.gitignore: Also ignore Metapost output.
[dnd] / spells.tex
1 \documentclass{tables}
2 \usepackage{mdwlist}
3
4 \makeatletter
5 \newenvironment{spelllist}[1]{%
6 \vbox\bgroup%
7 \hrule height\arraythickrulewidth%
8 \kern\doublerulesep%
9 \hbox to\hsize{\hfil\bfseries #1 spells\strut\hfil}%
10 \kern\doublerulesep%
11 \hrule height\arrayrulewidth%
12 \global\levelcount=0%
13 \let\endlevel\relax%
14 \lineskip\bigskipamount%
15 \noindent%
16 \hfill%
17 \def\level{%
18 \endlevel%
19 \def\endlevel{%
20 \endtabular\hss\egroup%
21 \penalty10000\hfill%
22 \hbox{}\penalty0\hbox{}%
23 \penalty10000\hfill%
24 }%
25 \global\itemcount=0%
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}\\%
31 }%
32 \def\split{%
33 \\\hlx{vv}%
34 }
35 }{%
36 \endtabular%
37 \hss\egroup\penalty10000\hfill\hbox{}\par%
38 \kern\doublerulesep%
39 \hrule height\arraythickrulewidth%
40 \egroup%
41 }
42
43 \newenvironment{spells}[1]{%
44 \raggedright%
45 \begin{multicols}{2}[\sect{#1}]%
46 \small%
47 \itemcount1%
48 \def\levelstart{%
49 \medskip%
50 \textbf{Level \the\itemcount}%
51 \par\nobreak%
52 \@nobreaktrue%
53 \begin{basedescript}{%
54 \let\makelabel\hbox%
55 \desclabelstyle{\nextlinelabel}%
56 \desclabelwidth{2em}%
57 \parsep\smallskipamount%
58 \itemsep\smallskipamount%
59 }%
60 \ignorespaces%
61 }%
62 \def\level{%
63 \end{basedescript}%
64 \advance\itemcount1%
65 \levelstart%
66 }%
67 \levelstart%
68 }{%
69 \end{basedescript}%
70 \end{multicols}%
71 }
72
73 \def\spell#1#2{\item[\emph{#1} {[#2]}]}
74
75 \begin{document}
76
77 \sect{Spells}
78
79 \begin{set}
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}
119 \end{tabular}
120 \rowgap
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}
160 \end{tabular}
161 \line
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}
175 \end{tabular}
176 \end{set}
177
178 \begin{spelllist}{Cleric/Druid}
179 \level
180 Cure light wounds* \\
181 Detect evil \\
182 Detect magic \\
183 Light* \\
184 Prot./evil \\
185 Purify food and water \\
186 Remove fear* \\
187 Resist cold \split
188 \itshape Detect danger \\
189 \itshape F\ae rie fire \\
190 \itshape Locate \\
191 \itshape Predict weather
192 \level
193 Bless* \\
194 Find traps \\
195 Hold person* \\
196 %% Know alignment* \\
197 Resist fire \\
198 Silence 15$'$r \\
199 Slow poison \\ %% see house rules
200 Snake charm \\
201 Speak with animal \split
202 \itshape Heat metal \\
203 \itshape Obscure \\
204 \itshape Produce fire \\
205 \itshape Warp wood
206 \level
207 Continual light* \\
208 Cure blindness \\
209 Cure disease* \\
210 Growth of animals \\
211 Locate object \\
212 Remove curse* \\
213 Speak with the dead \\
214 Striking \split
215 \itshape Call lightning \\
216 \itshape Hold animal \\
217 \itshape Prot./poison \\
218 \itshape Water breathing
219 \level
220 Animate dead \\
221 Create water \\
222 Cure serious wounds* \\
223 Dispel magic \\
224 Neutralize poison* \\
225 Prot./evil 10$'$r \\
226 Speak with plants \\
227 Sticks to snakes \split
228 \itshape Control temp.\ 10$'$r \\
229 \itshape Plant door \\
230 \itshape Prot./lightning \\
231 \itshape Summon animals
232 \level
233 Commune \\
234 Create food \\
235 Cure critical wounds* \\
236 Dispel evil \\
237 Insect plague \\
238 Quest* \\
239 Raise dead* \\
240 Truesight \split
241 \itshape Anti-plant shell \\
242 \itshape Control winds \\
243 \itshape Dissolve \\
244 \itshape Pass plant
245 \level
246 \AE rial servant \\
247 Animate objects \\
248 Barrier* \\
249 Create normal animals \\
250 Cureall \\
251 Find the path \\
252 Speak with monsters* \\
253 Word of recall \split
254 \itshape Anti-animal shell \\
255 \itshape Summon weather \\
256 \itshape Transp.\ through plants \\
257 \itshape Turn wood
258 \level
259 Earthquake \\
260 Holy word \\
261 Raise dead fully* \\
262 Restore* \\
263 Survival \\
264 Travel \\
265 Wish \\
266 Wizardry \split
267 \itshape Creeping doom \\
268 \itshape Metal to wood \\
269 \itshape Summon elemental \\
270 \itshape Weather control
271 \end{spelllist}
272
273 \begin{spelllist}{Magic-user}
274 \level
275 Analyse \\
276 Charm person \\
277 Detect magic \\
278 Floating disc \\
279 Hold portal \\
280 Light* \\
281 Magic missile \\
282 Prot./evil \\
283 Read languages \\
284 Read magic \\
285 Shield \\
286 Sleep \\
287 Ventriloquism
288 \level
289 Continual light* \\
290 Detect evil \\
291 Detect invisible \\
292 Entangle \\
293 ESP* \\
294 Invisibility \\
295 Knock \\
296 Levitate \\
297 Locate object \\
298 Mirror image \\
299 Phantasmal force \\
300 Web \\
301 Wizard lock
302 \level
303 Clairvoyance \\
304 Create air \\
305 Dispel magic \\
306 Fire ball \\
307 Fly \\
308 Haste* \\
309 Hold person \\
310 Infravision \\
311 Invisibility 10$'$r \\
312 Lightning bolt \\
313 Prot./evil 10$'$r \\
314 Prot./normal missiles \\
315 Water breathing
316 \level
317 Charm monster \\
318 Clothform \\
319 Confusion \\
320 Dimension door \\
321 Growth of plants* \\
322 Hallucinatory terrain \\
323 Ice storm/wall \\
324 Massmorph \\
325 Polymorph others \\
326 Polymorph self \\
327 Remove curse* \\
328 Wall of fire \\
329 Wizard eye
330 \level
331 Animate dead \\
332 Cloudkill \\
333 Conjure elemental \\
334 Contact outer plane \\
335 Dissolve* \\
336 Feeblemind \\
337 Hold monster* \\
338 Magic jar \\
339 Pass-wall \\
340 Telekinesis \\
341 Teleport \\
342 Wall of stone \\
343 Woodform
344 \level
345 Anti-magic shell \\
346 Death spell \\
347 Disintegrate \\
348 Geas* \\
349 Invisible stalker \\
350 Lower water \\
351 Move earth \\
352 Projected image \\
353 Reincarnation \\
354 Stone to flesh* \\
355 Stoneform \\
356 Wall of iron \\
357 Weather control
358 \level
359 Charm plant \\
360 Create normal monsters \\
361 Delayed blast fire ball \\
362 Ironform \\
363 Lore \\
364 Magic door* \\
365 Mass invisibility \\
366 Power word stun \\
367 Reverse gravity \\
368 Statue \\
369 Summon object \\
370 Sword \\
371 Teleport any object
372 \level
373 Clone \\
374 Create magical monsters \\
375 Dance \\
376 Explosive cloud \\
377 Force field \\
378 Mass charm* \\
379 Mind barrier* \\
380 Permanence \\
381 Polymorph any object \\
382 Power word blind \\
383 Steelform \\
384 Symbol \\
385 Travel
386 \level
387 Contingency \\
388 Create any monster \\
389 Gate* \\
390 Heal \\
391 Immunity \\
392 Maze \\
393 Meteor swarm \\
394 Power word kill \\
395 Prismatic wall \\
396 Shapechange \\
397 Survival \\
398 Timestop \\
399 Wish
400 \end{spelllist}
401
402 \begin{spells}{Cleric spells}
403
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.
407
408 \spell{Detect evil}{0, 6T, $120'$}
409 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
410
411 \spell{Detect magic}{0, 2T, $60'$}
412 Magical objects, creatures and places seem to `glow'.
413
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}.
418
419 \spell{Protection from evil}{0, 12T}
420 Personal barrier: attacks penalised by $-1$; $+1$ on saves; enchanted
421 creatures cannot enter unless attacked.
422
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
426 water.
427
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.
431
432 \spell{Resist cold}{0, 6T, $30'$}
433 Unharmed by normal cold; $+2$ on saves against cold and damage biased by $-1$
434 per die.
435
436 \level
437
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.
441
442 \spell{Find traps}{0, 2T, $30'$}
443 Traps (not natural dangers) seem to `glow'.
444
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}.
448
449 \spell{Resist fire}{$30'$, 2T, 1 creature}
450 Unharmed by normal fire; $+2$ on saves against fire and damaged biased by
451 $-1$ per die.
452
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.
456
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.
460
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.
464
465 \spell{Speak with animals}{0, 6T, $30'$}
466 Nominate kind of animal; allows conversation, $+2$ on reaction rolls.
467
468 \level
469
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}.
475
476 \spell{Cure blindness}{T, P, 1 creature}
477 Cures blindness, even from \emph{continual light}, but not a \emph{curse}.
478
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.
483
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).
487
488 \spell{Locate object}{0, 6T, $120'$}
489 Sense direction of one known object (but not distance). Will not locate
490 creatures.
491
492 \spell{Remove curse*}{T, P, 1 creature or item}
493 Removes a curse from character or item. Reverse \emph{curse}: bestows curse;
494 SvS allowed.
495
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.
501
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.
505
506 \level
507
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
511 HD.
512
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.
515
516 \spell{Cure serious wounds*}{T, P, 1 creature}
517 Heals $\d{2d6} + 2$\,hp. Reverse \emph{cause serious wounds}: causes damage.
518
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).
528
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
532 poisoned.
533
534 \spell{Protection from evil, 10$'$ radius}{0, 12T, $20'\phi$}
535 Attacks penalised by $-1$; $+1$ on saves; enchanted creatures cannot enter
536 unless attacked.
537
538 \spell{Speak with plants}{0, 3T, $30'$}
539 Plants will grant simple favours (e.g., allowing passage). Allows
540 communication with treants.
541
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,
545 ML12.
546
547 \level
548
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.
552
553 \spell{Create food}{$10'$, P, food for $12(L - 7)$ men and mounts}
554 Creates normal food; spoils after 24 hours.
555
556 \spell{Cure critical wounds*}{T, P, 1 creature}
557 Heals $\d{3d6} + 3$\,hp. Reverse \emph{cause critical wounds}: causes
558 damage.
559
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.
565
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.
570
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.
574
575 \spell{Raise dead*}{$120'$, P, 1 (demi)human dead up to $4(L - 7)$
576 days}
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.
583
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.
588
589 \level
590
591 \spell{\AE rial servant}{$60'$, $L$D}
592 Servant fetches one item or creature. If it fails, it goes mad and attacks
593 its summoner.
594
595 \spell{Animate objects}{$60'$, 6T up to 4\,000\,cn of objects}
596 Objects have same attack chance as caster.
597
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
603 \emph{steelform}.
604
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.
608
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}.
612
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.
617
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).
623
624 \spell{Word of recall}{0, I}
625 Transports caster and equipment carried to meditation room. Caster
626 automatically gains initiative.
627
628 \level
629
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).
634
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}
644 \end{tabular}
645
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.
653
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.
657
658 \spell{Survival}{T, $6 L$T, 1 creature}
659 Protects target from all non-magical environmental damage.
660
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}).
667
668 \spell{Wish}{special}
669 See notes in rules.
670
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.
674
675 \end{spells}
676
677 \begin{spells}{Druid spells}
678
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.
683
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.
687
688 \spell{Locate}{0, 6T, 1 animal or plant within $120'$}
689 Finds direction of one known animal or plant, or exact type.
690
691 \spell{Predict weather}{0, 12 hours, $L$ miles diameter}
692 Gains knowledge of future weather over the spell's duration.
693
694 \level
695
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}
700 but not immersion.
701
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.
705
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.
710
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
714 held in hand.
715
716 \level
717
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.
721
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
724 controlled animals.
725
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.
729
730 \spell{Water breathing}{$30'$, 1 day, 1 air-breathing creature}
731 Recipient can breathe under water.
732
733 \level
734
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.
738
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.
742
743 \spell{Protection from lightning}{T, $L$T, 1 creature}
744 Target is protected from $L$ dice of electrical damage.
745
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.
750
751 \level
752
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.
756
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.
762
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.
766
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.
771
772 \level
773
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.
777
778 \spell{Summon weather}{$\max(L - 10, 5)$ miles, $6L$T}
779 Brings weather within range to caster's location.
780
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.
785
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).
789
790 \level
791
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}.
796
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.
800
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}.
805
806 \spell{Weather control}{0, C, weather within $240'$}
807 Caster can create a weather condition; must be outdoors. Possible effects:
808 \begin{description}
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
812 freeze.
813 \item[Fog] Visibility $20'$; half movement; those within may
814 become lost.
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
820 gale.
821 \end{description}
822
823 \end{spells}
824
825 \begin{spells}{Magic-user spells}
826
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.
830
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}
843 \end{tabular}
844
845 \spell{Detect magic}{0, 2T, $60'$}
846 All magical things and effects within effect `glow'.
847
848 \spell{Floating disc}{$6'$, 6T, 5000\,cn}
849 Disc floats at height of caster's waist, remaining within $6'$.
850
851 \spell{Hold portal}{$10'$, 2d6T, 1 portal}
852 Holds portal against creatures with $L' < L + 3$.
853
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}.
858
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
861 different targets.
862
863 \spell{Protection from evil}{0, 6T}
864 Personal barrier: attacks penalised by $-1$; $+1$ on saves; enchanted
865 creatures cannot enter unless attacked.
866
867 \spell{Read languages}{0, 2T}
868 Caster can read (not speak) nonmagical languages, codes, etc.
869
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.
873
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}.
877
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.
881
882 \spell{Ventriloquism}{$60'$, 2T, 1 item or location}
883 Caster's voice appears to come from somewhere else.
884
885 \level
886
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}.
892
893 \spell{Detect evil}{0, 6T, $60'$}
894 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
895
896 \spell{Detect invisible}{0, 6T, $10L'$}
897 Caster can see invisible creatures and objects within effect.
898
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.
903
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
909 mind-reading.
910
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.
915
916 \spell{Knock}{$60'$, until closed, 1 portal}
917 Opens a door or other locked or obstructed opening, even if magically locked.
918
919 \spell{Levitate}{0, $6 + L$T}
920 Caster may move up and down (only) at $20'$ per round, carrying up to
921 2000\,cn.
922
923 \spell{Locate object}{0, 6T, $60' + 10L'$}
924 Sense direction of one known object (but not distance). Will not locate
925 creatures.
926
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.
930
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.
935
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.
941
942 \spell{Wizard lock}{$10'$, P, 1 portal}
943 Holds portal against creatures with $L' < L + 3$.
944
945 \level
946
947 \spell{Clairvoyance}{$60'$, 12T}
948 The caster sees through another's eyes; may pick a different target each
949 turn.
950
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.
955
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).
965
966 \spell{Fire ball}{$240'$, I, $40'\phi$}
967 Causes $L$d6 damage to all in effect (max 20d6, SvS for half damage).
968
969 \spell{Fly}{T, $\d{1d6} + L$T, 1 creature}
970 Allows flight, MV\flying360. Hovering does not require concentration.
971
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.
975
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}.
979
980 \spell{Infravision}{T, 1 day, 1 creature}
981 Bestows $60'$ infravision.
982
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.
988
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.
992
993 \spell{Protection from evil, 10$'$ radius}{0, 12T, $20'\phi$}
994 Attacks penalised by $-1$; $+1$ on saves; enchanted creatures cannot enter
995 unless attacked.
996
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).
1000
1001 \spell{Water breathing}{$30'$, 1 day, 1 air-breathing creature}
1002 Recipient can breathe under water.
1003
1004 \level
1005
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.).
1009
1010 \spell{Clothform}{T, P, single $30' \times 30'$ piece of cloth}
1011 Creates nonmagical cloth; can join onto previously \emph{clothformed} items
1012 at unfinished ends.
1013
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.
1018
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.
1023
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.
1028
1029 \spell{Hallucinatory terrain}{$240'$, P}
1030 Creates illusory terrain feature (pit, stairs, hill, swamp, etc.); lasts
1031 until touched or dispelled.
1032
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}.
1039
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.
1044
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.
1049
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.
1054
1055 \spell{Remove curse*}{T, P, 1 creature or item}
1056 Removes a curse from character or item. Reverse \emph{curse}: bestows curse;
1057 SvS allowed.
1058
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.
1063
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.
1067
1068 \level
1069
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
1073 HD.
1074
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
1079 SvPn or die.
1080
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.
1085
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
1090 is $13 - n$ in 20.
1091
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.
1096
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}.
1100
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}.
1104
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.
1112
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.
1116
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
1120 carried.
1121
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}
1131 \end{tabular}
1132
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.
1136
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.
1141
1142 \level
1143
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.
1147
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.
1151
1152 \spell{Disintegrate}{$60'$, I, 1 creature or object}
1153 Victim may SvDR. Can destroy a $10'$ section of wall. Does not affect
1154 magical items.
1155
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
1161 failure).
1162
1163 \spell{Invisible stalker}{0, until accomplished}
1164 Summons an invisible stalker to perform a service.
1165
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 $\d{1d12} + 20$
1169 hull points damage.
1170
1171 \spell{Move earth}{$240'$, 6T}
1172 Moves soil (not rock) within range, $60'$ per turn.
1173
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.
1178
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{+}
1185 5 & Elf \\ \hlx{+}
1186 6 & Halfling \\ \hlx{+}
1187 7 & Original race \\ \hlx{+}
1188 8 & Monster (see table below) \\ \hlx*{vh}
1189 \end{tabular}
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}
1198 \end{tabular}
1199
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.
1203
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.
1209
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
1213 caster.
1214
1215 \spell{Weather control}{0, C, weather within $240'$}
1216 Caster can create a weather condition; must be outdoors. Possible effects:
1217 \begin{description}
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
1221 freeze.
1222 \item[Fog] Visibility $20'$; half movement; those within may
1223 become lost.
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
1229 gale.
1230 \end{description}
1231
1232 \level
1233
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.
1238
1239 \spell{Create normal monsters}{$30'$, 1T, $L$HD of monsters}
1240 Creates monsters with no special abilities.
1241
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.
1245
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.
1250
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
1255 or more.
1256
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}.
1261
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.
1267
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.
1271
1272 \spell{Reverse gravity}{$90'$, 2\,s, $30'$ cube}
1273 Reverses gravity in effect volume: 1d6 damage per $10'$ fallen, up or down.
1274
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 $+2$).
1280
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.
1286
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.
1290
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.
1294
1295 \level
1296
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.
1312
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.
1317
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
1320 cast spells).
1321
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
1325 immunities.
1326
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}.
1333
1334 \spell{Mass charm*}
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.
1340
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.
1347
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}.
1353
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.
1360
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 $L' \ge L$.
1366
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'
1371 item down.
1372
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).
1377 \begin{description}
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.
1386 \end{description}
1387
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}).
1394
1395 \level
1396
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.
1400
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
1404 or more asterisks.
1405
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
1412 permanent one).
1413
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}.
1417
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.
1423
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}
1432 \end{tabular}
1433
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).
1438
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 $-4$.
1443
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
1449 to caster.
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
1468 insane (cured by
1469 \emph{cureall} or
1470 \emph{heal}) & \emph{Continual light}
1471 \\ \hlx*{vh}
1472 \end{tabular}
1473
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.
1479
1480 \spell{Survival}{T, $6 L$T, 1 creature}
1481 Protects target from all non-magical environmental damage.
1482
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.
1488
1489 \spell{Wish}{special}
1490 See notes in rules.
1491
1492 \end{spells}
1493
1494 \end{document}
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