit points
dispel magic, fireball, lightning bolt, etc.); cleri- polymorph others spells for other guidelines.) or more.
cal spells and 8th or 9th level magic-user spells This spell will not affect a creature which has Discord: The victim attacks allies (if any) or is
also cannot be made permanent. more than 2 X the spellcaster's experience levels otherwise confused (as the 4th level confusion
The DM can declare that the permanence in Hit Dice. For example, a 20th level magic- spell). The effect is permanent until removed by
spell will not work with any other specific spell. user cannot affect a creature with 41 or more Hit a dispel magic spell (at normal chances for suc-
Whenever a character wishes to cast the spell, the Dice. cess) or by a cleric's cureall spell.
DM should carefully consider whether perma- Fear: The victim immediately runs away from
nence will affect the other spell. Certain spell Power Word Blind the symbol, at his Running Speed, for 30 rounds
combinations could seriously afreet a campaign's Range: 120' (as the wand).
game balance, and the DM should carefully reg- Duration: 1-4 days or 2-8 hours (see below) Insanity: The victim becomes insane, and can-
ulate all uses of this spell. Effect: Blinds 1 creature with 80 hit points or less not attack, cast spells, or use special abilities or
A permanence spell lasts until dispelled by a items. The victim may walk, but must be care-
dispel magic spell from either the caster or some With this spell, the caster may blind one vic- fully tended or may run away. This effect is per-
higher-level spellcaster (at normal chances for tim within 120' (no saving throw). A victim with manent until removed by a dispel magic spell (at
success). When the permanence spell is dis- 1-40 hit points is blinded for Id4 days; one with normal chances for success) or by a cleric's cureall
pelled, the other spell effect vanishes immedi- 41-80 hit points is blinded for 2d4 hours. The spell.
ately. spell does not affect creatures with 81 or more hit Sleep: The victim falls asleep, and cannot be
Except for weapons, an item can only receive points. awakened. The victim will wake normally in
one permanence spell, and a creature can receive A blinded victim suffers penalties of —4 on all ldlO +10 (11-20) hours or if dispel magic is used
two at most. If a permanence spell is cast on an saving throws and +4 on armor class. A cleric's to negate it (at normal chances for success).
item or area that already has one in effect (or a cure blindness or cureall spell will not remove Stunning: Affects any creature with 150 or
creature which already has two, or a weapon this blindness unless the cleric is of a level equal fewer hit points. The victim is stunned for 2d6
which already has five), both permanence spells to or higher than the caster of the power word turns (as the power word stun spell).
automatically fail. A weapon may have up to five blind.
permanent effects, but a 25% (noncumulative) Travel
chance of failure applies to each permanence af- Steelform Range: 0 (caster only)
ter the first. Furthermore, if the permanence Range: Touch Duration: One turn per level of the caster
fails, it destroys the weapon completely. Duration: Permanent Effect: Allows aerial or gaseous travel
Some spells used on a creature that are com- Effect: Creates up to 500 square feet of steel
monly made permanent are: detect magic, pro- This spell allows the magic-user to move
tection from evil, read languages, read magic, This spell is effectively identical to the 7th quickly and freely, even between the planes of
detect invisible, and fly. Some spells commonly level ironform spell. However, the material cre- existence. The caster (only) may fly in the same
made permanent on areas are light, phantasmal ated is of weapon-quality; a swordmaker with manner as given by the magic-user's spell, at a
force, confusion, and doudkill. this spell could cast the spell and create a finely- rate of 360' (120'). The caster can also enter a
A magic-user does not need a permanence crafted, high-quality sword in 12 turns (two nearby plane of existence, simply by concentrat-
spell to make any permanent magical item. Us- hours) or less. ing for one round. He may enter a maximum of
ing permanence to bind a spell to an object is not Following the same general guidelines as iron- one plane per turn.
the same as enchanting the object. Enchanted form, a steel wall will have an AC of -10(2) and The magic-user may bring one other creature
objects are more durable and permanent than about 20 hit points per 1" thickness. for every five levels of experience (rounded
objects which have merely had spells perma- down; for example, a 28th level magic-user
nently placed upon them. Symbol could bring five other creatures on the journey).
Range: Touch To bring others, he must touch them, or they
Polymorph any Object Duration: Permanent must touch him, while the spell is cast and the
Range: 240' Effect: Creates one magical rune shift is made. Any unwilling creature can make a
Duration: See below saving throw vs. spells to avoid the effect. The
Effect: Changes form of one object or creature This spell creates a written magical drawing (a caster must take the others with him—he cannot
"rune") of great power. There are six kinds of send them while remaining behind.
This spell is similar to the 4th level polymorph symbols; the caster must select one when the While this spell is in effect, the magic-user
others spell, except that it will affect objects as spell is memorized. The rune may be placed on (only) may assume gaseous form by concentrat-
well as creatures. If the object is part of a greater an object (such as a door or wall) or placed in ing for one full round. (If he is interrupted, no
whole (such as a section of wall), the spell will mid-air. The rune cannot move; if placed on a change occurs.) Unlike the potion effect, all
affect up to a 10' x 10' * 10' volume. A creature creature or moving object, it will remain at that equipment carried also becomes part of the same
may avoid the effects if it successfully makes a point when the surface moves (possibly floating gaseous cloud. In this form, the caster may travel
saving throw vs. spells is made at a — 4 penalty to in mid-air). at double the normal flying rate: 720' (240').
the roll. When any living creature passes over or While gaseous, the magic-user cannot use items
The duration of the polymorph depends on through the rune, or touches the object on which or cast spells, but also cannot be damaged except
the degree of the change. There are three basic the rune is inscribed, or (foolishly) reads the by magic (weapons or certain spells). Also, a gas-
kingdoms of all things—animal, vegetable, and rune, the rune's effect takes place immediately eous being cannot pass through a protection
mineral. If an object is polymorphed to one of a (no saving throw). from evil spell effect or an anti-magic shell.
nearby kingdom (animal-vegetable, vegetable- There is one exception: a magic-user, and any
mineral) the spell's duration is one hour per level other creature which can normally cast magic-
Ninth Level Magical Spells vanish at the end of the spell duration. (How-
ever, a dispel magic spell, with normal chances
Immunity
Range: Touch (one creature)
Contingency of success, can destroy this type of construct.) Duration: One turn per level of the caster
Range: Touch As with the 8th level spell, the cost of materi- Effect: Bestows immunity or resistance to some
Duration: Indefinite (see below) als required to create a construct is a minimum spells and weapons
Effect: Prepares one other spell of 5,000 gold pieces per asterisk (or more, de-
pending on your campaign). If the construct has This spell gives the recipient total immunity
This powerful spell acts as a trigger for one four or more asterisks (such as a drolem), the cost to all 1st-, 2nd-, and 3rd level spells. Further-
stated magic-user spell; this second spell must be is doubled (or more; ask your DM). Chapter 16 more, 4th- and 5th level spells have only half
of 4th level or less that does not normally cause contains more rules for enchanting magical normal effect, or one-quarter normal if the vic-
damage. items (including constructs), and has suggestions tim makes a successful saving throw. Any spell
While casting a contingency spell, the magic- regarding nondispellable constructs. effect that is quantifiable is reduced in effect;
user must describe one situation and the spell Created monsters of all types can be blocked these effects include reductions in duration, bo-
which is contingent upon it. When that situa- by a protection from evil or anti-magic shell spell nuses, penalties, damage, etc. Round fractions
tion next occurs, the contingent spell effect trig- effect. off in the recipient's favor.
gers automatically and immediately, as if cast at The recipient is also completely immune to all
that time. Gate* missiles (normal or magical), as well as normal
Examples of proper use: Range: 30' and silver weapons; he takes half damage from
"When I am touched or struck by any living Duration: ldlO* 10 (1-100) turns or 1 turn magical hand-held weapons. This applies only to
creature that is not a Lawful or Neutral cleric, ex- Effect: Opens a portal to another plane weapons; claws, bites, breath weapons, and oth-
cept for my friends Charlie McGonigle and Sally er natural attack forms are not blocked.
Silvernose (contingency), then cast charm mon- When the magic-user casts this spell, he must By concentrating, the recipient can drop the
ster on the creature touching or striking me name one target: the Ethereal Plane, the Astral protection, allowing spells (such as cure wounds)
(spell)." Plane, one of the four elemental planes, or one to have normal effects for that round. If
"When I have eight hit points or less and am outer plane. He must also name a resident of dropped, the immunity is absent for one round
about to be damaged (contingency), then cast that plane, usually that of an Immortal, a ruler (including the protection from weapons), but re-
dimension door on myself to take me to a desti- of the plane. The spell opens a direct connection turns automatically at the end of the round.
nation one inch above ground level directly up- to the other plane of existence. A carefully worded wish spell can extend this
ward; or, if that is greater than 360' away, to the A gate to an outer plane remains open for only protection, giving immunity to 4th level spells
furthest unoccupied area within range that I one turn. Any other gate remains open for and +1 weapons, and half normal effect from
have seen within the 12 hour period prior to the ldlOXlO (1-100) turns, and there is a 10% 5th and 6th level spells. No further improve-
existence of this contingency (spell effect)." chance per turn that some other-planar creature ments are possible.
No item or creature can have more than one will wander through the gate while it is open.
contingency spell cast on it; not even a wish can A gate to an elemental plane actually creates a Maze
allow multiple applications. The contingency vortex and a wotmhole, and a wish may be used Range: 60'
described can be as detailed or as simple as de- to make them permanent. Planes, vortexes, and Duration: See below (Id6 turns, 2d20 rounds,
sired, but is somewhat limited in effect: It must wormholes are described in Chapter 18. 2d4 rounds, or Id4 rounds)
pertain to something within 120' of the trigger- Contact with an outer plane is dangerous, and Effect: Traps one creature
ing event. A contingency based on a far-off oc- the magic-user must know and speak the name
currence is beyond the spell's capacity. The of the Immortal he wishes to contact. The Im- This spell creates an indestructible maze in
target and effect of the secondary spell must al- mortal he calls will probably (95 % chance) arrive the Astral Plane and places one victim into the
ways be specified, and if any necessary details are in Id6 rounds, but there is a 5% chance that maze (he gets no saving throw). The intelligence
lacking, the secondary spell does not occur. some other being from the outer planes will re- of the victim determines the time he needs to es-
A contingency spell effect has no maximum spond. When the being arrives, it immediately cape the maze.
duration. It may remain for centuries before the looks for the spellcaster.
situation described comes to pass. If the caster does not have an excellent reason Maze Duration
for opening the gate, the being will probably de- Victim's Time Required
Create Any Monster stroy the caster. Even if the caster provides an ex- Intelligence To Escape
Range: 90' cellent reason, the being may merely leave Non- to Low (1-8) Id6 (1-6) turns
Duration: 3 turns immediately, showing no interest. If the reason Average (9-12) 2d20 (2-40) rounds
Effect: Creates one or more monsters is of supreme importance to the magic-user and High (13-17) 2d4 (2-8) rounds
of some interest to the being (DM's discretion), Genius (18 + ) Id4 (1-4) rounds
This spell is similar to the 7th level spell create it may actually help for a short time.
normal monsters and the 8th level spell create The reverse of this spell, close gate, will close a When he escapes the maze, the victim returns
magical monsters, but with fewer limitations on gate created by normal form of the spell. It can to the exact place from which he originally disap-
the types of creatures appearing. also be used to close a permanent gate to a near- peared.
The range and duration are triple those of the by plane (such as an elemental vortex). But the
7th level version. The spell cannot create hu- spell cannot affect an Immortal; it cannot, for Meteor Swarm
mans and demihumans, but can create any other instance, make him leave if he chooses to stay. Range: 240'
creature, regardless of the number of special Duration: Instantaneous
abilities (asterisks). However, if the caster wants Heal Effect: Creates four or eight meteor-fireballs
to create a creature with three or more asterisks, Range: Touch (one creature)
the caster must have carefully studied one (either Duration: Permanent This spell creates either 4 or 8 meteors (at the
alive or dead) for at least one hour to be able to Effect: Cures anything caster's choice). Each meteor can be aimed at a
create another with this spell. As with the lesser
different target within range, but only one me-
spells, the maximum number of Hit Dice of This spell's effect is identical to that of the 6th teor can be aimed at any one creature. Each me-
creatures is equal to the level of the caster. level cleric spell cureall. When used to cure teor slams into its target and explodes like a
To create a construct (as described in Chapter wounds, it cures nearly all of the damage, leav- fireball (affecting all creatures within a 20' radi-
14), the caster must obtain the proper materials ing only Id6 points of damage remaining. It can us).
necessary to create the construct. The spell will instead remove a curse, neutralize a poison, cure If the caster creates four meteors, each strikes
create only one construct, regardless of the cast- a disease, cure blindness, or even remove a for 8d6 (8-48) points of damage and then ex-
er's Hit Dice; but it is permanent, and does not feeblemind effect. plodes for 8d6 (8-48) points of fire damage. If
the caster creates eight smaller meteors, each eluding the caster of the prismatic wall) will not Except for these limits, the caster can become
strikes for 4d6 (4-24) points and then explodes be able to pass through the wall, but the attempt any creature or object that he or she has ever
for 4d6 more points of fire damage. Note that if will not damage either the anti-magic shell or seen. He cannot change into imaginary or unfa-
the meteors are aimed accurately, a victim or area the prismatic wall. miliar creatures; unless there are ten-armed trolls
might find itself within overlapping blasts and The prismatic wall extends into the nearest in your campaign, for example, he cannot turn
thus take explosion damage multiple times. plane of existence (the Ethereal Plane, if cast on into one. The caster may change shape at will
The player rolls damage for each strike and the Prime Plane), appearing there as an inde- during the spell's duration; each change requires
blast separately. A meteor never misses its target. structible solid wall. Planar and dimensional a full round of concentration.
Any victim struck by a meteor takes full travel can therefore not bypass it. Note that the caster does assume the flaws of
"strike"-damage (no saving throw). Each victim The colors and effects of a prismatic wall are the new form as well as its strengths. If, for ex-
within a blast radius may make a saving throw always the same; when created, the violet side is ample , the caster is struck by a sword +2, +5 vs.
vs. spells to take only half of the given blast dam- always closest to the caster. The effects and colors dragons while in dragon form, the + 5 bonus ap-
age. Even fire-resistant and fire-using creatures of the prismatic wall are summarized below. plies against his new form.
are fully affected by strikes from a meteor This spell effect cannot be made permanent and
swarm, although they might be resistant to the Shapechange is subject to dispel magic. During the spell dura-
fiery explosions. A separate saving throw must Range: 0 (caster only) tion, the caster cannot pass through any protection
be made for each blast the character contacts. Duration: One turn per level of the caster from evil or anti-magic shell spell effect.
Effect: Caster may change form
Power Word Kill Survival
Range: 120' This spell is similar to the 4th level polymorph Range: Touch
Duration: Instantaneous self spell, but is far more powerful. The caster Duration: One hour per level of the caster
Effect: Slays or stuns one or more creatures actually becomes another creature or object in all Effect: Protects one creature against all non-
respects except the mind, hit points, and saving magical environmental damage
This spell enables the caster to affect one or throws. The caster takes his new armor class, at-
more victims within 120' (no saving throw). Ex- tack rolls, special attack forms, immunities, and This spell protects the recipient from adverse
ception: A magic-user, and any creature which all other details from the form he has taken. conditions of all types, including normal heat or
can cast magic-user spells, may make a saving A magic-user cannot cast spells in any form ex- cold, lack of air, and so forth. While the spell is in
throw vs. spells to avoid this effect, with a —4 cept that of a bipedal humanoid (demihuman, effect, the caster needs no air, food, water, or sleep.
penalty to the roll. goblin, ogre, giant, etc.). The caster cannot take The spell does not protect against magical damage
a completely unique form (such as that of a spe- of any type, attack damage, poisons, breath weap-
A single victim with 1-60 hit points is auto-
cific character, Elemental Ruler, or Immortal). ons, or physical blows from creatures. It does pro-
matically slain; one with 61-100 hit points is
He can gain the likeness but not the abilities of tect against all damage caused by natural
stunned (as power word stun) and unable to act
another character class. When wearing another conditions on other planes of existence.
for Id4 turns. No creature with 101 or more hit
form, he can only cast spells from his own mem- For example, a cleric might use this spell: in a
points is affected.
ory; he can't cast from scrolls or his spell book. desert or blizzard to prevent damage from the nat-
The spell can also be used to slay up to five He cannot assume huge inanimate forms; if he
victims if each has 20 hit points or less (again, no ural conditions; underground or underwater, ena-
tries to, the form will be a maximum of one foot bling survival without air; in space, to magically
saving throw). tall per experience level of the caster and 100 en survive in vacuum; or on the elemental plane of
weight per level. Fire, to protect against conditional fire damage.
Prismatic Wall
Range: 60'
Duration: 6 turns Prismatic Wall Effects
Effect: Creates a multi-colored barrier
Color Effect Negated By
This spell creates a barrier of many colors with Red Blocks all magical missiles; Any magical cold
a glittering appearance as if from light shining inflicts 12 points of damage
through a prism. This wall is 2" thick, with Vs" (no saving throw allowed)
between the colors. The effect must be either a Orange Blocks all nonmagical missiles; Any magical lightning
sphere with a radius of 10', centered on the cast- inflicts 24 points of damage
er, or a flat surface (vertical or horizontal) of up (no saving throw allowed)
to 500 square feet in area. Yellow Blocks all breath weapons; Magic missile spell
Whatever its form, the prismatic wall cannot inflicts 48 points of damage
be moved (even by a wish). The caster may pass (no saving throw allowed)
through it freely and unharmed, with any items Green Blocks all detection spells Passwall spell
he chooses to carry. All other creatures and ob- (crystal balls, ESP, etc.);
jects contacting or passing through the prismatic anyone touching it must make a
wall are affected by its magic, starting with the saving throw vs. poison or die
first color they contact. Blue Blocks all poisons, gases, and Disintegrate spell
It takes powerful magic to break through the gaze attacks; anyone touching it
wall. A wish spell or a rod of cancellation will re- must make a saving throw vs.
move the three outermost remaining colors, but turn to stone or be petrified
that's all. Indigo Blocks all matter; anyone Dispel magic spell
To break through a prismatic wall, an attacker touching it must make a saving
must attack it with a specific sequence of spells. throw vs. spells or be
Each spell will cancel one color of the prismatic gated to a random
wall. These remedy spells, shown on the chart outer plane, and possibly (50%)
below, must be cast in the correct order (first, lost forever
any magical cold to remove the red layer; then, Violet Blocks magic of all types; anyone Continual light spell
any magical lightning to remove the orange lay- touching it must make a saving
er; and so on). When cast successfully, each spell throw vs. wands or be struck
causes the appropriate color to disappear from unconscious and insane (curable
the wall. When all layers are gone, so is the wall. only by a cureall spell
A person with an active anti-magic shell (in- or a wish)
)60,
Chapter 3: Spells and Spellcasting
Timestop able to use these high-level spells are already Important Note: Whenever an effect is de-
Range: 0 (caster only) quite powerful. This wish could result in the scribed as being unchangeable "even with a
Duration: 2-5 rounds character growing a basilisk head in addition to wish," that statement supersedes all others here.
Effect: Allows caster to act for Id4 + 1 (2-5) the character's own head. Wishes can cause great problems if not han-
rounds while everything else "stops" A wish cannot be used to gain either experi- dled properly. The DM must see that wishes are
ence points or levels of experience. reasonably limited or the balance and enjoyment
To the caster, this spell seems to stop time. It Possible Effects: A properly worded wish can of the game will be completely upset. The DM
speeds the caster so greatly that all other crea- substitute for any other magical spell of 8th level should not allow wishes that alter the basics of
tures seem frozen at their Normal Speeds, in or less, or any clerical or druidic spell of 6th level the game (such as a wish that dragons can't
"normal time." From the caster's point of view, or less, at the DM's discretion. This common use breathe for damage). The more unreasonable
the effect lasts for Id4 +1 (2-5) rounds. The cast- of a wish is more likely to succeed with little and greedy the wish is, the less likely that the
er may perform one action during each of these chance for error than other uses of the spell. wish will become reality.
magical rounds. Otherwise, if the wish is used to harm another
Normal and magical fire, cold, gas, etc. can creature, the victim may make a saving throw vs.
still harm the caster. While the timestop is in ef- spells. If the save is successful, the victim takes
fect, however, other creatures are invulnerable to half the ill effects and the other half rebounds on
the caster's attacks and spells. Spells with dura- the caster (who may also save to avoid it, but
tions other than "instantaneous" may be cre- with a - 4 penalty to the roll). If the wish will
ated and left to take effect when time resumes. inconvenience someone without harming him
Note that no time elapses while this spell is in (for example, by causing him to teleport into a
effect; durations of other spells cast start after prison cell), the victim gets no saving throw.
the timestop ends. A character can use a wish to gain treasure, up
The spellcaster cannot move items held by to a maximum of 50,000 gold pieces per wish.
those in "normal time," but can move other However, the caster loses 1 experience point per
items that are not "stuck," including those worn gold piece value of treasure gained, and this loss
or carried by others. The caster is completely un- cannot be magically restored.
detectable by those in "normal time." However, The magic-user can use a wish to temporarily
the magic-user cannot pass through a protection change any one ability score to a minimum of 3
from evil or anti-magic shell while under this or maximum of 18. This effect lasts for only six
spell's effect. turns.
Wishes can also be used to permanently in-
Wish crease ability scores, but the cost is very high:
Range: Special %u must cast as many wishes as the number of
Duration: Special the ability score desired. All the wishes must be
Effect: Special cast within a one-week period.
%u may raise an ability score only one point
A wish is the single most powerful spell a at a time. To raise your Strength from 15 to 16
magic-user can have. It is never found on a takes 16 wishes. To then raise it to 17 will take an
scroll, but may be placed elsewhere (in a ring, additional 17 wishes. Wishes cannot perma-
for example) in rare cases. Only magic-users of nently lower ability scores.
36th level and with an 18 (or greater) Wisdom A wish cannot raise the maximum experience
score may cast the wish spell. level for human characters; 36th level is an abso-
Wording the Wish: The player must say or lute limit. However, one wish can allow demi-
write the exact wish his character makes. The humans to gain one additional Hit Die (for a
wording is very important. The wish will usually new maximum of 9 for halflings, 11 for elves,
follow the literal wording, and whatever the in- and 13 for dwarves). This affects only hit points,
tentions of the magic-user. and does not change any other scores (such as at-
The DM should try to maintain game balance, tack rolls, elves' number of spells, etc.).
being neither too generous nor too stingy in de- A wish can change a demihuman to a human,
ciding the effects of a wish. Even a badly phrased or the reverse. Such a change is permanent, and
wish, made with good intentions, may have the recipient does not become magical. Half-
good results. However, if the wish is greedy, or lings and dwarves become fighters of the same
made with malicious intent, the DM should level. Elves become magic-users or fighters (but
make every effort to distort the results of the not both), at the choice of the caster of the wish.
spell so that the caster does not profit from it. If The changed character would then gain levels of
necessary, the DM can even disallow the wish; it experience normally. A human changes to the
would then have no effect. Whenever a wish fails same level demihuman, but no higher than the
or is misinterpreted, the DM should explain (af- normal racial maximum.
ter the game) the problem or flaw in the phras- If one character casts a wish to change an-
ing. other's character class, the victim (at his option)
Here are some examples of faulty wishes: may make a saving throw vs. spells with a +5
"I wish that I knew everything about this bonus to resist the change.
dungeon" could result in the character knowing A wish can sometimes change the results of a
all for only a second, and then forgetting it. past occurrence. This is normally limited to
"I wish for a million gold pieces" can be events of the previous day. A lost battle may be
granted by having them land on the character won, or the losses may be made far less severe,
(that's 100,000 pounds of gold!), and then van- but impossible odds cannot be overcome com-
ish. pletely. A death could be changed to a near-
"I wish to immediately and permanently pos- death survival; a permanent loss could be made
sess the gaze power of a basilisk while retaining temporary. The DM may wish to advise players
all of my own abilities and items" is a carefully when their wishes exceed the limit of the spell's
worded wish that's out of balance. Characters power (or his patience).