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 Withstand normal cold; $+
2$ on saves against cold and damage biased by $-
1$.
437 \spell{Bless*
}{$
60'$,
6T, $
20'$
}
438 Morale, hit and damage bonus of $+
1$; does not affect creates in mel\'ee.
439 Reverse
\emph{blight
}: applies penalties; SvS to avoid.
441 \spell{Find traps
}{0,
2T, $
30'$
}
442 Traps (not natural dangers) seem to `glow'.
444 \spell{Hold person*
}{$
180'$,
9T, up to
4 humanoids
}
445 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
446 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
448 \spell{Resist fire
}{$
30'$,
2T,
1 creature
}
449 Withstand normal fire; $+
2$ on saves against fire and damaged biased by $-
1$.
451 \spell{Silence
15$'$ radius
}{$
180'$,
12T, $
30'
\phi$
}
452 Area cannot cause sound (sound may still enter from outside); effect moves
453 with target unless SvS.
455 \spell{Slow poison
}{T, $
6L$T,
1 creature
}
456 Slows effects of poison; poison takes
1\,hp per turn, though never reaching
457 zero; works even on `dead' characters.
459 \spell{Snake charm
}{$
60'$, $
\d{1d4
} +
1$R/T, $L$HD of snakes
}
460 Charms snakes (no save): they rise up and sway. Duration is R if
461 snakes are attacking caster; otherwise T.
463 \spell{Speak with animals
}{0,
6T, $
30'$
}
464 Nominate kind of animal; allows conversation, $+
2$ on reaction rolls.
468 \spell{Continual light*
}{$
120'$, P,
1 object
}
469 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
470 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
471 creates darkness impenetrable by infravision, lanterns, torches or
472 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
474 \spell{Cure blindness
}{T, P,
1 creature
}
475 Cures blindness, even from
\emph{continual light
}, but not a
\emph{curse
}.
477 \spell{Cure disease*
}($
30'$, P,
1 creature)
478 Cures one creature; $L
\ge 11$ can cure lycanthropy. Reverse
\emph{cause
479 disease
} (SvS to avoid): $-
2$ on hit rolls, wounds cannot be magically cured,
480 natural healing takes double time, fatal in
2d12 days unless magically cured.
482 \spell{Growth of animal
}{$
120'$,
12T,
1 animal
}
483 Doubles size of animal (or giant animal), doubling damage and loading (but
484 not AC, hp or behaviour).
486 \spell{Locate object
}{0,
6T, $
120'$
}
487 Sense direction of one known object (but not distance). Will not locate
490 \spell{Remove curse*
}{T, P,
1 creature or item
}
491 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
494 \spell{Speak with the dead
}{0, $L$R, $
10'$
}
495 Caster may ask three questions of a deceased spirit. Time limits apply based
496 on caster level: $L
\le 7$ up to
4 days; $L
\le 14$ up to
4 months; $L
\le
497 20$ up to
4 years; $L >
20$ no limit. Spirit can only give answers known
498 prior to death; may respond in riddles.
500 \spell{Striking
}{$
30'$,
1T,
1 weapon
}
501 Cast on weapon: causes
1d6 extra damage per hit; weapon can be used to hit
502 creatures normally only damaged by magical weapons.
506 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
507 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
508 magic
}. Skeletons have same HD as original creature, zombies have one more
511 \spell{Create water
}{$
10'$,
6T, water for $
12(L -
7)$ men and mounts
}
512 Water springs from ground or wall. Water for
12 people is about
50 gallons.
514 \spell{Cure serious wounds*
}{T, P,
1 creature
}
515 Heals $
\d{2d6
} +
2$\,hp. Reverse
\emph{cause serious wounds
}: causes damage.
517 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
518 Destroys spells in area; fails $L' - L$ in
20. FIXME touch dispel
520 \spell{Neutralize poison*
}{T, P,
1 creature/container/object
}
521 Makes poison harmless; revives victim killed by poison in previous
10
522 rounds. Reverse
\emph{create poison
}: creature must SvPn or die; liquids are
525 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
526 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
529 \spell{Speak with plants
}{0,
3T, $
30'$
}
530 Plants will grant simple favours (e.g., allowing passage). Allows
531 communication with treants.
533 \spell{Sticks to snakes
}{$
120'$,
6T,
2d8 sticks
}
534 Turns sticks into snakes (
3 in
6 chance per snake of being poisonous).
535 MV90; HD1(S),
20\,hp, F1, XP10/
13; AC6, T19; bite (
1d4, poison); A; I2, N,
540 \spell{Commune
}{0,
3T,
3 questions
}
541 Caster may ask three yes/no questions of the greater powers. Usable at most
542 once per week; once per year grant of
6 questions.
544 \spell{Create food
}{$
10'$, P, food for $
12(L -
7)$ men and mounts
}
545 Creates normal food; spoils after
24 hours.
547 \spell{Cure critical wounds*
}{T, P,
1 creature
}
548 Heals $
\d{3d6
} +
3$\,hp. Reverse
\emph{cause critical wounds
}: causes
551 \spell{Dispel evil
}{$
30'$,
1T,
1 or more creatures or items
}
552 Destroys undead and enchanted monsters in range (unless SvS; $-
2$ if single
553 creature); extraplanar creatures are banished. If SvS, must flee the area
554 for as long as the caster concentrates without moving. May also remove
555 \emph{curse
} from an item, or a
\emph{charm
} effect.
557 \spell{Insect plague
}{$
480'$,
1D, swarm $
60'
\phi$
}
558 Swarm obscures vision; drives off creatures with
3HD or less; MV60. Caster
559 must concentrate without moving to control swarm, otherwise the insects
560 scatter. Only works outdoors.
562 \spell{Quest*
}{$
30'$, until completed,
1 creature
}
563 Compels creature to perform quest;
\emph{curse
} applies until performed.
564 Reverse
\emph{remove quest
}: removes compulsion; fails $L' - L$ in
20.
566 \spell{Raise dead*
}{$
120'$, P,
1 (demi)human dead up to $
4(L -
7)$
568 Recipient returns to life with
1\,hp; cannot fight, carry loads, move better
569 than half speed or use special abilities until rested for two weeks. Against
570 undead with
9HD or less, target must SvS (penalty $-
2$) or be destroyed
571 (vampires forced to coffin; with more than
9HD, inflicts
3d10 damage, SvS for
572 half). Reverse
\emph{finger of death
} ($
60'$, I,
1 creature): SvDR or die;
573 against undead with more than
9HD, cures
3d10\,hp damage.
575 \spell{Truesight
}{0, $
1\textrm{T
} + L
\textrm{R
}$, $
120'$
}
576 Caster can see all hidden, invisible and Ethereal objects in range, in their
577 true forms, undisguised; experience and power (level/HD) and basic character
578 traits (alignment-ish) detected.
582 \spell{\AE rial servant
}{$
60'$, $L$D
}
583 Servant fetches one item or creature. If it fails, it goes mad and attacks
586 \spell{Animate objects
}{$
60'$,
6T up to
4\,
000\,cn of objects
}
587 Objects have same attack chance as caster.
589 \spell{Barrier*
}{$
60'$,
12T, $
30'
\times 30'
\phi$
}
590 Barrier of whirling hammers, causes
7d10 damage to anyone passing. Reverse
591 \emph{remove barrier
}: removes
\emph{barrier
},
\emph{wall of ice
},
\emph{wall
592 of fire
},
\emph{clothform
},
\emph{woodform
} or
\emph{wall of stone
}.
593 Cannot affect
\emph{wall of iron
},
\emph{stoneform
},
\emph{ironform
} or
596 \spell{Create normal animals
}{$
30'$,
10T
}
597 Create one large, three medium or six small animals. They obey the caster's
598 instructions. They may travel up to $
240'$ from the caster.
600 \spell{Cureall
}{T, P,
1 creature
}
601 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
602 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
604 \spell{Find the path
}{0, $
6 + L$T
}
605 Caster gains knowledge of how to reach a specific place (directions, secret
606 doors, passwords, etc.). After duration, only general direction remains.
607 Spell broken if caster attempts to preserve the knowledge.
609 \spell{Speak with monsters*
}{0, $L$R
}
610 Allows communication with living and undead creatures in range (even
611 unintelligent creatures); one question per round. Reverse
\emph{babble
}
612 ($
60'$, $L$T,
1 creature): SvS ($-
2$ penalty) or be unable to communicate
613 (spell-casting is unaffected).
615 \spell{Word of recall
}{0, I
}
616 Transports caster and equipment carried to meditation room. Caster
617 automatically gains initiative.
621 \spell{Earthquake
}{$
120'$,
1T, $
5(L -
5)'$ square of earth
}
622 Small dwellings destroyed, larger constructions cracked open; hills,
623 cliffsides, etc., form rockslides; cracks in the earth swallow up
1 creature
624 in
6 (SvDR to avoid).
626 \spell{Holy word
}{0, I, $
40'$
}
627 SvS allowed for non-hostile creatures, and those with
13HD or more. Blocked
628 only by lead or
\emph{anti-magic shell
}.
629 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
630 \th{HD
} &
\th{Effect
} \\
\hlx{vhv
}
631 0--
5 & Killed \\
\hlx{+
}
632 6--
8 & Stunned for
2d10 turns \\
\hlx{+
}
633 \09--
12 & Deafened for
1d6 turns \\
\hlx{+
}
634 13+ & Stunned for
1d10 rounds \\
\hlx{vh
}
637 \spell{Raise dead fully*
}{$
60'$, P,
1 creature
}
638 For (demi)humans dead up to $
4(L -
16)$, immediate restoration of all hit
639 points and abilities (curses and diseases not removed). For other creatures,
640 as
\emph{raise dead
}. Destroys undead with
12HD or less (SvS at $-
4$ for
641 7--
12HD only);
6d10 damage to undead with more than
12HD (SvS for half);
642 Reverse
\emph{obliterate
}: affects living creatures as normal spell affects
643 undead; as for
\emph{cureall
} against undead.
645 \spell{Restore*
}{T, P,
1 creature
}
646 Restores
1 level to victim of energy drain; caster loses a level until rested
647 for
2d10 days. Reverse
\emph{life drain
}: inflicts
1ED:Wt.
649 \spell{Survival
}{T, $
6 L$T,
1 creature
}
650 Protects target from all non-magical environmental damage.
652 \spell{Travel
}{0, $L$T
}
653 Allows free travel. MV
\flying360; move between planes by one round's
654 concentration (at most
1 per turn), bringing along $
\lfloor L/
5 \rfloor$
655 others touched; assume gaseous form by one round's concentration (with all
656 equipment; MV
\flying720, cannot pass
\emph{protection from evil
} or
657 \emph{anti-magic shell
}).
659 \spell{Wish
}{special
}
662 \spell{Wizardry
}{0,
1T
}
663 Caster can use a magical item specific to magic-users, including
1st or
2nd
664 level spells on scrolls.
668 \begin{spells
}{Druid spells
}
670 \spell{Detect danger
}{$
5L'$,
6T outdoors or
3T
}
671 Reveals dangerous nature (immediately dangerous, potentially dangerous or
672 benign) of places ($
1'$ square), creatures, objects (chest, weapon, etc.),
673 requiring one round of concentration each; detects poisons.
675 \spell{F
\ae rie fire
}{$
60'$, $L$R, $
\lceil L/
5 \rceil'$ man-sized objects
}
676 Outlines objects with pale greenish fire, if caster can detect them.
677 Outlined creatures are $+
2$ to hit.
679 \spell{Locate
}{0,
6T,
1 animal or plant within $
120'$
}
680 Finds direction of one known animal or plant, or exact type.
682 \spell{Predict weather
}{0,
12 hours, $L$ miles diameter
}
683 Gains knowledge of future weather over the spell's duration.
687 \spell{Heat metal
}{$
30'$,
7R,
1 metal object, $
5L$\,cn
}
688 Object heats and cools. Wood in contact with metal burns away. Creature
689 holding object takes damage per round in the pattern
1,
2,
4,
8,
4,
2,
1
690 (fire resistance negates all damage). Can be stopped by
\emph{dispel magic
}
693 \spell{Obscure
}{0, $L$T, $L'
\times 10L'
\phi$
}
694 Creates opaque misty cloud; caster and those able to
\emph{detect invisible
}
695 can dimly see through it.
697 \spell{Produce fire
}{0, $
2L$T
}
698 Creates small fire in the caster's hand; caster can extinguish and re-ignite
699 it by one round's concentration. Flame may be dropped or thrown $
30'$ but
700 disappears after
1 round.
702 \spell{Warp wood
}{$
240'$, P, $L$ arrows (or equivalent)
}
703 Warps wooden weapons. Spear, javelin or wand is two arrows; club, bow or
704 staff is four. Enchanted items may ($
\delta G$ in
10) be unaffected; SvS if
709 \spell{Call lightning
}{$
360'$, $L$T
}
710 Must be a storm within range. Calls one lightning bolt per turn, hitting
711 $
20'
\phi$ area, doing
8d6 damage.
713 \spell{Hold animal
}{$
180'$, $L$T, $L$HD of normal or giant animals
}
714 Each target must SvS or be paralysed. Affects summoned, conjured or
717 \spell{Protection from poison
}{T, $L$T,
1 creature
}
718 Target and items carried are immune to all poison; $+
4$ on saves versus
719 poisonous breath weapons.
721 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
722 Recipient can breathe under water.
726 \spell{Control temperature
10$'$ radius
}{0, $L$T, air within $
10'$
}
727 Caster may adjust temperature in area affected by up to
25$^
\circ$C; one
728 round concentration required for a change.
730 \spell{Plant door
}{0, $L$T
}
731 Plants cannot prevent passage of the caster (only): trees bend etc. Caster
732 can hide inside large tree.
734 \spell{Protection from lightning
}{T, $L$T,
1 creature
}
735 Target is protected from $L$ dice of electrical damage.
737 \spell{Summon animals
}{$
360'$,
3T, $L$HD of animals
}
738 Summons any normal animals (not arthropods etc.\@) in range. Very small
739 creatures are $
\tfrac{1}{10}$HD. Animals flee if harmed; morale check if
740 caster is being harmed.
744 \spell{Anti-plant shell
}{0, $L$R
}
745 Personal barrier which plants cannot enter. Can be used to open a passage
746 for others. Druid cannot strike plants.
748 \spell{Control winds
}{$
10L'$, $L$T
}
749 Requires
1 turn concentration for complete change. Highest-level caster in
750 range wins. May be used against air creatures (e.g., elementals): SvS or
751 under caster's control (concentration required); may be used to kill;
752 creature will be hostile when effect ends.
754 \spell{Dissolve
}{$
240'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
755 Changes earth to mud. Entire volume must be within range. Creatures in mud
756 slowed to
10\%, and may become stuck.
758 \spell{Pass plant
}{0, I
}
759 Teleportation between trees of same type. Distance depends on tree type:
760 600\,yd for oak;
360\,yd for ash, elm, linden, or yew;
240\,yd for evergreen
761 trees,
300\,yd for others.
765 \spell{Anti-animal shell
}{0, $L$T
}
766 Personal barrier which animals (including insects, giant animals etc.) cannot
767 enter. Druid cannot strike animals.
769 \spell{Summon weather
}{$
\max(L -
10,
5)$ miles, $
6L$T
}
770 Brings weather within range to caster's location.
772 \spell{Transport through plants
}
773 {$
\infty$, I, caster and two willing creatures
}
774 Enter living plant, leave another living plant elsewhere (on same plane),
775 either a specific known plant or one in a general area.
777 \spell{Turn wood
}{$
30'$, $L$T, wave $
120'
\times 60'$
}
778 Pushes wood away; wave starts within $
30'$ of caster, moves at $
10'$ per
779 round, ends at $
360'$ (or earlier if caster wishes).
783 \spell{Creeping doom
}{$
120'$, $L$R,
1000 insects
}
784 Fills $
20'$--$
60'$ square, MV60 (must remain within range). Inflicts
1\,hp
785 per
10 insects per round. Fire can damage horde slightly;
\emph{fire ball
}
786 kills
100 insects. Effect can pass
\emph{protection from evil
}.
788 \spell{Metal to wood
}{$
120'$, P, $
50L$\,cn of metal
}
789 Magical items have only
1 in
10 chance of being affected. Armour falls off;
790 weapons become clubs.
792 \spell{Summon elemental
}{$
240'$,
6T,
1 16HD elemental
}
793 Elemental obeys commands; does not require concentration; elemental will not
794 be hostile at end of effect. Caster can send elemental back by command;
795 others must use
\emph{dispel magic
} or
\emph{dispel evil
}.
797 \spell{Weather control
}{0, C, weather within $
240'$
}
798 Caster can create a weather condition; must be outdoors. Possible effects:
800 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
801 muddy, movement halved.
802 \item[Snow
] Visibility $
20'$; half movement; water may
804 \item[Fog
] Visibility $
20'$; half movement; those within may
806 \item[Clear
] Cancels adverse weather.
807 \item[Intense heat
] Half movement; water dries up.
808 \item[High winds
] Missile fire impossible; half movement; sailing ships
809 move
50\% faster; sandstorm in desert ($
20'$ visibility).
810 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
816 \begin{spells
}{Magic-user spells
}
818 \spell{Analyse
}{0,
1R,
1 item
}
819 Learn enchantment on item $
3 + L$ in
20 to determine one characteristic.
820 Information is vague on `pluses' and charges.
822 \spell{Charm person
}{$
120'$, varies,
1 humanoid
}
823 Victim must SvS or be
\emph{charmed
} -- believe caster is his `best friend'.
824 Victim may save again as indicated below.
825 \begin{tabular
}[C
]{\shade cl|cl
} \hlx*
{hv
}
826 \th{Int
} &
\th{Save every
} &
\th{Int
} &
\th{Save every
} \\
\hlx{vhv
}
827 0 &
120 days &
13--
15 &
3 days \\
\hlx{+
}
828 1 &
90 days &
16--
17 &
24 hours \\
\hlx{+
}
829 2 &
60 days &
18 &
8 hours \\
\hlx{+
}
830 3 &
45 days &
19 &
3 hours \\
\hlx{+
}
831 4--
5 &
30 days &
20 &
1 hour \\
\hlx{+
}
832 6--
8 &
15 days &
21\rlap+ &
1 turn \\
\hlx{+
}
833 \09--
12 &
7 days & \\
\hlx*
{vh
}
836 \spell{Detect magic
}{0,
2T, $
60'$
}
837 All magical things and effects within effect `glow'.
839 \spell{Floating disc
}{$
6'$,
6T,
5000\,cn
}
840 Disc floats at height of caster's waist, remaining within $
6'$.
842 \spell{Hold portal
}{$
10'$,
2d6T,
1 portal
}
843 Holds portal against creatures with $L' < L +
3$.
845 \spell{Light*
}{$
120'$,
12T,
1 object
}
846 Casts light for $
30'$; effect moves with target unless SvS. Blinds if cast
847 at eyes. Reverse
\emph{darkness
}: creates darkness penetrable by
848 infravision; cancels
\emph{light
} and
\emph{vice versa
}.
850 \spell{Magic missile
}{$
150'$,
1R, $
2 \lceil L/
5 \rceil -
1$ missiles
}
851 Each missile does $
\d{1d6
} +
1$ damage; missiles never miss; may have
854 \spell{Protection from evil
}{0,
6T
}
855 Personal barrier: attacks penalised by $-
1$; $+
1$ on saves; enchanted
856 creatures cannot enter unless attacked.
858 \spell{Read languages
}{0,
2T
}
859 Caster can read (not speak) nonmagical languages, codes, etc.
861 \spell{Read magic
}{0,
1T
}
862 Caster can read (not speak) magical writings, allowing later use of scrolls,
863 or copying spells into book.
865 \spell{Shield
}{0,
2T
}
866 Personal barrier: caster has AC2 against missiles, AC4 against mel\'ee
867 attacks, and may SvS against
\emph{magic missile
}.
869 \spell{Sleep
}{$
240'$,
4d4T,
2d8HD of living creatures in $
40'$ square
}
870 Only affects creatures with $
4 +
1$HD or less. Sleeping creatures can be
871 easily killed with an edged weapon.
873 \spell{Ventriloquism
}{$
60'$,
2T,
1 item or location
}
874 Caster's voice appears to come from somewhere else.
878 \spell{Continual light*
}{$
120'$, P,
1 object
}
879 Casts light for $
60'$; effect moves with target unless SvS. Blinds if cast
880 at eyes; applies penalties for daylight. Reverse
\emph{continual darkness
}:
881 creates darkness impenetrable by infravision, lanterns, torches or
882 \emph{light
}; cancels
\emph{continual light
} and
\emph{vice versa
}.
884 \spell{Detect evil
}{0,
6T, $
60'$
}
885 Evilly enchanted objects and ill-intentioned creatures seem to `glow'.
887 \spell{Detect invisible
}{0,
6T, $
10L'$
}
888 Caster can see invisible creatures and objects within effect.
890 \spell{Entangle
}{$
30'$, $L$R, $
50' +
5L'$ of rope or similar
}
891 Caster can command ropes, e.g., `coil', `coil and knot', `loop', `loop and
892 knot'. Rope must be within $
1'$ of anything it's meant to tie up. Victim
893 may SvS to avoid effect.
895 \spell{ESP*
}{$
60'$,
12T
}
896 Caster can `hear' thoughts in some direction after concentrating for
6
897 rounds. If more than one creature in range and direction, the result is a
898 confused jumble.
\emph{ESP
} is blocked by $
2'$ of rock, or any lead.
899 Reverse
\emph{mindmask
} (T,
12T,
1 creature): target is immune to
902 \spell{Invisibility
}{$
240'$, P,
1 creature or object
}
903 Creature becomes invisible with all items carried; items become visible when
904 dropped; creature becomes visible if it attacks or casts a spell. Objects
905 made invisible reappear when touched.
907 \spell{Knock
}{$
60'$, until closed,
1 portal
}
908 Opens a door or other locked or obstructed opening, even if magically locked.
910 \spell{Levitate
}{0, $
6 + L$T
}
911 Caster may move up and down (only) at $
20'$ per round, carrying up to
914 \spell{Locate object
}{0,
6T, $
60' +
10L'$
}
915 Sense direction of one known object (but not distance). Will not locate
918 \spell{Mirror image
}{$
3'$,
6T
1d4 additional copies
}
919 Creates copies of the caster, remaining within range, duplicating his
920 actions. Attacks always hit images, not caster, causing images to vanish.
922 \spell{Phantasmal force
}{$
240'$, C, $
20'$ cube
}
923 Caster creates illusion in affected volume. Monsters are AC9 and disappear
924 when hit. Victim may SvS to disbelieve the illusion. Never causes damage;
925 effects wear off in
1d4 turns.
927 \spell{Web
}{$
10'$,
48T, $
10'$ cube
}
928 Fills volume with sticky strands. Giant can break through in
2 rounds;
929 \emph{gauntlets of ogre power
} can be used to escape in
4 rounds; normal
930 human takes $
\d{2d4
} +
\delta S$ turns. Flames destroy the web in
2 rounds;
931 those caught take
1d6 damage.
933 \spell{Wizard lock
}{$
10'$, P,
1 portal
}
934 Holds portal against creatures with $L' < L +
3$.
938 \spell{Clairvoyance
}{$
60'$,
12T
}
939 The caster sees through another's eyes; may pick a different target each
942 \spell{Create air
}{$
10'$, $
6L$T, $
20'$ cube of air
}
943 Cast on area to move effect with area; cast on person to allow breathing (and
944 flight) in hostile environments (e.g., under water, in poison gas). Cannot
945 negate effects of breath weapon.
947 \spell{Dispel magic
}{$
120'$, P, $
20'$ cube
}
948 Destroys spells in area; fails $L' - L$ in
20. FIXME touch dispel
950 \spell{Fire ball
}{$
240'$, I, $
40'
\phi$
}
951 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage).
953 \spell{Fly
}{T, $
\d{1d6
} + L$T,
1 creature
}
954 Allows flight, MV360. Hovering does not require concentration.
956 \spell{Haste*
}{$
240'$,
3T, up to
24 creatures in $
60'
\phi$
}
957 Targets may move at twice normal speed, two attacks per round, etc. Reverse
958 \emph{slow
}: half movement, one attack every two rounds, SvS to avoid.
960 \spell{Hold person*
}{$
120'$, $L$T, up to
4 humanoids
}
961 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
962 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free person
}.
964 \spell{Infravision
}{T,
1 day,
1 creature
}
965 Bestows $
60'$ infravision.
967 \spell{Invisibility
10$'$ radius
}{$
120'$, P, $
20'
\phi$
}
968 Recipient and all others within $
10'$ become invisible, with all equipment
969 carried. Those moving more than $
10'$ from recipient become visible (not
970 regained by re-entering area). Items become visible when dropped; creatures
971 become visible when attacking or casting a spell.
973 \spell{Lightning bolt
}{$
180'$, I, $
60'
\times 5'$
}
974 Causes $L$d6 damage to all in effect (max
20d6, SvS for half damage). Bolt
975 bounces off solid surfaces towards caster.
977 \spell{Protection from evil,
10$'$ radius
}{0,
12T, $
20'
\phi$
}
978 Attacks penalised by $-
1$; $+
1$ on saves; enchanted creatures cannot enter
981 \spell{Protection from normal missiles
}{$
30$',
12T,
1 creature
}
982 Target is immune from small nonmagical missiles (e.g., arrows, but not
983 catapult stones or magical arrows).
985 \spell{Water breathing
}{$
30'$,
1 day,
1 air-breathing creature
}
986 Recipient can breathe under water.
990 \spell{Charm monster
}{$
120'$, as
\emph{charm person
}, one or more creatures
}
991 Affects
3d6 creatures with
3HD or less each, or one larger creature. SvS or
992 \emph{charmed
} as for
\emph{charm person
} (q.v.).
994 \spell{Clothform
}{T, P, single $
30'
\times 30'$ piece of cloth
}
995 Creates nonmagical cloth; can join onto previously
\emph{clothformed
} items
998 \spell{Confusion
}{$
120'$,
12R,
3d6 creatures in $
60'
\phi$
}
999 Victims with $
2 +
1$HD or less have no saving throw; those with more must SvS
1000 each round in effect. Confused creatures act randomly (
2d6):
2--
5 attack
1001 caster's party,
6--
8 do nothing,
9--
12 attack own party.
1003 \spell{Dimension door
}{$
10'$,
1R,
1 creature
}
1004 Transports target safely up to $
360'$ away; destination chosen by caster
1005 (either known location, or by direction and distance. No effect if
1006 destination is occupied by solid object. SvS to avoid.
1008 \spell{Growth of plants*
}{$
120'$, P,
3000\,sq\,ft
}
1009 Area becomes overgrown with vines, creepers etc.\@ as appropriate; impassable
1010 except by giants. Reverse
\emph{shrink plants
}: plants shrink and become
1011 passable; negates normal spell. Cannot affect plant-like monsters.
1013 \spell{Hallucinatory terrain
}{$
240'$, P
}
1014 Creates illusory terrain feature (pit, stairs, hill, swamp, etc.); lasts
1015 until touched or dispelled.
1017 \spell{Ice storm/wall of ice
}{$
120'$,
1R or
12T, $
20'$ cube or
1200\,sq\,ft
}
1018 An
\emph{ice storm
} inflicts $L$d6 damage on each creature in effect (max
1019 20d6, SvS for half damage). A
\emph{wall of ice
} is vertical, opaque, must
1020 rest on ground or similar; cannot be broken by creatures of less than
4HD;
1021 breaking through causes
1d6 damage. Fire-type creatures save at $-
4$ against
1022 \emph{ice storms
}, and take
2d6 damage breaking
\emph{ice walls
}.
1024 \spell{Massmorph
}{$
240'$, until cancelled, up to
100 man-size creatures
}
1025 Makes creatures appear to be trees (or other appropriate plants). Large
1026 creatures count as two or three men. Creatures can move within the area
1027 without breaking the illusion; creatures leaving the effect return to normal.
1029 \spell{Polymorph other
}{$
60'$, P,
1 creature
}
1030 Changes creature into another creature with no more than twice the original's
1031 hit dice. Hit points preserved; special abilities and behaviour of new form
1032 are gained. SvS to avoid; lasts until dispelled or target dies.
1034 \spell{Polymorph self
}{0, $
6 + L$T
}
1035 Caster changes into another creature with no more than $L$HD. Hit points,
1036 armour class, hit rolls, saving throws all preserved; no special abilities or
1037 immunities are gained.
1039 \spell{Remove curse*
}{T, P,
1 creature or item
}
1040 Removes a curse from character or item. Reverse
\emph{curse
}: bestows curse;
1043 \spell{Wall of fire
}{$
60'$, C,
1200\,sq\,ft of fire
}
1044 Vertical, opaque, must rest on ground or similar; cannot be broken by
1045 creatures of less than
4HD; breaking through causes
1d6 damage. Undead and
1046 cold-type creatures take
2d6 damage breaking through.
1048 \spell{Wizard eye
}{$
240'$,
6T
}
1049 Creates invisible eye (MV120) with infravision ($
60'$ range); caster must
1050 concentrate to see through the eye.
1054 \spell{Animate dead
}{$
60'$, P, $L$HD of undead
}
1055 Animates normal corpses (as zombies) or skeletons. Destroyed by
\emph{dispel
1056 magic
}. Skeletons have same HD as original creature, zombies have one more
1059 \spell{Cloudkill
}{$
1'$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1060 Cloud moves at
60, sinking close to the ground; moves with the wind, or under
1061 caster's control. Evaporates if it hits trees or other dense vegetation.
1062 Those within the cloud lose
1\,hp per round; those with less than
5HD must
1065 \spell{Conjure elemental
}{$
240'$, C, one
16HD elemental
}
1066 Summons elemental. Caster must concentrate (half movement, no spell casting
1067 or fighting) to maintain control. Caster may return elemental to its home
1068 plane. Elemental will attack summoner if control lapses.
1070 \spell{Contact outer plane
}{0, special,
3--
12 questions
}
1071 Number of questions $n$ is equal to distance to outer plane. May be used at
1072 most once a month. Possibility of insanity is $n -
2 -
\max(L -
20,
0)$ in
1073 20; chance of Immortal knowing each answer is $n +
7$ in
20; chance of lying
1076 \spell{Dissolve
}{$
120'$,
3d6 days,
3000\,sq\,ft of earth, $
10'$ deep
}
1077 Changes earth to mud. Entire volume must be within range. Creatures in mud
1078 slowed to
10\%, and may become stuck. Reverse
\emph{harden
} ($
120'$, P,
1079 3000\,sq\,ft): changes mud to rock; SvS to avoid being trapped.
1081 \spell{Feeblemind
}{$
240'$, P,
1 magic-user
}
1082 Lowers intelligence to
2; SvS at $-
4$ to avoid. Removable by
\emph{dispel
1083 magic
},
\emph{cureall
} or
\emph{heal
}.
1085 \spell{Hold monster*
}{$
120'$, $L +
6$T,
1d4 creatures
}
1086 SvS or paralysed. Penalty $-
2$ on save if cast on single individual.
1087 Cancelled by
\emph{dispel magic
} or reverse. Reverse
\emph{free monster
}.
1089 \spell{Magic jar
}{$
30'$, P, one object
}
1090 Transfers life-force to inanimate object (the
\emph{magic jar
}). Thence, the
1091 caster may attempt to possess creatures (each once per turn) within $
120'$ of
1092 the
\emph{jar
}; SvS to avoid. The possessed body cannot perform special
1093 abilities. A
\emph{dispel evil
} forces the life-force back to the
1094 \emph{jar
}. If the body is destroyed, the caster returns to the
\emph{jar
}.
1095 If the
\emph{jar
} is destroyed, the life-force within it is lost.
1097 \spell{Passwall
}{$
30'$,
3T, $
10'
\times 5'
\phi$ hole
}
1098 Makes a hole in a stone wall or floor. Creatures in the hole when the
1099 duration ends must SvTtS or be trapped.
1101 \spell{Telekinesis
}{$
120'$,
6R, $
200L$\,cn
}
1102 Caster can move objects by concentrating. Unwilling victims may SvS to
1103 avoid; SvS at $-
2$ to hold on to items in hand; SvS at $-
5$ to grab items
1106 \spell{Teleport
}{$
10'$, I,
1 creature with equipment
}
1107 Distance teleported is unimportant. SvS to avoid. Falling damage is
1d6 per
1108 $
10'$; teleporting into solid rock is fatal.
1109 \begin{tabular
}[C
]{\shade cccl
} \hlx*
{hv
}
1110 \multicolumn{3}{c
}{\th{Knowledge
}} \\
1111 \th{Casual
} &
\th{General
} &
\th{Exact
} &
\th{Result
} \\
\hlx{vhv
}
1112 01--
50 &
01--
80 &
01--
95 & Success \\
\hlx{+
}
1113 51--
75 &
81--
90 &
96--
99 & $
\d{1d10
} \times 10'$ too high \\
\hlx{+
}
1114 76--
00 &
91--
00 &
00 & $
\d{1d10
} \times 10'$ too low \\
\hlx*
{vh
}
1117 \spell{Wall of stone
}{$
60'$, until broken, $
500$\,sq\,ft of stone
}
1118 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1119 toppled, cases
10d10 damage to anyone underneath.
1121 \spell{Woodform
}{T, P, single
1000\,cu\,ft piece of wood
}
1122 Creates nonmagical wood; can join onto previously
\emph{woodformed
} items at
1123 unfinished ends. Casting time up to
12 turns; may be used to modify
1124 \emph{woodformed
} objects. Final casting to `lock' item down.
1128 \spell{Anti-magic shell
}{0,
12T
}
1129 Personal barrier blocks all magic spell effects. Caster may cancel the shell
1130 at will;
\emph{dispel magic
} cannot.
1132 \spell{Death spell
}{$
240'$, I,
4d8HD of creatures in $
60'$ cube
}
1133 Plants and insects automatically slain; undead and those with
8HD or more not
1134 affected. Lowest HD affected first: SvDR or die.
1136 \spell{Disintegrate
}{$
60'$, I,
1 creature or object
}
1137 Victim may SvDR. Can destroy a $
10'$ section of wall. Does not affect
1140 \spell{Geas*
}{$
30'$, until completed,
1 creature
}
1141 Compels victim to perform or avoid an action. Must not be directly fatal.
1142 SvS to avoid effect. Penalties applied if
\emph{geas
} not followed; cannot
1143 be removed by
\emph{dispel magic
} or
\emph{remove curse
}. Reverse
1144 \emph{remove geas
}: removes unwanted
\emph{geas
} ($L' - L$ in
20 chance of
1147 \spell{Invisible stalker
}{0, until accomplished
}
1148 Summons an invisible stalker to perform a service.
1150 \spell{Lower water
}{$
240'$,
10T, up to
10\,
000\,sq\,ft of water
}
1151 Lowers water to half its normal depth. At end, water surges in, sweeping
1152 ship's deck clear of items and creatures who fail SvS; causes $
\d{1d12
} +
20$
1155 \spell{Move earth
}{$
240'$,
6T
}
1156 Moves soil (not rock) within range, $
60'$ per turn.
1158 \spell{Projected image
}{$
240'$,
6T,
1 image
}
1159 Creates an image of the caster; spells appear to come from the image;
1160 concentration not required. Spells and missiles do not affect the image;
1161 image disappears if touched or struck hand-to-hand.
1163 \spell{Reincarnation
}{$
10'$, P
}
1164 Creates a new body; part of the old body is needed.
1165 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1166 \th{1d8
} &
\th{Body
} \\
\hlx{vhv
}
1167 1--
3 & Human \\
\hlx{+
}
1168 4 & Dwarf \\
\hlx{+
}
1170 6 & Halfling \\
\hlx{+
}
1171 7 & Original race \\
\hlx{+
}
1172 8 & Monster (see table below) \\
\hlx*
{vh
}
1174 \begin{tabular
}[C
]{\shade clll
} \hlx*
{hv
}
1175 \th{1d6
} &
\th{Lawful
} &
\th{Neutral
} &
\th{Chaotic
} \\
\hlx{vhv
}
1176 1 & Blink dog & Ape, white & Bugbear \\
\hlx{+
}
1177 2 & Gnome & Bear (any) & Gnoll \\
\hlx{+
}
1178 3 & Neanderthal & Centaur & Kobold \\
\hlx{+
}
1179 4 & Owl, giant & Gryphon & Manticore \\
\hlx{+
}
1180 5 & Pegasus & Lizard man & Orc \\
\hlx{+
}
1181 6 & Treant & Pixie & Troglodyte \\
\hlx*
{vh
}
1184 \spell{Stone to flesh*
}{$
120'$, P,
1 statue up to $
10'$ cube
}
1185 Turns a status into flesh; restores petrified characters. Reverse
1186 \emph{flesh to stone
} ($
120'$, P,
1 creature): SvTtS or turned to stone.
1188 \spell{Stoneform
}{T, P, single
1000\,cu\,ft piece of stone
}
1189 Creates nonmagical stone; can join onto previously
\emph{stoneformed
} items
1190 at unfinished ends. Casting time up to
12 turns; may be used to modify
1191 \emph{stoneformed
} objects. Final casting to `lock' item down. Can be used
1192 to create transparent and translucent stones.
1194 \spell{Wall of iron
}{$
120'$, P,
500\,sq,ft
}
1195 Creates a $
2'$ thick vertical wall; must be vertical and supported. When
1196 toppled, cases
10d10 damage to anyone underneath. Wall has hp equal to the
1199 \spell{Weather control
}{0, C, weather within $
240'$
}
1200 Caster can create a weather condition; must be outdoors. Possible effects:
1202 \item[Rain
] Missile hit rolls have $-
2$ penalty; after
3 turns, ground
1203 muddy, movement halved.
1204 \item[Snow
] Visibility $
20'$; half movement; water may
1206 \item[Fog
] Visibility $
20'$; half movement; those within may
1208 \item[Clear
] Cancels adverse weather.
1209 \item[Intense heat
] Half movement; water dries up.
1210 \item[High winds
] Missile fire impossible; half movement; sailing ships
1211 move
50\% faster; sandstorm in desert ($
20'$ visibility).
1212 \item[Tornado
] Inland, whirlwind as
12HD air elemental; at sea, storm or
1218 \spell{Charm plant
}{$
120'$,
6 months,
1 or more plants
}
1219 Charms one tree, six medium bushes,
12 small shrubs or
24 small plants (no
1220 saving throw; plant-like monsters may SvS). Charmed plants obey the caster,
1221 tangling enemies within range etc.
1223 \spell{Create normal monsters
}{$
30'$,
1T, $L$HD of monsters
}
1224 Creates monsters with no special abilities.
1226 \spell{Delayed blast fire ball
}{$
240'$,
0--
60R
}
1227 Makes a red gem which explodes in $
20'$ radius for $L$d6 damage (max
20d6,
1228 SvS for half damage) after chosen amount of time.
1230 \spell{Ironform
}{T, P, single
500\,cu\,ft piece of iron
}
1231 Creates nonmagical iron; can join onto previously
\emph{ironformed
} items
1232 at unfinished ends. Casting time up to
12 turns; may be used to modify
1233 \emph{ironformed
} objects. Final casting to `lock' item down.
1235 \spell{Lore
}{0, P,
1 item, place or person
}
1236 Caster gains knowledge of an item, place or person. Item held in hand takes
1237 1d4 turns to study: reveals name, command word, approximate charges; one
1238 function per spell. Items not in hand, or places and people, take
1d\% days
1241 \spell{Magic door*
}{$
10'$,
7 uses,
1 passage
}
1242 Creates magical, invisible doorway through up to $
10'$ of solid material.
1243 Reverse
\emph{magic lock
}: can be cast on a portal or doorway; cannot be
1244 opened with
\emph{knock
}.
1246 \spell{Mass invisibility*
}{$
240'$, P, creatures and objects in $
60'$ square
}
1247 Creatures in effect become invisible, with all equipment: items become
1248 visible when dropped; creatures become visible when attacking or casting
1249 spells. Reverse
\emph{appear
} ($
240'$,
1T, $
20'$ cube): invisible creatures
1250 and objects in effect become visible.
1252 \spell{Power word stun
}{$
120'$, I,
1 creature
}
1253 Victim with at most
35\,hp stunned for
2d6 turns; with at most
70\,hp
1254 stunned for
1d6 turns; otherwise no effect.
1256 \spell{Reverse gravity
}{$
90'$,
2\,s, $
30'$ cube
}
1257 Reverses gravity in effect volume:
1d6 damage per $
10'$ fallen, up or down.
1259 \spell{Statue
}{0, $
2L$T
}
1260 Turns to stone, with all equipment, or returns to normal, once per round.
1261 Concentration is possible while turned to stone. Caster is AC$^-$
4, cannot be
1262 damaged by cold, fire, poison, normal weapons, and does not need to breathe.
1263 Caster can escape attacks by winning initiative (at $+
2$).
1265 \spell{Summon object
}{$
\infty$, I,
1 500\,cn object from home
}
1266 Summons an object from the caster's home. Object must be prepared (special
1267 powder, costs
1000\,gp per item). If the item is possessed by someone else
1268 at the time, the caster will know who and where that person is. Caster does
1269 not need to be on the same plane of existence.
1271 \spell{Sword
}{$
30'$, $L$R
}
1272 Sword does
1d10 damage against any opponent in range. Caster must
1273 concentrate for sword to attack.
1275 \spell{Teleport any object
}{T, I,
1 500\,cn object
}
1276 Teleports an object, with normal chances of error. Unwilling creature or
1277 holder of item may SvS (at $-
2$) to avoid effect.
1281 \spell{Clone
}{$
10'$, P,
1 piece of a living creature
}
1282 Grows a clone of a creature. For (demi)humans, requires
10\,cn of flesh and
1283 5000\,gp per HD; takes
1 week per HD to grow. If original is now dead, clone
1284 has features, stats and memories from when the flesh was taken. If original
1285 lives on same plane, both know of the other's existence and feel its
1286 emotions; if one is damaged, the other is damaged too (SvS for half damage);
1287 clone is obsessed with slaying the original, and must do so in $L$ days or
1288 become insane, causing loss of
1 point of $I$ and $W$ to original, who may (
1
1289 in
20 per day) become insane too, and both die after a week. For other
1290 creatures (
\emph{simulacra
}), requires
1\% of flesh and
500\,gp per hit
1291 point; takes
1 week per HD; simulacrum obeys creator, can receive mental
1292 commands if within $
10'$, has caster's alignment, cannot pass
1293 \emph{protection from evil
}, can be destroyed by
\emph{dispel magic
}; it has
1294 50\% of original's hp, does
50\% damage and has
10 in
20 chance of each
1295 special ability; if original is dead, gains
5\% (
1 in
20) per week.
1297 \spell{Create magical monsters
}{$
60'$,
2T, $L$HD
}
1298 Creates monsters with two special abilities or less. Can create
1299 \emph{construct
} with two special abilities, which is permanent: materials
1300 cost
5000\,gp per asterisk.
1302 \spell{Dance
}{T, $
\lceil L/
4\rceil -
2$R,
1 creature
}
1303 Causes creature to dance ($-
4$ on saving throws, $+
4$ on AC, cannot attack or
1306 \spell{Explosive cloud
}{$'
1$,
6T, cloud $
20'
\times 30'
\phi$ or smaller
}
1307 Those within cloud must SvS each round or be paralysed (for
1 round); also
1308 take $
\lfloor L/
2\rfloor$\,hp explosive damage each round, regardless of any
1311 \spell{Force field
}{$
120'$,
6T
}
1312 Field shape is sphere, hemisphere, plane, cylinder, or (partial) rectangular
1313 box, radius max $
20'$, flat surfaces max
5000\,sq\,ft area; edges are
1314 blunt and harmless; leaves gaps where solid objects or creatures are. Field
1315 cannot be moved or penetrated by spells, missiles, creatures, breath weapons
1316 etc. Can only be removed by
\emph{wish
} or
\emph{disintegrate
}.
1319 {$
120'$, as
\emph{charm person
},
30HD of creatures in $
20'$ cube
}
1320 Charms up to
30HD or levels of creatures; each may save at $-
2$. If caster
1321 attacks a charmed creature, its charm is broken; others seeing attack may
1322 save again. Reverse
\emph{remove charm
} ($
120'$,
1T, $
20'$ cube): removes
1323 and prevents all charm effects in volume.
1325 \spell{Mind barrier*
}{$
10'$, $
6L$T,
1 creature
}
1326 Prevents
\emph{ESP
},
\emph{clairvoyance
},
\emph{clairaudience
},
\emph{crystal
1327 ball
} gazing,
\emph{contact outer plane
} etc.\@ from gathering information
1328 about the target; bonus of $+
8$ against illusions,
\emph{charm
},
1329 \emph{feeblemind
} (SvS to avoid). Reverse
\emph{open mind
} (T, $
6L$T,
1
1330 creature): applies $-
8$ penalties to illusions etc.
1332 \spell{Permanence
}{$
10'$, P,
1 magical effect
}
1333 Makes a spell effect permanent; weapons can receive five permanent effects,
1334 creatures two, and other items one at most. If a weapon has permanent
1335 effects, further
\emph{permanence
} spells may fail
1 in
4, destroying the
1336 weapon. A
\emph{permanence
} may be removed by
\emph{dispel magic
}.
1338 \spell{Polymorph any object
}{$
240'$, complicated, one item up to $
10'$ cube
}
1339 Kingdoms are $
\textit{animal
} \leftrightarrow \textit{vegetable
}
1340 \leftrightarrow \textit{mineral
}$. Effect duration is $L$ turns for a
1341 two-kingdom change, $
6L$ for a one-kingdom change, or permanent if no change
1342 of kingdom is involved. Victim may make SvS at $-
4$; creatures of
41HD or
1343 more are unaffected.
1345 \spell{Power word blind
}{$
120'$,
1d4 days or
2d4 hours,
1 creature
}
1346 Blinds creatures with
40\,hp or less for
1d4 days, with
80\,hp or less for
1347 2d4 hours ($
\d{2d4
} \times 6$ turns); no effect on creatures with more than
1348 80\,hp. Blind creatures are $-
4$ to hit, on saves, and AC; cannot be removed
1349 by
\emph{cure blindness
},
\emph{cureall
} or
\emph{heal
} unless $L'
\ge L$.
1351 \spell{Steelform
}{T, P, single
500\,cu\,ft piece of steel
}
1352 Creates nonmagical weapon-quality steel; can join onto previously
1353 \emph{steelformed
} items at unfinished ends. Casting time up to
12 turns;
1354 may be used to modify
\emph{steelformed
} objects. Final casting to `lock'
1357 \spell{Symbol
}{T, P
}
1358 Place symbol on object or in mid-air. When creature passes over or through
1359 the symbol, or touches or reads it, effect occurs (SvS only for magic-users,
1360 elves etc., if touched or read but not passed).
1362 \item[Death
] Slays creature with
75\,hp or less.
1363 \item[Discord
] Attacks allies, or is otherwise
\emph{confused
} until
1364 dispelled or cured (e.g., by
\emph{cureall
}).
1365 \item[Fear
] Flees for
30 rounds at running speed.
1366 \item[Insanity
] Becomes insane -- cannot attack, cast spells, use special
1367 abilities until dispelled or cured (e.g., by
\emph{cureall
}).
1368 \item[Sleep
] Falls asleep for $
\d{1d10
} +
10$ hours or until dispelled.
1369 \item[Stunning
] Stuns creature with
150\,hp or less for
2d6 rounds.
1372 \spell{Travel
}{0, $L$T
}
1373 Allows free travel. MV
\flying360); move between planes by one round's
1374 concentration (at most
1 per turn), bringing along $
\lfloor L/
5 \rfloor$
1375 others touched; assume gaseous form by one round's concentration (with all
1376 equipment; MV
\flying720, cannot pass
\emph{protection from evil
} or
1377 \emph{anti-magic shell
}).
1381 \spell{Contingency
}{T, until used,
1 creature or item
}
1382 Specify situation and (non-damaging) spell of
4th level or most; spell occurs
1383 when situation occurs.
1385 \spell{Create any monster
}{$
90'$,
3T, $L$HD
}
1386 Creates monsters with any special abilities. Can create
\emph{construct
},
1387 which is permanent: materials cost
5000\,gp per asterisk, or double if four
1390 \spell{Gate*
}{$
30'$,
1T or $
\d{1d10
\times 10}$T,
1 portal
}
1391 Opens portal to another plane and a resident of the plane.
\emph{Gate
} to
1392 outer plane lasts
1 turn; other
\emph{gates
} last
10--
100 turns;
1 in
10
1393 chance per turn that other creature wanders through the
\emph{gate
}.
1394 Resident will usually respond in
1d6 rounds but may (
1 in
20) send some other
1395 being. Reverse
\emph{close gate
}: closes existing
\emph{gate
} (even a
1398 \spell{Heal
}{T, P,
1 creature
}
1399 Cures damage (all but
1d6\,hp), curse, poison, disease, blindness or
1400 \emph{feeblemind
}. Eliminates need for resting after
\emph{raise dead
}.
1402 \spell{Immunity
}{T, $L$T,
1 creature
}
1403 Target is immune to
1st--
3rd level spells;
4th and
5th level spells have half
1404 effect. Also immune to missiles (normal and magical) and normal and silver
1405 weapons (but not natural weaponry). Target can voluntarily drop the
1406 \emph{immunity
} for a round.
1408 \spell{Maze
}{$
60'$, by intelligence,
1 creature
}
1409 Traps creature in indestructible maze (no save).
1410 \begin{tabular
}[C
]{\shade cl
} \hlx*
{hv
}
1411 \th{Int
} &
\th{Time
} \\
\hlx{vhv
}
1412 1--
8 &
1d6 turns \\
\hlx{+
}
1413 \09--
12 &
2d20 rounds \\
\hlx{+
}
1414 13--
17 &
2d4 rounds \\
\hlx{+
}
1415 18\rlap+ &
1d4 rounds \\
\hlx*
{vh
}
1418 \spell{Meteor swarm
}{$
240'$, I,
4 or
8 meteor-fireballs
}
1419 Each meteor must be aimed at a different target. Each strikes for
8d6 (or
1420 4d6 if
8 meteors) damage (no save), and explodes with $
20'$ radius for
8d6
1421 (or
4d6) damage (SvS for half damage).
1423 \spell{Power word kill
}{$
120'$, I,
1 or more creatures
}
1424 Kills single victim with
60\,hp or less, or stun (
1d4 turns) if
100\,hp or
1425 less; kills up to
5 victims with
20\,hp each. Magic-user (or elf etc.\@
1426 only) may SvS at $-
4$.
1428 \spell{Prismatic wall
}
1429 {$
60'$,
6T, sphere ($
10'$ radius) or plane (
500\,sq\,ft)
}
1430 Creates $
2'$ thick wall. Caster may pass unharmed with any items. Others
1431 are affected by wall. Wall is solid and indestructible on adjacent planes of
1432 existence. An
\emph{anti-magic shell
} cannot pass. Violet side is closest
1434 \begin{tabular
}[C
]{\shade l>
{\raggedright}p
{7pc
}l
} \hlx*
{hv
}
1435 \th{Colour
} &
\th{Effect
} &
\th{Negated by
} \\
\hlx{vhv
}
1436 Red & Blocks magical missiles;
1437 12\,hp damage & Magical cold \\
\hlx{+
}
1438 Orange & Blocks nonmagical missiles;
1439 24\,hp damage & Magical lightning \\
\hlx{+
}
1440 Yellow & Blocks breath weapons;
1441 48\,hp damage &
\emph{Magic missile
} \\
\hlx{+
}
1442 Green & Blocks detection;
1443 SvPn or die &
\emph{Passwall
} \\
\hlx{+
}
1444 Blue & Blocks poison, gas, gaze;
1445 SvTtS or petrified &
\emph{Disintegrate
} \\
\hlx{+
}
1446 Indigo & Blocks all matter;
1447 SvS or
\emph{gated
} to
1448 random outer plane,
3 in
6
1449 lost forever &
\emph{Dispel magic
} \\
\hlx{+
}
1450 Violet & Blocks magic of all types;
1451 SvW or unconscious and
1454 \emph{heal
}) &
\emph{Continual light
}
1458 \spell{Shapechange
}{0, $L$T
}
1459 Caster becomes other creature, except in mind, hp and saves; special
1460 abilities are gained. Cast memorized spells in humanoid form only.
1461 Inanimate forms $L'$ tall and $L
\times 100$\,cn weight are possible. Change
1462 shape at will each round by concentration.
1464 \spell{Survival
}{T, $
6 L$T,
1 creature
}
1465 Protects target from all non-magical environmental damage.
1467 \spell{Timestop
}{0, $
\d{1d4
} +
1$R
}
1468 Stops time for everyone else for duration. Items held by others are
1469 immovable; items carried (or loose) can be moved. Non-instantaneous spells
1470 start after the duration ends. Cannot pass through
\emph{anti-magic shell
}
1471 or
\emph{protection from evil
} effect.
1473 \spell{Wish
}{special
}
1480 %%% Local Variables: