· 6 years ago · Jan 06, 2020, 11:02 AM
1[AKA HAHA JUST COPY B/X VERBATIM DUDE]
2NOW WITH HOLYMAN SPELLS UNDER MAGICMAN TIERS BECAUSE WE MERGED NOW WOW
3
4
5
6Spells must be memorized and are remembered until they are cast. Once the spell is cast, it is erased from your memory.
7You cannot memorize duplicate spells, but there are loopholes to this (through inverted spells and using higher tier spell slots).
8To regain spells, you need a period of rest to memorize spells and meditate.
9Magicmans get to pick a spell for free upon leveling up, and can transcribe spell scrolls into their spellbook, provided they have a pen and enough ink.
10
11Result is the number of spells per tier you can memorize:
12 Spell tiers
13lvl 1 2 3 4 5 6
141 1 - - - - -
152 2 - - - - -
163 2 1 - - - -
174 2 2 - - - -
185 2 2 1 - - -
196 2 2 2 - - -
207 3 2 2 1 - -
218 3 3 2 2 - -
229 3 3 3 2 1 -
2310 3 3 3 3 2 -
2411 4 3 3 3 2 1
2512 4 4 3 3 2 2
2613 4 4 4 3 2 3
2714 4 4 4 4 3 3
28
29You need to be able to move your hands and speak to cast a spell; being bound, gagged and/or muted for any reason removes your spellcasting ability.
30
31Each spell has a range (how far it can reach, 0 is a touch) and a duration (how long it lasts, usually in rounds).
32Spell effects do not stack with like effects (a target cannot be hasted twice), but different spells can provide bonuses to the same thing.
33
34Some spells can be cast in reverse, causing the opposite of the normal effects (give or take) and potentially negating the regular spell. These are marked with an asterisk, but if you can think of a way a spell could be cast in reverse (bonus points for doing something beyond being a counterspell to its regular version), then it's probably fair game.
35
36Some spells can be memorized using different tiers of spell slots than the tier they are first accessible. Casting such spells using higher tier spell slots improves the effects (I.E. cure light wounds can heal 1d6+1 HP per tier, so memorizing and casting it as a 3rd tier spell heals 3d6+3 HP). Again, if you can think of a way a spell's power could be reasonably increased in exchange for taking up a higher tier spell slot, it's also probably fair game. This and inverted spells can be used to get around the "no duplicate spells" limit.
37
38
39
40Spell research:
41Get 1-in-6 chance to successfully research a spell after spending [arbitrary amount of brouzouf]*spell tier, the brouzouf is spent on supplies for finalizing your research or is actually concentrated magic molded into currency and disappears into the ether when you try to learn a spell or whatever.
42Failure just means you need to pay the toll to roll again.
43
44Increase success in +1 increments by:
45-Being affected by the spell you want to research
46-Studying someone affected by the spell you want to research (provided the spell's duration exists)
47-Studying a spellbook that contains the spell you want to learn (bearing in mind that A. magicmans rarely give out their spellbooks for free, B. it's probably written in a unique code that will require more magic to decipher and C. even after all that the formulas are generally mad complex).
48-Consulting/being mentored by/etc. a magicman who knows the spell; points A and C from above will likely apply.
49-Gather/experience things related to the spell, either in name or effect, for inspiration. One thing/experience per your five senses. IE if you want to learn Fireball, you would get +1 for each of the following:
50--Taste*: eating charred food or ash
51--Smell*: smelling burnt stuff
52--Touch: getting roasted, finding a piece of charcoal
53--Sight: gazing into a bonfire
54--Sound: hearing the snaps, pops and crackles of an unchecked wildfire
55*These are probably going to be the most subjective, since you could use "the smell of fear" or "the taste of defeat". Get creative!
56
57Studying a scroll containing a spell won't give you a +1 but will give you sufficient inspiration to begin researching a spell (IE you never knew Cone of Cold existed until you came across a scroll of it, and now you want to be able to cast it whenever you want). Of course, since magicmans have like five brains compared to sneakermans and fightermans, you can get inspiration for a new spell from basically wherever you want, including straight out of the blue.
58
59You can research spells from whatever edition of The World's Most Popular Roleplaying System™ or even other systems entirely, but the exact details/mechanics are subject to being fiddled with.
60
61
62==================================================mostly verbatim b&x================================================
63
64
65[1st tier magicman]
66
67
68Charm Person
69Range: 120'
70Duration: special
71Can be cast on any humanoid, provided they're not undead or fairly large. If the victim fails a saving throw, they believe the caster is their best friend and will defend them from any threat (real or imagined). If the caster speaks a language the charmed creature understands, they can command the victim. Most commands will be obeyed, except for those against its nature (alignment and habits) which may be resisted and an order to kill itself which will be refused. Creatures with above average intelligence (score of 13+) may make a new saving throw every day, those with average intelligence (9-12) every two days, and those with below average intelligence (8 or less) every three days.
72
73Detect Magic
74Range: 60'
75Duration: 2 turns
76Causes any magic item within 60' of the caster to glow.
77
78Floating Disc
79Range: 6'
80Duration: 6 turns
81Creates a magical platform the size and shape of a small round shield which can carry up to 50 units of weight. It cannot be created in a place occupied by another object. The floating disc will remain at the height of the caster's waist, and will follow them wherever they go. If the caster goes farther than 6' from the disc, it follows at a rate equal to the caster's movement rate. When the duration expires, the disc vanishes and drops anything that was on it.
82
83Hold Portal
84Range: 10'
85Duration: 2d6 turns
86Magically hold a gate, door or similar portal shut. A knock spell can dispel hold portal, and a held portal may be smashed down in one round by a character or creature 3 levels or HD higher than the caster.
87
88Light*
89Range: 120'
90Duration: 6 + magicman level turns
91Creates an orb of light that illuminates 30' in diameter. It is bright enough to read by, but far from full daylight. It may be cast on an object or entity, affixing the orb to it.
92Can be inverted to create an orb of darkness that obscures everything in a 30' diameter. It blocks all sight except for infravision. It will cancel a light spell if cast against it, and vice versa.
93
94Magic Missile
95Range: 150'
96Duration: 1 turn
97Creates and shoots an unerring magical glowing arrow, which does 1d6+1 damage to any one target the caster can see and is within range. Another magic missile is granted for every tier of spell slot used above 1st. These additional missiles may be aimed at different targets.
98
99Read Languages
100Range: 0 (caster only)
101Duration: 2 turns
102Allows the caster to read (but not speak) any unknown language or code, including treasure maps, secret symbols and the like.
103
104Read Magic
105Range: 0
106Duration: 1 turn
107Allows magical words or runes on an item or scroll to be read. Without this spell, unfamiliar magic cannot be read or understood. However, once a scroll or runes are looked at while under the effects of this spell, the target of this spell (likely the caster) becomes able to read and understand that item later without the spell. A magicman's spellbook is written so that only the owner may read it without using this spell.
108
109Shield
110Range: 0 (caster only)
111Duration: 2 turns
112Encircles the caster with a magical barrier and moves with them. It grants an AC of 18 against missile attacks and 16 against other attacks.
113
114Sleep
115Range: 240'
116Duration: 1d4 turns, +1d4 for every tier of spell slot
117Puts one creature with 4 HD (or characters of total level 4) or less to sleep. Otherwise it can affect 2d8 HD of creatures with less than 4 HD, excluding undead. Lower HD creatures are always put to sleep first. Creatures with less than 1 HD are counted as having 1 HD, and any + to HD are ignored. Any sleeping creature may be awakened with force (such as a slap), and a sleeping creature may be killed regardless of HP by an attack from an edged weapon. A creature cannot be made partially asleep.
118
119Ventriloquism
120Range: 60'
121Duration: 2 turns
122Allows the caster to project their voice come from somewhere else within the range of this spell.
123
124Turn Undead
125Range: 40'
126Duration: instantaneous
127Causes undead creatures to flee from you or be unmade, based on your magicman level. Consult the table way down at the bottom of this page to see the results.
128
129Cure Light Wounds*
130Range: 0
131Duration: permanent
132Lay your hands on someone to heal them for 1d6+1 damage per tier of spell slot (IE casting it using a 2nd tier spell slot heals 2d6+2). Any healing over the maximum is lost.
133Can be inverted to deal 1d6+1 damage per tier of spell slot by touching a target; requires that you hit them with an unarmed attack (IE no bonus to-hit from weapons).
134
135Detect Evil
136Range: 120'
137Duration: 6 turns
138Detects creatures with evil intentions (most likely to harm the caster) or evilly enchanted objects (heretical and/or unholy relics) within 120' of the caster, causing those entities and objects to glow. Specific thoughts are not detected, only the feeling of evil.
139
140Detect Magic
141Range: 60'
142Duration: 2 turns
143Causes any magic item within 60' of the caster to glow.
144
145Protection from Evil
146Range: 0 (caster only)
147Duration: 12 turns
148Encircles the caster with a magic barrier which moves with the caster. This barrier grants +1 to saving throws and armor class against evil creatures. It also prevents melee attacks from such monsters from reaching the caster, but not missile fire nor spells. The caster can break this protection by making a melee attack, but retains the bonus to saves and AC.
149
150Purify Food and Water
151Range: 10'
152Duration: indefinite
153Makes spoiled or poisoned food safe to eat. Purifies up to six waterskins or rations per tier of spell slot.
154
155Remove Fear*
156Range: 0
157Duration: 2 turns
158Calms and removes all fear from a target upon touch. If the recipient is already fleeing from magical fear, they gain +1 to their saving throw for every level of the caster.
159When reversed, this spell induces fear in one target and causes them to flee for 2 turns if they fail a save. It has a range of 120'.
160
161Resist Cold
162Range: 30' diameter
163Duration: 6 turns
164All creatures within the range of this spell cannot be harmed by freezing temperatures. It gives a bonus of +2 to saves versus any cold attacks, and any damage from cold is reduced by 1 point per die of damage rolled (IE 2d6 cold damage is reduced by 2) per tier of spell slot.
165
166
167[2nd tier magicman]
168
169
170Continual Light*
171Range: 120'
172Duration: special
173Create a sphere of light 60' in diameter. The light is equal in intensity to daylight and lasts until dispelled. Creatures that have penalties from fighting in bright light will suffer the penalties from this spell. It can be cast on an object or entity, affixing the sphere to it.
174The inverse, Continual Darkness, creates a 60' diameter sphere of darkness. No light (even a light spell), nor torches and similar objects will cast light within it, and even infravision cannot penetrate it. A continual light spell cast on continual darkness will dispel it, and vice versa.
175
176Detect Invisible
177Range: 10' per magicman level
178Duration: 6 turns
179The caster can see all invisible creatures and objects within range.
180
181ESP
182Range: 60'
183Duration: 12 turns
184Allows the caster to "hear" thoughts. The caster must concentrate for one full turn in one direction to "hear" the thoughts (if any) of a creature within range. Any single creature's thoughts may be understood (regardless of language) but if more than one creature is in the line of "hearing", a confused jumble of thoughts will come through. Concentrating in that direction for another turn allows the caster to ignore the jumble and focus on a single creature. The caster may "hear" through 2' of rock, but a thin coating of lead will block ESP.
185
186Invisibility
187Range: 240'
188Duration: special
189Makes the caster or any one person or object in range invisible. When a character becomes invisible, all the items (but not other creatures) carried and worn by them also become invisible. Any invisible item becomes visible again and remains visible when it leaves the character's possession (set down/dropped/etc). An invisible creature remains invisible until they attack or cast a spell. A source of light may be made invisible, but the light will remain visible.
190
191Knock
192Range: 60'
193Duration: 1 round
194Opens known secret doors, doors affected by hold portal, wizard locked doors, and barred or otherwise secured or stuck gates, but not the mechanical locks that sneakermans are used to picking open.
195
196Levitate
197Range: 0 (caster only)
198Duration: 6 + magicman level turns
199Allows the caster to move up or down in the air without any support, but not side-to-side. The caster could levitate to a ceiling and move sideways by using their hands, however. Motion up or down is at a rate of 20' per round. The caster cannot carry more than they could normally.
200
201Locate Object
202Range: 60' + 10' per magicman level
203Duration: 6 turns
204For this spell to work, the caster must know exactly what the object looks like (size, shape color, etc.) A common object (like a flight of stairs) can also be located with this spell. The spell will point towards the nearest such object if within range, giving direction but not distance. Creatures cannot be located with this spell.
205
206Mirror Image
207Range: 0 (caster only)
208Duration: 6 turns
209Creates d4 identical images of the caster that look and move exactly as the caster does. Any attack on the caster will strike an image instead, destroying it regardless of whether it actually hit.
210
211Phantasmal Force
212Range: 240'
213Duration: concentration
214Creates illusion or otherwise changes appearances within up to a 20'x20'x20' cube. If the caster attempts to create something they have not seen, any victims gain +2 to saves versus the illusion's attacks. If the caster does not use this spell to attack, the illusion disappears when touched. If the spell is used to create a monster, it will have an AC of 11 and disappear if hit. If the spell is used as an attack (a false magic missile, a collapsing wall, etc.) the attack will not affect a victim who makes a saving throw. If the caster moves or is affected by any attack in combat, the illusion disappears and will not return. This spell never inflicts any real damage; those "killed" will pass out, those "turned to stone" will be paralyzed, and so on. These effects wear off in 1d4 turns.
215
216Web
217Range: 10'
218Duration: 48 turns
219Creates a mass of sticky strands which are difficult to destroy except with flame. Covers a 10'x10'x10' area. Giant creatures and those with similar strength (19+) can break through a web in two rounds, but weaker creatures take much longer to break through. A human with normal strength will take 2d4 turns to break through the web. Flames will destroy the web in 2 rounds, but will burn any creature within for 1d6 damage.
220
221Wizard Lock
222Range: 10'
223Duration: permanent
224Works similarly to hold portal, but works on anything with a lock (not just a door) and lasts forever. A wizard lock can be opened by the caster or a knock spell without destroying the wizard lock. A portal affected by a wizard lock may be passed through without the use of a spell by any magicman of 3 or more levels higher than the caster of the wizard lock.
225
226Bless*
227Range: 60'
228Duration: 6 turns
229Grants +1 morale, to-hit and damage to all friendly entities within a 20'x20' area.
230Reversed, it becomes Blight, and reduces enemy morale, to-hit and damage by 1 within the same area unless they make a saving throw.
231
232Find Traps
233Range: 30'
234Duration: 2 turns
235No, not those kinds of traps. Causes a trapped area to glow when you approach within 30'. Reveals where mechanical and magical traps are, but not the kind of trap nor how it can be disarmed.
236
237Know Alignment
238Range: 10'
239Duration: 1 round
240Reveals any one creature, item or area's leaning when it comes to pretenders and the overall struggles of order versus chaos and good versus evil.
241
242Resist Fire
243Range: 30' diameter
244Duration: 6 turns
245All creatures within the range of this spell cannot be harmed by heat or normal fire. It gives a bonus of +2 to saves versus any fire attacks, and any damage from fire is reduced by 1 point per die of damage rolled (IE 3d6 fire damage is reduced by 3) per tier of spell slot.
246
247Silence
248Range: 180'
249Duration: 12 turns
250Makes a 30' diameter area totally silent, but does not keep individuals inside the area from hearing noises outside. May be cast on an individual, and if they fail a save the area moves with them. Otherwise, it remains stationary, centered on where they were when it was cast.
251
252Snake Charm
253Range: 60'
254Duration: special
255Charm 1 hit dice of snakes for every caster level. The snakes will rise up and sway, but not attack. If used on attacking snakes, the duration is 1d4+1 rounds, otherwise it is 1d4+1 turns.
256
257Speak With Animals
258Range: 30'
259Duration: 6 turns
260Allows one to talk to nonmagical animals, provided they are within range. You may ask a favor of the animal, and depending on reaction and ability it can try to comply.
261
262
263[3rd tier magicman]
264
265
266Create Food
267Range: 0
268Duration: permanent
269The caster creates enough food to feed 5 men (or 2 mounts) for one day. The food is a plain, gray-brown mush that is filling but unappetizing. Every spell tier above 3rd allows enough food for another 5 men or two mounts.
270
271Clairvoyance
272Range: 60'
273Duration: 12 turns
274Allows the caster to see an area through the eyes of any single creature in it, provided said creature is in the general direction chosen by the caster and in range. The spell is blocked by more than two feet of rock or a thin coating of lead. Seeing through a creature's eyes takes one full turn, after which the caster can change subjects.
275
276Dispel Magic
277Range: 120'
278Duration: permanent
279Removes all spell effects within a 20' cube. It does not affect magic items. If the caster's level is lower than whoever cast the spell, a 5% chance of failure is accrued for every level of difference.
280
281Fireball
282Range: 240'
283Duration: instantaneous
284Creates a missile of fire that bursts into a ball of flame 40' in diameter when it strikes a target. The fireball does 1d6 fire damage per level of the caster to all creatures in the sphere of flame. A saving throw reduces the damage by half.
285
286Fly
287Range: 0'
288Duration: magicman level + 1d6 turns
289Allows the caster or a touched target to fly. The spell will permit movement in any direction and any speed up to 120' per round (360' per turn). It also allows the person to stop at any point, as a levitate spell.
290
291Haste
292Range: 240'
293Duration: 3 turns
294Allows up to 24 creatures in a 60' diameter circle to perform actions at double speed. Such creatures move at twice normal speed and make double the number of missile or melee attacks. However, this does not affect the rate at which magic works, so spellcasting and the use of devices such as wands cannot be sped up.
295
296Hold Humanoid
297Range: 120'
298Duration: 1 turn per magicman level
299The victim of this spell must make a save or become paralyzed. It can be cast at a group or an individual. If cast at an individual, they take a -2 penalty to their save. If cast at a group, it affects 1d4 individuals for every tier of spell slot beyond 2nd, but they receive no penalty to their save. This spell does not affect undead or large humanoids.
300
301Infravision
302Range: 0'
303Duration: 1 day
304Enables a creature to see objects in the dark at a distance of 60'.
305
306Invisibility 10' radius
307Range: 120'
308Duration: special
309Makes the creature it is cast on and all creatures within 10' at the time of casting invisible. This area will move with the creature it is cast upon, and otherwise works like an invisibility spell, but creatures in the area of effect who move more than 10' away from the creature the spell is cast on will become visible.
310
311Lightning bolt
312Range: 180'
313Duration: instantaneous
314Creates a 5' wide, 60' long bolt of lightning anywhere within range, dealing d6 points of damage per magicman level to any creature within the area of effect. If the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back toward the caster until it reaches its full length. Creatures struck by the bolt can make a save for half damage.
315
316Protection from Normal Missiles
317Range: 30'
318Duration: 12 turns
319Gives complete protection from all small non-magical missiles (a catapult stone or magic arrow would not be stopped by this spell). It protects only the creature it is cast on.
320
321Water Breathing*
322Range: 30'
323Duration: 1 day
324Allows the creature it is cast on to breathe underwater at any depth without harm. It does not affect its ability to move underwater.
325The inverse of this spell, Air Breathing, allows a creature that normally only breathes underwater to breathe air. It does not affect its ability to move on land.
326
327Cure Serious Wounds*
328Range: 0
329Duration: permanent
330Heal 2d6+2 damage per tier of spell slot at or over 3rd (IE casting it using a 4th tier spell slot heals 4d6+4). Any healing over the maximum is lost.
331Can be inverted to deal 2d6+2 damage per tier of spell slot at or over 3rd by touching a target; requires that you hit them with an unarmed attack (IE no bonus to-hit from weapons).
332
333Cure Disease*
334Range: 30'
335Duration: permanent
336In one round this spell will cure the creature it is cast on of any disease.
337The reverse of this spell, Cause Disease, infects the victim with a hideous wasting disease unless a save is made. The victim takes -2 to all to-hit rolls, cannot receive magical healing and natural healing takes twice as long as normal. The disease will be fatal in 2d12 days unless a cure disease spell is cast on the victim. Other similarly nasty diseases can be concocted at the caster's discretion.
338
339Remove Curse*
340Range: 0
341Duration: permanent
342Removes the effects of a curse put on a character or free a character from a cursed magical item. This spell will only remove one curse per casting.
343The inverse of this spell, Curse, manifests misfortune or suffering for the creature it is cast upon. Curses are up to the caster's imagination, but too strong of a curse may backfire onto the caster! As far as numerical limits go, -4 to-hit, -2 to saves, a single stat reduced by half are probably decent rules of thumb. If the victim makes a successful saving throw, the curse has no effect. There is no limit to the number of times a character can be cursed, provided each curse penalizes the character in a different way.
344
345Striking
346Range: 30'
347Duration: 1 turn
348Enchants a normal weapon to do an additional 1d6 magical damage per attack, and allows it to hit creatures that can only be harmed by magical weapons. At the caster's discretion, the magical damage may take on elemental properties, such as wreathing the weapon in flames to deal an extra 1d6 fire damage.
349
350
351[4th tier magicman]
352
353
354Charm Monster
355Range: 120'
356Duration: special
357Affects all creatures except undead as a charm person spell. If the monsters charmed have less than 3 HD, roll 3d6 to see how many are charmed, otherwise, only one monster is charmed.
358
359Confusion
360Range: 120'
361Duration: 12 rounds
362Affects 3d6 creatures in a 60' diameter area. Creatures with less than 2+1 HD have no saving throw. Those with 2+1 HD or more must make a saving throw every round the spell lasts or the spell will affect them that round. A confused creature rolls 2d6 each round to determine its action:
3632-5 Attack the spell caster's party
3646-8 Do nothing
3659-12 Attack the creature's own party, if any
366
367Dimension Door
368Range: 10'
369Duration: 1 round
370Transport the caster or creature it is cast upon to any place within 360' of the caster's or creature's present location. An unwilling creature gets a saving throw. If the location is not know, distances not exceeding 360' total may be given (IE 200' west, 60' south, 100' down). If this would cause the transported creature to end up in a solid object, the spell automatically fails.
371
372Growth of Plants
373Range: 120'
374Duration: special
375Causes normal brush or woods to become thickly overgrown with creepers, vines, thorns, briars and so on, making the area impassable to all but the largest craetures. It affects up to 3000 square feet in an area chosen by the caster (100'x30', 50'x60', etc.) The area affected must be within the spell's range, and the spell lasts until dispelled. There must be plants in the area for this spell to work.
376
377Hallucinatory Terrain
378Range: 240'
379Duration: special
380Creates an illusion of a terrain feature (hill, wood, swamp, etc.) or conceals a real feature. The entire terrain feature must be within the range of the spell. The spell lasts until the illusion is touched by an intelligent creature.
381
382Massmorph
383Range: 240'
384Duration: special
385Make up to 100 human or man-sized creatures in a 240' diameter circle appear as the trees of an orchard or dense woods. The illusion hides those it is cast on from creatures moving through the area of illusions. The spell lasts until dispel magic is cast on it or the caster wills it away. The appearance of each disguised creature will return to normal when it moves away from the area where the spell was cast.
386
387Polymorph Others
388Range: 60'
389Duration: special
390Change one living creature into another living creature. The new form must have no more than twice the HD of the old, or the spell fails. The number of HP the creature has remains the same. The creature this is cast upon becomes the new creature, gaining all the special abilities of the new form plus its tendencies and behavior. This spell cannot create a duplicate of a specific individual. Unwilling victims of this spell are allowed a saving throw, and if successful the spell has no effect. The spell lasts until dispelled or the creature dies.
391
392Polymorph Self
393Range: 0'
394Duration: magicman level +6 turns
395Gives the caster the physical form of any living creature with HD equal to or less than the caster's own (or their magicman level). The transformation does not change the caster's HP, to-hit or saving throws. Special abilities and special immunities of the new form are not gained by the caser, although physical abilities are. Spellcasters cannot use their spells while polymorphed into another form. The spell lasts for the given duration or until dispelled or the caster is killed. This spell does not allow the caster to take the form of a specified individual.
396
397Remove Curse*
398Range: 0'
399Duration: permanent
400Removes the effects of a curse put on a character or free a character from a cursed magical item. This spell will only remove one curse per casting.
401The inverse of this spell, Curse, manifests misfortune or suffering for the creature it is cast upon. Curses are up to the caster's imagination, but too strong of a curse may backfire onto the caster! As far as numerical limits go, -4 to-hit, -2 to saves, a single stat reduced by half are probably decent rules of thumb. If the victim makes a successful saving throw, the curse has no effect. There is no limit to the number of times a character can be cursed, provided each curse penalizes the character in a different way.
402
403Wall of Fire
404Range: 60'
405Duration: concentration
406Creates a thin wall of fire of up to 1200 feet, with dimensions chosen by the caster (a straight wall 60' long and 20' high, a circle 20' diameter and 20' high, etc). The wall is opaque and will block sight. Creatures of less than 4 HD cannot break through the wall, while creatures with 4 or more HD can break through the wall but will take 1d6 fire damage, or twice that if they are undead or cold-aligned creatures. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the caster remains stationary and concentrates on it.
407
408Wall of Ice
409Range: 120'
410Duration: 12 turns
411Creates a translucent wall of ice, and is mostly identical to wall of fire save that it deals cold damage, gives no extra damage versus undead and does double damage to fire-aligned creatures. It does not require concetration to maintain, but it must be cast to rest on the ground or a similar support.
412
413Wizard Eye
414Range: 240'
415Duration: 6 turns
416Creates an invisible eye through which the caster can see. It is the size of a real eye and has infravision out to 60'. The wizard eye can float through the air at up to 120' per turn, but will not go through solid objects or move more than 240' away from the caster. The caster must concentrate to look through the eye.
417
418Mass cure light wounds
419Range: 0
420Duration: permanent
421Heal 1d6+1 damage per tier of spell slot at or over 4th to all friendly entities within 10' of the caster. Any healing over the maximum is lost.
422Can be inverted to deal 1d6+1 damage per tier of spell slot at or over 4th to all enemies within 10' of the caster.
423
424Create Water
425Range: 0
426Duration: permanent
427Extracts a geyser from its earthly mantle, providing about 50 gallons of water, enough for a dozen men and their mounts. Every caster level above 7th grants another 50 gallons of water.
428
429Neutralize Poison
430Range: 0
431Duration: permanent
432Cancels the effects of poison, whether it is affecting a character, contaminating food or water, or otherwise. It only acts on poison present at the time it is cast.
433
434Protection from Evil 10' Radius
435Range: 0
436Duration: 12 turns
437Acts as Protection from Evil, but affects all friendly creatures within 10' of the caster. The barrier created moves with the caster. The barrier preventing melee combat is broken if any of the protected creatures attempt to make a melee attack.
438
439Speak with Plants
440Range: 30'
441Duration: 3 turns
442Grants the power to talk to plants and request simple favors from them. A request may be granted if it is within the plants' power to perform. It also allows communication with plant-like monsters.
443
444Sticks to Snakes
445Range: 120'
446Duration: 6 turns
447Turns 2d8 sticks into snakes (AC 14, HD 1, MV 90' (30'), #AT1, D d4). There is a 50% chance the snakes will be poisonous. The snakes obey the caster's commands, and they turn aback into sticks when the spell ends or when killed.
448
449Commune
450Range: 0
451Duration: 3 turns
452Allows the caster to ask their pretender questions. You can ask three questions that may be answered with yes or no, but only once a week. If used too often or your pretender otherwise gets annoyed through use of this spell, communing may only be used once per month.
453
454
455[5th tier magicman]
456
457
458Animate Dead
459Range: 60'
460Duration: indefinite
461Allows the caster to make animated skeletons or zombies from normal skeletons or dead bodies within the range of the spell. These undead will obey the caster until they are destroyed or dispelled by a holyman or dispel magic. The spell animates 1 HD of skeletons or zombies for every level of magicman. Skeletons have AC 13 and the same HD as the original creature. Zombies have AC 12 and one more HD than the living creature had. Animated creatures do not have any spells or special abilities.
462
463Raise Dead*
464Range: 120'
465Duration: permanent
466Raises any humanoid from the dead. A 9th level magicman can raise a body up to four days dead, and every magicman level beyond 9th increases the number of days by four. A raised character has 1 in all of their stats, which will be restored by 1 up to their former maximums for every day of complete bedrest, and cannot be healed faster with magic. Casting raise dead against one undead creature will slay it unless it makes a saving throw.
467Inverting this spell turns it into Finger of Death, which creates a death ray that will kill any one creature unless they make a saving throw, in which case there is no effect.
468
469Cloudkill
470Range: 0
471Duration: 6 turns
472Creates a cloud of poisonous vapor 30' in diameter that spreads from the caster's fingertips. It moves 60' per turn (20' per round) in the direction the wind blows, or away from the caster if there is no wind. The cloud is heavier than air and will sink when possible, and is broken up by trees or other thick vegetation. Creatures with less than 5 HD must make a save or die, taking 1 point of damage if successful. Creatures with more than 5 HD take 1 point of damage. These effects are suffered every round the creature is in contact with the cloud.
473
474Conjure Elemental
475Range: 240'
476Duration: indefinite
477Allows the magicman to summon one conjured elemental of their choice (air, earth, fire or water). The elemental will perform tasks for the magicman, but the caster must contiually concentrate to enforce their commands. If not, the elemental will turn upon its conjuror and attack. A magicman commanding an elemental cannot engage in combat, cast other spells, or move over half speed. If control is lost it cannot be regained - the elemental will return to the caster by the most direct route, slaying all in its path. The conjured elemental will serve until slain in combat, or the magicman orders it back to its plane of origin while it is under control. The elemental can be dispelled with dispel magic or dispel evil.
478
479Feeblemind
480Range: 0
481Duration: special
482Makes a magicman unable to think or cast spells, becoming a helpless idiot. The victim can save with a penalty of -4, and a successful save negates the effects of the spell. The spell lasts until negated by a dispel magic spell. This spell has no effect on creatures or classes other than magicmans.
483
484Hold Monster
485Range: 120'
486Duration: magicman level + 6 turns
487Affects all creatures (except undead) like a hold person spell.
488
489Magic Jar
490Range: 30'
491Duration: special
492The caster puts their body in a trance and transfers their life-force to an inanimate object (magic jar) within range. From this object, the caster may attempt to possess any one creature within 120' of the magic jar. If the victim makes a saving throw, the possession fails and the caster may not try that victim again for a turn. Otherwise, the victim is possessed and its body will do as the caster wills. None of the caster's spells may be cast by the possessed, and if the possessed body is destroyed, the caster must return to the magic jar. The caster can be forced out of a possessed body with a dispel evil spell.
493Destroying the magic jar while the caster's life force is in it kills the caster, and destroying it while the caster is possessing something strands the life-force in that body. Killing the caster's real body strands the life-force in the magic jar. Once the caster returns to their real body the spell is over.
494
495Pass-Wall
496Range: 30'
497Duration: 3 turns
498Opens a 5' diameter hole up to 10' deep in solid rock or stone. When the spell ends, the hole closes.
499
500Telekineses
501Range: 120'
502Duration: 6 rounds
503The caster can levitate and slowly move weights of up to 2 units per magicman level. The entire weight may be moved up to 20' per round in any direction. Unwilling creatures get a saving throw to resist. The caster must concentrate while moving objects, and if disturbed the object will fall.
504
505Transmute Rock to Mud*
506Range: 120'
507Duration: 3d6 days
508Changes a volume of rock up to 3,000 square feet and 10' to a morass of mud. Creatures enterign the area of mud are slowed to 1/10th their normal speed. The reverse of this spell changes up to 3,000 square feed of mud (10' deep) to rock. The reversed version is permanent.
509
510Wall of Stone
511Range: 60'
512Duration: special
513Creates a 2' thick wall of stone 1,000 cubic feet in any shape the caster desires. Lasts until broken through or dispelled by dispel magic. Must be cast to rest on the ground or similar support and cannot be cast in a space occupied by another object.
514
515Dispel Evil
516Range: 30'
517Duration: 1 turn
518Banishes or destroys any enchanted or undead monsters that come in range if they fail a saving throw. If the save is successful, the monster will immediately flee from the area. The caster must remain stationary and concentrate to maintain this effect. Alternatively, the spell may be cast upon only one creature, reducing its saving throws by 2. This spell will also free a creature within range from a cursed item.
519
520Insect Plague
521Range: 480'
522Duration: 1 day
523Creates (and/or calls, don't want to be wasteful) a vast swarm of insects 60' in diameter, moving 20' per round. The cloud of insects will obscure vision and drive off creatures caught in its midst. The caster may direct the swarm while it is within range, but must remain stationary and concentrate to maintain the spell. If the caster is disturbed, the spell ends and the insects scatter. This spell only works above ground.
524
525Quest* (aka Railroad)
526Range: 30'
527Duration: special
528Forces the character it is cast on to perform some special task or quest as commanded by the caster at the time of casting. A successful save will mean the spell has no effect. Typical tasks include slaying a certain monster, rescuing a maiden, obtaining a magic item for the caster, or going on a pilgrimage. Such tasks will not be suicidal, and once the task is completed, the spell ends. If a character refuses to go on a quest, they will be cursed in some way until the quest is continued.
529The reverse of this spell, Remove Quest, must be used to dispel an unwanted quest and/or a quest-related curse. The chance of success is reduced by 5% for every level the caster is lower than whoever originally cast the quest.
530
531[6th tier magicman]
532
533
534Anti-Magic Shell
535Range: 0 (caster only)
536Duration: 12 turns
537Creates a personal barrier around the caster that stops any magic spell and effects from coming in or going out. Lasts until the duration is up or the caster decides to end it.
538
539Control Weather
540Range: 0
541Duration: concentration
542Allows the caster to create one special weather condition in the area with a 240 yard radius of the caster. Only works outdoors and lasts as long as the caster is stationary and concentrates. Flavors include, but are not limited to:
543Rain: missile fire has -2 to-hit. After three turns, the ground becomes muddy and reduces movement rate by half.
544Snow: reduces range of vision to 20' and movement is halved. Once the snow melts, mud still reduces movement. Rivers and streams may freeze over.
545Fog: vision range is reduced to 20', and movement is halved while the fog lasts. Creatures in the fog may become disoriented and lost.
546Intense Heat: reduces movement by half but melts snow and dries out mud.
547High Winds: reduces movement by half, makes ships sailing with it go faster, and may cause dust or sandstorms depending on the locale.
548Clear: cancels bad weather but not secondary effects (like mud).
549
550Death Spell
551Range: 240'
552Duration: 1 round
553Kills 4d8 levels of creatures less than 8 HD in a 60' cube. Any excess levels of effect are lost. Each creature is allowed a saving throw. Does not affect creatures of 8+ HD nor undead.
554
555Disintegrate
556Range: 60'
557Duration: instantaneous
558Disintegrates any single non-magical creature or object. Creatures are allowed a saving throw with success resulting in no effect.
559
560Stone to Flesh*
561Range: 120'
562Duration: permanent
563Turns any stone it is cast on to flesh. Usually used to restore characters who have been turned to stone.
564The reverse turns one living creature's flesh to stone. All clothing and equipment is also turned to stone. The victim is allowed a saving throw to negate the effect.
565
566
567
568[Turn/Destroy Undead table]
569
570 Undead HD
571Lvl 1 2 3 4 5 7 8 9 10 11 12
5721 7 9 11 - - - - - - - -
5732 T 7 9 11 - - - - - - -
5743 T T 7 9 11 - - - - - -
5754 D T T 7 9 11 - - - - -
5765 D D T T 7 9 11 - - - -
5776 D D D T T 7 9 11 - - -
5787 D D D D T T 7 9 11 - -
5798 D D D D D T T 7 9 11 -
5809 D D D D D D T T 7 9 11
58110 D D D D D D D T T 7 9
58211 D D D D D D D D T T 7
58312+ D D D D D D D D D T T
584
585Compare caster level to the undead HD for table-consulting purposes.
586If the result is a number, roll 2d6 (higher is better). If you roll that number or higher, some of the undead are turned, fleeing from the caster and cowering if there nowhere to hide.
587- means there is no effect, the you can't turn that creature.
588T means some of the undead are turned. They will not touch the caster and will try to flee the area if they can.
589D means some of the undead are outright dispelled/destroyed/disintegrated/decayed/deposed/discombobulated/etc
590To determine how many "some" is, roll another 2d6 for the total HD affected. Weaker undead are affected first.
591
592EX: Bob the 10th level magicman encounters six 1 HD skeletons and two 5 HD mummies. Both have a result of "D" on the table, so Bob gets right to rolling dice. No matter the result, at least two skeletons are guaranteed to be destroyed. With a roll of 6, all the skeletons are vaporized, but the mummies are unaffected. If he rolls an 11, all of the skeletons and one of the mummies will be wiped out, leaving one mummy untouched.