Arcane Spells

Spells by School

Abjuration Spells

Rank Spell
1 Alarm
1 Arcane Ward
1 Endure Heat & Cold
1 Shield
2 Counterspell
2 Mind Shield
2 Protection from Missiles
2 Protection from Poison
3 Dispel Magic
3 Nondetection
3 Protection from Undead
3 Protection from Unnatural
4 Free Action
4 Hex Weaving
4 Minor Globe of Invulnerability
4 Sanctum
5 Antimagic Shell
5 Banish Supernatural
5 Spell Turning
5 Wall of Force
6 Globe of Invulnerability
6 Symbol
6 Unbinding

Conjuration Spells

Rank Spell
1 Curse
1 Fog
1 Grease
1 Unseen Servant
2 Gust of Wind
2 Phantom Steed
2 Stinking Cloud
2 Web
3 Black Tentacles
3 Conjure Animals
3 Rope Trick
3 Solvent
4 Banishment
4 Dimension Door
4 Duplicate
4 Elemental Wall
5 Air Sphere
5 Cloudkill
5 Conjure Elemental
5 Teleport
6 Dweomerfire
6 Invisible Stalker
6 Meteor Swarm

Divination Spells

Rank Spell
1 Comprehend Languages
1 Detect Illusion
1 Detect Magic
1 Detect Portals & Passages
2 Detect Traps
2 Guide
2 Mind Crystal
2 Perceive the Invisible
3 Crystal Vision
3 Locate Object
3 Tongues
3 Wizard Eye
4 Clairvoyance
4 Divination
4 Know Weakness
4 Magic Mirror
5 Anticipation
5 Find the Path
5 Oracle
5 True Seeing
6 Foresight
6 Legend Lore
6 Scrye

Enchantment Spells

Rank Spell
1 Animal Friendship
1 Command
1 Friends
1 Sleep
2 Charm
2 Enrage
2 Forget
2 Pacify
3 Fear
3 Hold Person
3 Hypnotic Pattern
3 Suggestion
4 Confusion
4 Dominate
4 Fumble
4 Overlook
5 Feeblemind
5 Hold Monster
5 Mass Charm
5 Mass Suggestion
6 Geas/Quest
6 Glamer
6 Mass Domination

Evocation Spells

Rank Spell
1 Crystal Resonance
1 Firelight
1 Floating Disc
1 Ioun Shard
2 Arcane Lock
2 Burning Hands
2 Shocking Strike
2 Silence
3 Chromatic Orb
3 Fireball
3 Lightning Bolt
3 Serpent Glyph
4 Mnemonic Enhancer
4 Sending
4 Telekinesis
4 Wingbind
5 Blade Barrier
5 Clenched Fist
5 Contingency
5 Delayed Blast Fireball
6 Disintegrate
6 Earthquake
6 Power Word

Illusion Spells

Rank Spell
1 Blur
1 Faerie Fire
1 Minor Illusion
1 Ventriloquism
2 Change Self
2 Invisibility
2 Mirror Image
2 Phantasmal Force
3 Blindness
3 Disguise
3 Invisibility Sphere
3 Spectral Force
4 Hallucinatory Terrain
4 Improved Invisibility
4 Programmed Illusion
4 Woodland Veil
5 Advanced Illusion
5 Permanent Illusion
5 Seeming
5 Sensory Deprivation
6 Illusory Kingdom
6 Phantasmal Slayer
6 Project Image

Necromancy Spells

Rank Spell
1 Chill Touch
1 Cure Light Wounds
1 Grave Shroud
1 Turn Undead
2 Assist
2 Unflagging Endurance
2 Ray of Fatigue
2 Transfer
3 Cloak of the Void
3 Cure Sickness
3 Cure Serious Wounds
3 Vampiric Touch
4 Animate Dead
4 Blight
4 Destroy Undead
4 Speak with Dead
5 Control Undead
5 Cure Critical Wounds
5 Raise Dead
5 Restoration
6 Deathshroud
6 Energy Drain
6 Finger of Death

Transmutation Spells

Rank Spell
1 Enlarge (R)
1 Feather Fall
1 Nullify Poison
1 Pass Without Trace
2 Arcane Cipher
2 Knock
2 Spider Climb
4 Enhance
4 Fabricate
4 Polymorph Self
4 Transmute Rock to Mud (R)
5 Fly
5 Iron Body
5 Passwall
5 Reverse Gravity
6 Control Water
6 Control Weather
6 Move Terrain
6 Shape Change

Spell Details

Each spell has a spell rank, range, and duration.

Range

Range is the maximum distance of the spell’s target, not its area of effect (though sometimes these are the same). Ranged spells must obey the normal rules on line of sight and blocked targets, but do not suffer range modifiers. Spells typically have one of five ranges:

  • Self: The spell can only target the caster. However, if the range is “Self” followed by an area, the effect emits from the caster and covers the area specified.
  • Touch: The spell requires the caster to touch the target creature or object to affect it, which means that the caster must be within 5 feet of the target at the start of the Magic Phase (when the spell resolves). The target can be the caster: if so, the “touch” is automatic. A normal attack roll is required if the target is hostile.
  • Short: The spell reaches up to 40 feet. This range increases by 5 feet for every two caster levels.
  • Medium: Up to 100 feet, plus 10 feet per two caster levels.
  • Long: Up to 400 feet, plus 20 feet per two caster levels.

Duration

This is the amount of time the spell is in effect. A caster can dispel their own non-Instant spell effect at will, as a free action.

  • Instant: The spell effect comes and goes the moment the spell is cast, though the consequences (such as damage) might last beyond this.
  • Timed: Unless dispelled by the caster, the spell lasts until its listed time has passed. If a spell’s duration is variable, the duration is rolled secretly by the GM (i.e. the caster doesn’t know how long their spell will last).
  • Concentration: The spell requires that the caster concentrate on it to keep its effect active. This prevents the casting of another spell and other actions, but movement is still allowed. Anything that would disrupt a spell’s casting also breaks a caster’s concentration while maintaining one, thus ending the spell.
  • Permanent: Unless dispelled by the caster, the effect is permanent. The effect may still be vulnerable to Dispel Magic or other means of destruction; if so, this will be specified in the spell description.

Area of Effect

For spells with an area of effect, the caster selects a point within range to centre the effect area, but cannot control what a spell affects within that area unless the spell states otherwise. If using a grid map, a spell’s centre point must be at a grid-line intersection, not a square.

The area of effect listed for spells (AoE) may have two values. If so, the first is radius, while the second is the full area of effect in 5-foot squares, if using a grid map. The latter can lead to counterintuitive results (e.g. square fireballs), but is an ease-of-use abstraction to avoid annoyances with diagonals.

Reversible Spells (R)

Some spells are reversible: this will be noted in the spell’s title and description. When one gains a reversible spell both forms are learned, but each is a different spell for the purposes of preparing spells. For example, Haste and Slow would occupy separate spell slots (and each could be prepared up to twice).

Saving Throws

Spells that allow a save have this noted in their description, with the relevant Ability modifier to add along with the target needed to succeed. If the spell does damage, a successful save reduces the damage to that subject by half (round normally); for all other spells a save nullifies the effect on that subject unless stated otherwise. If a spell indicates an Ability*2, this means to add the target’s Ability Score modifier twice to their saving throw roll.

Saving Throws & Illusions

Illusions only affect intelligent creatures. A creature is not granted an extra save to recognize an illusion unless they carefully study it, directly interact with it (a touch or attack usually counts), make a deliberate effort to disbelieve it (this requires an action if in combat), or see a result contravening established reality (e.g. falling through an illusionary “floor” covering a pit). A save is granted up to once per round in such circumstances, made in secret by the GM.

A failed save does not dictate one’s chosen actions; it only means that the creature believes in the illusory reality. This also does not make that reality in any way real. For example, one might choose to cross an illusory bridge if they fail their save, and if so would of course fall through it. However, chosen actions will unconsciously adjust to match perceived reality. For example, if a victim believes they are in a swamp, they will unknowingly slow their movement to normal swamp speeds.

Passing a save against an illusion does not dispel it, but reveals it to be false for that person. Any who know an illusion to be false can use an action to try and convince others of this; those told can reroll their next failed save against that illusion.

Stacking Spell Effects

Regardless of the source, the same spell (or equivalent effect from another source) cannot be stacked on a single target unless specified otherwise. For example, two Shield spells on one target does not provide a cumulative effect, and neither does a Shield spell and a Shield effect from a magical item.

Spell Descriptions

Rank 1 Spells

Alarm

Abjuration (R: Short, D: 1 day)
AoE: 60-ft radius. Whenever a creature of size level Small and up touches or enters the warded area, a mental alarm goes off. The caster must be within one mile of the warded area to receive this alarm; if sleeping, they are automatically woken. The caster can designate specific individuals, creatures, or creature types that won’t set off the alarm.

Animal Friendship

Enchantment (R: Short, D: 1 hour)
This spell makes a normal animal regard the caster as a trusted friend and ally. If the animal is currently being threatened by the caster or its allies, it is allowed a Willpower Saving Throw to resist the spell.

Arcane Ward

Abjuration (R: Short, D: 1 hour)
AoE: 50-ft radius / 20 × 20. All chosen subjects apply a +1 AC bonus.

Blur

Illusion (R: Self, D: 1 hour)
The caster’s form appears to constantly shift and waver. Attacks directly targeting the caster that rely on sight must reroll hits scored on the caster. If successful, the illusion is dispelled.

Chill Touch

Necromancy (R: Touch, D: 1 minute)
Save: Arcana 14. This spell deals 1d6+2 necrotic damage. If the target is living, it cannot be healed for the spell’s duration; undead creatures instead must reroll any hits scored against the caster.

Command

Enchantment (R: Medium, D: 1 round)
Save: Willpower 17. The caster issues a one-word command to the target, which it must obey on its next set of actions. The command must be unequivocal, and something the target can accomplish (e.g. back, halt, flee, fall, approach, kneel, dance; “die” or “suicide” do not qualify).

Comprehend Languages

Divination (R: Self, D: 1 hour)
AoE: Up to 40-ft radius / 16 × 16. Up to five creatures (+5 per caster name level) can comprehend (but not communicate using) unknown text or speech. Codes / ciphers are not broken; nor are references explained. More esoteric communications, such as pheromones, are not understood.

Crystal Resonance

Evocation (R: Short, D: Special)
Either Imprint or Release a crystal worth at least 50d..

Imprint: Hold the crystal or gem aloft for 1 Turn, imprinting a single type of energy upon it from the surroundings and replacing any previously absorbed energy. There is a 1-in-20 chance of the crystal shattering and becoming useless.

Release: Reproduce the stored energy of a previously imprinted gem or crystal in the environment it now occupies (the area within range). Released energies only reproduce normal ambient conditions and cannot cause damage, blindness, deafness, or other special effects.

Types of Energies:

  • Light: The lighting qualities of an environment may be absorbed and reproduced, causing an area of light, gloom, shadow, and so forth to be emitted from the crystal for 1 Turn per Level of the caster.
  • Images: A static snapshot of the crystal’s environment can be absorbed for later examination. The image is reproduced for 1 Turn.
  • Sound: Any sound emitted during the 1 Turn absorption time is recorded and may be reproduced.
  • Temperature: Warmth or cold may be absorbed into the crystal and re-emitted for 1 Turn per Level of the caster.

Cure Light Wounds

Necromancy (R: Touch, D: Instant)
This spell heals the subject of 1d6+2 damage. Add 1d6 damage for each name level the subject (not the caster) has.

Curse

Conjuration (R: Short, D: 1 hour)
Save: Arcana 14. AoE: 50-ft radius / 20 × 20. All chosen targets receive a –2 attack penalty, as well as –1 to Morale checks.

Detect Illusion

Divination (R: Touch, D: 10 minutes)
All illusions within view are revealed as such to the subject.

Detect Magic

Divination (R: Self, D: 10 minutes)
AoE: 60-ft radius. All magical emanations glow softly. The caster knows the magic’s strength (faint, moderate, strong, overwhelming) and the school(s) associated with that magic. The imprinted energy patterns of memorised arcane spells glow, surrounding arcane spell-casters’ heads with a halo of rainbow hues.

Detect Portals & Passages

Divination (R: Short, D: 10 minutes)
AoE: 60-ft radius. All hidden doors, compartments, and passages within range glow softly (unless invisible). Obstructions may obscure the glow.

Endure Heat & Cold

Abjuration (R: Touch, D: 12 hours)
Up to one subject per two caster levels is immune to environmental temperature effects within most natural bounds (more extreme forms like magma flows, as well as fire- and cold-based attacks, are not affected).

Enlarge (R)

Transmutation (R: Short, D: 1 hour)
Save: Arcana 14. This spell causes instant growth of one creature and its carried/worn items, or one object, in both size and weight. Creatures gain one size level—two at level 10. Objects increase 10% per level of the caster (max. 100%), to a limit of 5 cubic feet per caster level. If insufficient space is available to fully grow, the creature/object attains the maximum possible size, bursting weak enclosures but constrained without harm by stronger materials—the spell cannot crush something by growth. The reverse, Reduce, either negates Enlarge or makes a creature or object smaller in the same ratios as Enlarge. Unwilling victims of either spell are entitled to a saving throw. In all cases, ability scores, damage, HP, and AC are all unaffected.

Faerie Fire

Illusion (R: Short, D: 10 minutes)
LoS not required. One creature or object per caster level can be wreathed in a pale glowing light visible out to 80 ft; even invisible things can be chosen as targets (this does not make them visible). Against those targets this applies a +2 attack bonus, but the fire is concealed by Darkness.

Feather Fall

Transmutation (R: Medium, D: 10 minutes)
Up to five falling (or about-to-fall) creatures within range have their rate of descent slow to 60 ft per round (occurring in the Movement Phase). A subject that lands before the spell ends takes no falling damage and can land on its feet, and the spell ends for that creature.

Firelight

Evocation (R: Self, D: 1 hour plus 10 minutes per level)
Conjures a ball of flickering flame around the caster’s hand, floating above their shoulder, or around object held. The flame sheds light in a 15′ radius, sufficient for reading, but not as bright as daylight. The conjured flame does not produce heat and cannot be used to ignite objects or cause damage.

With a magic word, the caster may command the flame to flare suddenly. All within 30′ who see the flare must make a Saving Throw or be dazzled, suffering a –2 penalty to Attack Rolls for 1d4 Rounds. The caster is not affected by the flare, but allies may be unless warned to close their eyes. After flaring, the flame disappears and the spell ends.

Floating Disc

Evocation (R: Self, D: 4 hours)
This spell creates a circular, horizontal disc in an empty space within 5 ft of its caster. The disc is 3 ft in diameter and 1 inch thick, and floats 3 ft above the surface beneath it. It can support up to 500 pounds (about 20 item slots). The disc follows 5 ft behind its caster. It cannot be ridden by the caster, and cannot cross abrupt elevation changes of over 10 ft.

Fog

Conjuration (R: Long, D: 1 hour)
AoE: Up to 50-ft radius / 20 × 20. The caster summons a wall of thick fog that reduces vision (including infravision) to 5 ft. A wind of at least 20 miles per hour disperses it.

Friends

Enchantment (R: Self, D: 1 hour)
Save: Willpower 14. AoE: 200-ft radius. Intelligent creatures that fail their save ignore the fact that the caster just cast a spell and instead tend towards being impressed with the caster, providing +4 to the caster’s party reaction roll.

Grave Shroud

Necromancy (R: Short, D: 1 hour)
Undead creatures perceive up to six subjects (+5 per caster name level) as undead. Mindless undead thus ignore the subjects, unless specifically commanded to attack them directly, while intelligent undead do not instinctively know them to be alive, but will likely wonder at their actions or appearance. If a subject attacks an undead creature, the spell ends for them.

Grease

Conjuration (R: Medium, D: 10 minutes)
Save: Dexterity 14. AoE: Up to 40-ft radius / 16 × 16. Slick, non-flammable grease covers the ground. Creatures in the area when the grease appears or who move into a greased space (even if already in one) must save or fall prone (limit of one such save per round). For those who make their save, the greased area is still treated as difficult terrain.

Ioun Shard

Evocation (R: Medium, D: 2 Turns)
Conjures a glowing shard of vividly coloured crystal that slowly orbits the caster’s head at a distance of 1′. At the time of casting or at any point in the spell’s duration, the caster may choose to fire the shard at a visible target within range, automatically striking the target for 1d6+1 damage. Once fired, the shard is destroyed. Higher-Level casters may conjure one additional shard per 3 Levels: two at Level 4, three at Level 7, four at Level 10, etc. Multiple shards may be fired simultaneously and may be directed at a single target. Unlike standard spell targeting, if something can be seen it can be targeted, even if normal spellcasting line of sight is blocked.

Minor Illusion

Illusion (R: Medium, D: 1 hour)
Save: Perception 14. This spell creates an illusionary sound, scent, or image (only one). If a sound, its volume can range from a whisper to a scream, and vary in pitch and tempo as desired. If an image, it is silent and immobile, and no larger than a 5-ft cube (2 × 2 × 2).

Nullify Poison

Transmutation (R: Short, D: Instant)
AoE: Up to 10-ft radius / 4 × 4. This spell nullifies all non-magical poison applied to items (e.g. coated blades and needles; poison in gas capsules, food, or vials). Creatures naturally using their own poison are unaffected.

Pass Without Trace

Transmutation (R: Short, D: 1 hour)
AoE: Up to 40-ft radius / 16 × 16. Up to five subjects (+5 per caster name level) can move through any terrain — mud, snow, dust, etc. — and leave neither footprint nor scent, making tracking by these means impossible. However, areas radiate a dweomer for 6d6 turns after an affected creature passes through them.

Shield

Abjuration (R: Self, D: 10 minutes)
This spell invisibly wards the caster, providing +5 AC and negating any Magic Missiles cast at them.

Sleep

Enchantment (R: Short, D: 4d4 x 10 minutes)
Save: Willpower*2 14. AoE: 30-ft radius / 12 × 12. The caster rolls 2d6 and adds their level to the result: that many Hit Dice of living enemies are put into a comatose slumber. Targets with the fewest HD are affected first, and only creatures with 4 HD or less are affected. Shaking and slapping a victim as an action gives them an extra save; mere noise does not.

Turn Undead

Necromancy (R: Self, D: 1d6 × 10 minutes)
Save: None. AoE: 30-ft radius / 12 × 12. The caster rolls 2d6 to determine the result:

  • 4 or lower: The undead are unaffected
  • 5-6: 2d4 undead are stunned for 1 Round, unable to act.
  • 7-12: 2d4 undead flee from the caster for 1 Turn.
  • 13 or higher: 2d4 undead are permanently destroyed.

If the caster is a higher level than the targeted undead, add a bonus of +2 per level, to a maximum of +6. If the caster is a lower level than the targeted undead, add a penalty of -2 per level, to a maximum of -6.

Attacking a turned undead creature frees it from the effects of the spell at the end of the current combat round.

In a mixed group of undead with multiple Levels, those of lowest Level are affected first. On a successful turning roll, the caster may make another roll the following Round, affecting the next lowest Level type of undead present. This process may be repeated until all types of undead have been affected or a turning roll fails.

Unseen Servant

Conjuration (R: Short, D: 2 hours)
The spell summons an invisible spirit, weightless and Small in size, that serves tirelessly and fearlessly without question. The servant must remain within 40 feet of its summoner or it is dispelled. It moves as a normal PC, but ignores terrain. It can carry up to 1 point of encumbrance, and open normal doors, lids, drawers, etc, but perform no greater feats of strength. The servant cannot fight or take any other action requiring an attack roll. Nor can it block spaces, provide cover, or lock opponents in melee. It can be magically dispelled, banished by anything that banishes spirits, or eliminated after taking 6 points of magical damage.

Ventriloquism

Illusion (R: Short, D: 20 minutes)
The caster’s voice emanates from anywhere within range (e.g. a statue, a tapestry, an animal).

Rank 2 Spells

Arcane Cypher

Transmutation (R: 5’, D: Permanent)
Script which the caster passes their hand over glows and is transformed into arcane sigils incomprehensible to all except the caster. The text of a single spell in a spell book may be affected, or up to 1 page of normal text per Level of the caster. Magical text cannot be affected. The Arcane Cypher is only decoded by magic (e.g. by the Decipher spell).

Arcane Lock

Evocation (R: Touch, D: Permanent)
This spell bars the opening mechanism of a door, chest, or the like with magical force. A caster ignores their own lock, but otherwise nullifying the lock requires force or a successful Dispel Magic spell. The caster can optionally set a password for other characters to freely ignore the lock. A character 4+ levels higher than the lock’s caster can bypass or physically force the lock, as can any Knock spell, but in such cases the lock is not nullified and reengages after 10 minutes.

Assist

Necromancy (R: Touch, D: 1 hour)
The subject is imbued with a burst of life force, gaining 2d6+2 temporary Hit Points, plus 2d6 per name level of the caster (not the subject). Unlike healing effects, additional HP from Assist can take a subject over their limit; if so, such HP are always lost first. HP above the caster’s maximum cannot be healed. All Assist HP are lost at the end of the hour; this might conceivably kill a recipient. A creature can only be the subject of one active Assist at any one time.

Burning Hands

Evocation (R: Self—30 ft × 10 ft line, D: Instant)
Save: Dexterity 14. A burst of flame erupts from the caster’s hands. This deals 2d6 damage, plus 1D6 for every two levels of the caster beyond the second (e.g. 3d6 at level 4, 4d6 at level 6, 5d6 at level 8; maximum 10d6 at level 16) and sets combustibles alight.

Change Self

Illusion (R: Self, D: 1 hour)
Save: Perception 17. The subject’s appearance—including all personal items—is altered. Height can be altered up to 1 ft shorter or taller, and weight can be altered to a similar degree along with it. The same basic limb arrangement must be kept.

Charm

Enchantment (R: Touch, D: 1 day)
Save: Willpower 14. Enchants a small object with the power to charm a living humanoid of Medium size or smaller who willingly accepts it as a gift. A single recipient who accepts the enchanted object must succeed on the save or regard the caster as a trusted friend and come to their defence. The caster can give the subject orders, language permitting. The subject will not knowingly endanger its life beyond reason. Orders not befitting a friend will grant an extra save. At 10th level, the caster can affect any one living creature, language permitting, of up to Large size.

Counterspell

Abjuration (R: Short, D: Instant)
A caster can always pick this spell (if prepared) as their declared spell in response to an enemy casting a spell, replacing any other declared spell. In the Magic Phase, before spells are resolved, the dispeller and the enemy each make a dispel check: roll 1d6 + caster level + rank of the spell being cast (e.g., Counterspell will usually be 2). The highest result wins; ties go to the dispeller. If the dispeller wins, the enemy spell is disrupted.

Detect Traps

Divination (R: Short, D: 10 minutes)
AoE: 60-ft radius. All traps within range glow softly. The spell does not detect natural hazards, such as a weakness in a floor or an unstable ceiling, and the glow can be obscured by obstructions (e.g. a trapped door hidden behind a bookshelf).

Enrage

Enchantment (R: Short, D: 10 minutes)
Save: Willpower 17. The subject flies into a berserker rage. Regardless of its armament, it always attacks in melee the creature closest to it, friend or foe, and will fight as offensively as possible, though it will not throw itself over a cliff or the like in order to reach an opponent.

Forget

Enchantment (R: Short, D: Permanent)
Save: Willpower 14. AoE: Up to 20-ft radius / 8 × 8. Chosen subjects within the area of effect forget the events of the previous minute. For every name level of the caster, another two minutes of past time is forgotten. A Restoration will recover the lost memories.

Guide

Divination (R: Self, D: 12 hours)
The caster gains a supernatural knowledge of the paths and perils of their surroundings while travelling overland. The caster applies a +1 bonus that day to their party’s navigation checks.

Gust of Wind

Conjuration (R: Self—60 ft × 10 ft line, D: 1 minute)
Wind blasts from the caster in the direction faced. Unless braced, creatures that start their round in the line must make a Strength check or be pushed 5 ft away for each point that they failed the roll by; apply a –2 roll modifier to flying creatures. Any creature in the line must spend 2 ft of movement for every 1 ft it moves within the line. The gust disperses Fog, Stinking Cloud, and Cloudkill spells, smoke, vapour etc, and extinguishes small open flames like torches. Protected flames such as lanterns have a 50% chance to be extinguished. The caster can change the direction the line travels as an action during their round.

Invisibility

Illusion (R: Touch, D: Concentration—1 hour per caster level)
One creature or object of up to one size level larger than the caster vanishes from sight. An invisible creature can see itself. Any light source carried is invisible, but the light it casts is unaffected; dropped personal items become visible. The spell ends if the subject attacks, though surprise is very likely. Attacks against invisible targets apply a –4 penalty.

Knock

Transmutation (R: Touch, D: Instant)
The caster knocks on a single closed door, gate, lid, or similar portal with their hand or a staff. The portal groans, grumbles, and magically opens. Locks and bars are unlocked or removed. Arcane Locks are disabled for 1 Turn. Shackles or chains are loosened, but the spell will not raise a portcullis or the like. Secret doors may be opened, but they must be known to the caster.

Mind Crystal

Divination (R: Short, D: 2 hours)
Attunes a gem or crystal (of at least 250gp value) to the subtly radiating energies of living minds, allowing the caster to detect the presence of creatures and perceive their thoughts. To pick up thoughts, the caster must hold the crystal aloft and focus their concentration in a particular direction for 1 Turn without moving. After 1 Turn, the crystal projects the thoughts of all creatures within range in the chosen direction into the caster’s mind. If multiple creatures are within range in the direction being focused on, the caster perceives an incomprehensible mix of all their thoughts. If the caster focuses for an additional Turn, they can isolate a single creature’s thoughts. The spell can be maintained for the duration only if the caster continues to hold the crystal. This spell is blocked by 2′ of rock or a thin layer of lead.

Mind Shield

Abjuration (R: Touch, D: 12 hours)
The subject cannot be detected by mental scans or have their mind or thoughts read, and their saves against mental attacks are one difficulty level lower. However, the subject cannot use or receive telepathic signals.

Mirror Image

Illusion (R: Self, D: 1 hour)
In a flash of prismatic light, 1d6 illusory duplicates of the caster appear. The mirror images look and behave exactly as the caster, remaining within 3′. The caster’s voice, as well as any subsequent spells cast, emanate randomly from one of the mirror images or the caster’s true form. Attacks on the caster destroy one of the mirror images (even if the attack misses).

Pacify

Enchantment (R: Medium, D: 1 hour)
Save: Willpower 14. AoE: Up to 40-ft radius / 16 × 16. This spell calms 1d6 living creatures, ending any arguments, combats, or inclinations to them. This does not create friendly feelings, however. Creatures with the fewest HD are affected first. A pacified creature that takes damage or is attacked breaks free of the spell.

Perceive the Invisible

Divination (R: 10’ per caster level, D: 1 hour)
Invisible creatures and objects in range become visible to the caster, outlined in glittering gold.

Phantasmal Force

Illusion (R: Medium, D: Concentration)
Save: Perception 14. This spell creates the visual or auditory illusion of a known object, creature, scene, attack, or force of up to Medium size (5’ square). The caster can move the image within the spell’s range. Any “damage” dealt directly by the illusion is believed to be real (illusory arrows, pit trap, monster, etc), but vanishes when the illusion is disbelieved or gone and does no real damage and has no permanent effect. A creature reduced to 0 HP in this way falls unconscious. Illusory damage and effects last for 1d4 Turns. An illusory monster can be of a Level no greater than the caster’s. The monster may be directed to attack, having all its normal capabilities and attack forms. It has AC 10 and vanishes if hit in combat. If the illusion is of something the caster has not personally seen, viewers gain a +4 bonus to their save.

Phantom Steed

Conjuration (R: Short, D: 12 hours)
Up to five (+5 per caster name level) ghostly draft or riding horses—caster’s choice—instantly appear, which serve their riders willingly and well. Each behaves as a normal horse, except that it will not tire, panic, or otherwise be frightened, and does not need food or water.

Protection from Missiles

Abjuration (R: Touch, D: 1 hour)
The subject cannot be damaged by normal missile attacks; these will only break a caster’s concentration if they hit on a natural 20. Magic or non-personal scale missiles (such as a boulder from a giant or a catapult) are instead reduced in damage by 1 point per die of damage.

Protection from Poison

Abjuration (R: Touch, D: 12 hours)
The subject is immune to poison for the spell’s duration (including to any afflicting them). If cast on one who has failed a lethal poison save within a turn of their being poisoned, the poison is nullified and the subject lives.

Ray of Fatigue

Necromancy (R: Short, D: 10 minutes)
Save: Constitution 14. The subject becomes heavily fatigued. This has no effect if the target is already this fatigued or worse, or does not tire (e.g. undead, constructs).

Shocking Strike

Evocation (R: Self, D: 2 hours)
This spell charges the caster’s hand or a weapon they are holding with a number of charges equal to the caster’s level. While charged, attacks made with the hand or weapon deal an additional 1d6 electrical damage. For a missile weapon, one charge is dissipated per attack whether or not the attack hits, but a melee weapon’s charges are dissipated only on a hit. The spell adds one damage die per name level of the caster.

Silence

Evocation (R: Medium, D: Concentration—10 minutes)
AoE: Up to 15-ft radius / 6 × 6. This spell creates a void of silence in which no sound can be created or pass through. Anything inside the area of effect is immune to sonic attacks, and creatures inside it are deafened. Casting a spell that includes a verbal component is impossible there.

Spider Climb

Transmutation (R: Short, D: Concentration—10 minutes)
So long as its hands are free, a subject can climb and travel on vertical surfaces or even traverse ceilings, with a combat speed of 20 ft per round. Climbing checks are not required for this, but if one is somehow forced, the difficulty is one level lower than normal.

Stinking Cloud

Conjuration (R: Medium, D: 10 minutes)
Save: Constitution 14. AoE: Up to 15-ft radius / 6 × 6. A mass of nauseous vapors is created; any within that fail their save is rendered a helpless target for 1d6 rounds. Passing reduces a victim’s combat speed by half; if in the cloud at the round’s end the creature must save anew.

Transfer

Necromancy (R: Touch, D: Instant)
The caster can transfer their life force to one recipient, living or undead. Hit Points are transferred to the subject on a 1:1 basis, as determined by the caster. There is no limit to the amount of Hit Points the caster can transfer, except that the caster cannot go below 1 HP in this fashion; this is treated as healing.

Unflagging Endurance

Necromancy (R: Short, D: 12 hours)
Up to one subject per caster level becomes nearly immune to exhaustion. Subjects can force-march that day with no ill effect, ignore the first burden level from encumbrance, and gain a +4 on saves vs. fatigue, sleep, weakness, or enfeeblement.

Water Breathing

Transmutation (R: Short, D: 1 day)
Up to one subject per caster level can breathe water freely.

Web

Conjuration (R: Short, D: 20 minutes per caster Level)
Conjures a volume of sticky webbing, blocking a 10′ cube area. Must be anchored on at least two opposite sides to solid points. Any creature of size Large or smaller that moves into the web or is in its area when it is cast is stuck and cannot move. Characters with Strength below 13 cannot break free. Those with Strength 13 or above can break free in 1d4 Turns. Large creatures of greater than human Strength can break free in 1d4 Rounds. The web can be destroyed by fire in 2 Rounds. Creatures caught within flaming webs suffer 1d6 damage.

Rank 3 Spells

Black Tentacles

Conjuration (R: Medium, D: 10 minutes)
Save: Dexterity 14. AoE: 20-ft radius / 8 × 8. Flailing ebony tentacles erupt from the ground. The area becomes difficult terrain. A creature size Large or smaller that starts its round in or enters the area must save or take 3d6 crushing damage and become immobile. Those restrained save at the start of each round to free themselves; failure means the damage is dealt again.

Blindness

Illusion (R: Short, D: Permanent)
Save: Arcana 14. One target sees only an impenetrable grey mist (–4 attack penalty, no ranged casting possible unless LoS is not required by the spell). A blinded creature can still deliver gaze attacks. Only Dispel Magic, Hex Weaving, or the caster dismissing the spell ends the effect.

Chromatic Orb

Evocation (R: Medium, D: Instant)
The spell hurls an orb of energy with a total attack bonus equal to the caster’s level. When cast, the caster chooses one of acid, cold, electrical, fire, or poison: on a hit, the target takes 4d6 damage of the chosen type. If the same number is rolled on two or more of the damage dice, the orb can leap to a new target of the caster’s choice within 30 feet of the original target (a new attack is rolled). This can only occur once per orb cast.

Cloak of the Void

Necromancy (R: Self, D: 10 minutes)
The caster is wreathed in black flames of negative energy. Any living creature touching the caster with its body or handheld weapons takes 2d6 necrotic damage, +1d6 per caster name level. However, undead touching the caster are healed for the same amount. This effect is not applied if the caster strikes a target, only if they are struck.

Conjure Animals

Conjuration (R: Short, D: 1 hour)
This spell calls local wild animal spirits of the caster’s choice, which manifest as living examples of those creatures. Hit Dice equal to twice the caster’s level are summoned, in any combination desired. No single creature can be above Level 10; none can be intelligent or magical. The creatures serve without question, but if abused by the caster the spirits will refuse future calls.

Crystal Vision

Divination (R: Short, D: 2 hours)
Attunes a gem or crystal (of at least 500gp value) to pick up the visual impressions of living creatures, allowing the caster to see through others’ eyes. To establish a connection with a creature, the caster must gaze into the crystal and focus their concentration in a particular direction for 1 Turn without moving. After 1 Turn, facets of the crystal reflect silent images of the current visual perceptions of one creature within range. If multiple creatures are within range in the direction being focused on, the crystal connects with the closest. Once a connection is established, the caster may choose to maintain it or to change to another subject. This spell is blocked by 2′ of rock or a thin layer of lead.

Cure Sickness

Necromancy (R: Short, D: Permanent)
This spell cures the subject of artificial or magical blindness and deafness (assuming the subject still has its eyes/ears) and all sicknesses and diseases, including mummy rot, green slime infection, and lycanthropy.

Cure Serious Wounds

Necromancy (R: Touch, D: Instant)
This spell heals the subject of 2d6+2 damage. Add 2d6 for each name level the subject has.

Darkvision

Transmutation (R: Touch, D: 1 day)
The subject gains the ability to see normally in darkness up to 60′.

Disguise

Illusion (R: Long, D: Concentration—2 hours)
Save: Perception 17. The appearance of up to one willing subject per two caster levels—including all carried items—is altered. Height can be altered up to one full size category shorter or taller; weight can be altered to a similar degree. The same basic limb arrangement must be kept. If only one subject is disguised, the need for concentration is waived.

Dispel Magic

Abjuration (R: Short, D: Instant)
All spell effects within range are unravelled, disintegrating in coils of coloured energy. Magic items are unaffected. Curses incurred by a spell are affected; those incurred by a magic item are not. Effects created by lower Level casters are automatically dispelled. If the effect is created by a higher-level spellcaster, each caster involved makes a dispel check: roll 1d6 + caster level, with the higher result winning (ties go to the dispeller).

Fear

Enchantment (R: Medium, D: 1 minute)
Save: Willpower 17. AoE: 30-ft radius / 12 × 12. Chosen enemies in the area of effect that fail their save drop anything held and flee from the caster by the quickest safe route; if cornered, they cower. Targets must be able to feel fear (even instinctually) to be affected.

Fireball

Evocation (R: Medium, D: Instant)
Save: Dexterity 14. AoE: 20-ft radius / 8 × 8. LoS not required. The blast deals 1d6 fire damage per caster level (max 12d6). Combustibles in the AoE are set alight, and failed saves force item saves.

Gaseous Form

Transmutation (R: Touch, D: 1 hour)
A willing subject and its carried items become a floating, misty cloud. The subject has the same size, flies with a combat speed of 10 (though wind will propel it at the wind’s speed), and can enter any space not airtight. While gaseous, the subject cannot talk, manipulate objects, attack, or cast spells, and can only be harmed by magic. The spell ends if the subject drops to 0 or fewer Hit Points.

Haste (R)

Transmutation (R: Medium, D: 30 minutes)
Save: Arcana 14. Up to one creature per caster level has their Speed doubled and can take two actions each combat round. The number of spells a subject may cast per round is not doubled, nor is the use of magic items such as wands. The reverse, Slow, instead forces targets to act last in the Melee Phase, and their combat speed is halved. One of these spells can negate its reverse; such a use has no other effect.

Hold Person

Enchantment (R: Medium, D: 1 minute)
Save: Arcana 17. One living intelligent creature of up to size Medium is hypnotised and becomes helpless. Damage does not break the affected creature out of its hold, but the death or unconsciousness of the caster does.

Hypnotic Pattern

Enchantment (R: Short, D: 10 minutes)
Save: Willpower 14. AoE: 20-ft radius / 12 × 12. A twisting pattern of colours is created. On a failed save, intelligent enemies viewing this can no longer act: they do not move and become helpless targets. The spell ends for an affected creature if it takes any damage.

Invisibility Sphere

Illusion (R: Short, D: Concentration—1 hour per caster level)
A selected creature and all creatures within 10′ of it shimmer and disappear from sight. The spell’s effect moves with the chosen creature. Invisibility ends for anything that leaves the sphere or attacks; this does not affect the others. Creatures that move into the area after the spell is cast do not become invisible. Any gear a subject is carrying is also rendered invisible (this includes clothing and armour). Items subsequently put down become visible. Carried light sources become invisible, but the emitted light does not.

Lightning Bolt

Evocation (R: Medium, D: Instant)
Save: Dexterity 14. AoE: 80 ft long & 5 ft wide or 40 ft long & 10 ft wide; doubled in water. LoS not required. This bolt deals 1d6 electrical damage per caster level (max 12D6). Failed saves force item saves (see p. 21).

Locate Object

Divination (R: Self, D: 30 minutes)
The caster senses the direction of an object on this plane. There is no range limit, but distance is only indicated vaguely (close, far, etc). The caster can search for a general item category well known to them (e.g. “sword”, “jewel”), in which case the nearest one (if any) is located. Trying to locate a specific item requires an accurate mental image of that item.

Nondetection

Abjuration (R: Short, D: 4 hours)
Up to one subject per caster level are invisible to all forms of magical location, scrying, and divination, including Wizard Eye.

Plant Growth

Transmutation (R: Long, D: 1 day)
AoE: Up to 50-ft radius / 20 × 20. This spell causes normal vegetation to thicken and grow. Within the area of effect, combat speed drops to 5 for creatures up to Medium size (10 for creatures Large and greater). Line of sight drops to 10 ft; anything in sight in the growth has heavy cover. The area must already have at least living brush in it for this spell to function.

Protection from Undead

Abjuration (R: Short, D: 1 hour)
Up to one subject per caster level gains a +4 bonus to saving throws against Necromantic spells, and are immune to ability score and level draining by undead. This does not protect against other drain types.

Protection from Unnatural

Abjuration (R: Short, D: 1 hour)
All chosen creatures within range are warded. Undead, constructs, and supernatural creatures cannot charm, frighten, or possess the warded creatures, and must reroll any hits scored against them.

Rope Trick

Conjuration (R: Short, D: 2 hours)
This spell creates a glowing rope hanging in midair which can be climbed to an empty extradimensional chamber. When the rope is pulled up behind a climber, anything inside is hidden from all senses, even magic. The chamber holds up to 32 points in creatures—a Medium creature occupies 4 points, a Small creature 2, and a Tiny creature 1—along with sufficient air to breathe. Anything inside is expelled when the spell ends.

Serpent Glyph

Evocation (R: Touch, D: Permanent until triggered)
The caster traces a magical, serpent-shaped warding glyph upon a page of text or a surface, followed by a sprinkling of powdered amber (100gp value). Cast on a text, the glyph quickly mingles into the script. It can only be detected by magic. Reading the page triggers the warding magic. Cast on a surface, the glyph remains visible, glowing pale yellow. Touching the surface triggers the warding magic. When triggered, a glowing, serpent-like form leaps from the glyph and makes a single attack against the nearest creature. Its Attack is equal to the caster’s Level. If the attack hits, the victim is frozen in a glittering amber bubble of time distortion for 1d4 days (or until dispelled or released by the caster). While trapped, the victim is in temporal stasis and cannot move, perceive, think, or act. Likewise, the bubble cannot be moved or penetrated. If the attack misses, the serpent dissipates with a flash, a bang, and a puff of smoke.

Solvent

Conjuration (R: Short, D: 1 hour)
Save: Arcana 14. This spell conjures acid covering up to 1-ft area per caster level. The acid eats through 6” of wood, leather, or bone, 4” of stone, or 1” of metal, per round for three rounds. Creatures made of such, take 1d6 acid damage per caster level in the first round, half that (round up) in the second. Other creatures only take the damage for one round. Saves are made each round. The target must make one set of item saving throws, even if they save against the solvent damage.

Spectral Force

Illusion (R: Medium, D: Concentration)
Save: Perception 14. This spell creates the visual illusion of a known object, creature, or force of up to a 20’ cube area, plus 10’ per caster’s name level. The illusion can also have auditory, olfactory and temperature components, and can be moved within the spell’s range. Any “damage” dealt directly by the illusion is believed to be real, but vanishes when the illusion is disbelieved or gone and does no real damage and has no permanent effect. A creature reduced to 0 HP in this way falls unconscious. Illusory damage and effects last for 1d4 Turns. The illusion has AC 18 and vanishes if hit in combat. If the illusion is of something the caster has not personally seen, viewers gain a +4 bonus to their save.

Suggestion

Enchantment (R: Short, D: 12 hours)
Save: Willpower 14. One intelligent living creature will follow a single spoken course of action (language permitting, and limited to a sentence or two), if the caster can phrase it to sound reasonable—even if it isn’t.

Tongues

Divination (R: Touch, D: 4 hours)
AoE: Up to 40-ft radius / 16 × 16. Up to one subject per caster level can understand and speak with almost all living beings. This includes animals, but not plants. Intelligent creatures fall under no compulsion. Most others will provide information about nearby locations, including what they know of the past day. Animals may be convinced to perform a small favour.

Vampiric Touch

Necromancy (R: Touch, D: 1 hour)
The first touch the caster makes on a living target deal 1d6 damage for every two caster levels, to a maximum drain of 6d6. The damage is added to the caster’s total; any Hit Points over the caster’s normal total treated as temporary. Such additional HP can take a subject over their limit, are always lost first, and cannot be healed or otherwise restored; HP above the caster’s maximum are lost at the end of the hour.

Wizard Eye

Divination (R: Short, D: Concentration—1 hour)
The caster creates an invisible, magical eye through which they can see up to 60’ even in complete darkness. The eye can travel up to 240 ft from the caster, at a rate of 120 ft per turn. Though invisible, the eye is tangible (as big as a normal human eye). It cannot pass through solid barriers. If a caster moves, it cannot move the eye that same turn / round.

Rank 4 Spells

Animate Dead

Necromancy (R: Short, D: 1 day)
Up to 1 medium humanoid corpses or skeletons of the caster’s choosing per Level of the caster rise as undead under the caster’s command. Whatever their capabilities during life, all created undead use the stats below. They are unable to use any special traits or powers (including spell casting) possessed in life. The dead are animated until destroyed, a Dispel Magic spell is cast upon them, or the duration expires. The caster can make the duration permanent by consuming 100 sp per Hit Die of the creature(s) animated in ritual components when the spell is cast.

Medium Undead
Level 1 AC 12 HP 1d8 (4) Att Weapon (+0) Speed 20 Morale 12 XP 10
Undead: Silent before attacking. Immune to biological effects (e.g. disease, poison) and mind-affecting spells.

Banishment

Conjuration (R: Medium, D: 1 minute)
Save: Arcana 14. This spell banishes one creature to another plane of existence. It remains there until the spell ends, then reappears in the nearest unoccupied space to its point of banishment. If the subject is native to the plane of existence the caster is on, the subject is instead sent to a harmless demiplane. If native to a different plane of existence than the one the caster is on, the subject is banished to its home plane and must find another way to return.

Blight

Necromancy (R: Medium, D: Instant)
Save: Arcana 14. The subject, which must be living, takes 8d6 necrotic damage. If the caster targets a plant creature or a magical plant, the target’s saving throw is Arcana 17 instead, and the spell deals double damage. If a non-magical plant that isn’t a creature is targeted, such as a tree or shrub, it withers and dies without a save.

Clairvoyance

Divination (R: Self, D: 10 minutes)
This spell enables the caster to concentrate upon a familiar locale, no matter how far away, to see and hear as if the caster were there. Lead blocks this effect; the caster knows that this has occurred.

Confusion

Enchantment (R: Medium, D: 1 minute)
Save: Willpower 14. AoE: 30-ft radius/12 x 12. This spell causes creatures to behave unpredictably. It affects 1d6 Levels of enemy creatures per caster level (up to 15d6). Roll 1d6 to determine the affected group’s actions each round: 1-2 act normally, 3-4 do nothing, 5-6 attack friends. Only creatures of Level 8 or lower are affected; creatures with the lowest Level are affected first.

Destroy Undead

Necromancy (R: Short, D: Instant)
Save: Arcana 14. This spell disintegrates corporeal undead of equal Level or lower than the caster’s own. Undead of Level 3 or less are automatically destroyed. Undead of Level 3+1 to 7 can save to avoid destruction, but suffer 3d6 damage even if they succeed. Undead of higher than Level 7 instead suffer 1d6x10 damage (2d6 damage if they succeed). Non-corporeal undead (e.g. banshees, wraiths, spectres, shadows, ghosts) are not affected.

Dimension Door

Conjuration (R: 10’/360’, D: 1 Round)
A pair of glowing, door-shaped rifts in the fabric of space open up for a moment–one within 10′ of the caster and the other at a chosen destination location; the target location can be known, or the caster can just state a direction and distance. A single creature may step through the nearby door and instantly exit the destination door. Transfer in the other direction is impossible. The caster may forcibly transport an unwilling creature within 10′ by manifesting the nearby door beside them. The target must make a Strength 14 saving throw or be sucked through the dimensional door. The subject arrives on a safe and stable surface as close as possible to the target; this may be the starting point; the spell has no effect if the destination is occupied by a solid object.

Divination

Divination (R: Self, D: Instant)
This spell places the caster in contact with a planar power. The caster may ask one question concerning a specific goal or event to occur within seven days. The reply might be short or cryptic, but will be truthful. However, the future is as yet unwritten and so events may render the reply inaccurate.

Dominate

Enchantment (R: Medium, D: Permanent until broken)
Save: Willpower 14. The spell affects one intelligent subject, who becomes powerless to resist the caster. Commands can be given verbally or mentally, as a free action, as long as the subject is within range. The subject can be forced to use their powers and abilities, assuming the caster knows of them (a victim’s secrets are not automatically revealed). If the victim is ordered to do something they would find abhorrent, they are first granted another saving throw.

Duplicate

Conjuration (R: Medium, D: 8 hours)
This spell creates an exact copy of any single non-magical item the caster touches. The item to be copied must be able to fit inside a 20-foot cube. The duplicated item is identical to the original in every way, but Detect Magic reveals its true nature. At the duration’s end, or if a Dispel Magic is cast on the item, the item vanishes.

Elemental Wall

Conjuration (R: Medium, D: Concentration or permanent)
The caster creates a wall of fire, ice, stone, or wind up to 1,000 cubic feet of volume (e.g. 2’ thick, 50’ long, and 10’ high). The caster must choose the wall’s element at the time of memorizing the spell. If the wall is made of fire, ice, or wind, creatures of Level 3 or lower cannot pass through the wall; creatures of Level 4 or higher can pass through the wall, but take 3d6 damage of the chosen element per 10’ traveled. A wall of stone is permanent and must be supported (e.g. by the ground) and cannot be created in an area occupied by objects.

Enhance

Transmutation (R: Touch, D: 1 hour)
One chosen Ability score doubles for the subject.

Fabricate

Transmutation (R: Short, D: Permanent)
Disassembles raw, inanimate materials within range and weaves them into objects of the caster’s choosing. Any simple object typically constructed from the raw materials may be fabricated. For example, a door could be made from trees, clothing from wool, etc. The object’s size may be up to 1 cubic yard per Level of the caster. Objects fabricated from minerals may be up to 1 cubic foot per Level of the caster.

Free Action

Abjuration (R: Touch, D: 1 hour)
The subject is not slowed by difficult terrain or affected by spells (such as Web or Black Tentacles) or other effects that are physically restrictive in nature (as opposed to mind-control effects like Hold Person). They cannot be Slowed. The subject automatically escapes all non-magical restraints, including grappling. Finally, being in or underwater imposes no movement or Dex penalties (though this does not allow one to breathe water).

Fumble

Enchantment (R: Medium, D: 1 hour)
Save: Willpower 14. One subject becomes clumsy and awkward. Running creatures will trip and fall, and those reaching for an item or wielding a weapon will drop it. While affected, recovery from a fall or of a fumbled object requires a full round (no movement possible). If the victim makes their save, they are still affected as per a Slow spell (see Haste).

Hallucinatory Terrain

Illusion (R: 1 mile, D: 1 day)
Save: Perception 14. This spell makes natural terrain within a 1-mile radius look, sound, smell, and feel different. The general shape of the terrain cannot be altered, but minor aberrations can be added (e.g. occasional small buildings). Creatures in the area cannot be added or removed, but their secondary elements, such as bird calls, can be. True Seeing does not automatically pierce this illusion but does grant another save with a +4 bonus. If an intelligent being touches the illusion, that being can see through the illusion.

Hex Weaving

Abjuration (R:Touch, D: Instant or permanent)
Weaving the threads of fate surrounding the subject, this spell manifests one of the following effects when cast:

Removing a curse: The subject is permanently cured of the affliction of a single curse. This spell may be used to enable a character to discard a cursed magic item. The duration is instant.

Placing a curse: The subject must Save Versus Spell or suffer from a deleterious effect of the caster’s choosing. Maximum possible effects include: a –2 Saving Throw penalty, a –4 Attack Roll penalty, halving an Ability Score. The duration is permanent.

Multiple curses: So long as each has a unique effect, multiple curses may afflict the same creature.

Improved Invisibility

Illusion (R: Touch, D: 1 turn, +1 per name level)
This spell renders the subject invisible, but they are able to attack or cast their own spells without automatically nullifying the spell. The invisible creature can attacked with the usual –4 penalty applied to invisible targets, but in addition its saves are one difficulty level lower.

Know Weakness

Divination (R: Short, D: Instant)
The caster learns the target’s current weaknesses and resistances. This includes anything that causes the target more than the normal amount of damage, and effects that reduce or negate damage.

Magic Mirror

Divination (R: Short, D: 10 minutes)
The caster creates a mirror-like surface on any solid object. The caster can see and hear through the mirror as if they were in the location reflected. The mirror can be moved up to 60 ft away from the caster.

Minor Globe of Invulnerability

Abjuration (R: Self, D: 10 minutes)
The caster is immune to all spells of 3rd Rank or lower. Dispel Magic can be cast at the globe and affects it normally.

Mnemonic Enhancer

Evocation (R: Self, D: Instant)
The caster instantly recalls one spell of Rank 3 or lower they have previously cast.

Overlook

Enchantment (R: Short, D: 1 hour)
Save: Willpower 14. Any intelligent creature wishing to make a direct spell or weapon attack on the caster must make a save: failure means that they pick the next logical enemy target instead. If there are no other targets, the creature can take some other action, but can’t attack that round.

Polymorph

Transmutation (R: Short, D: 1d6x10 + 10 minutes or permanent)
Transforms the caster or another living subject into another type of living creature of the same size, as chosen by the caster. The spell cannot be used to duplicate a specific individual. If the subject dies while polymorphed, they return to their original form. An unwilling subject may make a Dexterity 14 saving throw to resist being transformed.

Cast on self: The transformation fails if the new form’s Level is greater than the caster’s. The transformation does not alter the caster’s Hit Points, Saving Throw bonus, Attack, or intelligence. Physical capabilities of the new form (e.g. strength, physical attack forms, modes of movement) are acquired. Non-physical special traits or powers (e.g. immunities, breath weapons, spell casting) are not acquired. While polymorphed, the caster is unable to cast spells. The duration is 1d6 Turns + 1 Turn per Level.

Cast on another: The transformation fails if the new form’s Level is greater than double the caster’s. The transformation does not alter the subject’s Hit Points, but the subject otherwise truly becomes the new form: all special traits and powers are acquired, along with behavioural patterns, tendencies, and intelligence. The duration is permanent.

Programmed Illusion

Illusion (R: Long, D: Permanent)
Save: Perception 17. This spell creates a preset, fixed Spectral Force up to 40-ft radius (16 × 16) and up to 5 minutes long that activates upon a caster-specified trigger condition. Damage cannot be dealt by this illusion. Once complete, it vanishes, but after 10 minutes it can be triggered again.

Sanctum

Abjuration (R: Touch, D: 1 day)
This spell wards a cubic area up to 100 ft per side, blocking any or all of the following from penetrating into it: sight, smell, hearing, divination, teleportation, planar travelling. No creature can attack another while inside it.

Sending

Evocation (R: Unlimited, D: Instant)
The caster sends a mental message to another creature. The caster must be familiar with the recipient, including their name and appearance. The recipient must be of at least Animal Intelligence. The message may be up to 25 words. It is understood by the recipient, irrespective of language.

Speak with Dead

Necromancy (R: Touch, D: 10 minutes)
The caster can ask a corpse one question. Its spirit must answer and will be understood, but knows only what it knew in life. If the spirit recognizes the caster as hostile to the agenda it had in life, it will answer as literally as it can. A corpse can only be the target of this spell once per fortnight.

Telekinesis

Evocation (R: Long, D: Concentration)
The caster can move objects with their mind. The maximum weight that can be moved is 20 pounds per caster level. The caster may move the target up to 20′ per Round in any direction desired (including vertically), but can also hurl the object, dealing 1d6 damage per 20 pounds and ending the spell. If the caster is harmed, moves, or takes any other action, the spell ends.

If a creature is targeted, it may make a Strength 14 to resist the spell. If a held object is targeted, the owner may likewise make a Strength 14 to resist the spell.

Transmute Rock to Mud (R)

Transmutation (R: Short, D: 1 hour)
Save: Arcana 14. AoE: Up to 40-ft radius / 16 × 16. This spell turns a patch of non-magical rock and/or earth into mud 5 ft deep. Combat speed through the mud is 5 ft per round. Creatures in the area when the spell is cast must save or fall prone. If cast on a stone golem or the like, it must make a Constitution 17 save or be slain. The Transmute Mud to Rock reverse permanently hardens normal mud into soft stone (sandstone or similar).

Wingbind

Evocation (R: Medium, D: 10 minutes)
Save: Arcana 17. One flying creature has its wings bound and cannot fly. If the creature fails its save, it crashes to the ground, taking damage as appropriate.

Woodland Veil

Illusion (R: Medium, D: Permanent)
Up to 100 Small or Medium creatures (chosen by the caster) within range are veiled by illusion, appearing as a copse of trees or an orchard. Once the illusion is in place, even creatures moving among the veiled subjects are deceived. Subjects who leave the affected area cease to be veiled. The caster may dismiss the illusion in its entirety at any time.

Rank 5 Spells

Advanced Illusion

Illusion (R: Long, D: Concentration + 10 minutes)
Save: Perception 17. This spell creates a Spectral Force, but the maximum size is Gargantuan (20 × 20), plus 5 ft AoE per name level, and if a combatant it has an AC of 25. The illusion lasts for 10 minutes after the caster ceases to concentrate upon it.

Air Sphere

Conjuration (R: Self, D: 10 minutes per Level)
When immersed in water, the caster is surrounded by a 10′ radius sphere of breathable air. The 10′ radius sphere of the spell’s effect moves with the caster. Swimming is not enhanced or affected.

Anticipation

Divination (R: Self, D: 1 round)
AoE: 50-ft radius / 20 × 20. The caster knows what actions all within the area of effect will attempt on the following round: moves; precise spells, weapons, or items to be used; intended targets, etc. The spell reveals the presence (but not the location) of invisible or ethereal beings in this way.

Antimagic Shell

Abjuration (R: Self, D: Concentration–1 hour)
An invisible barrier surrounds and moves with the caster. The caster is impervious to all magical effects, but the spell also prevents the functioning of magic items or spells within its confines. It cannot be dispelled.

Banish Supernatural

Abjuration (R: Medium, D: 1 minute)
Save: Arcana 14. This spell banishes up to 20 HD worth of chosen supernatural creatures back to their home plane.

Blade Barrier

Evocation (R: Medium, D: 1 minute)
AoE: 100 ft long, 20 ft high, 5 ft thick. A vertical wall of whirling blades appears. Any creature passing through the barrier takes 1d6 damage per level of the caster, maximum 10d6; a Morale check is required to even attempt it.

Clenched Fist

Evocation (R: Short, D: Concentration)
The spell evokes a magical fist as large as a giant’s that strikes one creature per round, never missing. Roll 1D6 each round to determine its damage for the round: 1-3 = 1D6 damage; 4 = 2D6 damage, 5 = 3D6 damage and the opponent is helpless for one round, and 6 = 4D6 damage and the opponent is helpless for 3 rounds. The hand cannot be attacked.

Cloudkill

Conjuration (R: Medium, D: 10 minutes)
Save: Constitution 14. AoE: 20-ft radius / 8 × 8. A billowing cloud of poisonous gas appears, killing any living creature up to Level 6 unless they save. It moves 10 ft away from the caster each round. Creatures in the cloud take 2d6 poison damage per round.

Contingency

Evocation (R: Self, D: 1 week)
When this spell is cast, the caster must cast another spell immediately thereafter, which must have a range of Self and cannot be higher than 4th level. That spell is contained by the Contingency spell, and takes effect when the precise conditions detailed at the time of casting Contingency occur; it is already cast and cannot be disrupted or countered.

Conjure Elemental

Conjuration (R: Medium, D: Permanent until dismissed or slain)
Conjures a giant being formed of pure elemental matter (air, earth, fire, or water) to do the caster’s bidding. The spell requires a large volume of the appropriate element. If the caster is harmed, moves at greater than half Speed, or takes any other action, their command over the elemental ends. An elemental unchained from a caster’s control immediately attempts to murder its creator and any who get in its way. While control over the elemental is maintained, the caster may dismiss it at any time, returning it to inert matter.

Elemental Large Construct—Mindless—Neutral
Level 16 AC 21 HP 16d8 (72) Att Blow (+11, 3d8) Speed By type Morale 12 XP 3,050

  • Construct: Immune to biological effects (e.g. disease, poison) and mind-affecting spells (e.g. Vapours of Dream, Paralysation, Dominate).
  • Immunities: Only harmed by magic or magic weapons.
  • Air: 32′ high, 8′ wide vortex of whirling air. +1d8 damage against flying creatures. Speed 120.
  • Earth: 16′ high humanoid figure of earth or stone. Cannot cross water wider than 16′. +1d8 damage against creatures on the ground. Speed 20.
  • Fire: 16′ high, 16′ wide column of whirling fire. Cannot cross water wider than 16′. +1d8 damage against cold-based creatures. Speed 40.
  • Water: 8′ high, 32′ wide wave of water. Must remain within 60′ of water. +1d8 damage against creatures in water. Speed 20 (swimming 60).

Control Undead

Necromancy (R: Self, D: 1d6 x 10 minutes)
Save: Arcana 17. AoE: 50-ft radius / 20 × 20. This spell functions as Turn Undead, except that creatures turned or destroyed are controlled instead. Only intelligent undead are allowed a save.

Cure Critical Wounds

Necromancy (R: Touch, D: Instant)
This spell heals the subject of 3d6+3 damage. Add 3d6 for each name level the subject has.

Delayed Blast Fireball

Evocation (R: Medium, D: Instant)
Save: Dexterity 17. AoE: 20-ft radius / 8 × 8. LoS not required. The blast deals 1d6+1 fire damage per caster level. While it can explode as normal, it can also be set to not explode for up to 10 minutes from its original casting, as stated by the caster at the time of casting. Combustibles in the AoE are set alight, and failed saves force item saves.

Feeblemind

Enchantment (R: Medium, D: Permanent)
Save: Willpower 17. The subject’s intelligence drops to that of an imbecile. It loses all knowledge and memory of any spells, plus the ability to communicate and so on, though it can still defend itself in a primitive fashion. Only Dispel Magic or Hex Weaving can cancel the effect.

Find the Path

Divination (R: Self, D: 1 hour)
The caster learns the most practicable and direct physical route to, out of, or into a locale (not to creatures / objects within it). If seeking an area inside a locale, relatively precise criteria must be specified when the spell is cast (e.g. “the throne room”, “the centre”), and cannot be altered afterwards. The path revealed may not be the safest route.

Fly

Transmutation (R: Touch, D: 1d6x10 minutes, plus 10 minutes per caster level)
The subject grows wings that enable them to fly at Speed 40. Encumbrance speed reductions apply. Clothing is torn; worn armour prevents the spell from working.

Hold Monster

Enchantment (R: Medium, D: 1 minute)
Save: Special (Arcana). One or more living creatures of any size are hypnotised and become helpless. The caster can choose one target (Arcana 17 save), or up to four (separate Arcana 14 saves).

Iron Body

Transmutation (R: Touch, D: 1 hour)
The subject’s body transforms into living iron, granting +8 AC. Falls do no damage, nor do non-weapon crushing/constricting attacks, or anything affecting respiration. The subject’s Strength becomes 19 and their combat speed becomes 10. The subject cannot cast spells. Things that affect metal function as normal, making rust monsters very dangerous.

Mass Charm

Enchantment (R: Medium, D: 1 day)
Save: Willpower 17. Creatures up to combined Levels of twice the caster’s Level within a 30’ radius (starting with the lowest-Level creatures) become friendly to the caster and come to their defence. The caster can give the subjects orders, language permitting. The subjects will not knowingly endanger their lives beyond reason. Orders not befitting a friend will grant an extra save.

Mass Suggestion

Enchantment (R: Medium, D: 1 day)
Save: Willpower 17. This spell makes one living creature per two caster Levels follow a suggested course of action (language permitting, limited to a sentence or two), so long as the caster can phrase it to sound reasonable—even if it isn’t.

Oracle

Divination (R: Special, D: Special)
Cast while burning 1,000d. of rare dust, the caster attempts to contact a being on another plane of existence. The caster must make a Arcana check to succeed. If successful, the caster can ask up to three questions. The questions must relate to a specific subject—an object, place, or creature. The caster must be in the presence of the subject or a closely related item (e.g. the tombstone of a deceased person, the sheath of a lost sword). Questions receive a brief, cryptic answer. Each answer has a 1-in-6 chance of being false or misleading. Each casting of this spell takes 1d6 Turns. The spell may be cast at most once per week. Contact with powerful extra-dimensional beings can shatter the caster’s mind. The caster must make an Arcana 12 saving throw or enter a coma for 1d6 weeks.

Passwall

Transmutation (R: Touch, Duration: 1 hour)
A 5′ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10′ deep.

Permanent Illusion

Illusion (R: As original spell, D: Permanent)
This spell creates a permanent version of any illusion spell of 1st or 2nd level with a non-Instant duration. It can still be dispelled, but any Concentration requirement is removed. Saves required by the modified spell have a -4 penalty.

Raise Dead

Necromancy (R: Touch, D: Permanent)
Save: Willpower*2 14. The caster restores life to a human or humanoid dead no more than 1 day for each level of the caster. The subject must make a save, or the resurrection fails. If it succeeds, the subject loses 1 point of Constitution permanently, and has heavy fatigue until one day of bedrest passes for each day that they were dead. Missing limbs, digits, eyes and other parts will still be missing when the subject returns to life.

Restoration

Necromancy (R: Touch, D: Permanent)
This spell immediately ends any and all of the following adverse conditions affecting the target: addiction, blindness, deafness, disease, fatigue, insanity, poison, and Feeblemind. It heals all damage. The subject’s severed body appendages (digits, hands, feet, limbs, tails, even heads of multi-headed creatures), broken bones, and ruined organs grow back.

Reverse Gravity

Transmutation (R: Self, D: Instant)
AoE: 30-ft radius (12 × 12). This spell reverses gravity in the area of effect, causing all unfixed objects and creatures within it to “fall” upwards 50 feet in one round. If some solid object is encountered in this “fall”, the object strikes it in the same manner as a normal downward fall. During the movement phase of the next round, the affected objects and creatures fall back down.

Seeming

Illusion (R: Long, D: 12 hours)
Save: Perception 20. The appearance of up to one subject per two caster levels is altered. The spell disguises physical appearance as well as worn and carried items. Each creature can seem 1 ft shorter or taller and appear thin, fat or in between, but the form of each subject must have the same basic limb arrangement.

Sensory Deprivation

Illusion (R: Medium, D: 1 minute)
Save: Perception 17. This spell surrounds the target in a void only it perceives, rendering it deaf and blind but also blocking all olfactory, tactile, and taste sensations. Insights via divination or mental links with others are unaffected.

Spell Turning

Abjuration (R: Self, D: 1 hour)
Spells cast directly at the caster rebound back on the original caster. This includes innate spell-like abilities, but not spell effects from devices such as wands, or spells with radii unless the caster is the target point. 1d6+6 spell Ranks are affected by the turning, the amount rolled in secret by the referee. If there are not enough levels remaining to turn a spell, that spell works with full effect and the remaining turn Ranks are kept. If both the protected caster and original caster have spell turning effects operating, a resonating field is created: roll 1d6. On a 1-4 the spell is negated, while on a 5-6 it affects both casters with full effect.

Teleport

Conjuration (R: Touch, D: Instant)
The subject vanishes and reappears at a location of the caster’s choosing with all its gear, up to its maximum load. An unwilling subject may make an Arcana 14 saving throw to resist the teleportation. The caster may not intentionally teleport a subject into mid-air or into solid matter.

Success is automatic if the location is very familiar to the caster. Otherwise, the caster must make an Arcana check if the location has been seen casually, with a -2 penalty if viewed only once. On a failure, roll d100 and consult the below table:

Knowledge of Dest. Off by 5% Too High Too Low
Only viewed once 01–50 51–75 76–00
Seen casually 01–80 81–90 91–00
  • Off by 5%: The subject appears 5% of the distance from the starting location to the destination away on the nearest safe surface in a random lateral direction (e.g., a subject teleporting 1000’ might appear 50’ to the east of the intended destination).
  • Too high: The subject appears 1d10 × 10′ above the intended destination. If this is inside solid matter, the subject dies instantly. Otherwise, they fall from a height.
  • Too low: The subject appears 1d10 × 10′ below the intended destination. If this is inside solid matter, the subject dies instantly.

True Seeing

Divination (R: Touch, D: 1 hour)
This spell grants the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees invisible creatures or objects, ignores displacement effects, sees through all illusion spells of 5th level or lower unless specified otherwise, and sees the true form of shape-changed, polymorphed, possessed, or transmuted things.

Wall of Force

Abjuration (R: Medium, D: 1 hour)
AoE: Up to 50-ft radius / 20 × 20. The spell creates an invisible barrier of magic energy, in a straight line, a hemisphere, or a sphere—chosen when cast. It cannot move, and nothing can damage it or pass through it. It is unaffected by any spell (including Dispel Magic) except Disintegrate, which immediately destroys it.

Rank 6 Spells

Control Weather

Transmutation (R: Self, 3-mi radius, D: Concentration)
Weather conditions of the caster’s choosing manifest in the local area (see list of common conditions below). If the caster is harmed, moves, or takes any other action, the spell ends. This spell only functions outdoors.

The following are common weather conditions. Others may be possible, at the Referee’s discretion.

  • Calm: Clears bad weather (though side-effects—e.g. mud after rain—remain).
  • Extreme heat: Dries up snow or mud (including the Mire spell). Creatures in the area move at half Speed.
  • Fog: Visibility drops to 20′. Creatures in the area move at half Speed and, at the Referee’s option, may also have a chance of getting lost.
  • High winds: Creatures in the area move at half Speed. Missile fire and flight are impossible. High winds may be used to increase the sailing speed of ships by 50%. In sandy areas, high winds cause sandstorms, reducing visibility to 20′.
  • Rain: –2 penalty to Attack Rolls with missile weapons. Mud forms after 3 Turns, halving Speed.
  • Snow: Visibility drops to 20′. Creatures in the area move at half Speed. Bodies of water begin to freeze. After the snow thaws, mud remains and impedes movement.

Deathshroud

Necromancy (R: Self, D: 10 minutes)
Save: Arcana 17. A living creature touched by the caster has a black haze form around it, draining 20% of its current Hit Points. At the end of every round thereafter, the same loss is taken. A living creature that touches or strikes the caster must also save, but at with a +4 bonus. The spell can be ended by casting Dispel Magic, Restoration, or Cure Critical Wounds on the target, or killing the caster.

Disintegrate

Evocation (R: Medium, D: Instant)
Save: Arcana 14. The spell targets a single non-magical creature or object. If the target fails its save, it is reduced to dust. If the target succeeds, it takes 10d6 damage. An Antimagic Shell or Globe of Invulnerability are immune. Resurrection from disintegration is impossible.

Dweomerfire

Conjuration (R: Short, D: 1 Round)
The caster conjures a magical, prismatic flame that briefly engulfs any magical energy in a selected 20′ cube within range. Objects, areas, or creatures under the influence of magic are wreathed in flame. Creatures in contact suffer 1d6 damage. The imprinted energy patterns of memorised arcane spells burn the mind. Arcane spell-casters must make an Arcana 14 saving throw or suffer 1 damage per memorised spell. Spells cast by affected creatures this round and next explode in a conflagration of vivid energy. Creatures casting a spell must succeed on an Arcana 14 saving throw or suffer 3d6 damage, rendering the cast spell ineffective.

Earthquake Wave

Evocation (R: Special, D: 1 round per 2 Levels of the caster)
A repulsive earthquake 10’ wide and 60’ long emanates from the caster’s outstretched hands, pushing other creatures away and knocking them prone. The caster may turn to affect a new path each Round. All creatures in the path are pushed directly away from the caster at 30′ per Round and must make a Dexterity 14 saving throw or fall prone. Creatures attempting to move towards the caster are repelled at their Speed, if it is greater than 30. The caster must concentrate (no movement or other actions allowed) while repelling creatures. They may halt to perform other actions and then resume concentration.

Energy Drain

Necromancy (R: Touch, D: Instant)
Save: Arcana 17. The caster touches a living creature, draining 1d4 levels.

Finger of Death

Necromancy (R: Medium, D: Instant)
Save: Arcana 17. The caster points at one living target; if they fail their save, they die.

Foresight

Divination (R: Self, D: 2 hours)
The caster gains a limited form of precognition. The caster gains +5 AC, cannot be surprised, gains a +4 bonus to attack rolls and saving throws, and gains a +1 to ability checks.

Geas/Quest

Enchantment (R: Touch, D: Special)
Save: Willpower 17. This spell places a magical command on a creature to perform–or avoid performing–a certain action. The subject must follow the command to the best of its ability. If the subject fails to follow the command, it takes 1d6 damage per day per name level and suffers a level of fatigue. Dispel Magic is ineffective against a geas. Remove Curse and Hex Weaving only work if the caster is 2 or more Levels higher than the caster of Geas.

Glamer

Enchantment (R: Long, D: Special)
Save: Willpower 17. Up to four intelligent creatures (+1 per caster Name Level) can be chosen as targets. Subjects cannot move, drop what they are carrying, and become helpless targets. Enraptured targets make another save at the end of each round past the first. Further enchantments cast upon those under the effects of this spell have a -4 penalty applied to their saving throws.

Globe of Invulnerability

Abjuration (R: Self, D: 10 minutes)
The caster is immune to all spells of 4th rank or lower. Dispel Magic can be cast at the globe and affects it normally.

Illusory Kingdom

Illusion (R: Long, D: 1 year)
Save: Perception 20. The caster makes natural terrain within a 1-mile radius look, sound, smell, and feel different. The general shape of the terrain cannot be altered, but minor aberrations can be added (e.g. occasional small buildings). Creatures in the area cannot be added or removed, but their secondary elements, such as bird calls, can be. True Seeing does not automatically pierce this illusion but does grant another save with a +4 bonus.

Invisible Stalker

Conjuration (R: Short, D: Special)
Summons an invisible, extra-dimensional entity to the caster’s presence, magically binding it to perform a mission of the caster’s choosing. The caster must be careful with the wording of the mission. Invisible stalkers are intelligent and treacherous. Unless the assigned mission can be easily and quickly accomplished, the stalker follows the letter of the command while twisting the intent. The creature is bound to attempt the mission until it succeeds or is destroyed.

Invisible Stalker Medium Monstrosity—Sentient—Neutral
Level 8 AC 16 HP 8d8 (36) Att Crush (+7, 4d4) Speed 40 Morale 12 XP 1,040
Tracking: Without fault.
Surprise: 5-in-6, unless target can detect invisibility.
If killed: Returns to dimension of origin.

Legend Lore

Divination (R: Self, D: Instant)
This spell brings to the caster’s mind information about a noteworthy person, place, or thing. If the person or thing is at hand, or if the caster is in the place in question, the information is gained in 1d6 turns. If detailed information on the subject is known, the information is gained in 1 week. If only rumours are known, the information is gained in 2d6 weeks. Information revealed is often cryptic.

Mass Dominate

Enchantment (R: Medium, D: Permanent)
Save: Willpower 17. AoE: 50-ft radius (20 × 20). The spell imposes the effects of the Dominate spell on up to 2 Levels of intelligent creatures per caster Level. Commands are transmitted telepathically, and language and distance are no barrier. The caster can release individuals at will.

Meteor Swarm

Conjuration (R: Long, D: Instant)
Save: Arcana 17. AoE: 10-ft radius / 4 × 4 per meteor. Blazing orbs of fire plummet to the ground at up to four different visible points. Each creature in a meteor’s takes 6d6 bludgeoning damage and 6d6 fire damage. The areas of effect cannot overlap; if the target area is too small to allow this, meteors are removed from the spell until no overlap occurs.

Move Terrain

Transmutation (R: Long, D: 1 hour)
The land bulges and warps as a terrain feature moves under the caster’s control. A single feature (e.g. a hill, ridge, grove, pool, etc.) contained in a 120′ square area may be moved. The caster can move terrain at up to 60′ per Turn. Any buildings or creatures present move with the terrain feature. The caster must concentrate (no movement or other actions allowed) while moving terrain. They may halt to perform other actions and then resume concentration.

Petrification

Transmutation (R: Medium, D: Permanent or instant)
Manifests one of the following effects when cast:

  • Flesh to stone: Permanently transforms a living creature (including equipment) into stone. The victim may make a Constitution 14 to resist.
  • Stone to flesh: Restores a magically petrified creature (and its equipment) to life.

Phantasmal Slayer

Illusion (R: Short, D: 1 minute)
Save: Perception 17. This spell creates an illusory manifestation of a target’s worst fears. Mindless creatures are immune, as are those immune to fear. The slayer attacks as a Level 10 monster; on a hit, if the target fails their save, they die. On a successful save, the spell ends.

Power Word

Evocation (R: Short, D: Special)
This spell has a casting time of 1. When declared, the caster picks one word of power, which determines the spell’s effect.

  • Blind: The word affects up to 75 Hit Points of creatures. If 50 or fewer HP are affected, the duration is 1d6 turns; if 51 or more HP are affected, it is 1d6 rounds. Blindness can be removed by the usual means, and by Dispel Magic.
  • Kill: The word destroys a creature with up to 50 HP, or multiple creatures with 10 or fewer HP, up to a maximum of 90 HP.
  • Stun: One target is stunned: unable to act, dropping anything held, and counting as surprised. This lasts a base 10+1d6 rounds, –1 per Level of the target.

Project Image

Illusion (R: Long, D: 1 hour)
Save: Perception 20. The caster creates an illusory duplicate that looks, sounds, and smells like the caster. It reacts naturally to the environment (e.g. its clothes will move in a draft). The illusion mimics the caster’s actions, including speech, unless the caster makes it act differently; if the caster chooses such, then while doing so the spell is a concentration spell. The caster can replace their own sensory input with that of the illusion’s, thus seeing, smelling and so on only what the illusion would; if so, the caster’s spells can originate from the image. The image appears unaffected by spells or missile weapons, but if the image is touched or hit in melee, it disappears.

Scrye

Divination (R: Special, D: Concentration—2 hours)
The spell targets one creature; if willing, the target can permit the spell to work automatically. Otherwise, to scrye the target requires an Arcana check with a -1 penalty. If the caster has a possession of the target (e.g. clothes, jewelry), there is no penalty; if the caster has a body part, lock of hair, etc. of the target, the caster gains a +1 bonus to the check. The spell creates an invisible eye about the size of a fist within 10 ft of the target. The caster can see and hear through the eye as if they were there. The eye moves with the target; True Seeing reveals it. Alternatively, the caster can choose a location they have seen before as the target. If so, the eye appears at that location and doesn’t move.

Symbol

Abjuration (R: Touch, D: Special)
The caster inscribes one of the following symbols on a surface. Creatures that pass over, touch, read, or pass through a portal upon which the symbol is inscribed trigger it, after which it flares brightly, then vanishes.

  • Death — Creatures totalling no more than 60 Hit Points are slain.
  • Discord — All creatures are affected and immediately fall to loud bickering. There is a 50% chance that creatures in different groups attack one other. The bickering lasts 3d6+2 rounds; any fighting 1d6+1 rounds.
  • Fear — This operates as an extra-strong Fear spell, with a target of Willpower 20.
  • Hopelessness — All creatures are affected and are overcome with dejection unless they make a Willpower 17 save. Those affected will submit to the demands of any opponent, i.e. get out, surrender, etc. Roll 2d6 for the duration in turns, then 1d6: on a 1-2, those affected take no action, while on a 3-4 they turn back or retire from battle, as applicable (5-6 no additional effect).
  • Insanity — Creatures totalling no more than 90 Hit Points act as if a Confusion spell had been placed upon them until a Restoration spell removes the madness.
  • Pain — All creatures are affected. Wracking pains shoot through their bodies, inflicting a –4 attack penalty for 3d6+2 turns.
  • Persuasion — All creatures are affected, becoming friendly to the caster for 3d6+2 turns unless they make an Arcana 17 save.
  • Sleep — All creatures under Level 8+1 fall into a catatonic slumber. They cannot be awakened for 2d6+4 turns.
  • Stunning — Creatures totalling no more than 120 Hit Points are stunned for 2d6 rounds: they are unable to act, drop anything held, and count as surprised.

Unbinding

Abjuration (R: Medium, D: Instant)
AoE: 40-ft radius / 16 × 16. All spell effects present are ended, all magic constructs and animated dead are destroyed (Heroic save to prevent), and all magically summoned creatures are banished to their place of origin. The spell does not affect non-animated undead, or creatures that have been gated or otherwise transported to a plane by means other than direct summoning. If a spell effect is permanent, and greater than 2nd Rank, then it is instead merely suppressed for 2d6 hours.