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}]%
50 \textbf{Level
\the\itemcount}%
53 \begin{basedescript
}{%
55 \desclabelstyle{\nextlinelabel}%
57 \parsep\smallskipamount%
58 \itemsep\smallskipamount%
73 \def\spell#1#2{\item[\emph{#1} {[#2]}]}
80 \begin{tabular
}{\shade rcccccccc
} \hlx*
{hv
}
81 \tt{Cleric/Druid spells by level
} \\
82 \th{Level
} &
\th{Free
} &
\th1&
\th2&
\th3&
\th4&
\th5&
\th6&
\th7 \\
\hlx{vhv
}
83 1 & --- & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
84 2 & --- &
1 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
85 3 & --- &
2 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
86 4 & --- &
2 &
1 & ---& ---& ---& ---& --- \\
\hlx{+
}
87 5 & --- &
2 &
2 & ---& ---& ---& ---& --- \\
\hlx{+
}
88 6 & --- &
2 &
2 &
1 & ---& ---& ---& --- \\
\hlx{+
}
89 7 & --- &
3 &
2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
90 8 & --- &
3 &
3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
91 9 &
1 &
3 &
3 &
3 &
2 & ---& ---& --- \\
\hlx{+
}
92 10 &
1 &
4 &
4 &
3 &
2 &
1 & ---& --- \\
\hlx{+
}
93 11 &
1 &
4 &
4 &
3 &
3 &
2 & ---& --- \\
\hlx{+
}
94 12 &
1 &
4 &
4 &
4 &
3 &
2 &
1 & --- \\
\hlx{+
}
95 13 &
1 &
5 &
5 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
96 14 &
2 &
5 &
5 &
5 &
3 &
3 &
2 & --- \\
\hlx{+
}
97 15 &
2 &
6 &
5 &
5 &
3 &
3 &
3 & --- \\
\hlx{+
}
98 16 &
2 &
6 &
5 &
5 &
4 &
4 &
3 & --- \\
\hlx{+
}
99 17 &
2 &
6 &
6 &
5 &
4 &
4 &
3 &
1 \\
\hlx{+
}
100 18 &
3 &
6 &
6 &
5 &
4 &
4 &
3 &
2 \\
\hlx{+
}
101 19 &
3 &
7 &
6 &
5 &
4 &
4 &
4 &
2 \\
\hlx{+
}
102 20 &
3 &
7 &
6 &
5 &
4 &
4 &
4 &
3 \\
\hlx{+
}
103 21 &
3 &
7 &
6 &
5 &
5 &
5 &
4 &
3 \\
\hlx{+
}
104 22 &
3 &
7 &
6 &
5 &
5 &
5 &
4 &
4 \\
\hlx{+
}
105 23 &
4 &
7 &
7 &
6 &
6 &
5 &
4 &
4 \\
\hlx{+
}
106 24 &
4 &
8 &
7 &
6 &
6 &
5 &
5 &
4 \\
\hlx{+
}
107 25 &
4 &
8 &
7 &
6 &
6 &
5 &
5 &
5 \\
\hlx{+
}
108 26 &
4 &
8 &
7 &
7 &
6 &
6 &
5 &
5 \\
\hlx{+
}
109 27 &
5 &
8 &
8 &
7 &
6 &
6 &
6 &
5 \\
\hlx{+
}
110 28 &
5 &
8 &
8 &
7 &
7 &
7 &
6 &
5 \\
\hlx{+
}
111 29 &
5 &
8 &
8 &
7 &
7 &
7 &
6 &
6 \\
\hlx{+
}
112 30 &
5 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
113 31 &
5 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
114 32 &
6 &
9 &
8 &
8 &
8 &
8 &
7 &
7 \\
\hlx{+
}
115 33 &
6 &
9 &
9 &
8 &
8 &
8 &
8 &
7 \\
\hlx{+
}
116 34 &
6 &
9 &
9 &
9 &
8 &
8 &
8 &
8 \\
\hlx{+
}
117 35 &
6 &
9 &
9 &
9 &
9 &
9 &
8 &
8 \\
\hlx{+
}
118 36 &
7 &
9 &
9 &
9 &
9 &
9 &
9 &
9 \\
\hlx*
{vh
}
121 \begin{tabular
}{\shade rccccccccc
} \hlx*
{hv
}
122 \tt{Magic-user spells by level
} \\
123 \th{Level
} &
\th1&
\th2&
\th3&
\th4&
\th5&
\th6&
\th7&
\th8&
\th9 \\
\hlx{vhv
}
124 1 &
1 & ---& ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
125 2 &
2 & ---& ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
126 3 &
2 &
1 & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
127 4 &
2 &
2 & ---& ---& ---& ---& ---& ---& --- \\
\hlx{+
}
128 5 &
2 &
2 &
1 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
129 6 &
3 &
2 &
2 & ---& ---& ---& ---& ---& --- \\
\hlx{+
}
130 7 &
3 &
2 &
2 &
1 & ---& ---& ---& ---& --- \\
\hlx{+
}
131 8 &
3 &
3 &
2 &
2 & ---& ---& ---& ---& --- \\
\hlx{+
}
132 9 &
3 &
3 &
2 &
2 &
1 & ---& ---& ---& --- \\
\hlx{+
}
133 10 &
4 &
3 &
3 &
2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
134 11 &
4 &
3 &
4 &
3 &
2 & ---& ---& ---& --- \\
\hlx{+
}
135 12 &
4 &
4 &
4 &
3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
136 13 &
5 &
4 &
4 &
3 &
2 &
2 & ---& ---& --- \\
\hlx{+
}
137 14 &
5 &
4 &
4 &
4 &
3 &
2 & ---& ---& --- \\
\hlx{+
}
138 15 &
5 &
4 &
4 &
4 &
3 &
2 &
1 & ---& --- \\
\hlx{+
}
139 16 &
5 &
5 &
4 &
4 &
3 &
2 &
2 & ---& --- \\
\hlx{+
}
140 17 &
6 &
5 &
4 &
4 &
4 &
3 &
2 & ---& --- \\
\hlx{+
}
141 18 &
6 &
5 &
4 &
4 &
4 &
3 &
2 &
1 & --- \\
\hlx{+
}
142 19 &
6 &
5 &
5 &
5 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
143 20 &
6 &
5 &
5 &
5 &
4 &
4 &
3 &
2 & --- \\
\hlx{+
}
144 21 &
6 &
5 &
5 &
5 &
4 &
4 &
3 &
2 &
1 \\
\hlx{+
}
145 22 &
6 &
6 &
5 &
5 &
5 &
4 &
3 &
2 &
2 \\
\hlx{+
}
146 23 &
6 &
6 &
6 &
6 &
5 &
4 &
3 &
3 &
2 \\
\hlx{+
}
147 24 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
3 &
2 \\
\hlx{+
}
148 25 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
4 &
3 \\
\hlx{+
}
149 26 &
7 &
7 &
7 &
6 &
6 &
5 &
5 &
4 &
3 \\
\hlx{+
}
150 27 &
7 &
7 &
7 &
6 &
6 &
5 &
5 &
5 &
4 \\
\hlx{+
}
151 28 &
8 &
8 &
7 &
6 &
6 &
6 &
6 &
5 &
4 \\
\hlx{+
}
152 29 &
8 &
8 &
7 &
7 &
7 &
6 &
6 &
5 &
5 \\
\hlx{+
}
153 30 &
8 &
8 &
8 &
7 &
7 &
7 &
6 &
6 &
5 \\
\hlx{+
}
154 31 &
8 &
8 &
8 &
7 &
7 &
7 &
7 &
6 &
6 \\
\hlx{+
}
155 32 &
9 &
8 &
8 &
8 &
8 &
7 &
7 &
7 &
6 \\
\hlx{+
}
156 33 &
9 &
9 &
9 &
8 &
8 &
8 &
7 &
7 &
7 \\
\hlx{+
}
157 34 &
9 &
9 &
9 &
9 &
8 &
8 &
8 &
8 &
7 \\
\hlx{+
}
158 35 &
9 &
9 &
9 &
9 &
9 &
9 &
8 &
8 &
8 \\
\hlx{+
}
159 36 &
9 &
9 &
9 &
9 &
9 &
9 &
9 &
9 &
9 \\
\hlx*
{vh
}
162 \begin{tabular
}{\shade rccccccccc
} \hlx*
{hv
}
163 \tt{Elf spells by level
} \\
164 \th{Level
} &
\th1&
\th2&
\th3&
\th4&
\th5 \\
\hlx{vhv
}
165 1 &
1 & ---& ---& ---& --- \\
\hlx{+
}
166 2 &
2 & ---& ---& ---& --- \\
\hlx{+
}
167 3 &
2 &
1 & ---& ---& --- \\
\hlx{+
}
168 4 &
2 &
2 & ---& ---& --- \\
\hlx{+
}
169 5 &
2 &
2 &
1 & ---& --- \\
\hlx{+
}
170 6 &
3 &
2 &
2 & ---& --- \\
\hlx{+
}
171 7 &
3 &
3 &
2 &
1 & --- \\
\hlx{+
}
172 8 &
4 &
3 &
2 &
2 & --- \\
\hlx{+
}
173 9 &
4 &
4 &
3 &
2 & --- \\
\hlx{+
}
174 10 &
5 &
4 &
3 &
2 &
1 \\
\hlx*
{vh
}
178 \begin{spelllist
}{Cleric/Druid
}
180 Cure light wounds* \\
185 Purify food and water \\
188 \itshape Detect danger \\
189 \itshape F
\ae rie fire \\
191 \itshape Predict weather
196 %% Know alignment* \\
199 Slow poison \\
%% see house rules
201 Speak with animal
\split
202 \itshape Heat metal \\
204 \itshape Produce fire \\
213 Speak with the dead \\
215 \itshape Call lightning \\
216 \itshape Hold animal \\
217 \itshape Prot./poison \\
218 \itshape Water breathing
222 Cure serious wounds* \\
224 Neutralize poison* \\
227 Sticks to snakes
\split
228 \itshape Control temp.\
10$'$r \\
229 \itshape Plant door \\
230 \itshape Prot./lightning \\
231 \itshape Summon animals
235 Cure critical wounds* \\
241 \itshape Anti-plant shell \\
242 \itshape Control winds \\
249 Create normal animals \\
252 Speak with monsters* \\
253 Word of recall
\split
254 \itshape Anti-animal shell \\
255 \itshape Summon weather \\
256 \itshape Transp.\ through plants \\
267 \itshape Creeping doom \\
268 \itshape Metal to wood \\
269 \itshape Summon elemental \\
270 \itshape Weather control
273 \begin{spelllist
}{Magic-user
}
311 Invisibility
10$'$r \\
314 Prot./normal missiles \\
322 Hallucinatory terrain \\
334 Contact outer plane \\
360 Create normal monsters \\
361 Delayed blast fire ball \\
374 Create magical monsters \\
381 Polymorph any object \\
388 Create any monster \\
402 \begin{spells
}{Cleric spells
}
404 \spell{Cure light wounds*
}{T, P,
1 creature
}
405 Heals $
\d{1d6
} +
1$\,hp, or cures paralysis. Reverse
\emph{cause light
406 wounds
}: causes damage.
408 \spell{Detect evil
}{0,
6T, $
120'$
}
409 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
411 \spell{Detect magic
}{0,
2T, $
60'$
}
412 Magical objects, creatures and places seem to `glow'.
414 \spell{Light*
}{$
120'$,
12T,
1 object
}
415 Casts light for $
30'$; effect moves with target unless SvS. Blinds if cast
416 at eyes. Reverse
\emph{darkness
}: creates darkness penetrable by
417 infravision; cancels
\emph{light
} and
\emph{vice versa
}.
419 \spell{Protection from evil
}{0,
12T
}
420 Personal barrier: attacks penalised by $-
1$; $+
1$ on saves; enchanted
421 creatures cannot enter unless attacked.
423 \spell{Purify food and water
}{$
10'$, P
}
424 Makes spoiled or poisoned food/water safe. Purifies one week's rations, six
425 waterskins or food for a dozen people. Settles dirt in mud leaving clear
428 \spell{Remove fear*
}{T,
2T,
1 creature
}
429 Allows SvS against
\emph{fear
} attacks, with $+
\min(L,
6)$ bonus. Reverse
430 \emph{cause fear
} ($
120'$,
2T,
1 creature): SvS or flee.
432 \spell{Resist cold
}{0,
6T, $
30'$
}
433 Unharmed by normal cold; $+
2$ on saves against cold and damage biased by $-
1$
438 \spell{Bless*
}{$
60'$,
6T, $
20'$
}
439 Morale, hit and damage bonus of $+
1$; does not affect creates in mel\'ee.
440 Reverse
\emph{blight
}: applies penalties; SvS to avoid.
442 \spell{Find traps
}{0,
2T, $
30'$
}
443 Traps (not natural dangers) seem to `glow'.
445 \spell{Hold person*
}{$
180'$,
9T, up to
4 humanoids
}
446 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
447 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
449 \spell{Resist fire
}{$
30'$,
2T,
1 creature
}
450 Unharmed by normal fire; $+
2$ on saves against fire and damaged biased by
453 \spell{Silence
15$'$ radius
}{$
180'$,
12T, $
30'
\phi$
}
454 Area cannot cause sound (sound may still enter from outside); effect moves
455 with target unless SvS.
457 \spell{Slow poison
}{T, $
6L$T,
1 creature
}
458 Slows effects of poison; poison takes
1\,hp per turn, though never reaching
459 zero; works even on `dead' characters.
461 \spell{Snake charm
}{$
60'$, $
\d{1d4
} +
1$R/T, $L$HD of snakes
}
462 Charms snakes (no save): they rise up and sway. Duration is R if
463 snakes are attacking caster; otherwise T.
465 \spell{Speak with animals
}{0,
6T, $
30'$
}
466 Nominate kind of animal; allows conversation, $+
2$ on reaction rolls.
470 \spell{Continual light*
}{$
120'$, P,
1 object
}
471 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
472 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
473 creates darkness impenetrable by infravision, lanterns, torches or
474 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
476 \spell{Cure blindness
}{T, P,
1 creature
}
477 Cures blindness, even from
\emph{continual light
}, but not a
\emph{curse
}.
479 \spell{Cure disease*
}($
30'$, P,
1 creature)
480 Cures one creature; $L
\ge 11$ can cure lycanthropy. Reverse
\emph{cause
481 disease
} (SvS to avoid): $-
2$ on hit rolls, wounds cannot be magically cured,
482 natural healing takes double time, fatal in
2d12 days unless magically cured.
484 \spell{Growth of animal
}{$
120'$,
12T,
1 animal
}
485 Doubles size of animal (or giant animal), doubling damage and loading (but
486 not AC, hp or behaviour).
488 \spell{Locate object
}{0,
6T, $
120'$
}
489 Sense direction of one known object (but not distance). Will not locate
492 \spell{Remove curse*
}{T, P,
1 creature or item
}
493 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
496 \spell{Speak with the dead
}{0, $L$R, $
10'$
}
497 Caster may ask three questions of a deceased spirit. Time limits apply based
498 on caster level: $L
\le 7$ up to
4 days; $L
\le 14$ up to
4 months; $L
\le
499 20$ up to
4 years; $L >
20$ no limit. Spirit can only give answers known
500 prior to death; may respond in riddles.
502 \spell{Striking
}{$
30'$,
1T,
1 weapon
}
503 Cast on weapon: causes
1d6 extra damage per hit; weapon can be used to hit
504 creatures normally only damaged by magical weapons.
508 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
509 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
510 magic
}. Skeletons have same HD as original creature, zombies have one more
513 \spell{Create water
}{$
10'$,
6T, water for $
12(L -
7)$ men and mounts
}
514 Water springs from ground or wall. Water for
12 people is about
50 gallons.
516 \spell{Cure serious wounds*
}{T, P,
1 creature
}
517 Heals $
\d{2d6
} +
2$\,hp. Reverse
\emph{cause serious wounds
}: causes damage.
519 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
520 Destroys spells in area; fails $L' - L$ in
20. Also
\emph{touch dispel
} (T,
521 P,
1 spell effect): must be used within
1T, cannot cast other spells until
522 used; nonmagical containers double effective level of contained items, max
523 distance to item $
5'$, random selection between contained items; item levels
524 and effects are: potions (
6, destroyed), scroll (as level needed to cast,
525 destroyed), wand or staff (
12; drains $L$ charges), misc (
36 or as maker,
526 drains $L$ charges or deactivated for
1d10 rounds); other permanent (
18,
527 deactivated for
1d10 rounds).
529 \spell{Neutralize poison*
}{T, P,
1 creature/container/object
}
530 Makes poison harmless; revives victim killed by poison in previous
10
531 rounds. Reverse
\emph{create poison
}: creature must SvPn or die; liquids are
534 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
535 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
538 \spell{Speak with plants
}{0,
3T, $
30'$
}
539 Plants will grant simple favours (e.g., allowing passage). Allows
540 communication with treants.
542 \spell{Sticks to snakes
}{$
120'$,
6T,
2d8 sticks
}
543 Turns sticks into snakes (
3 in
6 chance per snake of being poisonous).
544 MV90; HD1(S),
20\,hp, F1, XP10/
13; AC6, T19; bite (
1d4, poison); A; I2, N,
549 \spell{Commune
}{0,
3T,
3 questions
}
550 Caster may ask three yes/no questions of the greater powers. Usable at most
551 once per week; once per year grant of
6 questions.
553 \spell{Create food
}{$
10'$, P, food for $
12(L -
7)$ men and mounts
}
554 Creates normal food; spoils after
24 hours.
556 \spell{Cure critical wounds*
}{T, P,
1 creature
}
557 Heals $
\d{3d6
} +
3$\,hp. Reverse
\emph{cause critical wounds
}: causes
560 \spell{Dispel evil
}{$
30'$,
1T,
1 or more creatures or items
}
561 Destroys undead and enchanted monsters in range (unless SvS; $-
2$ if single
562 creature); extraplanar creatures are banished. If SvS, must flee the area
563 for as long as the caster concentrates without moving. May also remove
564 \emph{curse
} from an item, or a
\emph{charm
} effect.
566 \spell{Insect plague
}{$
480'$,
1D, swarm $
60'
\phi$
}
567 Swarm obscures vision; drives off creatures with
3HD or less; MV
\flying60.
568 Caster must concentrate without moving to control swarm, otherwise the
569 insects scatter. Only works outdoors.
571 \spell{Quest*
}{$
30'$, until completed,
1 creature
}
572 Compels creature to perform quest;
\emph{curse
} applies until performed.
573 Reverse
\emph{remove quest
}: removes compulsion; fails $L' - L$ in
20.
575 \spell{Raise dead*
}{$
120'$, P,
1 (demi)human dead up to $
4(L -
7)$
577 Recipient returns to life with
1\,hp; cannot fight, carry loads, move better
578 than half speed or use special abilities until rested for two weeks. Against
579 undead with
9HD or less, target must SvS (penalty $-
2$) or be destroyed
580 (vampires forced to coffin; with more than
9HD, inflicts
3d10 damage, SvS for
581 half). Reverse
\emph{finger of death
} ($
60'$, I,
1 creature): SvDR or die;
582 against undead with more than
9HD, cures
3d10\,hp damage.
584 \spell{Truesight
}{0, $
1\textrm{T
} + L
\textrm{R
}$, $
120'$
}
585 Caster can see all hidden, invisible and Ethereal objects in range, in their
586 true forms, undisguised; experience and power (level/HD) and basic character
587 traits (alignment-ish) detected.
591 \spell{\AE rial servant
}{$
60'$, $L$D
}
592 Servant fetches one item or creature. If it fails, it goes mad and attacks
595 \spell{Animate objects
}{$
60'$,
6T up to
4\,
000\,cn of objects
}
596 Objects have same attack chance as caster.
598 \spell{Barrier*
}{$
60'$,
12T, $
30'
\times 30'
\phi$
}
599 Barrier of whirling hammers, causes
7d10 damage to anyone passing. Reverse
600 \emph{remove barrier
}: removes
\emph{barrier
},
\emph{wall of ice
},
\emph{wall
601 of fire
},
\emph{clothform
},
\emph{woodform
} or
\emph{wall of stone
}.
602 Cannot affect
\emph{wall of iron
},
\emph{stoneform
},
\emph{ironform
} or
605 \spell{Create normal animals
}{$
30'$,
10T
}
606 Create one large, three medium or six small animals. They obey the caster's
607 instructions. They may travel up to $
240'$ from the caster.
609 \spell{Cureall
}{T, P,
1 creature
}
610 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
611 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
613 \spell{Find the path
}{0, $
6 + L$T
}
614 Caster gains knowledge of how to reach a specific place (directions, secret
615 doors, passwords, etc.). After duration, only general direction remains.
616 Spell broken if caster attempts to preserve the knowledge.
618 \spell{Speak with monsters*
}{0, $L$R
}
619 Allows communication with living and undead creatures in range (even
620 unintelligent creatures); one question per round. Reverse
\emph{babble
}
621 ($
60'$, $L$T,
1 creature): SvS ($-
2$ penalty) or be unable to communicate
622 (spell-casting is unaffected).
624 \spell{Word of recall
}{0, I
}
625 Transports caster and equipment carried to meditation room. Caster
626 automatically gains initiative.
630 \spell{Earthquake
}{$
120'$,
1T, $
5(L -
5)'$ square of earth
}
631 Small dwellings destroyed, larger constructions cracked open; hills,
632 cliffsides, etc., form rockslides; cracks in the earth swallow up
1 creature
633 in
6 (SvDR to avoid).
635 \spell{Holy word
}{0, I, $
40'$
}
636 SvS allowed for non-hostile creatures, and those with
13HD or more. Blocked
637 only by lead or
\emph{anti-magic shell
}.
638 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
639 \th{HD
} &
\th{Effect
} \\
\hlx{vhv
}
640 0--
5 & Killed \\
\hlx{+
}
641 6--
8 & Stunned for
2d10 turns \\
\hlx{+
}
642 \09--
12 & Deafened for
1d6 turns \\
\hlx{+
}
643 13+ & Stunned for
1d10 rounds \\
\hlx{vh
}
646 \spell{Raise dead fully*
}{$
60'$, P,
1 creature
}
647 For (demi)humans dead up to $
4(L -
16)$ months, immediate restoration of all
648 hit points and abilities (curses and diseases not removed). For other
649 creatures, as
\emph{raise dead
}. Destroys undead with
12HD or less (SvS at
650 $-
4$ for
7--
12HD only);
6d10 damage to undead with more than
12HD (SvS for
651 half). Reverse
\emph{obliterate
}: affects living creatures as normal spell
652 affects undead; as for
\emph{cureall
} against undead.
654 \spell{Restore*
}{T, P,
1 creature
}
655 Restores
1 level to victim of energy drain; caster loses a level until rested
656 for
2d10 days. Reverse
\emph{life drain
}: inflicts
1ED:Wt.
658 \spell{Survival
}{T, $
6 L$T,
1 creature
}
659 Protects target from all non-magical environmental damage.
661 \spell{Travel
}{0, $L$T
}
662 Allows free travel. MV
\flying360; move between planes by one round's
663 concentration (at most
1 per turn), bringing along $
\lfloor L/
5 \rfloor$
664 others touched; assume gaseous form by one round's concentration (with all
665 equipment; MV
\flying720, cannot pass
\emph{protection from evil
} or
666 \emph{anti-magic shell
}).
668 \spell{Wish
}{special
}
671 \spell{Wizardry
}{0,
1T
}
672 Caster can use a magical item specific to magic-users, including
1st or
2nd
673 level spells on scrolls.
677 \begin{spells
}{Druid spells
}
679 \spell{Detect danger
}{$
5L'$,
6T outdoors or
3T
}
680 Reveals dangerous nature (immediately dangerous, potentially dangerous or
681 benign) of places ($
1'$ square), creatures, objects (chest, weapon, etc.),
682 requiring one round of concentration each; detects poisons.
684 \spell{F
\ae rie fire
}{$
60'$, $L$R, $
\lceil L/
5 \rceil'$ man-sized objects
}
685 Outlines objects with pale greenish fire, if caster can detect them.
686 Outlined creatures are $+
2$ to hit.
688 \spell{Locate
}{0,
6T,
1 animal or plant within $
120'$
}
689 Finds direction of one known animal or plant, or exact type.
691 \spell{Predict weather
}{0,
12 hours, $L$ miles diameter
}
692 Gains knowledge of future weather over the spell's duration.
696 \spell{Heat metal
}{$
30'$,
7R,
1 metal object, $
5L$\,cn
}
697 Object heats and cools. Wood in contact with metal burns away. Creature
698 holding object takes damage per round in the pattern
1,
2,
4,
8,
4,
2,
1
699 (fire resistance negates all damage). Can be stopped by
\emph{dispel magic
}
702 \spell{Obscure
}{0, $L$T, $L'
\times 10L'
\phi$
}
703 Creates opaque misty cloud; caster and those able to
\emph{detect invisible
}
704 can dimly see through it.
706 \spell{Produce fire
}{0, $
2L$T
}
707 Creates small fire in the caster's hand; caster can extinguish and re-ignite
708 it by one round's concentration. Flame may be dropped or thrown $
30'$ but
709 disappears after
1 round.
711 \spell{Warp wood
}{$
240'$, P, $L$ arrows (or equivalent)
}
712 Warps wooden weapons. Spear, javelin or wand is two arrows; club, bow or
713 staff is four. Enchanted items may ($
\delta G$ in
10) be unaffected; SvS if
718 \spell{Call lightning
}{$
360'$, $L$T
}
719 Must be a storm within range. Calls one lightning bolt per turn, hitting
720 $
20'
\phi$ area, doing
8d6 damage.
722 \spell{Hold animal
}{$
180'$, $L$T, $L$HD of normal or giant animals
}
723 Each target must SvS or be paralysed. Affects summoned, conjured or
726 \spell{Protection from poison
}{T, $L$T,
1 creature
}
727 Target and items carried are immune to all poison; $+
4$ on saves versus
728 poisonous breath weapons.
730 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
731 Recipient can breathe under water.
735 \spell{Control temperature
10$'$ radius
}{0, $L$T, air within $
10'$
}
736 Caster may adjust temperature in area affected by up to
25$^
\circ$C; one
737 round concentration required for a change.
739 \spell{Plant door
}{0, $L$T
}
740 Plants cannot prevent passage of the caster (only): trees bend etc. Caster
741 can hide inside large tree.
743 \spell{Protection from lightning
}{T, $L$T,
1 creature
}
744 Target is protected from $L$ dice of electrical damage.
746 \spell{Summon animals
}{$
360'$,
3T, $L$HD of animals
}
747 Summons any normal animals (not arthropods etc.\@) in range. Very small
748 creatures are $
\tfrac{1}{10}$HD. Animals flee if harmed; morale check if
749 caster is being harmed.
753 \spell{Anti-plant shell
}{0, $L$R
}
754 Personal barrier which plants cannot enter. Can be used to open a passage
755 for others. Druid cannot strike plants.
757 \spell{Control winds
}{$
10L'$, $L$T
}
758 Requires
1 turn concentration for complete change. Highest-level caster in
759 range wins. May be used against air creatures (e.g., elementals): SvS or
760 under caster's control (concentration required); may be used to kill;
761 creature will be hostile when effect ends.
763 \spell{Dissolve
}{$
240'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
764 Changes earth to mud. Entire volume must be within range. Creatures in mud
765 slowed to
10\%, and may become stuck.
767 \spell{Pass plant
}{0, I
}
768 Teleportation between trees of same type. Distance depends on tree type:
769 600\,yd for oak;
360\,yd for ash, elm, linden, or yew;
240\,yd for evergreen
770 trees,
300\,yd for others.
774 \spell{Anti-animal shell
}{0, $L$T
}
775 Personal barrier which animals (including insects, giant animals etc.) cannot
776 enter. Druid cannot strike animals.
778 \spell{Summon weather
}{$
\max(L -
10,
5)$ miles, $
6L$T
}
779 Brings weather within range to caster's location.
781 \spell{Transport through plants
}
782 {$
\infty$, I, caster and two willing creatures
}
783 Enter living plant, leave another living plant elsewhere (on same plane),
784 either a specific known plant or one in a general area.
786 \spell{Turn wood
}{$
30'$, $L$T, wave $
120'
\times 60'$
}
787 Pushes wood away; wave starts within $
30'$ of caster, moves at $
10'$ per
788 round, ends at $
360'$ (or earlier if caster wishes).
792 \spell{Creeping doom
}{$
120'$, $L$R,
1000 insects
}
793 Fills $
20'$--$
60'$ square, MV60 (must remain within range). Inflicts
1\,hp
794 per
10 insects per round. Fire can damage horde slightly;
\emph{fire ball
}
795 kills
100 insects. Effect can pass
\emph{protection from evil
}.
797 \spell{Metal to wood
}{$
120'$, P, $
50L$\,cn of metal
}
798 Magical items have only
1 in
10 chance of being affected. Armour falls off;
799 weapons become clubs.
801 \spell{Summon elemental
}{$
240'$,
6T,
1 16HD elemental
}
802 Elemental obeys commands; does not require concentration; elemental will not
803 be hostile at end of effect. Caster can send elemental back by command;
804 others must use
\emph{dispel magic
} or
\emph{dispel evil
}.
806 \spell{Weather control
}{0, C, weather within $
240'$
}
807 Caster can create a weather condition; must be outdoors. Possible effects:
809 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
810 muddy, movement halved.
811 \item[Snow
] Visibility $
20'$; half movement; water may
813 \item[Fog
] Visibility $
20'$; half movement; those within may
815 \item[Clear
] Cancels adverse weather.
816 \item[Intense heat
] Half movement; water dries up.
817 \item[High winds
] Missile fire impossible; half movement; sailing ships
818 move
50\% faster; sandstorm in desert ($
20'$ visibility).
819 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
825 \begin{spells
}{Magic-user spells
}
827 \spell{Analyse
}{0,
1R,
1 item
}
828 Learn enchantment on item $
3 + L$ in
20 to determine one characteristic.
829 Information is vague on `pluses' and charges.
831 \spell{Charm person
}{$
120'$, varies,
1 humanoid
}
832 Victim must SvS or be
\emph{charmed
} -- believe caster is his `best friend'.
833 Victim may save again as indicated below.
834 \begin{tabular
}[C
]{\shade cl|cl
} \hlx*
{hv
}
835 \th{Int
} &
\th{Save every
} &
\th{Int
} &
\th{Save every
} \\
\hlx{vhv
}
836 0 &
120 days &
13--
15 &
3 days \\
\hlx{+
}
837 1 &
90 days &
16--
17 &
24 hours \\
\hlx{+
}
838 2 &
60 days &
18 &
8 hours \\
\hlx{+
}
839 3 &
45 days &
19 &
3 hours \\
\hlx{+
}
840 4--
5 &
30 days &
20 &
1 hour \\
\hlx{+
}
841 6--
8 &
15 days &
21\rlap+ &
1 turn \\
\hlx{+
}
842 \09--
12 &
7 days & \\
\hlx*
{vh
}
845 \spell{Detect magic
}{0,
2T, $
60'$
}
846 All magical things and effects within effect `glow'.
848 \spell{Floating disc
}{$
6'$,
6T,
5000\,cn
}
849 Disc floats at height of caster's waist, remaining within $
6'$.
851 \spell{Hold portal
}{$
10'$,
2d6T,
1 portal
}
852 Holds portal against creatures with $L' < L +
3$.
854 \spell{Light*
}{$
120'$,
12T,
1 object
}
855 Casts light for $
30'$; effect moves with target unless SvS. Blinds if cast
856 at eyes. Reverse
\emph{darkness
}: creates darkness penetrable by
857 infravision; cancels
\emph{light
} and
\emph{vice versa
}.
859 \spell{Magic missile
}{$
150'$,
1R, $
2 \lceil L/
5 \rceil -
1$ missiles
}
860 Each missile does $
\d{1d6
} +
1$ damage; missiles never miss; may have
863 \spell{Protection from evil
}{0,
6T
}
864 Personal barrier: attacks penalised by $-
1$; $+
1$ on saves; enchanted
865 creatures cannot enter unless attacked.
867 \spell{Read languages
}{0,
2T
}
868 Caster can read (not speak) nonmagical languages, codes, etc.
870 \spell{Read magic
}{0,
1T
}
871 Caster can read (not speak) magical writings, allowing later use of scrolls,
872 or copying spells into book.
874 \spell{Shield
}{0,
2T
}
875 Personal barrier: caster has AC2 against missiles, AC4 against mel\'ee
876 attacks, and may SvS against
\emph{magic missile
}.
878 \spell{Sleep
}{$
240'$,
4d4T,
2d8HD of living creatures in $
40'$ square
}
879 Only affects creatures with $
4 +
1$HD or less. Sleeping creatures can be
880 easily killed with an edged weapon.
882 \spell{Ventriloquism
}{$
60'$,
2T,
1 item or location
}
883 Caster's voice appears to come from somewhere else.
887 \spell{Continual light*
}{$
120'$, P,
1 object
}
888 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
889 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
890 creates darkness impenetrable by infravision, lanterns, torches or
891 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
893 \spell{Detect evil
}{0,
6T, $
60'$
}
894 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
896 \spell{Detect invisible
}{0,
6T, $
10L'$
}
897 Caster can see invisible creatures and objects within effect.
899 \spell{Entangle
}{$
30'$, $L$R, $
50' +
5L'$ of rope or similar
}
900 Caster can command ropes, e.g., `coil', `coil and knot', `loop', `loop and
901 knot'. Rope must be within $
1'$ of anything it's meant to tie up. Victim
902 may SvS to avoid effect.
904 \spell{ESP*
}{$
60'$,
12T
}
905 Caster can `hear' thoughts in some direction after concentrating for
6
906 rounds. If more than one creature in range and direction, the result is a
907 confused jumble.
\emph{ESP
} is blocked by $
2'$ of rock, or any lead.
908 Reverse
\emph{mindmask
} (T,
12T,
1 creature): target is immune to
911 \spell{Invisibility
}{$
240'$, P,
1 creature or object
}
912 Creature becomes invisible with all items carried; items become visible when
913 dropped; creature becomes visible if it attacks or casts a spell. Objects
914 made invisible reappear when touched.
916 \spell{Knock
}{$
60'$, until closed,
1 portal
}
917 Opens a door or other locked or obstructed opening, even if magically locked.
919 \spell{Levitate
}{0, $
6 + L$T
}
920 Caster may move up and down (only) at $
20'$ per round, carrying up to
923 \spell{Locate object
}{0,
6T, $
60' +
10L'$
}
924 Sense direction of one known object (but not distance). Will not locate
927 \spell{Mirror image
}{$
3'$,
6T
1d4 additional copies
}
928 Creates copies of the caster, remaining within range, duplicating his
929 actions. Attacks always hit images, not caster, causing images to vanish.
931 \spell{Phantasmal force
}{$
240'$, C, $
20'$ cube
}
932 Caster creates illusion in affected volume. Monsters are AC9 and disappear
933 when hit. Victim may SvS to disbelieve the illusion. Never causes damage;
934 effects wear off in
1d4 turns.
936 \spell{Web
}{$
10'$,
48T, $
10'$ cube
}
937 Fills volume with sticky strands. Giant can break through in
2 rounds;
938 \emph{gauntlets of ogre power
} can be used to escape in
4 rounds; normal
939 human takes $
\d{2d4
} +
\delta S$ turns. Flames destroy the web in
2 rounds;
940 those caught take
1d6 damage.
942 \spell{Wizard lock
}{$
10'$, P,
1 portal
}
943 Holds portal against creatures with $L' < L +
3$.
947 \spell{Clairvoyance
}{$
60'$,
12T
}
948 The caster sees through another's eyes; may pick a different target each
951 \spell{Create air
}{$
10'$, $
6L$T, $
20'$ cube of air
}
952 Cast on area to move effect with area; cast on person to allow breathing (and
953 flight) in hostile environments (e.g., under water, in poison gas). Cannot
954 negate effects of breath weapon.
956 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
957 Destroys spells in area; fails $L' - L$ in
20. Also
\emph{touch dispel
} (T,
958 P,
1 spell effect): must be used within
1T, cannot cast other spells until
959 used; nonmagical containers double effective level of contained items, max
960 distance to item $
5'$, random selection between contained items; item levels
961 and effects are: potions (
6, destroyed), scroll (as level needed to cast,
962 destroyed), wand or staff (
12; drains $L$ charges), misc (
36 or as maker,
963 drains $L$ charges or deactivated for
1d10 rounds); other permanent (
18,
964 deactivated for
1d10 rounds).
966 \spell{Fire ball
}{$
240'$, I, $
40'
\phi$
}
967 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage).
969 \spell{Fly
}{T, $
\d{1d6
} + L$T,
1 creature
}
970 Allows flight, MV
\flying360. Hovering does not require concentration.
972 \spell{Haste*
}{$
240'$,
3T, up to
24 creatures in $
60'
\phi$
}
973 Targets may move at twice normal speed, two attacks per round, etc. Reverse
974 \emph{slow
}: half movement, one attack every two rounds, SvS to avoid.
976 \spell{Hold person*
}{$
120'$, $L$T, up to
4 humanoids
}
977 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
978 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
980 \spell{Infravision
}{T,
1 day,
1 creature
}
981 Bestows $
60'$ infravision.
983 \spell{Invisibility
10$'$ radius
}{$
120'$, P, $
20'
\phi$
}
984 Recipient and all others within $
10'$ become invisible, with all equipment
985 carried. Those moving more than $
10'$ from recipient become visible (not
986 regained by re-entering area). Items become visible when dropped; creatures
987 become visible when attacking or casting a spell.
989 \spell{Lightning bolt
}{$
180'$, I, $
60'
\times 5'$
}
990 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage). Bolt
991 bounces off solid surfaces towards caster.
993 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
994 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
997 \spell{Protection from normal missiles
}{$
30$',
12T,
1 creature
}
998 Target is immune from small nonmagical missiles (e.g., arrows, but not
999 catapult stones or magical arrows).
1001 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
1002 Recipient can breathe under water.
1006 \spell{Charm monster
}{$
120'$, as
\emph{charm person
}, one or more creatures
}
1007 Affects
3d6 creatures with
3HD or less each, or one larger creature. SvS or
1008 \emph{charmed
} as for
\emph{charm person
} (q.v.).
1010 \spell{Clothform
}{T, P, single $
30'
\times 30'$ piece of cloth
}
1011 Creates nonmagical cloth; can join onto previously
\emph{clothformed
} items
1014 \spell{Confusion
}{$
120'$,
12R,
3d6 creatures in $
60'
\phi$
}
1015 Victims with $
2 +
1$HD or less have no saving throw; those with more must SvS
1016 each round in effect. Confused creatures act randomly (
2d6):
2--
5 attack
1017 caster's party,
6--
8 do nothing,
9--
12 attack own party.
1019 \spell{Dimension door
}{$
10'$,
1R,
1 creature
}
1020 Transports target safely up to $
360'$ away; destination chosen by caster
1021 (either known location, or by direction and distance. No effect if
1022 destination is occupied by solid object. SvS to avoid.
1024 \spell{Growth of plants*
}{$
120'$, P,
3000\,sq\,ft
}
1025 Area becomes overgrown with vines, creepers etc.\@ as appropriate; impassable
1026 except by giants. Reverse
\emph{shrink plants
}: plants shrink and become
1027 passable; negates normal spell. Cannot affect plant-like monsters.
1029 \spell{Hallucinatory terrain
}{$
240'$, P
}
1030 Creates illusory terrain feature (pit, stairs, hill, swamp, etc.); lasts
1031 until touched or dispelled.
1033 \spell{Ice storm/wall of ice
}{$
120'$,
1R or
12T, $
20'$ cube or
1200\,sq\,ft
}
1034 An
\emph{ice storm
} inflicts $L$d6 damage on each creature in effect (max
1035 20d6, SvS for half damage). A
\emph{wall of ice
} is vertical, opaque, must
1036 rest on ground or similar; cannot be broken by creatures of less than
4HD;
1037 breaking through causes
1d6 damage. Fire-type creatures save at $-
4$ against
1038 \emph{ice storms
}, and take
2d6 damage breaking
\emph{ice walls
}.
1040 \spell{Massmorph
}{$
240'$, until cancelled, up to
100 man-size creatures
}
1041 Makes creatures appear to be trees (or other appropriate plants). Large
1042 creatures count as two or three men. Creatures can move within the area
1043 without breaking the illusion; creatures leaving the effect return to normal.
1045 \spell{Polymorph other
}{$
60'$, P,
1 creature
}
1046 Changes creature into another creature with no more than twice the original's
1047 hit dice. Hit points preserved; special abilities and behaviour of new form
1048 are gained. SvS to avoid; lasts until dispelled or target dies.
1050 \spell{Polymorph self
}{0, $
6 + L$T
}
1051 Caster changes into another creature with no more than $L$HD. Hit points,
1052 armour class, hit rolls, saving throws all preserved; no special abilities or
1053 immunities are gained.
1055 \spell{Remove curse*
}{T, P,
1 creature or item
}
1056 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
1059 \spell{Wall of fire
}{$
60'$, C,
1200\,sq\,ft of fire
}
1060 Vertical, opaque, must rest on ground or similar; cannot be broken by
1061 creatures of less than
4HD; breaking through causes
1d6 damage. Undead and
1062 cold-type creatures take
2d6 damage breaking through.
1064 \spell{Wizard eye
}{$
240'$,
6T
}
1065 Creates invisible eye (MV
\flying120) with infravision ($
60'$ range); caster
1066 must concentrate to see through the eye.
1070 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
1071 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
1072 magic
}. Skeletons have same HD as original creature, zombies have one more
1075 \spell{Cloudkill
}{$
1'$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1076 Cloud moves at
60, sinking close to the ground; moves with the wind, or under
1077 caster's control. Evaporates if it hits trees or other dense vegetation.
1078 Those within the cloud lose
1\,hp per round; those with less than
5HD must
1081 \spell{Conjure elemental
}{$
240'$, C, one
16HD elemental
}
1082 Summons elemental. Caster must concentrate (half movement, no spell casting
1083 or fighting) to maintain control. Caster may return elemental to its home
1084 plane. Elemental will attack summoner if control lapses.
1086 \spell{Contact outer plane
}{0, special,
3--
12 questions
}
1087 Number of questions $n$ is equal to distance to outer plane. May be used at
1088 most once a month. Possibility of insanity is $n -
2 -
\max(L -
20,
0)$ in
1089 20; chance of Immortal knowing each answer is $n +
7$ in
20; chance of lying
1092 \spell{Dissolve
}{$
120'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
1093 Changes earth to mud. Entire volume must be within range. Creatures in mud
1094 slowed to
10\%, and may become stuck. Reverse
\emph{harden
} ($
120'$, P,
1095 3000\,sq\,ft): changes mud to rock; SvS to avoid being trapped.
1097 \spell{Feeblemind
}{$
240'$, P,
1 magic-user
}
1098 Lowers intelligence to
2; SvS at $-
4$ to avoid. Removable by
\emph{dispel
1099 magic
},
\emph{cureall
} or
\emph{heal
}.
1101 \spell{Hold monster*
}{$
120'$, $L +
6$T,
1d4 creatures
}
1102 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
1103 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free monster
}.
1105 \spell{Magic jar
}{$
30'$, P, one object
}
1106 Transfers life-force to inanimate object (the
\emph{magic jar
}). Thence, the
1107 caster may attempt to possess creatures (each once per turn) within $
120'$ of
1108 the
\emph{jar
}; SvS to avoid. The possessed body cannot perform special
1109 abilities. A
\emph{dispel evil
} forces the life-force back to the
1110 \emph{jar
}. If the body is destroyed, the caster returns to the
\emph{jar
}.
1111 If the
\emph{jar
} is destroyed, the life-force within it is lost.
1113 \spell{Passwall
}{$
30'$,
3T, $
10'
\times 5'
\phi$ hole
}
1114 Makes a hole in a stone wall or floor. Creatures in the hole when the
1115 duration ends must SvTtS or be trapped.
1117 \spell{Telekinesis
}{$
120'$,
6R, $
200L$\,cn
}
1118 Caster can move objects by concentrating. Unwilling victims may SvS to
1119 avoid; SvS at $-
2$ to hold on to items in hand; SvS at $-
5$ to grab items
1122 \spell{Teleport
}{$
10'$, I,
1 creature with equipment
}
1123 Distance teleported is unimportant. SvS to avoid. Falling damage is
1d6 per
1124 $
10'$; teleporting into solid rock is fatal.
1125 \begin{tabular
}[C
]{\shade cccl
} \hlx*
{hv
}
1126 \multicolumn{3}{c
}{\th{Knowledge
}} \\
1127 \th{Casual
} &
\th{General
} &
\th{Exact
} &
\th{Result
} \\
\hlx{vhv
}
1128 01--
50 &
01--
80 &
01--
95 & Success \\
\hlx{+
}
1129 51--
75 &
81--
90 &
96--
99 & $
\d{1d10
} \times 10'$ too high \\
\hlx{+
}
1130 76--
00 &
91--
00 &
00 & $
\d{1d10
} \times 10'$ too low \\
\hlx*
{vh
}
1133 \spell{Wall of stone
}{$
60'$, until broken, $
500$\,sq\,ft of stone
}
1134 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1135 toppled, cases
10d10 damage to anyone underneath.
1137 \spell{Woodform
}{T, P, single
1000\,cu\,ft piece of wood
}
1138 Creates nonmagical wood; can join onto previously
\emph{woodformed
} items at
1139 unfinished ends. Casting time up to
12 turns; may be used to modify
1140 \emph{woodformed
} objects. Final casting to `lock' item down.
1144 \spell{Anti-magic shell
}{0,
12T
}
1145 Personal barrier blocks all magic spell effects. Caster may cancel the shell
1146 at will;
\emph{dispel magic
} cannot.
1148 \spell{Death spell
}{$
240'$, I,
4d8HD of creatures in $
60'$ cube
}
1149 Plants and insects automatically slain; undead and those with
8HD or more not
1150 affected. Lowest HD affected first: SvDR or die.
1152 \spell{Disintegrate
}{$
60'$, I,
1 creature or object
}
1153 Victim may SvDR. Can destroy a $
10'$ section of wall. Does not affect
1156 \spell{Geas*
}{$
30'$, until completed,
1 creature
}
1157 Compels victim to perform or avoid an action. Must not be directly fatal.
1158 SvS to avoid effect. Penalties applied if
\emph{geas
} not followed; cannot
1159 be removed by
\emph{dispel magic
} or
\emph{remove curse
}. Reverse
1160 \emph{remove geas
}: removes unwanted
\emph{geas
} ($L' - L$ in
20 chance of
1163 \spell{Invisible stalker
}{0, until accomplished
}
1164 Summons an invisible stalker to perform a service.
1166 \spell{Lower water
}{$
240'$,
10T, up to
10\,
000\,sq\,ft of water
}
1167 Lowers water to half its normal depth. At end, water surges in, sweeping
1168 ship's deck clear of items and creatures who fail SvS; causes $
\d{1d12
} +
20$
1171 \spell{Move earth
}{$
240'$,
6T
}
1172 Moves soil (not rock) within range, $
60'$ per turn.
1174 \spell{Projected image
}{$
240'$,
6T,
1 image
}
1175 Creates an image of the caster; spells appear to come from the image;
1176 concentration not required. Spells and missiles do not affect the image;
1177 image disappears if touched or struck hand-to-hand.
1179 \spell{Reincarnation
}{$
10'$, P
}
1180 Creates a new body; part of the old body is needed.
1181 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1182 \th{1d8
} &
\th{Body
} \\
\hlx{vhv
}
1183 1--
3 & Human \\
\hlx{+
}
1184 4 & Dwarf \\
\hlx{+
}
1186 6 & Halfling \\
\hlx{+
}
1187 7 & Original race \\
\hlx{+
}
1188 8 & Monster (see table below) \\
\hlx*
{vh
}
1190 \begin{tabular
}[C
]{\shade clll
} \hlx*
{hv
}
1191 \th{1d6
} &
\th{Lawful
} &
\th{Neutral
} &
\th{Chaotic
} \\
\hlx{vhv
}
1192 1 & Blink dog & Ape, white & Bugbear \\
\hlx{+
}
1193 2 & Gnome & Bear (any) & Gnoll \\
\hlx{+
}
1194 3 & Neanderthal & Centaur & Kobold \\
\hlx{+
}
1195 4 & Owl, giant & Gryphon & Manticore \\
\hlx{+
}
1196 5 & Pegasus & Lizard man & Orc \\
\hlx{+
}
1197 6 & Treant & Pixie & Troglodyte \\
\hlx*
{vh
}
1200 \spell{Stone to flesh*
}{$
120'$, P,
1 statue up to $
10'$ cube
}
1201 Turns a status into flesh; restores petrified characters. Reverse
1202 \emph{flesh to stone
} ($
120'$, P,
1 creature): SvTtS or turned to stone.
1204 \spell{Stoneform
}{T, P, single
1000\,cu\,ft piece of stone
}
1205 Creates nonmagical stone; can join onto previously
\emph{stoneformed
} items
1206 at unfinished ends. Casting time up to
12 turns; may be used to modify
1207 \emph{stoneformed
} objects. Final casting to `lock' item down. Can be used
1208 to create transparent and translucent stones.
1210 \spell{Wall of iron
}{$
120'$, P,
500\,sq\,ft
}
1211 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1212 toppled, cases
10d10 damage to anyone underneath. Wall has hp equal to the
1215 \spell{Weather control
}{0, C, weather within $
240'$
}
1216 Caster can create a weather condition; must be outdoors. Possible effects:
1218 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
1219 muddy, movement halved.
1220 \item[Snow
] Visibility $
20'$; half movement; water may
1222 \item[Fog
] Visibility $
20'$; half movement; those within may
1224 \item[Clear
] Cancels adverse weather.
1225 \item[Intense heat
] Half movement; water dries up.
1226 \item[High winds
] Missile fire impossible; half movement; sailing ships
1227 move
50\% faster; sandstorm in desert ($
20'$ visibility).
1228 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
1234 \spell{Charm plant
}{$
120'$,
6 months,
1 or more plants
}
1235 Charms one tree, six medium bushes,
12 small shrubs or
24 small plants (no
1236 saving throw; plant-like monsters may SvS). Charmed plants obey the caster,
1237 tangling enemies within range etc.
1239 \spell{Create normal monsters
}{$
30'$,
1T, $L$HD of monsters
}
1240 Creates monsters with no special abilities.
1242 \spell{Delayed blast fire ball
}{$
240'$,
0--
60R
}
1243 Makes a red gem which explodes in $
20'$ radius for $L$d6 damage (max
20d6,
1244 SvS for half damage) after chosen amount of time.
1246 \spell{Ironform
}{T, P, single
500\,cu\,ft piece of iron
}
1247 Creates nonmagical iron; can join onto previously
\emph{ironformed
} items
1248 at unfinished ends. Casting time up to
12 turns; may be used to modify
1249 \emph{ironformed
} objects. Final casting to `lock' item down.
1251 \spell{Lore
}{0, P,
1 item, place or person
}
1252 Caster gains knowledge of an item, place or person. Item held in hand takes
1253 1d4 turns to study: reveals name, command word, approximate charges; one
1254 function per spell. Items not in hand, or places and people, take
1d\% days
1257 \spell{Magic door*
}{$
10'$,
7 uses,
1 passage
}
1258 Creates magical, invisible doorway through up to $
10'$ of solid material.
1259 Reverse
\emph{magic lock
}: can be cast on a portal or doorway; cannot be
1260 opened with
\emph{knock
}.
1262 \spell{Mass invisibility*
}{$
240'$, P, creatures and objects in $
60'$ square
}
1263 Creatures in effect become invisible, with all equipment: items become
1264 visible when dropped; creatures become visible when attacking or casting
1265 spells. Reverse
\emph{appear
} ($
240'$,
1T, $
20'$ cube): invisible creatures
1266 and objects in effect become visible.
1268 \spell{Power word stun
}{$
120'$, I,
1 creature
}
1269 Victim with at most
35\,hp stunned for
2d6 turns; with at most
70\,hp
1270 stunned for
1d6 turns; otherwise no effect.
1272 \spell{Reverse gravity
}{$
90'$,
2\,s, $
30'$ cube
}
1273 Reverses gravity in effect volume:
1d6 damage per $
10'$ fallen, up or down.
1275 \spell{Statue
}{0, $
2L$T
}
1276 Turns to stone, with all equipment, or returns to normal, once per round.
1277 Concentration is possible while turned to stone. Caster is AC$^-$
4, cannot be
1278 damaged by cold, fire, poison, normal weapons, and does not need to breathe.
1279 Caster can escape attacks by winning initiative (at $+
2$).
1281 \spell{Summon object
}{$
\infty$, I,
1 500\,cn object from home
}
1282 Summons an object from the caster's home. Object must be prepared (special
1283 powder, costs
1000\,gp per item). If the item is possessed by someone else
1284 at the time, the caster will know who and where that person is. Caster does
1285 not need to be on the same plane of existence.
1287 \spell{Sword
}{$
30'$, $L$R
}
1288 Sword does
1d10 damage against any opponent in range; two attacks per round;
1289 hit rolls as caster. Caster must concentrate for sword to attack.
1291 \spell{Teleport any object
}{T, I,
1 500\,cn object
}
1292 Teleports an object, with normal chances of error. Unwilling creature or
1293 holder of item may SvS (at $-
2$) to avoid effect.
1297 \spell{Clone
}{$
10'$, P,
1 piece of a living creature
}
1298 Grows a clone of a creature. For (demi)humans, requires
10\,cn of flesh and
1299 5000\,gp per HD; takes
1 week per HD to grow. If original is now dead, clone
1300 has features, stats and memories from when the flesh was taken. If original
1301 lives on same plane, both know of the other's existence and feel its
1302 emotions; if one is damaged, the other is damaged too (SvS for half damage);
1303 clone is obsessed with slaying the original, and must do so in $L$ days or
1304 become insane, causing loss of
1 point of $I$ and $W$ to original, who may (
1
1305 in
20 per day) become insane too, and both die after a week. For other
1306 creatures (
\emph{simulacra
}), requires
1\% of flesh and
500\,gp per hit
1307 point; takes
1 week per HD; simulacrum obeys creator, can receive mental
1308 commands if within $
10'$, has caster's alignment, cannot pass
1309 \emph{protection from evil
}, can be destroyed by
\emph{dispel magic
}; it has
1310 50\% of original's hp, does
50\% damage and has
10 in
20 chance of each
1311 special ability; if original is dead, gains
5\% (
1 in
20) per week.
1313 \spell{Create magical monsters
}{$
60'$,
2T, $L$HD
}
1314 Creates monsters with two special abilities or less. Can create
1315 \emph{construct
} with two special abilities, which is permanent: materials
1316 cost
5000\,gp per asterisk.
1318 \spell{Dance
}{T, $
\lceil L/
4\rceil -
2$R,
1 creature
}
1319 Causes creature to dance ($-
4$ on saving throws, $+
4$ on AC, cannot attack or
1322 \spell{Explosive cloud
}{$'
1$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1323 Those within cloud must SvS each round or be paralysed (for
1 round); also
1324 take $
\lfloor L/
2\rfloor$\,hp explosive damage each round, regardless of any
1327 \spell{Force field
}{$
120'$,
6T
}
1328 Field shape is sphere, hemisphere, plane, cylinder, or (partial) rectangular
1329 box, radius max $
20'$, flat surfaces max
5000\,sq\,ft area; edges are
1330 blunt and harmless; leaves gaps where solid objects or creatures are. Field
1331 cannot be moved or penetrated by spells, missiles, creatures, breath weapons
1332 etc. Can only be removed by
\emph{wish
} or
\emph{disintegrate
}.
1335 {$
120'$, as
\emph{charm person
},
30HD of creatures in $
20'$ cube
}
1336 Charms up to
30HD or levels of creatures; each may save at $-
2$. If caster
1337 attacks a charmed creature, its charm is broken; others seeing attack may
1338 save again. Reverse
\emph{remove charm
} ($
120'$,
1T, $
20'$ cube): removes
1339 and prevents all charm effects in volume.
1341 \spell{Mind barrier*
}{$
10'$, $
6L$T,
1 creature
}
1342 Prevents
\emph{ESP
},
\emph{clairvoyance
},
\emph{clairaudience
},
\emph{crystal
1343 ball
} gazing,
\emph{contact outer plane
} etc.\@ from gathering information
1344 about the target; bonus of $+
8$ against illusions,
\emph{charm
},
1345 \emph{feeblemind
} (SvS to avoid). Reverse
\emph{open mind
} (T, $
6L$T,
1
1346 creature): applies $-
8$ penalties to illusions etc.
1348 \spell{Permanence
}{$
10'$, P,
1 magical effect
}
1349 Makes a spell effect permanent; weapons can receive five permanent effects,
1350 creatures two, and other items one at most. If a weapon has permanent
1351 effects, further
\emph{permanence
} spells may fail
1 in
4, destroying the
1352 weapon. A
\emph{permanence
} may be removed by
\emph{dispel magic
}.
1354 \spell{Polymorph any object
}{$
240'$, complicated, one item up to $
10'$ cube
}
1355 Kingdoms are $
\textit{animal
} \leftrightarrow \textit{vegetable
}
1356 \leftrightarrow \textit{mineral
}$. Effect duration is $L$ turns for a
1357 two-kingdom change, $
6L$ for a one-kingdom change, or permanent if no change
1358 of kingdom is involved. Victim may make SvS at $-
4$; creatures of
41HD or
1359 more are unaffected.
1361 \spell{Power word blind
}{$
120'$,
1d4 days or
2d4 hours,
1 creature
}
1362 Blinds creatures with
40\,hp or less for
1d4 days, with
80\,hp or less for
1363 2d4 hours ($
\d{2d4
} \times 6$ turns); no effect on creatures with more than
1364 80\,hp. Blind creatures are $-
4$ to hit, on saves, and AC; cannot be removed
1365 by
\emph{cure blindness
},
\emph{cureall
} or
\emph{heal
} unless $L'
\ge L$.
1367 \spell{Steelform
}{T, P, single
500\,cu\,ft piece of steel
}
1368 Creates nonmagical weapon-quality steel; can join onto previously
1369 \emph{steelformed
} items at unfinished ends. Casting time up to
12 turns;
1370 may be used to modify
\emph{steelformed
} objects. Final casting to `lock'
1373 \spell{Symbol
}{T, P
}
1374 Place symbol on object or in mid-air. When creature passes over or through
1375 the symbol, or touches or reads it, effect occurs (SvS only for magic-users,
1376 elves etc., if touched or read but not passed).
1378 \item[Death
] Slays creature with
75\,hp or less.
1379 \item[Discord
] Attacks allies, or is otherwise
\emph{confused
} until
1380 dispelled or cured (e.g., by
\emph{cureall
}).
1381 \item[Fear
] Flees for
30 rounds at running speed.
1382 \item[Insanity
] Becomes insane -- cannot attack, cast spells, use special
1383 abilities until dispelled or cured (e.g., by
\emph{cureall
}).
1384 \item[Sleep
] Falls asleep for $
\d{1d10
} +
10$ hours or until dispelled.
1385 \item[Stunning
] Stuns creature with
150\,hp or less for
2d6 rounds.
1388 \spell{Travel
}{0, $L$T
}
1389 Allows free travel. MV
\flying360); move between planes by one round's
1390 concentration (at most
1 per turn), bringing along $
\lfloor L/
5 \rfloor$
1391 others touched; assume gaseous form by one round's concentration (with all
1392 equipment; MV
\flying720, cannot pass
\emph{protection from evil
} or
1393 \emph{anti-magic shell
}).
1397 \spell{Contingency
}{T, until used,
1 creature or item
}
1398 Specify situation and (non-damaging) spell of
4th level or most; spell occurs
1399 when situation occurs.
1401 \spell{Create any monster
}{$
90'$,
3T, $L$HD
}
1402 Creates monsters with any special abilities. Can create
\emph{construct
},
1403 which is permanent: materials cost
5000\,gp per asterisk, or double if four
1406 \spell{Gate*
}{$
30'$,
1T or $
\d{1d10
\times 10}$T,
1 portal
}
1407 Opens portal to another plane and a resident of the plane.
\emph{Gate
} to
1408 outer plane lasts
1 turn; other
\emph{gates
} last
10--
100 turns;
1 in
10
1409 chance per turn that other creature wanders through the
\emph{gate
}.
1410 Resident will usually respond in
1d6 rounds but may (
1 in
20) send some other
1411 being. Reverse
\emph{close gate
}: closes existing
\emph{gate
} (even a
1414 \spell{Heal
}{T, P,
1 creature
}
1415 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
1416 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
1418 \spell{Immunity
}{T, $L$T,
1 creature
}
1419 Target is immune to
1st--
3rd level spells;
4th and
5th level spells have half
1420 effect. Also immune to missiles (normal and magical) and normal and silver
1421 weapons (but not natural weaponry). Target can voluntarily drop the
1422 \emph{immunity
} for a round.
1424 \spell{Maze
}{$
60'$, by intelligence,
1 creature
}
1425 Traps creature in indestructible maze (no save).
1426 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1427 \th{Int
} &
\th{Time
} \\
\hlx{vhv
}
1428 1--
8 &
1d6 turns \\
\hlx{+
}
1429 \09--
12 &
2d20 rounds \\
\hlx{+
}
1430 13--
17 &
2d4 rounds \\
\hlx{+
}
1431 18\rlap+ &
1d4 rounds \\
\hlx*
{vh
}
1434 \spell{Meteor swarm
}{$
240'$, I,
4 or
8 meteor-fireballs
}
1435 Each meteor must be aimed at a different target. Each strikes for
8d6 (or
1436 4d6 if
8 meteors) damage (no save), and explodes with $
20'$ radius for
8d6
1437 (or
4d6) damage (SvS for half damage).
1439 \spell{Power word kill
}{$
120'$, I,
1 or more creatures
}
1440 Kills single victim with
60\,hp or less, or stun (
1d4 turns) if
100\,hp or
1441 less; kills up to
5 victims with
20\,hp each. Magic-user (or elf etc.\@
1442 only) may SvS at $-
4$.
1444 \spell{Prismatic wall
}
1445 {$
60'$,
6T, sphere ($
10'$ radius) or plane (
500\,sq\,ft)
}
1446 Creates $
2'$ thick wall. Caster may pass unharmed with any items. Others
1447 are affected by wall. Wall is solid and indestructible on adjacent planes of
1448 existence. An
\emph{anti-magic shell
} cannot pass. Violet side is closest
1450 \begin{tabular
}[C
]{\shade l>
{\raggedright}p
{7pc
}l
} \hlx*
{hv
}
1451 \th{Colour
} &
\th{Effect
} &
\th{Negated by
} \\
\hlx{vhv
}
1452 Red & Blocks magical missiles;
1453 12\,hp damage & Magical cold \\
\hlx{+
}
1454 Orange & Blocks nonmagical missiles;
1455 24\,hp damage & Magical lightning \\
\hlx{+
}
1456 Yellow & Blocks breath weapons;
1457 48\,hp damage &
\emph{Magic missile
} \\
\hlx{+
}
1458 Green & Blocks detection;
1459 SvPn or die &
\emph{Passwall
} \\
\hlx{+
}
1460 Blue & Blocks poison, gas, gaze;
1461 SvTtS or petrified &
\emph{Disintegrate
} \\
\hlx{+
}
1462 Indigo & Blocks all matter;
1463 SvS or
\emph{gated
} to
1464 random outer plane,
3 in
6
1465 lost forever &
\emph{Dispel magic
} \\
\hlx{+
}
1466 Violet & Blocks magic of all types;
1467 SvW or unconscious and
1470 \emph{heal
}) &
\emph{Continual light
}
1474 \spell{Shapechange
}{0, $L$T
}
1475 Caster becomes other creature, except in mind, hp and saves; special
1476 abilities are gained. Cast memorized spells in humanoid form only.
1477 Inanimate forms $L'$ tall and $L
\times 100$\,cn weight are possible. Change
1478 shape at will each round by concentration.
1480 \spell{Survival
}{T, $
6 L$T,
1 creature
}
1481 Protects target from all non-magical environmental damage.
1483 \spell{Timestop
}{0, $
\d{1d4
} +
1$R
}
1484 Stops time for everyone else for duration. Items held by others are
1485 immovable; items carried (or loose) can be moved. Non-instantaneous spells
1486 start after the duration ends. Cannot pass through
\emph{anti-magic shell
}
1487 or
\emph{protection from evil
} effect.
1489 \spell{Wish
}{special
}
1496 %%% Local Variables: