5 \newenvironment{spelllist
}[1]{%
7 \hrule height
\arraythickrulewidth%
9 \hbox to
\hsize{\hfil\bfseries #1 spells
\strut\hfil}%
11 \hrule height
\arrayrulewidth%
14 \lineskip\bigskipamount%
20 \endtabular\hss\egroup%
22 \hbox{}\penalty0\hbox{}%
26 \global\advance\levelcount1%
27 \hbox to
.3\hsize\bgroup%
28 \tabular{>
{\global\advance\itemcount1%
29 \hbox to2em
{\hfil\the\itemcount.
}\quad}l
}%
30 \multicolumn{1}{@
{}l
}{\bfseries Level
\the\levelcount}\\%
37 \hss\egroup\penalty10000\hfill\hbox{}\par%
39 \hrule height
\arraythickrulewidth%
43 \newenvironment{spells
}[1]{%
45 \begin{multicols
}{2}[\sect{#1}]%
49 \textbf{Level
\the\itemcount}%
52 \begin{basedescript
}{%
54 \desclabelstyle{\nextlinelabel}%
57 \itemsep\medskipamount%
72 \def\spell#1#2{\item[\emph{#1} {[#2]}]}
79 \begin{tabular
}{\shade rcccccccc
} \hlx*
{hv
}
80 \tt{Cleric/Druid spells by level
} \\
81 \th{Level
} &
\th{Free
} &
\th1&
\th2&
\th3&
\th4&
\th5&
\th6&
\th7 \\
\hlx{vhv
}
82 1 & --- & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
83 2 & --- &
1 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
84 3 & --- &
2 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
85 4 & --- &
2 &
1 & ---& ---& ---& ---& --- \\
\hlx{+
}
86 5 & --- &
2 &
2 & ---& ---& ---& ---& --- \\
\hlx{+
}
87 6 & --- &
2 &
2 &
1 & ---& ---& ---& --- \\
\hlx{+
}
88 7 & --- &
3 &
2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
89 8 & --- &
3 &
3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
90 9 &
1 &
3 &
3 &
3 &
2 & ---& ---& --- \\
\hlx{+
}
91 10 &
1 &
4 &
4 &
3 &
2 &
1 & ---& --- \\
\hlx{+
}
92 11 &
1 &
4 &
4 &
3 &
3 &
2 & ---& --- \\
\hlx{+
}
93 12 &
1 &
4 &
4 &
4 &
3 &
2 &
1 & --- \\
\hlx{+
}
94 13 &
1 &
5 &
5 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
95 14 &
2 &
5 &
5 &
5 &
3 &
3 &
2 & --- \\
\hlx{+
}
96 15 &
2 &
6 &
5 &
5 &
3 &
3 &
3 & --- \\
\hlx{+
}
97 16 &
2 &
6 &
5 &
5 &
4 &
4 &
3 & --- \\
\hlx{+
}
98 17 &
2 &
6 &
6 &
5 &
4 &
4 &
3 &
1 \\
\hlx{+
}
99 18 &
3 &
6 &
6 &
5 &
4 &
4 &
3 &
2 \\
\hlx{+
}
100 19 &
3 &
7 &
6 &
5 &
4 &
4 &
4 &
2 \\
\hlx{+
}
101 20 &
3 &
7 &
6 &
5 &
4 &
4 &
4 &
3 \\
\hlx{+
}
102 21 &
3 &
7 &
6 &
5 &
5 &
5 &
4 &
3 \\
\hlx{+
}
103 22 &
3 &
7 &
6 &
5 &
5 &
5 &
4 &
4 \\
\hlx{+
}
104 23 &
4 &
7 &
7 &
6 &
6 &
5 &
4 &
4 \\
\hlx{+
}
105 24 &
4 &
8 &
7 &
6 &
6 &
5 &
5 &
4 \\
\hlx{+
}
106 25 &
4 &
8 &
7 &
6 &
6 &
5 &
5 &
5 \\
\hlx{+
}
107 26 &
4 &
8 &
7 &
7 &
6 &
6 &
5 &
5 \\
\hlx{+
}
108 27 &
5 &
8 &
8 &
7 &
6 &
6 &
6 &
5 \\
\hlx{+
}
109 28 &
5 &
8 &
8 &
7 &
7 &
7 &
6 &
5 \\
\hlx{+
}
110 29 &
5 &
8 &
8 &
7 &
7 &
7 &
6 &
6 \\
\hlx{+
}
111 30 &
5 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
112 31 &
5 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
113 32 &
6 &
9 &
8 &
8 &
8 &
8 &
7 &
7 \\
\hlx{+
}
114 33 &
6 &
9 &
9 &
8 &
8 &
8 &
8 &
7 \\
\hlx{+
}
115 34 &
6 &
9 &
9 &
9 &
8 &
8 &
8 &
8 \\
\hlx{+
}
116 35 &
6 &
9 &
9 &
9 &
9 &
9 &
8 &
8 \\
\hlx{+
}
117 36 &
7 &
9 &
9 &
9 &
9 &
9 &
9 &
9 \\
\hlx*
{vh
}
120 \begin{tabular
}{\shade rccccccccc
} \hlx*
{hv
}
121 \tt{Magic-user spells by level
} \\
122 \th{Level
} &
\th1&
\th2&
\th3&
\th4&
\th5&
\th6&
\th7&
\th8&
\th9 \\
\hlx{vhv
}
123 1 &
1 & ---& ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
124 2 &
2 & ---& ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
125 3 &
2 &
1 & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
126 4 &
2 &
2 & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
127 5 &
2 &
2 &
1 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
128 6 &
3 &
2 &
2 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
129 7 &
3 &
2 &
2 &
1 & ---& ---& ---& ---& --- \\
\hlx{+
}
130 8 &
3 &
3 &
2 &
2 & ---& ---& ---& ---& --- \\
\hlx{+
}
131 9 &
3 &
3 &
2 &
2 &
1 & ---& ---& ---& --- \\
\hlx{+
}
132 10 &
4 &
3 &
3 &
2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
133 11 &
4 &
3 &
4 &
3 &
2 & ---& ---& ---& --- \\
\hlx{+
}
134 12 &
4 &
4 &
4 &
3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
135 13 &
5 &
4 &
4 &
3 &
2 &
2 & ---& ---& --- \\
\hlx{+
}
136 14 &
5 &
4 &
4 &
4 &
3 &
2 & ---& ---& --- \\
\hlx{+
}
137 15 &
5 &
4 &
4 &
4 &
3 &
2 &
1 & ---& --- \\
\hlx{+
}
138 16 &
5 &
5 &
4 &
4 &
3 &
2 &
2 & ---& --- \\
\hlx{+
}
139 17 &
6 &
5 &
4 &
4 &
4 &
3 &
2 & ---& --- \\
\hlx{+
}
140 18 &
6 &
5 &
4 &
4 &
4 &
3 &
2 &
1 & --- \\
\hlx{+
}
141 19 &
6 &
5 &
5 &
5 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
142 20 &
6 &
5 &
5 &
5 &
4 &
4 &
3 &
2 & --- \\
\hlx{+
}
143 21 &
6 &
5 &
5 &
5 &
4 &
4 &
3 &
2 &
1 \\
\hlx{+
}
144 22 &
6 &
6 &
5 &
5 &
5 &
4 &
3 &
2 &
2 \\
\hlx{+
}
145 23 &
6 &
6 &
6 &
6 &
5 &
4 &
3 &
3 &
2 \\
\hlx{+
}
146 24 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
3 &
2 \\
\hlx{+
}
147 25 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
4 &
3 \\
\hlx{+
}
148 26 &
7 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
3 \\
\hlx{+
}
149 27 &
7 &
7 &
7 &
6 &
6 &
5 &
5 &
5 &
4 \\
\hlx{+
}
150 28 &
8 &
8 &
7 &
6 &
6 &
6 &
6 &
5 &
4 \\
\hlx{+
}
151 29 &
8 &
8 &
7 &
7 &
7 &
6 &
6 &
5 &
5 \\
\hlx{+
}
152 30 &
8 &
8 &
8 &
7 &
7 &
7 &
6 &
6 &
5 \\
\hlx{+
}
153 31 &
8 &
8 &
8 &
7 &
7 &
7 &
7 &
6 &
6 \\
\hlx{+
}
154 32 &
9 &
8 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
155 33 &
9 &
9 &
9 &
8 &
8 &
8 &
7 &
7 &
7 \\
\hlx{+
}
156 34 &
9 &
9 &
9 &
9 &
8 &
8 &
8 &
8 &
7 \\
\hlx{+
}
157 35 &
9 &
9 &
9 &
9 &
9 &
9 &
8 &
8 &
8 \\
\hlx{+
}
158 36 &
9 &
9 &
9 &
9 &
9 &
9 &
9 &
9 &
9 \\
\hlx*
{vh
}
161 \begin{tabular
}{\shade rccccccccc
} \hlx*
{hv
}
162 \tt{Elf spells by level
} \\
163 \th{Level
} &
\th1&
\th2&
\th3&
\th4&
\th5 \\
\hlx{vhv
}
164 1 &
1 & ---& ---& ---& --- \\
\hlx{+
}
165 2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
166 3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
167 4 &
2 &
2 & ---& ---& --- \\
\hlx{+
}
168 5 &
2 &
2 &
1 & ---& --- \\
\hlx{+
}
169 6 &
3 &
2 &
2 & ---& --- \\
\hlx{+
}
170 7 &
3 &
3 &
2 &
1 & --- \\
\hlx{+
}
171 8 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
172 9 &
4 &
4 &
3 &
2 & --- \\
\hlx{+
}
173 10 &
5 &
4 &
3 &
2 &
1 \\
\hlx*
{vh
}
177 \begin{spelllist
}{Cleric/Druid
}
179 Cure light wounds* \\
184 Purify food and water \\
187 \itshape Detect danger \\
188 \itshape F
\ae rie fire \\
190 \itshape Predict weather
195 %% Know alignment* \\
198 Slow poison \\
%% see house rules
200 Speak with animal
\split
201 \itshape Heat metal \\
203 \itshape Produce fire \\
212 Speak with the dead \\
214 \itshape Call lightning \\
215 \itshape Hold animal \\
216 \itshape Prot./poison \\
217 \itshape Water breathing
221 Cure serious wounds* \\
223 Neutralize poison* \\
226 Sticks to snakes
\split
227 \itshape Control temp.\
10$'$r \\
228 \itshape Plant door \\
229 \itshape Prot./lightning \\
230 \itshape Summon animals
234 Cure critical wounds* \\
240 \itshape Anti-plant shell \\
241 \itshape Control winds \\
248 Create normal animals \\
251 Speak with monsters* \\
252 Word of recall
\split
253 \itshape Anti-animal shell \\
254 \itshape Summon weather \\
255 \itshape Transp.\ through plants \\
266 \itshape Creeping doom \\
267 \itshape Metal to wood \\
268 \itshape Summon elemental \\
269 \itshape Weather control
272 \begin{spelllist
}{Magic-user
}
310 Invisibility
10$'$r \\
313 Prot./normal missiles \\
321 Hallucinatory terrain \\
333 Contact outer plane \\
359 Create normal monsters \\
360 Delayed blast fire ball \\
373 Create magical monsters \\
380 Polymorph any object \\
387 Create any monster \\
401 \begin{spells
}{Cleric spells
}
403 \spell{Cure light wounds*
}{T, P,
1 creature
}
404 Heals $
\d{1d6
} +
1$\,hp, or cures paralysis. Reverse
\emph{cause light
405 wounds
}: causes damage.
407 \spell{Detect evil
}{0,
6T, $
120'$
}
408 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
410 \spell{Detect magic
}{0,
2T, $
60'$
}
411 Magical objects, creatures and places seem to `glow'.
413 \spell{Light*
}{$
120'$,
12T,
1 object
}
414 Casts light for $
30'$; effect moves with target unless SvS. Blinds if cast
415 at eyes. Reverse
\emph{darkness
}: creates darkness penetrable by
416 infravision; cancels
\emph{light
} and
\emph{vice versa
}.
418 \spell{Protection from evil
}{0,
12T
}
419 Personal barrier: attacks penalised by $-
1$; $+
1$ on saves; enchanted
420 creatures cannot enter unless attacked.
422 \spell{Purify food and water
}{$
10'$, P
}
423 Makes spoiled or poisoned food/water safe. Purifies one week's rations, six
424 waterskins or food for a dozen people. Settles dirt in mud leaving clear
427 \spell{Remove fear*
}{T,
2T,
1 creature
}
428 Allows SvS against
\emph{fear
} attacks, with $+
\min(L,
6)$ bonus. Reverse
429 \emph{cause fear
} ($
120'$,
2T,
1 creature): SvS or flee.
431 \spell{Resist cold
}{0,
6T, $
30'$
}
432 Unharmed by normal cold; $+
2$ on saves against cold and damage biased by $-
1$
437 \spell{Bless*
}{$
60'$,
6T, $
20'$
}
438 Morale, hit and damage bonus of $+
1$; does not affect creates in mel\'ee.
439 Reverse
\emph{blight
}: applies penalties; SvS to avoid.
441 \spell{Find traps
}{0,
2T, $
30'$
}
442 Traps (not natural dangers) seem to `glow'.
444 \spell{Hold person*
}{$
180'$,
9T, up to
4 humanoids
}
445 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
446 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
448 \spell{Resist fire
}{$
30'$,
2T,
1 creature
}
449 Unharmed by normal fire; $+
2$ on saves against fire and damaged biased by
452 \spell{Silence
15$'$ radius
}{$
180'$,
12T, $
30'
\phi$
}
453 Area cannot cause sound (sound may still enter from outside); effect moves
454 with target unless SvS.
456 \spell{Slow poison
}{T, $
6L$T,
1 creature
}
457 Slows effects of poison; poison takes
1\,hp per turn, though never reaching
458 zero; works even on `dead' characters.
460 \spell{Snake charm
}{$
60'$, $
\d{1d4
} +
1$R/T, $L$HD of snakes
}
461 Charms snakes (no save): they rise up and sway. Duration is R if
462 snakes are attacking caster; otherwise T.
464 \spell{Speak with animals
}{0,
6T, $
30'$
}
465 Nominate kind of animal; allows conversation, $+
2$ on reaction rolls.
469 \spell{Continual light*
}{$
120'$, P,
1 object
}
470 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
471 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
472 creates darkness impenetrable by infravision, lanterns, torches or
473 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
475 \spell{Cure blindness
}{T, P,
1 creature
}
476 Cures blindness, even from
\emph{continual light
}, but not a
\emph{curse
}.
478 \spell{Cure disease*
}($
30'$, P,
1 creature)
479 Cures one creature; $L
\ge 11$ can cure lycanthropy. Reverse
\emph{cause
480 disease
} (SvS to avoid): $-
2$ on hit rolls, wounds cannot be magically cured,
481 natural healing takes double time, fatal in
2d12 days unless magically cured.
483 \spell{Growth of animal
}{$
120'$,
12T,
1 animal
}
484 Doubles size of animal (or giant animal), doubling damage and loading (but
485 not AC, hp or behaviour).
487 \spell{Locate object
}{0,
6T, $
120'$
}
488 Sense direction of one known object (but not distance). Will not locate
491 \spell{Remove curse*
}{T, P,
1 creature or item
}
492 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
495 \spell{Speak with the dead
}{0, $L$R, $
10'$
}
496 Caster may ask three questions of a deceased spirit. Time limits apply based
497 on caster level: $L
\le 7$ up to
4 days; $L
\le 14$ up to
4 months; $L
\le
498 20$ up to
4 years; $L >
20$ no limit. Spirit can only give answers known
499 prior to death; may respond in riddles.
501 \spell{Striking
}{$
30'$,
1T,
1 weapon
}
502 Cast on weapon: causes
1d6 extra damage per hit; weapon can be used to hit
503 creatures normally only damaged by magical weapons.
507 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
508 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
509 magic
}. Skeletons have same HD as original creature, zombies have one more
512 \spell{Create water
}{$
10'$,
6T, water for $
12(L -
7)$ men and mounts
}
513 Water springs from ground or wall. Water for
12 people is about
50 gallons.
515 \spell{Cure serious wounds*
}{T, P,
1 creature
}
516 Heals $
\d{2d6
} +
2$\,hp. Reverse
\emph{cause serious wounds
}: causes damage.
518 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
519 Destroys spells in area; fails $L' - L$ in
20. FIXME touch dispel
521 \spell{Neutralize poison*
}{T, P,
1 creature/container/object
}
522 Makes poison harmless; revives victim killed by poison in previous
10
523 rounds. Reverse
\emph{create poison
}: creature must SvPn or die; liquids are
526 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
527 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
530 \spell{Speak with plants
}{0,
3T, $
30'$
}
531 Plants will grant simple favours (e.g., allowing passage). Allows
532 communication with treants.
534 \spell{Sticks to snakes
}{$
120'$,
6T,
2d8 sticks
}
535 Turns sticks into snakes (
3 in
6 chance per snake of being poisonous).
536 Stats: MV90, HD1(S), F1, XP10/
13, AT bite (
1d4, poison), I2, N, ML12.
540 \spell{Commune
}{0,
3T,
3 questions
}
541 Caster may ask three yes/no questions of the greater powers. Usable at most
542 once per week; once per year grant of
6 questions.
544 \spell{Create food
}{$
10'$, P, food for $
12(L -
7)$ men and mounts
}
545 Creates normal food; spoils after
24 hours.
547 \spell{Cure critical wounds*
}{T, P,
1 creature
}
548 Heals $
\d{3d6
} +
3$\,hp. Reverse
\emph{cause critical wounds
}: causes
551 \spell{Dispel evil
}{$
30'$,
1T,
1 or more creatures or items
}
552 Destroys undead and enchanted monsters in range (unless SvS; $-
2$ if single
553 creature); extraplanar creatures are banished. If SvS, must flee the area
554 for as long as the caster concentrates without moving. May also remove
555 \emph{curse
} from an item, or a
\emph{charm
} effect.
557 \spell{Insect plague
}{$
480'$,
1D, swarm $
60'
\phi$
}
558 Swarm obscures vision; drives off creatures with
3HD or less; MV
\flying60.
559 Caster must concentrate without moving to control swarm, otherwise the
560 insects scatter. Only works outdoors.
562 \spell{Quest*
}{$
30'$, until completed,
1 creature
}
563 Compels creature to perform quest;
\emph{curse
} applies until performed.
564 Reverse
\emph{remove quest
}: removes compulsion; fails $L' - L$ in
20.
566 \spell{Raise dead*
}{$
120'$, P,
1 (demi)human dead up to $
4(L -
7)$
568 Recipient returns to life with
1\,hp; cannot fight, carry loads, move better
569 than half speed or use special abilities until rested for two weeks. Against
570 undead with
9HD or less, target must SvS (penalty $-
2$) or be destroyed
571 (vampires forced to coffin; with more than
9HD, inflicts
3d10 damage, SvS for
572 half). Reverse
\emph{finger of death
} ($
60'$, I,
1 creature): SvDR or die;
573 against undead with more than
9HD, cures
3d10\,hp damage.
575 \spell{Truesight
}{0, $
1\textrm{T
} + L
\textrm{R
}$
}
576 Caster can see all hidden, invisible and Ethereal objects in range, in their
577 true forms, undisguised; experience and power (level/HD) and basic character
578 traits (alignment-ish) detected.
582 \spell{\AE rial servant
}{$
60'$, $L$D
}
583 Servant fetches one item or creature. If it fails, it goes mad and attacks
586 \spell{Animate objects
}{$
60'$,
6T up to
4\,
000\,cn of objects
}
587 Objects have same attack chance as caster.
589 \spell{Barrier*
}{$
60'$,
12T, $
30'
\times 30'
\phi$
}
590 Barrier of whirling hammers, causes
7d10 damage to anyone passing. Reverse
591 \emph{remove barrier
}: removes
\emph{barrier
},
\emph{wall of ice
},
\emph{wall
592 of fire
},
\emph{clothform
},
\emph{woodform
} or
\emph{wall of stone
}.
593 Cannot affect
\emph{wall of iron
},
\emph{stoneform
},
\emph{ironform
} or
596 \spell{Create normal animals
}{$
30'$,
10T
}
597 Create one large, three medium or six small animals. They obey the caster's
598 instructions. They may travel up to $
240'$ from the caster.
600 \spell{Cureall
}{T, P,
1 creature
}
601 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
602 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
604 \spell{Find the path
}{0, $
6 + L$T
}
605 Caster gains knowledge of how to reach a specific place (directions, secret
606 doors, passwords, etc.). After duration, only general direction remains.
607 Spell broken if caster attempts to preserve the knowledge.
609 \spell{Speak with monsters*
}{0, $L$R
}
610 Allows communication with living and undead creatures in range (even
611 unintelligent creatures); one question per round. Reverse
\emph{babble
}
612 ($
60'$, $L$T,
1 creature): SvS ($-
2$ penalty) or be unable to communicate
613 (spell-casting is unaffected).
615 \spell{Word of recall
}{0, I
}
616 Transports caster and equipment carried to meditation room. Caster
617 automatically gains initiative.
621 \spell{Earthquake
}{$
120'$,
1T, $
5(L -
5)'$ square of earth
}
622 Small dwellings destroyed, larger constructions cracked open; hills,
623 cliffsides, etc., form rockslides; cracks in the earth swallow up
1 creature
624 in
6 (SvDR to avoid).
626 \spell{Holy word
}{0, I, $
40'$
}
627 SvS allowed for non-hostile creatures, and those with
13HD or more. Blocked
628 only by lead or
\emph{anti-magic shell
}.
629 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
630 \th{HD
} &
\th{Effect
} \\
\hlx{vhv
}
631 0--
5 & Killed \\
\hlx{+
}
632 6--
8 & Stunned for
2d10 turns \\
\hlx{+
}
633 \09--
12 & Deafened for
1d6 turns \\
\hlx{+
}
634 13+ & Stunned for
1d10 rounds \\
\hlx{vh
}
637 \spell{Raise dead fully*
}{$
60'$, P,
1 creature
}
638 For (demi)humans dead up to $
4(L -
16)$, immediate restoration of all hit
639 points and abilities (curses and diseases not removed). For other creatures,
640 as
\emph{raise dead
}. Destroys undead with
12HD or less (SvS at $-
4$ for
641 7--
12HD only);
6d10 damage to undead with more than
12HD (SvS for half);
642 Reverse
\emph{obliterate
}: affects living creatures as normal spell affects
643 undead; as for
\emph{cureall
} against undead.
645 \spell{Restore*
}{T, P,
1 creature
}
646 Restores
1 level to victim of energy drain; caster loses a level until rested
647 for
2d10 days. Reverse
\emph{life drain
}: inflicts
1ED:Wt.
649 \spell{Survival
}{T, $
6 L$T,
1 creature
}
650 Protects target from all non-magical environmental damage.
652 \spell{Travel
}{0, $L$T
}
653 Allows free travel. Flying (MV
\flying360); move between planes by one
654 round's concentration (at most
1 per turn), bringing along $
\lfloor L/
5
655 \rfloor$ others touched; assume gaseous form by one round's concentration
656 (with all equipment; MV
\flying720, AC$^-
2$, cannot pass
\emph{protection from
657 evil
} or
\emph{anti-magic shell
}).
659 \spell{Wish
}{special
}
662 \spell{Wizardry
}{0,
1T
}
663 Caster can use a magical item specific to magic-users, including
1st or
2nd
664 level spells on scrolls.
668 \begin{spells
}{Druid spells
}
670 \spell{Detect danger
}{$
5L'$,
6T outdoors or
3T
}
671 Reveals dangerous nature (immediately dangerous, potentially dangerous or
672 benign) of places ($
1'$ square), creatures, objects (chest, weapon, etc.),
673 requiring one round of concentration each; detects poisons.
675 \spell{F
\ae rie fire
}{$
60'$, $L$R, $
\lceil L/
5 \rceil'$ man-sized objects
}
676 Outlines objects with pale greenish fire, if caster can detect them.
677 Outlined creatures are $+
2$ to hit.
679 \spell{Locate
}{0,
6T,
1 animal or plant within $
120'$
}
680 Finds direction of one known animal or plant, or exact type.
682 \spell{Predict weather
}{0,
12 hours, $L$ miles diameter
}
683 Gains knowledge of future weather over the spell's duration.
687 \spell{Heat metal
}{$
30'$,
7R,
1 metal object, $
5L$\,cn
}
688 Object heats and cools. Wood in contact with metal burns away. Creature
689 holding object takes damage per round in the pattern
1,
2,
4,
8,
4,
2,
1
690 (fire resistance negates all damage). Can be stopped by
\emph{dispel magic
}
693 \spell{Obscure
}{0, $L$T, $L'
\times 10L'
\phi$
}
694 Creates opaque misty cloud; caster and those able to
\emph{detect invisible
}
695 can dimly see through it.
697 \spell{Produce fire
}{0, $
2L$T
}
698 Creates small fire in the caster's hand; caster can extinguish and re-ignite
699 it by one round's concentration. Flame may be dropped or thrown $
30'$ but
700 disappears after
1 round.
702 \spell{Warp wood
}{$
240'$, P, $L$ arrows (or equivalent)
}
703 Warps wooden weapons. Spear, javelin or wand is two arrows; club, bow or
704 staff is four. Enchanted items may ($
\delta G$ in
10) be unaffected; SvS if
709 \spell{Call lightning
}{$
360'$, $L$T
}
710 Must be a storm within range. Calls one lightning bolt per turn, hitting
711 $
20'
\phi$ area, doing
8d6 damage.
713 \spell{Hold animal
}{$
180'$, $L$T, $L$HD of normal or giant animals
}
714 Each target must SvS or be paralysed. Affects summoned, conjured or
717 \spell{Protection from poison
}{T, $L$T,
1 creature
}
718 Target and items carried are immune to all poison; $+
4$ on saves versus
719 poisonous breath weapons.
721 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
722 Recipient can breathe under water.
726 \spell{Control temperature
10$'$ radius
}{0, $L$T, air within $
10'$
}
727 Caster may adjust temperature in area affected by up to
25$^
\circ$C; one
728 round concentration required for a change.
730 \spell{Plant door
}{0, $L$T
}
731 Plants cannot prevent passage of the caster (only): trees bend etc. Caster
732 can hide inside large tree.
734 \spell{Protection from lightning
}{T, $L$T,
1 creature
}
735 Target is protected from $L$ dice of electrical damage.
737 \spell{Summon animals
}{$
360'$,
3T, $L$HD of animals
}
738 Summons any normal animals (not arthropods etc.\@) in range. Very small
739 creatures are $
\tfrac{1}{10}$HD. Animals flee if harmed; morale check if
740 caster is being harmed.
744 \spell{Anti-plant shell
}{0, $L$R
}
745 Personal barrier which plants cannot enter. Can be used to open a passage
746 for others. Druid cannot strike plants.
748 \spell{Control winds
}{$
10L'$, $L$T
}
749 Requires
1 turn concentration for complete change. Highest-level caster in
750 range wins. May be used against air creatures (e.g., elementals): SvS or
751 under caster's control (concentration required); may be used to kill;
752 creature will be hostile when effect ends.
754 \spell{Dissolve
}{$
240'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
755 Changes earth to mud. Entire volume must be within range. Creatures in mud
756 slowed to
10\%, and may become stuck.
758 \spell{Pass plant
}{0, I
}
759 Teleportation between trees of same type. Distance depends on tree type:
760 600\,yd for oak;
360\,yd for ash, elm, linden, or yew;
240\,yd for evergreen
761 trees,
300\,yd for others.
765 \spell{Anti-animal shell
}{0, $L$T
}
766 Personal barrier which animals (including insects, giant animals etc.) cannot
767 enter. Druid cannot strike animals.
769 \spell{Summon weather
}{$
\max(L -
10,
5)$ miles, $
6L$T
}
770 Brings weather within range to caster's location.
772 \spell{Transport through plants
}
773 {$
\infty$, I, caster and two willing creatures
}
774 Enter living plant, leave another living plant elsewhere (on same plane),
775 either a specific known plant or one in a general area.
777 \spell{Turn wood
}{$
30'$, $L$T, wave $
120'
\times 60'$
}
778 Pushes wood away; wave starts within $
30'$ of caster, moves at $
10'$ per
779 round, ends at $
360'$ (or earlier if caster wishes).
783 \spell{Creeping doom
}{$
120'$, $L$R,
1000 insects
}
784 Fills $
20'$--$
60'$ square, MV60 (must remain within range). Inflicts
1\,hp
785 per
10 insects per round. Fire can damage horde slightly;
\emph{fire ball
}
786 kills
100 insects. Effect can pass
\emph{protection from evil
}.
788 \spell{Metal to wood
}{$
120'$, P, $
50L$\,cn of metal
}
789 Magical items have only
1 in
10 chance of being affected. Armour falls off;
790 weapons become clubs.
792 \spell{Summon elemental
}{$
240'$,
6T,
1 16HD elemental
}
793 Elemental obeys commands; does not require concentration; elemental will not
794 be hostile at end of effect. Caster can send elemental back by command;
795 others must use
\emph{dispel magic
} or
\emph{dispel evil
}.
797 \spell{Weather control
}{0, C, weather within $
240'$
}
798 Caster can create a weather condition; must be outdoors. Possible effects:
800 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
801 muddy, movement halved.
802 \item[Snow
] Visibility $
20'$; half movement; water may
804 \item[Fog
] Visibility $
20'$; half movement; those within may
806 \item[Clear
] Cancels adverse weather.
807 \item[Intense heat
] Half movement; water dries up.
808 \item[High winds
] Missile fire impossible; half movement; sailing ships
809 move
50\% faster; sandstorm in desert ($
20'$ visibility).
810 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
816 \begin{spells
}{Magic-user spells
}
818 \spell{Analyse
}{0,
1R,
1 item
}
819 Learn enchantment on item $
3 + L$ in
20 to determine one characteristic.
820 Information is vague on `pluses' and charges.
822 \spell{Charm person
}{$
120'$, varies,
1 humanoid
}
823 Victim must SvS or be
\emph{charmed
} -- believe caster is his `best friend'.
824 Victim may save again as indicated below.
825 \begin{tabular
}[C
]{\shade cl|cl
} \hlx*
{hv
}
826 \th{Int
} &
\th{Save every
} &
\th{Int
} &
\th{Save every
} \\
\hlx{vhv
}
827 0 &
120 days &
13--
15 &
3 days \\
\hlx{+
}
828 1 &
90 days &
16--
17 &
24 hours \\
\hlx{+
}
829 2 &
60 days &
18 &
8 hours \\
\hlx{+
}
830 3 &
45 days &
19 &
3 hours \\
\hlx{+
}
831 4--
5 &
30 days &
20 &
1 hour \\
\hlx{+
}
832 6--
8 &
15 days &
21\rlap+ &
1 turn \\
\hlx{+
}
833 \09--
12 &
7 days & \\
\hlx*
{vh
}
836 \spell{Detect magic
}{0,
2T, $
60'$
}
837 All magical things and effects within effect `glow'.
839 \spell{Floating disc
}{$
6'$,
6T,
5000\,cn
}
840 Disc floats at height of caster's waist, remaining within $
6'$.
842 \spell{Hold portal
}{$
10'$,
2d6T,
1 portal
}
843 Holds portal against creatures with $L' < L +
3$.
845 \spell{Light*
}{$
120'$,
12T,
1 object
}
846 Casts light for $
30'$; effect moves with target unless SvS. Blinds if cast
847 at eyes. Reverse
\emph{darkness
}: creates darkness penetrable by
848 infravision; cancels
\emph{light
} and
\emph{vice versa
}.
850 \spell{Magic missile
}{$
150'$,
1R, $
2 \lceil L/
5 \rceil -
1$ missiles
}
851 Each missile does $
\d{1d6
} +
1$ damage; missiles never miss; may have
854 \spell{Protection from evil
}{0,
6T
}
855 Personal barrier: attacks penalised by $-
1$; $+
1$ on saves; enchanted
856 creatures cannot enter unless attacked.
858 \spell{Read languages
}{0,
2T
}
859 Caster can read (not speak) nonmagical languages, codes, etc.
861 \spell{Read magic
}{0,
1T
}
862 Caster can read (not speak) magical writings, allowing later use of scrolls,
863 or copying spells into book.
865 \spell{Shield
}{0,
2T
}
866 Personal barrier: caster has AC2 against missiles, AC4 against mel\'ee
867 attacks, and may SvS against
\emph{magic missile
}.
869 \spell{Sleep
}{$
240'$,
4d4T,
2d8HD of living creatures in $
40'$ square
}
870 Only affects creatures with $
4 +
1$HD or less. Sleeping creatures can be
871 easily killed with an edged weapon.
873 \spell{Ventriloquism
}{$
60'$,
2T,
1 item or location
}
874 Caster's voice appears to come from somewhere else.
878 \spell{Continual light*
}{$
120'$, P,
1 object
}
879 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
880 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
881 creates darkness impenetrable by infravision, lanterns, torches or
882 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
884 \spell{Detect evil
}{0,
6T, $
60'$
}
885 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
887 \spell{Detect invisible
}{0,
6T, $
10L'$
}
888 Caster can see invisible creatures and objects within effect.
890 \spell{Entangle
}{$
30'$, $L$R, $
50' +
5L'$ of rope or similar
}
891 Caster can command ropes, e.g., `coil', `coil and knot', `loop', `loop and
892 knot'. Rope must be within $
1'$ of anything it's meant to tie up. Victim
893 may SvS to avoid effect.
895 \spell{ESP*
}{$
60'$,
12T
}
896 Caster can `hear' thoughts in some direction after concentrating for
6
897 rounds. If more than one creature in range and direction, the result is a
898 confused jumble.
\emph{ESP
} is blocked by $
2'$ of rock, or any lead.
899 Reverse
\emph{mindmask
} (T,
12T,
1 creature): target is immune to
902 \spell{Invisibility
}{$
240'$, P,
1 creature or object
}
903 Creature becomes invisible with all items carried; items become visible when
904 dropped; creature becomes visible if it attacks or casts a spell. Objects
905 made invisible reappear when touched.
907 \spell{Knock
}{$
60'$, until closed,
1 portal
}
908 Opens a door or other locked or obstructed opening, even if magically locked.
910 \spell{Levitate
}{0, $
6 + L$T
}
911 Caster may move up and down (only) at $
20'$ per round, carrying up to
914 \spell{Locate object
}{0,
6T, $
60' +
10L'$
}
915 Sense direction of one known object (but not distance). Will not locate
918 \spell{Mirror image
}{$
3'$,
6T
1d4 additional copies
}
919 Creates copies of the caster, remaining within range, duplicating his
920 actions. Attacks always hit images, not caster, causing images to vanish.
922 \spell{Phantasmal force
}{$
240'$, C, $
20'$ cube
}
923 Caster creates illusion in affected volume. Monsters are AC9 and disappear
924 when hit. Victim may SvS to disbelieve the illusion. Never causes damage;
925 effects wear off in
1d4 turns.
927 \spell{Web
}{$
10'$,
48T, $
10'$ cube
}
928 Fills volume with sticky strands. Giant can break through in
2 rounds;
929 \emph{gauntlets of ogre power
} can be used to escape in
4 rounds; normal
930 human takes $
\d{2d4
} +
\delta S$ turns. Flames destroy the web in
2 rounds;
931 those caught take
1d6 damage.
933 \spell{Wizard lock
}{$
10'$, P,
1 portal
}
934 Holds portal against creatures with $L' < L +
3$.
938 \spell{Clairvoyance
}{$
60'$,
12T
}
939 The caster sees through another's eyes; may pick a different target each
942 \spell{Create air
}{$
10'$, $
6L$T, $
20'$ cube of air
}
943 Cast on area to move effect with area; cast on person to allow breathing (and
944 flight) in hostile environments.
946 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
947 Destroys spells in area; fails $L' - L$ in
20. FIXME touch dispel
949 \spell{Fire ball
}{$
240'$, I, $
40'
\phi$
}
950 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage).
952 \spell{Fly
}{T, $
\d{1d6
} + L$T,
1 creature
}
953 Allows flight, MV
\flying360. Hovering does not require concentration.
955 \spell{Haste*
}{$
240'$,
3T, up to
24 creatures in $
60'
\phi$
}
956 Targets may move at twice normal speed, two attacks per round, etc. Reverse
957 \emph{slow
}: half movement, one attack every two rounds, SvS to avoid.
959 \spell{Hold person*
}{$
120'$, $L$T, up to
4 humanoids
}
960 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
961 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
963 \spell{Infravision
}{T,
1 day,
1 creature
}
964 Bestows $
60'$ infravision.
966 \spell{Invisibility
10$'$ radius
}{$
120'$, P, $
20'
\phi$
}
967 Recipient and all others within $
10'$ become invisible, with all equipment
968 carried. Those moving more than $
10'$ from recipient become visible (not
969 regained by re-entering area). Items become visible when dropped; creatures
970 become visible when attacking or casting a spell.
972 \spell{Lightning bolt
}{$
180'$, I, $
60'
\times 5'$
}
973 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage). Bolt
974 bounces off solid surfaces towards caster.
976 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
977 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
980 \spell{Protection from normal missiles
}{$
30$',
12T,
1 creature
}
981 Target is immune from small nonmagical missiles (e.g., arrows, but not
982 catapult stones or magical arrows).
984 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
985 Recipient can breathe under water.
989 \spell{Charm monster
}{$
120'$, as
\emph{charm person
}, one or more creatures
}
990 Affects
3d6 creatures with
3HD or less each, or one larger creature. SvS or
991 \emph{charmed
} as for
\emph{charm person
} (q.v.).
993 \spell{Clothform
}{T, P, single $
30'
\times 30'$ piece of cloth
}
994 Creates nonmagical cloth; can join onto previously
\emph{clothformed
} items
997 \spell{Confusion
}{$
120'$,
12R,
3d6 creatures in $
60'
\phi$
}
998 Victims with $
2 +
1$HD or less have no saving throw; those with more must SvS
999 each round in effect. Confused creatures act randomly (
2d6):
2--
5 attack
1000 caster's party,
6--
8 do nothing,
9--
12 attack own party.
1002 \spell{Dimension door
}{$
10'$,
1R,
1 creature
}
1003 Transports target safely up to $
360'$ away; destination chosen by caster
1004 (either known location, or by direction and distance. No effect if
1005 destination is occupied by solid object. SvS to avoid.
1007 \spell{Growth of plants*
}{$
120'$, P,
3000\,sq\,ft
}
1008 Area becomes overgrown with vines, creepers etc.\@ as appropriate; impassable
1009 except by giants. Reverse
\emph{shrink plants
}: plants shrink and become
1010 passable; negates normal spell. Cannot affect plant-like monsters.
1012 \spell{Hallucinatory terrain
}{$
240'$, P
}
1013 Creates illusory terrain feature (pit, stairs, hill, swamp, etc.); lasts
1014 until touched or dispelled.
1016 \spell{Ice storm/wall of ice
}{$
120'$,
1R or
12T, $
20'$ cube or
1200\,sq\,ft
}
1017 An
\emph{ice storm
} inflicts $L$d6 damage on each creature in effect (max
1018 20d6, SvS for half damage). A
\emph{wall of ice
} is vertical, opaque, must
1019 rest on ground or similar; cannot be broken by creatures of less than
4HD;
1020 breaking through causes
1d6 damage. Fire-type creatures save at $-
4$ against
1021 \emph{ice storms
}, and take
2d6 damage breaking
\emph{ice walls
}.
1023 \spell{Massmorph
}{$
240'$, until cancelled, up to
100 man-size creatures
}
1024 Makes creatures appear to be trees (or other appropriate plants). Large
1025 creatures count as two or three men. Creatures can move within the area
1026 without breaking the illusion; creatures leaving the effect return to normal.
1028 \spell{Polymorph other
}{$
60'$, P,
1 creature
}
1029 Changes creature into another creature with no more than twice the original's
1030 hit dice. Hit points preserved; special abilities and behaviour of new form
1031 are gained. SvS to avoid; lasts until dispelled or target dies.
1033 \spell{Polymorph self
}{0, $
6 + L$T
}
1034 Caster changes into another creature with no more than $L$HD. Hit points,
1035 armour class, hit rolls, saving throws all preserved; no special abilities or
1036 immunities are gained.
1038 \spell{Remove curse*
}{T, P,
1 creature or item
}
1039 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
1042 \spell{Wall of fire
}{$
60'$, C,
1200\,sq\,ft of fire
}
1043 Vertical, opaque, must rest on ground or similar; cannot be broken by
1044 creatures of less than
4HD; breaking through causes
1d6 damage. Undead and
1045 cold-type creatures take
2d6 damage breaking through.
1047 \spell{Wizard eye
}{$
240'$,
6T
}
1048 Creates invisible eye (MV
\flying120) with infravision ($
60'$ range); caster
1049 must concentrate to see through the eye.
1053 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
1054 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
1055 magic
}. Skeletons have same HD as original creature, zombies have one more
1058 \spell{Cloudkill
}{$
1'$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1059 Cloud moves at
60, sinking close to the ground; moves with the wind, or under
1060 caster's control. Evaporates if it hits trees or other dense vegetation.
1061 Those within the cloud lose
1\,hp per round; those with less than
5HD must
1064 \spell{Conjure elemental
}{$
240'$, C, one
16HD elemental
}
1065 Summons elemental. Caster must concentrate (half movement, no spell casting
1066 or fighting) to maintain control. Caster may return elemental to its home
1067 plane. Elemental will attack summoner if control lapses.
1069 \spell{Contact outer plane
}{0, special,
3--
12 questions
}
1070 Number of questions $n$ is equal to distance to outer plane. May be used at
1071 most once a month. Possibility of insanity is $n -
2 -
\max(L -
20,
0)$ in
1072 20; chance of Immortal knowing each answer is $n +
7$ in
20; chance of lying
1075 \spell{Dissolve
}{$
120'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
1076 Changes earth to mud. Entire volume must be within range. Creatures in mud
1077 slowed to
10\%, and may become stuck. Reverse
\emph{harden
} ($
120'$, P,
1078 3000\,sq\,ft): changes mud to rock; SvS to avoid being trapped.
1080 \spell{Feeblemind
}{$
240'$, P,
1 magic-user
}
1081 Lowers intelligence to
2; SvS at $-
4$ to avoid. Removable by
\emph{dispel
1082 magic
},
\emph{cureall
} or
\emph{heal
}.
1084 \spell{Hold monster*
}{$
120'$, $L +
6$T,
1d4 creatures
}
1085 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
1086 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free monster
}.
1088 \spell{Magic jar
}{$
30'$, P, one object
}
1089 Transfers life-force to inanimate object (the
\emph{magic jar
}). Thence, the
1090 caster may attempt to possess creatures (each once per turn) within $
120'$ of
1091 the
\emph{jar
}; SvS to avoid. The possessed body cannot perform special
1092 abilities. A
\emph{dispel evil
} forces the life-force back to the
1093 \emph{jar
}. If the body is destroyed, the caster returns to the
\emph{jar
}.
1094 If the
\emph{jar
} is destroyed, the life-force within it is lost.
1096 \spell{Passwall
}{$
30'$,
3T, $
10'
\times 5'
\phi$ hole
}
1097 Makes a hole in a stone wall or floor. Creatures in the hole when the
1098 duration ends must SvTtS or be trapped.
1100 \spell{Telekinesis
}{$
120'$,
6R, $
200L$\,cn
}
1101 Caster can move objects by concentrating. Unwilling victims may SvS to
1102 avoid; SvS at $-
2$ to hold on to items in hand; SvS at $-
5$ to grab items
1105 \spell{Teleport
}{$
10'$, I,
1 creature with equipment
}
1106 Distance teleported is unimportant. SvS to avoid. Falling damage is
1d6 per
1107 $
10'$; teleporting into solid rock is fatal.
1108 \begin{tabular
}[C
]{\shade cccl
} \hlx*
{hv
}
1109 \multicolumn{3}{c
}{\th{Knowledge
}} \\
1110 \th{Casual
} &
\th{General
} &
\th{Exact
} &
\th{Result
} \\
\hlx{vhv
}
1111 01--
50 &
01--
80 &
01--
95 & Success \\
\hlx{+
}
1112 51--
75 &
81--
90 &
96--
99 & $
\d{1d10
} \times 10'$ too high \\
\hlx{+
}
1113 76--
00 &
91--
00 &
00 & $
\d{1d10
} \times 10'$ too low \\
\hlx*
{vh
}
1116 \spell{Wall of stone
}{$
60'$, until broken, $
500$\,sq\,ft of stone
}
1117 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1118 toppled, cases
10d10 damage to anyone underneath.
1120 \spell{Woodform
}{T, P, single
1000\,cu\,ft piece of wood
}
1121 Creates nonmagical wood; can join onto previously
\emph{woodformed
} items at
1122 unfinished ends. Casting time up to
12 turns; may be used to modify
1123 \emph{woodformed
} objects. Final casting to `lock' item down.
1127 \spell{Anti-magic shell
}{0,
12T
}
1128 Personal barrier blocks all magic spell effects. Caster may cancel the shell
1129 at will;
\emph{dispel magic
} cannot.
1131 \spell{Death spell
}{$
240'$, I,
4d8HD of creatures in $
60'$ cube
}
1132 Plants and insects automatically slain; undead and those with
8HD or more not
1133 affected. Lowest HD affected first: SvDR or die.
1135 \spell{Disintegrate
}{$
60'$, I,
1 creature or object
}
1136 Victim may SvDR. Can destroy a $
10'$ section of wall. Does not affect
1139 \spell{Geas*
}{$
30'$, until completed,
1 creature
}
1140 Compels victim to perform or avoid an action. Must not be directly fatal.
1141 SvS to avoid effect. Penalties applied if
\emph{geas
} not followed; cannot
1142 be removed by
\emph{dispel magic
} or
\emph{remove curse
}. Reverse
1143 \emph{remove geas
}: removes unwanted
\emph{geas
} ($L' - L$ in
20 chance of
1146 \spell{Invisible stalker
}{0, until accomplished
}
1147 Summons an invisible stalker to perform a service.
1149 \spell{Lower water
}{$
240'$,
10T, up to
10\,
000\,sq\,ft of water
}
1150 Lowers water to half its normal depth. At end, water surges in, sweeping
1151 ship's deck clear of items and creatures who fail SvS; causes $
\d{1d12
} +
20$
1154 \spell{Move earth
}{$
240'$,
6T
}
1155 Moves soil (not rock) within range, $
60'$ per turn.
1157 \spell{Projected image
}{$
240'$,
6T,
1 image
}
1158 Creates an image of the caster; spells appear to come from the image;
1159 concentration not required. Spells and missiles do not affect the image;
1160 image disappears if touched or struck hand-to-hand.
1162 \spell{Reincarnation
}{$
10'$, P
}
1163 Creates a new body; part of the old body is needed.
1164 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1165 \th{1d8
} &
\th{Body
} \\
\hlx{vhv
}
1166 1--
3 & Human \\
\hlx{+
}
1167 4 & Dwarf \\
\hlx{+
}
1169 6 & Halfling \\
\hlx{+
}
1170 7 & Original race \\
\hlx{+
}
1171 8 & Monster (see table below) \\
\hlx*
{vh
}
1173 \begin{tabular
}[C
]{\shade clll
} \hlx*
{hv
}
1174 \th{1d6
} &
\th{Lawful
} &
\th{Neutral
} &
\th{Chaotic
} \\
\hlx{vhv
}
1175 1 & Blink dog & Ape, white & Bugbear \\
\hlx{+
}
1176 2 & Gnome & Bear (any) & Gnoll \\
\hlx{+
}
1177 3 & Neanderthal & Centaur & Kobold \\
\hlx{+
}
1178 4 & Owl, giant & Gryphon & Manticore \\
\hlx{+
}
1179 5 & Pegasus & Lizard man & Orc \\
\hlx{+
}
1180 6 & Treant & Pixie & Troglodyte \\
\hlx*
{vh
}
1183 \spell{Stone to flesh*
}{$
120'$, P,
1 statue up to $
10'$ cube
}
1184 Turns a status into flesh; restores petrified characters. Reverse
1185 \emph{flesh to stone
} ($
120'$, P,
1 creature): SvTtS or turned to stone.
1187 \spell{Stoneform
}{T, P, single
1000\,cu\,ft piece of stone
}
1188 Creates nonmagical stone; can join onto previously
\emph{stoneformed
} items
1189 at unfinished ends. Casting time up to
12 turns; may be used to modify
1190 \emph{stoneformed
} objects. Final casting to `lock' item down. Can be used
1191 to create transparent and translucent stones.
1193 \spell{Wall of iron
}{$
120'$, P,
500\,sq,ft
}
1194 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1195 toppled, cases
10d10 damage to anyone underneath. Wall has hp equal to the
1198 \spell{Weather control
}{0, C, weather within $
240'$
}
1199 Caster can create a weather condition; must be outdoors. Possible effects:
1200 \begin{description*
}
1201 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
1202 muddy, movement halved.
1203 \item[Snow
] Visibility $
20'$; half movement; water may
1205 \item[Fog
] Visibility $
20'$; half movement; those within may
1207 \item[Clear
] Cancels adverse weather.
1208 \item[Intense heat
] Half movement; water dries up.
1209 \item[High winds
] Missile fire impossible; half movement; sailing ships
1210 move
50\% faster; sandstorm in desert ($
20'$ visibility).
1211 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
1217 \spell{Charm plant
}{$
120'$,
6 months,
1 or more plants
}
1218 Charms one tree, six medium bushes,
12 small shrubs or
24 small plants (no
1219 saving throw; plant-like monsters may SvS). Charmed plants obey the caster,
1220 tangling enemies within range etc.
1222 \spell{Create normal monsters
}{$
30'$,
1T, $L$HD of monsters
}
1223 Creates monsters with no special abilities.
1225 \spell{Delayed blast fire ball
}{$
240'$,
0--
60R
}
1226 Makes a red gem which explodes in $
20'$ radius for $L$d6 damage (max
20d6,
1227 SvS for half damage) after chosen amount of time.
1229 \spell{Ironform
}{T, P, single
500\,cu\,ft piece of iron
}
1230 Creates nonmagical iron; can join onto previously
\emph{ironformed
} items
1231 at unfinished ends. Casting time up to
12 turns; may be used to modify
1232 \emph{ironformed
} objects. Final casting to `lock' item down.
1234 \spell{Lore
}{0, P,
1 item, place or person
}
1235 Caster gains knowledge of an item, place or person. Item held in hand takes
1236 1d4 turns to study: reveals name, command word, approximate charges; one
1237 function per spell. Items not in hand, or places and people, take
1d\% days
1240 \spell{Magic door*
}{$
10'$,
7 uses,
1 passage
}
1241 Creates magical, invisible doorway through up to $
10'$ of solid material.
1242 Reverse
\emph{magic lock
}: can be cast on a portal or doorway; cannot be
1243 opened with
\emph{knock
}.
1245 \spell{Mass invisibility*
}{$
240'$, P, creatures and objects in $
60'$ square
}
1246 Creatures in effect become invisible, with all equipment: items become
1247 visible when dropped; creatures become visible when attacking or casting
1248 spells. Reverse
\emph{appear
} ($
240'$,
1T, $
20'$ cube): invisible creatures
1249 and objects in effect become visible.
1251 \spell{Power word stun
}{$
120'$, I,
1 creature
}
1252 Victim with at most
35\,hp stunned for
2d6 turns; with at most
70\,hp
1253 stunned for
1d6 turns; otherwise no effect.
1255 \spell{Reverse gravity
}{$
90'$,
2\,s, $
30'$ cube
}
1256 Reverses gravity in effect volume:
1d6 damage per $
10'$ fallen, up or down.
1258 \spell{Statue
}{0, $
2L$T
}
1259 Turns to stone, with all equipment, or returns to normal, once per round.
1260 Concentration is possible while turned to stone. Caster is AC$^-$
4, cannot be
1261 damaged by cold, fire, poison, normal weapons, and does not need to breathe.
1262 Caster can escape attacks by winning initiative (at $+
2$).
1264 \spell{Summon object
}{$
\infty$, I,
1 500\,cn object from home
}
1265 Summons an object from the caster's home. Object must be prepared (special
1266 powder, costs
1000\,gp per item). If the item is possessed by someone else
1267 at the time, the caster will know who and where that person is. Caster does
1268 not need to be on the same plane of existence.
1270 \spell{Sword
}{$
30'$, $L$R
}
1271 Sword does
1d10 damage against any opponent in range. Caster must
1272 concentrate for sword to attack.
1274 \spell{Teleport any object
}{T, I,
1 500\,cn object
}
1275 Teleports an object, with normal chances of error. Unwilling creature or
1276 holder of item may SvS (at $-
2$) to avoid effect.
1280 \spell{Clone
}{$
10'$, P,
1 piece of a living creature
}
1281 Grows a clone of a creature. For (demi)humans, requires
10\,cn of flesh and
1282 5000\,gp per HD; takes
1 week per HD to grow. If original is now dead, clone
1283 has features, stats and memories from when the flesh was taken. If original
1284 lives on same plane, both know of the other's existence and feel its
1285 emotions; if one is damaged, the other is damaged too (SvS for half damage);
1286 clone is obsessed with slaying the original, and must do so in $L$ days or
1287 become insane, causing loss of
1 point of $I$ and $W$ to original, who may (
1
1288 in
20 per day) become insane too, and both die after a week. For other
1289 creatures (
\emph{simulacra
}), requires
1\% of flesh and
500\,gp per hit
1290 point; takes
1 week per HD; simulacrum obeys creator, can receive mental
1291 commands if within $
10'$, has caster's alignment, cannot pass
1292 \emph{protection from evil
}, can be destroyed by
\emph{dispel magic
}; it has
1293 50\% of original's hp, does
50\% damage and has
10 in
20 chance of each
1294 special ability; if original is dead, gains
5\% (
1 in
20) per week.
1296 \spell{Create magical monsters
}{$
60'$,
2T, $L$HD
}
1297 Creates monsters with two special abilities or less. Can create
1298 \emph{construct
} with two special abilities, which is permanent: materials
1299 cost
5000\,gp per asterisk.
1301 \spell{Dance
}{T, $
\lceil L/
4\rceil -
2$R,
1 creature
}
1302 Causes creature to dance ($-
4$ on saving throws, $+
4$ on AC, cannot attack or
1305 \spell{Explosive cloud
}{$'
1$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1306 Those within cloud must SvS each round or be paralysed (for
1 round); also
1307 take $
\lfloor L/
2\rfloor$\,hp explosive damage each round, regardless of any
1310 \spell{Force field
}{$
120'$,
6T
}
1311 Field shape is sphere, hemisphere, plane, cylinder, or (partial) rectangular
1312 box, radius max $
20'$, flat surfaces max
5000\,sq\,ft area; edges are
1313 blunt and harmless; leaves gaps where solid objects or creatures are. Field
1314 cannot be moved or penetrated by spells, missiles, creatures, breath weapons
1315 etc. Can only be removed by
\emph{wish
} or
\emph{disintegrate
}.
1318 {$
120'$, as
\emph{charm person
},
30HD of creatures in $
20'$ cube
}
1319 Charms up to
30HD or levels of creatures; each may save at $-
2$. If caster
1320 attacks a charmed creature, its charm is broken; others seeing attack may
1323 \spell{Mind barrier*
}{$
10'$, $
6L$T,
1 creature
}
1324 Prevents
\emph{ESP
},
\emph{clairvoyance
},
\emph{clairaudience
},
\emph{crystal
1325 ball
} gazing,
\emph{contact outer plane
} etc.\@ from gathering information
1326 about the target; bonus of $+
8$ against illusions,
\emph{charm
},
1327 \emph{feeblemind
} (SvS to avoid). Reverse
\emph{open mind
} (T, $
6L$T,
1
1328 creature): applies $-
8$ penalties to illusions etc.
1330 \spell{Permanence
}{$
10'$, P,
1 magical effect
}
1331 Makes a spell effect permanent; weapons can receive five permanent effects,
1332 creatures two, and other items one at most. If a weapon has permanent
1333 effects, further
\emph{permanence
} spells may fail
1 in
4, destroying the
1334 weapon. A
\emph{permanence
} may be removed by
\emph{dispel magic
}.
1336 \spell{Polymorph any object
}{$
240'$, complicated, one item up to $
10'$ cube
}
1337 Kingdoms are $
\textit{animal
} \leftrightarrow \textit{vegetable
}
1338 \leftrightarrow \textit{mineral
}$. Effect duration is $L$ turns for a
1339 two-kingdom change, $
6L$ for a one-kingdom change, or permanent if no change
1340 of kingdom is involved. Victim may make SvS at $-
4$; creatures of
41HD or
1341 more are unaffected.
1343 \spell{Power word blind
}{$
120'$,
1d4 days or
2d4 hours,
1 creature
}
1344 Blinds creatures with
40\,hp or less for
1d4 days, with
80\,hp or less for
1345 2d4 hours ($
\d{2d4
} \times 6$ turns); no effect on creatures with more than
1346 80\,hp. Blind creatures are $-
4$ to hit, on saves, and AC; cannot be removed
1347 by
\emph{cure blindness
},
\emph{cureall
} or
\emph{heal
} unless $L'
\ge L$.
1349 \spell{Steelform
}{T, P, single
500\,cu\,ft piece of steel
}
1350 Creates nonmagical weapon-quality steel; can join onto previously
1351 \emph{steelformed
} items at unfinished ends. Casting time up to
12 turns;
1352 may be used to modify
\emph{steelformed
} objects. Final casting to `lock'
1355 \spell{Symbol
}{T, P
}
1356 Place symbol on object or in mid-air. When creature passes over or through
1357 the symbol, or touches or reads it, effect occurs (SvS only for magic-users,
1358 elves etc., if touched or read but not passed).
1359 \begin{description*
}
1360 \item[Death
] Slays creature with
75\,hp or less.
1361 \item[Discord
] Attacks allies, or is otherwise
\emph{confused
} until
1362 dispelled or cured (e.g., by
\emph{cureall
}).
1363 \item[Fear
] Flees for
30 rounds at running speed.
1364 \item[Insanity
] Becomes insane -- cannot attack, cast spells, use special
1365 abilities until dispelled or cured (e.g., by
\emph{cureall
}).
1366 \item[Sleep
] Falls asleep for $
\d{1d10
} +
10$ hours or until dispelled.
1367 \item[Stunning
] Stuns creature with
150\,hp or less for
2d6 rounds.
1370 \spell{Travel
}{0, $L$T
}
1371 Allows free travel. Flying (MV
\flying360); move between planes by one
1372 round's concentration (at most
1 per turn), bringing along $
\lfloor L/
5
1373 \rfloor$ others touched; assume gaseous form by one round's concentration
1374 (with all equipment; MV
\flying720, AC$^-
2$, cannot pass
\emph{protection from
1375 evil
} or
\emph{anti-magic shell
}).
1379 \spell{Contingency
}{T, until used,
1 creature or item
}
1380 Specify situation and (non-damaging) spell of
4th level or most; spell occurs
1381 when situation occurs.
1383 \spell{Create any monster
}{$
90'$,
3T, $L$HD
}
1384 Creates monsters with any special abilities. Can create
\emph{construct
},
1385 which is permanent: materials cost
5000\,gp per asterisk, or double if four
1388 \spell{Gate*
}{$
30'$,
1T or $
\d{1d10
\times 10}$T,
1 portal
}
1389 Opens portal to another plane and a resident of the plane.
\emph{Gate
} to
1390 outer plane lasts
1 turn; other
\emph{gates
} last
10--
100 turns;
1 in
10
1391 chance per turn that other creature wanders through the
\emph{gate
}.
1392 Resident will usually respond in
1d6 rounds but may (
1 in
20) send some other
1393 being. Reverse
\emph{close gate
}: closes existing
\emph{gate
} (even a
1396 \spell{Heal
}{T, P,
1 creature
}
1397 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
1398 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
1400 \spell{Immunity
}{T, $L$T,
1 creature
}
1401 Target is immune to
1st--
3rd level spells;
4th and
5th level spells have half
1402 effect. Also immune to missiles (normal and magical) and normal and silver
1403 weapons (but not natural weaponry). Target can voluntarily drop the
1404 \emph{immunity
} for a round.
1406 \spell{Maze
}{$
60'$, by intelligence,
1 creature
}
1407 Traps creature in indestructible maze (no save).
1408 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1409 \th{Int
} &
\th{Time
} \\
\hlx{vhv
}
1410 1--
8 &
1d6 turns \\
\hlx{+
}
1411 \09--
12 &
2d20 rounds \\
\hlx{+
}
1412 13--
17 &
2d4 rounds \\
\hlx{+
}
1413 18\rlap+ &
1d4 rounds \\
\hlx*
{vh
}
1416 \spell{Meteor swarm
}{$
240'$, I,
4 or
8 meteor-fireballs
}
1417 Each meteor must be aimed at a different target. Each strikes for
8d6 (or
1418 4d6 if
8 meteors) damage (no save), and explodes with $
20'$ radius for
8d6
1419 (or
4d6) damage (SvS for half damage).
1421 \spell{Power word kill
}{$
120'$, I,
1 or more creatures
}
1422 Kills single victim with
60\,hp or less, or stun (
1d4 turns) if
100\,hp or
1423 less; kills up to
5 victims with
20\,hp each. Magic-user (or elf etc.\@
1424 only) may SvS at $-
4$.
1426 \spell{Prismatic wall
}
1427 {$
60'$,
6T, sphere ($
10'$ radius) or plane (
500\,sq\,ft)
}
1428 Creates $
2'$ thick wall. Caster may pass unharmed with any items. Others
1429 are affected by wall. Wall is solid and indestructible on adjacent planes of
1430 existence. An
\emph{anti-magic shell
} cannot pass. Violet side is closest
1432 \begin{tabular
}[C
]{\shade l>
{\raggedright}p
{7pc
}l
} \hlx*
{hv
}
1433 \th{Colour
} &
\th{Effect
} &
\th{Negated by
} \\
\hlx{vhv
}
1434 Red & Blocks magical missiles;
1435 12\,hp damage & Magical cold \\
\hlx{+
}
1436 Orange & Blocks nonmagical missiles;
1437 24\,hp damage & Magical lightning \\
\hlx{+
}
1438 Yellow & Blocks breath weapons;
1439 48\,hp damage &
\emph{Magic missile
} \\
\hlx{+
}
1440 Green & Blocks detection;
1441 SvPn or die &
\emph{Passwall
} \\
\hlx{+
}
1442 Blue & Blocks poison, gas, gaze;
1443 SvTtS or petrified &
\emph{Disintegrate
} \\
\hlx{+
}
1444 Indigo & Blocks all matter;
1445 SvS or
\emph{gated
} to
1446 random outer plane,
3 in
6
1447 lost forever &
\emph{Dispel magic
} \\
\hlx{+
}
1448 Violet & Blocks magic of all types;
1449 SvW or unconscious and
1452 \emph{heal
}) &
\emph{Continual light
}
1456 \spell{Shapechange
}{0, $L$T
}
1457 Caster becomes other creature, except in mind, hp and saves; special
1458 abilities are gained. Cast memorized spells in humanoid form only.
1459 Inanimate forms $L'$ tall and $L
\times 100$\,cn weight are possible. Change
1460 shape at will each round by concentration.
1462 \spell{Survival
}{T, $
6 L$T,
1 creature
}
1463 Protects target from all non-magical environmental damage.
1465 \spell{Timestop
}{0, $
\d{1d4
} +
1$R
}
1466 Stops time for everyone else for duration. Items held by others are
1467 immovable; items carried (or loose) can be moved. Non-instantaneous spells
1468 start after the duration ends. Cannot pass through
\emph{anti-magic shell
}
1469 or
\emph{protection from evil
} effect.
1471 \spell{Wish
}{special
}
1478 %%% Local Variables: