Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



The Tome of Spellcraft

4th Edition
compiled by Jim Bobb

Welcome to the 4th Edition of the Tome of Spellcraft for OD&D. Collected in this Net-Tome are the creations of the players and DMs of our discontinued game. Thanks to everyone for all their support of my favourite system and keep up the creative use of the spellcasters. I've tried to keep the original intent of the spells as written by their creators intact and I realise that each campaign has its own level of power, but some editing was done to try to keep the spells in line with the power of the "core" spells of the Dungeons & Dragons Rules Cyclopaedia. Should anyone be dissatisfied with the representation of their spells in this netbook, email me and I'll remove them in the next edition. I hope this Tome enhances the spellcasters of your games and continues to grow! Updates to this Net-Tome will be announced on the Mystara Message List. This file may not be distributed with the intent of profit nor may anyone but the individual creators represent the contents as anything but their own. This file and future updates to it are free and will always remain so. All the spells in this Tome are original to my knowledge and any similarities to existing published spells are by coincidence only and in no way challenge any existing copyrights. Also included, are some optional rules from my own campaigns and other suggestions I've received. I hope they find a way to enhance your games!

Thank you all for your support of Mystara and OD&D!
Jim Bobb
June 2, 1999


Contributors:
Ohad Shaham, Rob ?, Glenn Sprigg, Mike Novy, Jenni A. M. Merrifield, Mischa E. Gelman, Shawn Stanley, Bruce Heard, Geoff Gander, Carl Quaif

Notes for Spells ~

Reversible spells are marked by an asterisk (*) behind the spell name. Spells that are restricted to certain spellcasters are noted in parenthesis (such as saying Clerics of XXXX ) under the spell name.

Learning New Spells (Optional Rule)

Magic-users (includes any character class that casts Magic-user spells): When the character finds a spell on a scroll or a fallen Magic-user's Spellbook, Read Magic needs to be cast upon it so the character can read the spells. To determine if the character can understand the meaning of the arcane writing, he needs to make an Intelligence check. Should the check fail, the character cannot understand the spell or what it is designed to do. Even if the character already has the spell in his own book. Because magic is taught largely by mentor to apprentice, the exact spell formulae (notations, symbolism, etc.) from one mage to the next may be slightly different. The character must wait until they gain the next experience level to make another attempt to understand it. Read Magic need not be cast again though, as the Magic-user can read the formulae on the scroll anytime after the initial casting of Read Magic, he just does not understand what the formulae are going to accomplish. Should the character wish to cast a spell he does not understand directly from the scroll "just to see what it does", then allow them to do so but give the player improper or misleading information about the spell when they are determining where "ground zero" is going to be. The only exception to this is a Magic-user can tell if a spell is ranged (but not the exact range), touch range or only affects himself.

Clerics (includes any character class that casts Clerical or Druidical spells): When the character finds a spell on a scroll or a lost holy book he needs to pray with it the next time he prays for spells. The character must make a Wisdom check. If the check fails, the Cleric's Patron deems the character not ready for the new spell and a new attempt may not be made to learn the new spell until the Cleric gains the next experience level. If the spell is one the Cleric's Patron will not grant to his followers, he will let the Cleric know this no matter if the Wisdom check was failed or not. Clerics may teach each other spells as well, using the same process as above. The teacher must show the student the proper prayer and meditation to gain the new spell and the Wisdom check is made, as above. This is the method that allows the 1st level Cleric to learn the spells he begins with. Clerical scrolls and Holy Books are easily understood by Clerics and no one else. As such, Clerics may cast spells off of scrolls and books with no penalty.

Spells that are listed as "Common" for Clerics of an Immortal may be learned by Clerics of other Immortals (provided that Immortal grants that type of spell; Immortals of Peace would not grant spells that increase battle ability). Spells listed as for Clerics of a single Immortal (Restricted to Clerics of XXXXX) may not be learnt by Clerics of other Immortals.

Beginning Spells and Maximum Number of Spells (Optional Rule)

Spellcasters of all classes begin play with 1d3+2 spells. These are the spells the character has been taught by his mentor, usually a higher level Magic-user or Cleric of levels 7-12 (1d6+6). At the DM's option, a character may return to his mentor upon gaining a new experience level and learn a new spell from him (automatic success). This is usually discouraged by the time the character reaches 3rd-5th level. After all, everyone has to make their own fortune.

With the addition of new spells, the list that spellcasters have to draw from could get incredibly huge. As a suggestion, a limit on how many spells a character may know of each spell level is recommended. The easiest system is to use the character's Prime Requisite (either Intelligence for Magic-users or Wisdom for Clerics) as the maximum number of spells per spell level the character may learn. A 21st level Magic-user has access to all 9 levels of spells, if that Magic-user has no limit, his Spellbook would be huge and unrealistic. Even still, using a limit based on his Intelligence could give him 162 spells to choose from if he had an 18 intelligence (18 spells per spell level across 9 spell levels). This gives him a fair number of spells to choose from.

Spell Damage by Level (Optional Rule)

Also as an option, spells that have variable damage tied to the caster's level (like Fireball) are treated as follows:


1d2's Maximum of 7 Dice (7-14 points of damage)
1d3's Maximum of 10 Dice (10-30 points of damage)
1d4's Maximum of 15 Dice (15-60 points of damage)
1d6's Maximum of 15 Dice (15-90 points of damage)
1d8's Maximum of 12 Dice (12-96 points of damage)

This seems more fair to both characters and monsters. The characters have to get the new spells from somewhere, and who wants to go up against a Wizard with a spell that does 20d8 (20-160) points of damage to the characters (and what DM wants his player's characters to have such a spell if they survive)?

The Rules Cyclopaedia states in several passages that spells with variable damage by the caster's level do a flat maximum of 20 dice, but most of the variable damage spells from that book are based around d6's. So as such it is up to the individual DM's to decide what balances their game the best.

Measuring Time

Spell durations vary widely from spell to spell, but here is a guideline to the most common units of time:

Modifying Spell Parameters (Optional Rule)

The Ranges, Durations and Effects of the spells as listed for OD&D are the maximum possible effects of the given spell. Should the player or DM want to create a lesser effect with a spell, then allow him to do so. Some acceptable ways of doing this are:


Magic-user Spells

First Level Magic-user Spells

Airy Messenger (Carl Quaif)
Range: Special
Duration: Special
Effect: Summons minor Elemental intelligence.
This simple spell was brought to Mystara by the Followers of the Air. Its origins are lost in the mists of time; the spell was commonly known in Old Alphatia. The spell conjures a simple Elemental intelligence from the Plane of Air, which manifests as a light breeze. The summoner may speak a message of no more than 30 words, all the while concentrating on the image of the recipient; once the message is complete, the messenger will fly unerringly to its target at a rate of 360' per round. The spell ends when the message is delivered, at which point the messenger returns to its home Plane. The messenger can only be prevented from whispering its message to the recipient if that being is protected by a Protection from Evil/Good spell, is locked in an airtight container, or is on another plane, in which case it will return to the caster, give him the undelivered message, and disperse. The only limit to the messenger's range is that it cannot cross an airless void, limiting it to one planet; in Old Alphatia, of course, a messenger could travel across the entire solar system with ease.

Cause Pain (Geoff Gander)
Range: 50'
Duration: Concentration
Effect: Causes extreme pain to anyone within range.
This spell allows the caster, through concentration, to inflict severe pain on an opponent. The opponents may make a Save vs. Spells each round to ignore the sensation. The pain itself causes no physical damage, though the person affected will have a penalty to AC, as well as a penalty to all other actions. This penalty is equal to the caster's level (up to a maximum penalty of 5 at 5th and higher levels). The caster is able to switch targets at the beginning of each round, though only one person at a time may be affected. If the caster is injured in any way, the spell fails.

Coal's Discharge (Unknown)
Range: 60' +5' / level
Duration: Instantaneous
Effect: Creates a bolt of energy to strike a target.
By use of this spell, the caster causes a bolt of pure life energy (not to be confused with electricity) to spew forth from his body. This bolt gathers its energy from the caster's lifeforce, draining 1d4 hit points from the caster. Each point drained from the caster will damage the target of this spell for 1d6 points. The target of the spell may make a Saving Throw vs Spells for half damage.
This spell has no effect on non-living creatures.

Drift (Jenni A. M. Merrifield)
Range: 5' / level
Duration: 5 rounds / level
Effect: Causes the target to become almost weightless.
When this spell is cast, the creature or object affected immediately begins to drift as if it was only 1/10th it's regular weight. Affected creatures may propel themselves in unusual directions or to unusual heights by pushing off a solid object with their legs. The recipient of this spell may control their own movement to some degree - twisting, turning and tumbling as necessary. Movements have the same appearance as that of a man on the Moon and large gusts of wind can easily send an individual flying off in an unexpected direction if they are not holding onto something. Weapons may be used by affected creatures but they will only do half damage due to the reduction in their effective mass.
If a creature begins to fall while the spell is in effect their maximum rate of falling will never be more than 1' per second (60' per round), and only 1d6 points of damage will be incurred if they land under these conditions. However, when the spell duration ceases, if the creature happens to be suspended above ground the normal rate of falling will occur.
Drift may affect creatures or objects in an area of up to 10' square and of a maximum weight of 2000cns, +200 cns per level of the caster. The spell can be cast upon the magic-user or another creature or object at up to the maximum range of 5' per level caster. This spell works only upon whole objects or creatures. Thus it can not be used to affect only a sword blow, although when cast on an unsuspecting creature that is attacking, it will suffer a -4 penalty to their first round of attacks.
Unwilling creatures and objects in a creature's possession receive a Saving Throw vs Spells to avoid this spell.

Elf Mark (Carl Quaif)
(Elf Magic)
Range: Touch
Duration: Permanent (see below)
Effect: Creates an invisible sigil on a creature.
This spell is used to affirm the status of an outsider amongst Elvish society. It allows the caster to draw a complicated, magical rune on the recipient's forehead, which fades into invisibility once finished. The rune is magical, and shows up under a Detect Magic or See Invisible spells; it is clearly visible at all times to Elves, Sidhe, and Pegataurs (also Eusdrian Half-Elves, if these are used in your campaign). The Elf Mark is often used to denote either an Elf-Friend, causing a +1 to response rolls, or an enemy or criminal to the Elves, which causes response penalties of anywhere from -1 to -3, depending on the severity of the crime. No matter their origin or ethos, all Elves will take their first impressions of non-elves from such a mark. An Elf Mark is usually permanent, fading only at the death of the recipient, but it can be set to fade upon a certain date, or on the performance of a particular action (or series of actions).
Most Elves in the Known World know some version of this spell; the Vyalia variant is unique, in that the Elf Mark also radiates an emotional pulse which affects animals in the Vyalian forests. Animals will remain calm in the presence of an Elf-Friend (UNLESS that individual abuses the effect to kill an animal, which permanently cancels this power); an enemy mark will make large beasts attack the bearer and timid creatures run away.

Enigma's Bullseye (Carl Quaif)
Range: 60'
Duration: 3 rounds
Effect: 1 glowing missile
Unusually, considering its inventor, this spell actually has some combat use. Enigma's Bullseye, a Magic Missile variant, creates a glowing arrow which must be fired at a living target within one round; it hits automatically. Instead of causing damage, the spell creates a series of three glowing, concentric circles centred on the point of impact, resembling a bullseye target. This bullseye lasts for three rounds; any archers firing at the affected target during this time gain +1 to their "to hit" rolls. The spell was originally designed to assist fellow conspirators in aiming pea-shooters and toy catapults at an unpopular tutor.

Enigma's Evil Eyes (Carl Quaif)
Range: Touch
Duration: 1d6 turns
Effect: Makes the recipients eyes glow.
Created for an unprepossessing fellow student who wanted to make an impression when applying to join an adventuring party, this altered Light spell causes the recipient's eyes to glow. The brilliance of the Evil Eyes may be adjusted at any time from a simple glow (for effect) to the equivalent of a Light spell (in a 180 degree-arc only). The Evil Eyes can, if desired, be used as standard illumination when dungeon delving, although the light can shift violently if the bearer turns suddenly, and attacking creatures will often go for the bearer of the Evil Eyes in preference to other targets. Enigma's Evil Eyes can be used in conjunction with Enigma's Headless Ghost, giving a -1 adjustment to the opponent's Save vs. Death surprise roll. This spell cannot be used to blind others.

Enigma's Flattery (Carl Quaif)
Range: 20'
Duration: 1 day
Effect: Fascinates 1 human or humanoid with another person.
This peculiar version of a Charm Person spell has little or no combat use. If the target fails to Save vs. Spells, he or she becomes fascinated with the caster, and attempts to imitate her in any way possible - mode of speech, mannerisms, dress sense (or lack of), etc. This can be amusing or embarrassing, depending on the circumstance.
Enigma also created a slightly variant of this spell which makes the target imitate the first person he sees, whether it is the caster or not. This version of the spell is part of the reason Enigma was expelled from the Great School; she was able to cast it on one of her tutors, who proceeded to ape the mannerisms of a particularly pompous and overblown visiting mage, nearly causing a major riot. Both versions of the spell last only a single day before expiring.

Enigma's Headless Ghost (Carl Quaif)
Range: Touch
Duration: 1d6+6 turns
Effect: Renders the caster's head invisible.
Created to make a shocking entrance at a party, this weak variation of the Invisibility spell renders the recipient's head and neck completely invisible, while making the rest of the body and any items of clothing worn at the time of the casting translucent. While rather silly, it is still an impressive effect, and has limited adventure uses; apart from the shock value (under this spell, the recipient always gets surprise in combat against human or humanoid foes if the opponent fails a Save vs. Death), the spell makes a concealed user harder to spot (seen on a roll of 1or 2 on 1d6 if partially concealed).

Enigma's Lethargy (Carl Quaif)
Range: 20'
Duration: 2d4 turns
Effect: Makes 1d8 targets weary and lethargic.
This weaker form of the Sleep spell nevertheless has a range of useful applications. It affects 1d8 hit dice worth of creatures, making them become weary and lethargic, suffering -1 to hit and damage rolls for the duration - unlike the Sleep spell, the effects of Enigma's Lethargy are not broken by non-fatal damage. In non-combat situations, the spell can make guards less observant or aware of their surroundings, cause affected listeners to believe things they are told and be more easily swayed to another's point of view, or - as used by Enigma, during boring lectures - make tutors uninterested in continuing the class, letting students sneak away early!
This spell cannot affect creatures of 4+1 hit dice or more.

Enigma's Umbrella (Carl Quaif)
Range: Caster
Duration: 1d6+6 turns
Effect: Creates a glowing disk above the caster.
One of the most useful spells Enigma ever devised, the Umbrella is nothing more than a Floating Disc spell which manifests 6 inches above the caster's head. Enigma enjoyed walking in the rain, but disliked having to wear a heavy raincloak (which would spoil the effect of her latest eye-catching outfit). The spell proved a very popular one with many of her peers, many of whom continue to use the spell years later. The Umbrella has all the carrying abilities of the standard spell, and can be particularly useful as a "bunk up" to enable colleagues standing on it to reach the tops of walls, etc.

Flamefinger (Unknown)
(Path Magic: Fire)
Range: Caster
Duration: 1 round / level
Effect: Creates a flame around the caster's finger.
This spell causes the casters finger to become surrounded with a normal, non-magical flame, completely harmless to the finger but not the whole caster. This is normally used to light torches or campfires, and it is often used as a source of illumination, providing the same light as a normal torch. The caster may cause the flame to disappear and return at will while the spell is in effect.
It can be used as a melee weapon, doing 1 point of damage per level of the caster (5 points maximum) with a successful hit roll, but with no strength bonus to damage.

Fog Cloud (Mischa E Gelman)
Range: 30'
Duration: 1 turn / level
Effect: Creates a 30' cube fog cloud.
This spell creates a fog cloud that impairs visibility to those inside or viewing the area of effect. All creatures inside the fog cloud or peering into it have a 2' visibility range and characters using infravision only have a 5' visibility range. Characters and creatures in the cloud receive a -1 penalty on to hit rolls for all melee attacks and a -2 penalty for missile attacks.

Glamour (Jenni A. M. Merrifield)
Range: Caster
Duration: 2 turns +2 turns / level
Effect: Superficially alters caster's appearance
This spell enables the caster to alter the appearance of his or her form - including clothing and equipment - to appear up to 1' shorter or taller; thin, fat or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's shape is not actually changed but is seen to be changed to all observers. Note that the changed appearance will not be reflected by mirrors and other reflective surfaces. Glamour is treated as an illusion with respect to detection and dispelling.

Guiding Light (Carl Quaif)
(Elf Magic)
Range: Special
Duration: 1 turn / level
Effect: Creates glowing ball of light.
This spell allows the caster to guide others to a place he has been to. During the casting, the destination is specified, as well as any points along the way to avoid. The spell brings into being a "will-'o'-the-wisp"-like ball of light which can illuminate a 15' diameter area if it is dark, which on the caster's command, will start to move at a rate of 9 to the destination. The path will usually be one that earthbound travellers can follow without too much trouble (unless the caster has a wicked sense of humour). The Guiding Light will continue on this path without stopping unless the caster provides "stop" and "start" command words. Once it reaches the target, the Guiding Light will pulse twice, then fade away.

Innocenti's Bells of Alarm (Ohad Shaham)
Range: Caster
Duration: 6 turns
Effect: Warns the caster against others that want to harm him.
This spell was invented by Innocenti the Malapietra as a means of defence against assassins. This weak version of ESP alerts the caster to any humanoid beings within 30' who think of killing him/her by a ringing sound heard only by the caster.
DM Note: The downside to this spell is that the spell does not discriminate between those that genuinely want to kill the caster and those that merely have a passing thought of killing the caster. A number of members of House Sirecchia were wrongfully slain for their thoughts of Innocenti. Characters casting this spell will not know of this spell's drawback unless they carefully test it and even then cannot tell who wants to really kill them or who is just displeased with them.

Jamm's Rainbow Strike (Jenni A. M. Merrifield)
Range: 10' / level
Duration: 1 round
Effect: Bathes area with a rainbow of bursting colours.
Upon casting this spell, the magic-user causes a bright rainbow of colours to burst into existence and bathe a designated 20' square cube in a riot of colour. Up to 1d6 creatures, +1 per 8 levels of the caster, within the area of the cube may be affected by the attack. Affected creatures whose level or number of hit dice is less than or equal to that of the caster will be struck unconscious for 2d4 rounds due to sensory overload. If their level or hit dice is 1 or 2 greater than the spell caster, they will be blinded by the colours for 1d4 rounds. All other affected creatures are stunned, reeling and unable to think clearly or act, for 1d4 rounds.
All creatures above the level of the spell caster and all creatures of 5th level or 5 or more hit dice are entitled to a saving throw versus the Rainbow Strike spell. Creatures that do not sleep are unaffected by the unconsciousness effects of this spell but may be stunned or blinded.

Leap (Jenni A. M. Merrifield)
Range: Touch
Duration: Special
Effect: Allows the affected creature to jump great distances.
This spell empowers an individual with one opportunity to leap a long distance. For every two levels of the caster (rounded down) the spell allows the affected individual to leap up to 20' forward, 10' backward or 5' straight upward. Thus leap cast by a 1st - 3rd level magic-user allows the recipient to leap up to 20' forward, 10' backwards or 5' upwards while a 6th or 7th level magic-user would allow a leap of up to 60' forward, 30' backwards or 15' upwards. Horizontal leaps forward or backward are in a slight arc - about 2' per 10' of distance travelled.
The leap spell does not insure any safety in landing or grasping at the end of the leap (and remember that what goes up must come back down...). The leap must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off.

Lightbeam (Geoff Gander)
Range: Caster
Duration: 1 turn or until dispelled
Effect: Produces a beam of focused light.
This spell allows the caster to produce a beam of light from either of his or her hands, in the shape of a cone. It is the width of the caster's palm at the source, and gradually widens over its 50' length to a width of 20'. The light moves with the caster's hand, so he or she can shine it wherever desired. To turn off the light, the caster need only close his or her palm, though the spell may be terminated early by the caster. If the light is shone directly into the eyes of an opponent, requiring a to hit roll, they are blinded for 1d4 rounds.

Map (Geoff Gander)
Range: Touch
Duration: Permanent
Effect: Produces a detailed map of an area 30'x30' on a piece of paper.
This spell allows the caster to create, on a blank sheet of paper, vellum, parchment, or any other pulp-based medium, a precise map of an area no bigger than 30' on a side. The caster must have at least walked around this entire area, or have otherwise been there before. Unknown areas may not be mapped in this way. What is produced by this spell is an exact overhead view of the area in question. Secret passages, traps, inclines, and other features are not shown unless they are known by the caster.

Restore from Fire (Geoff Gander)
Range: Touch
Duration: Permanent
Effect: Restores burned non-magical items to their original state.
This spell originated in Old Lhomarr, and was so simple, but so useful, that it soon became the staple of any starting mage's spellbook, next to Read Magic. Upon completing this spell, any one item measuring less than 5 cubic feet may be selected. Any burns on that item will be instantly removed and the item restored to its original condition. Even a fragment of the item is sufficient, so long as it is more than 50% of the original item's size and the other charred remains are available.

Saren's Magic Resistance (Glen Sprigg)
Range: Touch
Duration: 5 rounds / level
Effect: Makes the target harder to affect with magic.
The recipient of this spell receives a +2 bonus to all saving throws involving magical effects for the duration of the spell. This includes spells, wands, rods, staves, and saves vs. petrification or polymorph that result from a spell or magical effect, but not from a creature's special ability (such as a medusa's gaze or a cockatrice's touch). Dragon breath is not affected, but spells cast by dragons are. Magical weapons are not affected, and do their normal damage.

Squirrel Climb (Carl Quaif)
(Elf/Forester Magic)
Range: Touch
Duration: 1d6 turns
Effect: Allows the recipient to climb trees quickly.
This spell allows the recipient to climb wooden surfaces like a squirrel; the climber's hands and feet can find hand and foot holds on even the slickest tree trunk. Under the effects of this spell, the climber may move at a rate of up to 30' per round in any direction on a tree's surface, and may walk sure-footedly along the highest, thinnest branch, so long as it can bear his weight. Foresters and Elves use this spell to travel swiftly through the forest.

Vocalise (Jim Bobb)
Range: Caster
Duration: Instantaneous
Effect: Allows the caster to produce a sonic shout.
This spell gives the caster the ability to shout incredibly loud, projecting most of the sound forward in a 45-degree cone. The original intention of the spell was communication, being able to hear the shout up to 5 miles away in the direction the caster was facing, although the sound caries no further than a normal human shout in any other direction. This may be used to attack however and any creature within the cone at close range may suffer the following effects:


31' or farther No ill effects.
21' - 30' Saving Throw vs Paralysis with a +2 bonus or suffer a -1 penalty to hit, damage and AC for 1d3 rounds.
11' - 20' Saving Throw vs Paralysis or suffer a -2 penalty to hit, damage, AC and movement is halved for 1d4+1 rounds.
1' - 10' Victims suffer 1d3 points of damage and suffer a -3 penalty to hit, damage, AC and movement is 1/4 normal for 2d3 rounds.


A Silence spell can protect a victim from the baneful effects of this spell. At the DM's option, this spell may attract creatures from the direction of the shout to investigate.

Whispered Message (Jenni A. M. Merrifield)
Range: 60' +5' / level
Duration: 3 rounds + 1 round/level
Effect: Pass a whispered message to one other creature
When this spell is cast, the magic-user can whisper a message while concentrating on one other creature in plain view and within range, and the whisper will travel in a straight line to be audible for that creature.
The message spoken during the whisper must fit into the spell duration to be completely heard. If there is time remaining once the caster has completed her message, the creature who received the whisper can make a whispered reply that will be heard by the spell caster. Note that there must be an open an unobstructed path, of at least 1' width, between the spell caster and the recipient of the spell.

Wynter's Conjured Companion (Jim Bobb)
Range: Special
Duration: Permanent
Effect: Creates a servitor creature for the caster.
This spell creates a servitor creature for the casting mage. Though low in level, Conjured Companion requires several key components to be provided by the caster in order for the magic to properly function and even then there is a chance part of the ritual is done incorrectly. To cast this spell, the caster must gather the following components: a pure silver brazier worth 500 gp, a block of rare incense worth 100 gp, rare oils costing 200 gp and a piece of the creature to be conjured (at least 1 pound and not less than 1 week old). The actual casting of the spell requires 24 full hours of casting, requiring constitution checks every 4 hours (6 total). At the completion of the spell, the components are all expended and the caster's chance of success is determined as follows:


In any case, the spell's maximum chance for success can be no higher than 95% after all modifiers are accounted for. If the spell fails, the mage must wait until he gains a level before attempting it again.
If successful, the pound of flesh the caster procured begins slowly growing. It takes 1 week per level of the caster for the companion to grow into it's adult form. Until that time, it is enclosed in a fleshy cocoon. During this phase the creature can be destroyed with no ill effects to the caster.
When 'hatched', the creature has an intelligence rating of 10-15 (9+1d6) and the normal abilities of a typical member of its race (except as outlined on the table below). In addition to its native tongue, the companion understands the caster's native tongue and is empathically linked to the caster when within 1 mile. The companion will serve the caster unwaveringly, even to death, but when given tasks and jobs to do the companion will carry them out according to their intelligence. The hit dice saving throws and hit points of the companion are as follows:
Caster's Level Hit Dice Save As Hit Points
1-4 1 M-U 1 1d6+1
5-8 2 M-U 2 2d6+2
9-12 3 M-U 3 3d6+3
13-16 4 M-U 4 4d6+4
17-20 5 M-U 5 5d6+5
21-24 6 M-U 6 6d6+6
25-28 7 M-U 7 7d6+7
29-32 8 M-U 8 8d6+8
33-35 9 M-U 9 9d6+9
36 10 M-U 10 10d6+10


As the caster rises (and maybe falls) in levels, his conjured companion will as well. If the companion has spell abilities (as dragons may) they will not exceed the companion's racial maximum. If the companion is slain, the caster loses 3 levels and must roll a saving throw versus spells. If failed, the caster also loses 1d6+1 hit points permanently.
This spell will not create humans, demihumans, undead or other planar creatures. The caster may only have one companion serving him at any one time.

Second Level Magic-user Spells

Campfire (Jenni A. M. Merrifield)
Range: 5' / level
Duration: 6 turns +1 turn / level
Effect: Grants control over the attributes of a campfire.
This spell allows the magic-user to ignite the equivalent of a standard campfire located within range. The fire itself is non-magical and permanent as long as a fuel source remains. While in effect, this spell may alter any of the following attributes of the fire:

Combust (Mischa E Gelman)
Range: 60'
Duration: 9 rounds
Effect: Causes 1 item to combust.
This spell causes a combustible object to rapidly heat up and start to burn. Anyone touching the object takes damage by the chart below. The fire does not spread to other items due to its magic nature.


Note: This spell does not affect magical items, even if combustible

Enchanted Quiver (Carl Quaif)
(Elf/Forester Magic)
Range: Touch
Duration: 1 turn
Effect: Magically enhances up to 6 arrows or bolts.
This spell enchants up to six normal arrows or bolts. Although they gain no bonuses to hit or damage, the spell allows them to damage foes who are only affected by magical weapons. At 3rd level, the enchanted arrows may hit creatures affected by +1 or silver weapons; at 6th level the arrows may hit creatures requiring +2 weapons and at 9th level the caster's arrows may hit creatures requiring +3 weapons. Once an arrow is fired, the enchantment is lost whether the shot was successful or not. Any arrows unused by the end of the spell's duration lose their enchantment, but may be reused as part of a later spell.
A lesser known spell, Enchanted Weapon, is a 3rd level variant of this spell that affects melee weapons.

Flamefist (Unknown)
(Path Magic: Fire)
Range: Caster
Duration: Special
Effect: Surrounds the caster's hand in flames.
This spell cannot be cast without the caster first using the spell flamefinger, as this builds from the lower level spell. The spell's duration is confined to the remaining duration of the flamefinger spell.
Whenever the user clenches his fist, the small flame from his flamefinger consumes his whole hand, and the hand gains immunity to the flame. The caster may open his hand at any time to return to the single flaming finger.
This spell is used for offence, adding to damage in a striking attack. First the normal damage is dealt, then an additional 1d3 points per level of the caster of fire damage.

Flare (Carl Quaif)
Range: 50'
Duration: Special
Effect: Creates a magical bolt.
This spell creates a glowing arrow which may be fired in any direction to a range of 50' or until it strikes an obstacle, whichever comes first. Unlike the other spells in this collection, it does not automatically hit a living target. Upon impact, or at the limit of its range, the arrow explodes in a flash of light equivalent to a Continual Light spell, which remains for 3 rounds before fading. A bolt which strikes a moving target will be centred on it, and will move as it does; otherwise, the light will be stationary. Unlike a Light spell, a Flare missile cannot be used to blind a target. This spell has found various uses amongst war parties and armies, as it can be used to signal location, to provide clear sight of an enemy, or to frighten away night-dwelling creatures (goblins, kobolds etc). The light has no adverse effects on undead such as vampires. It is believed that Rumael has created, or is in the process of creating, a high-level version of this spell which generates light equivalent to sunlight, but this may simply be rumour.

Glag's Fire Gout* (Jim Bobb)
Range: Caster
Duration: Instantaneous
Effect: Allows the caster to breathe a cone of fire 20' long x 10' in diameter.
This spell was created by the ogre wokan Glag Ironguts for defending his tribe's lair. It allows the caster to immediately breathe a cone of searing flames 20' long and 10' in diameter at the end. Creatures within the area of the breath receive 1d4 hit points of damage per 3 levels of the caster, rounded down. A Saving Throw vs Breath Weapon is allowed to reduce the damage by 1/2.
The reverse of this spell, Frost Gout, allows the caster to breathe a cone of freezing cold and ice. It is identical in all other respects to the normal form of the spell.

Glimmering Gemstone (Carl Quaif)
Range: Touch
Duration: Special
Effect: Enchants 1 gem.
This ancient Sindhi spell has been lost to the world since the city of Bal'enquah was buried in the sands, 1100 years ago. With it, the caster may enchant a single gemstone of any type or value, causing it to glow gently with inner fire. On command, the wielder (who can be anyone, not just the caster) can cause it to glow with the brightness of a Light spell; this effect lasts for one hour, unless commanded to dim prematurely, and may be called upon twice per day. This function of the spell causes no damage to the stone itself.
The spell also has an offensive function; with a different command (all commands are set by the caster when casting the spell, and may differ with each Gemstone, if desired), the Gemstone releases a Magic Missile-like bolt at a chosen target; the effect is identical to the 1st-level spell Magic Missile, except the Gembolt does not automatically hit. A single bolt may be released per round; each Gembolt reduces the intrinsic value of the gemstone by 10gp.
Once the value of the stone is reduced to 0gp or lower, it crumbles into worthless dust. Glimmering Gemstones may be mounted in rings, necklaces, diadems, sword hilts etc., and any number carried by a single person, but only one may be used offensively by the same individual during any round. The Light function can be triggered on any number of stones simultaneously, but using the Gembolt effect of a lit stone cancels that stone's Light immediately.
Unless consumed or dispelled, a Glimmering Gemstone can potentially last forever (until the Week of No Magic, of course, when all existing stones were dispelled). Adventurers might come across such a stone in Sindhi ruins; a Lore spell could reveal the powers and command words of the stone, and perhaps set the Adventurers on a quest to find the spell which created it.

Grab Grass (Carl Quaif)
(Elf/Forester Magic)
Range: 100'
Duration: 1d6 hours
Effect: Animates a 10'x10' area of grass and weeds.
This spell works best when cast on sleeping or otherwise unsuspecting victims, and requires an area of grassy soil (as found in a clearing, for instance) . All grass in a 10' x 10' the area of effect animates and binds any object, living or otherwise, in a steel-like grip. Those caught lying down within the area must make a Saving Throw versus Spells to avoid being utterly pinned and helpless by the Grab Grass; success means that they managed to stand in time, so only their feet are caught. Those with trapped feet must make a successful Strength check at -2 to snap their bonds. Sleeping victims receive no saving throw. Anyone completely bound is vulnerable to attacks as if under the effect of a Sleep spell, whilst those with bound feet have a -2 AC penalty and gain no AC modifiers from Dexterity, reflecting their inability to dodge. Vyalia Elves use this spell to safely entrap and capture potentially dangerous intruders. The spell is partially responsible for the many stories concerning the "haunted forest", which do as much to keep people away as any efforts by the Elves themselves.

Healing Sap (Carl Quaif)
(Elf/Forester Magic)
Range: Touch
Duration: 1 round
Effect: Heals the wounds of the recipient.
This healing spell requires sap from any sap-bearing tree, either fresh or preserved. The caster must smear the sap on the wounded area before casting the spell (if the sap is preserved, it will need to be softened by heating it over a fire before it can be used). The spell heals the wounds of the recipient depending on the type of sap used:


Maple 1d10
Ash, Elm, Linden, Yew 1d8
Evergreen 1d6
Other tree sap 1d4


Using preserved sap makes this spell only half as effective, rounding down all die rolls. If the recipient has suffered no obvious wound, the sap must be ingested to be useful.

Imitate Sound (Shawn Stanley)
Range: Caster
Duration: 1 turn +1 round / level
Effect: Imitates sounds heard.
With this spell the caster can imitate and sound that he or she has heard in the last day. Human voices cannot be imitated with this spell, but the sound of any normal, giant, fantastic or undead creature may be imitated along with any other sound. At the time of casting, the caster brings to mind the sound or set of sounds that he or she wishes to imitate and this sound may be imitated any number of times during the duration of the spell. The sound or sounds imitated may be as long as desired, for example a musical score. Any creature within hearing range of the sound has a chance of disbelieving the imitated sound as per the table below, based on intelligence:


Intelligence Percent
20 and above 100
17 - 19 70
13 - 16 40
9 - 12 20
8 or less 0


The percentage chance to disbelieve the sound is reduced by 2% per level of the caster as well. This spell may be used in conjunction with the 1st level Ventriloquism spell.

Morphail's Mundane Reflection (Ohad Shaham)
(Restricted to Vampire Magic-users)
Range: Caster
Duration: One day
Effect: Creates shadows and reflections of the caster.
This spell was devised by Prince Morphail of Glantri in AC 834 and it is currently known only to him and the noble vampires of Boldavia who obey the "vampire law" and "play the masquerade". This spell will cause all mirrors within 30' to show the reflection of the vampire. Additionally, this spell creates a shadow for the vampire as if he/she was mortal. The illusion is almost perfect, but observers who have a reason to be suspect of the caster may make a Wisdom check with a -5 penalty. Those who succeed do not automatically understand the illusion but notice some suspicious things:


This spell is restricted to Vampire Magic-users, but may be used by other undead magic-users with the same non-reflection and non-shadow creating problems at the DMs option.

Navigate (Geoff Gander)
Range: Caster
Duration: 10 hours +1 hour / level
Effect: Tells the caster where his or her destination lies while at sea.
This spell was invented by Lhomarrian wizards during the first years after the Homecoming, after the older means of navigation by the stars and the position of the sun had proven themselves useless in the Hollow World. Upon casting this spell, the caster need only think about his or her destination, and its location in relation to his or her current position will become known. Impressions gained from this spell are vague, and the caster will only feel a certain "tugging" in the direction of the destination - as though he or she is being pulled there.

Rending Claw (Geoff Gander)
Range: Caster
Duration: 6 rounds / level
Effect: Turns the caster's hands into poisoned claws
This spell causes the caster's hands to grow long, barbed claws the size of knives, which are capable of doing 1d4 points of damage, with any strength adjustments. Any living creature not immune to poisoning hit by these claws must also make a Saving Throw vs Poison or fall violently ill for 1-2 days (strength, dexterity and constitution drop by half) as a result of a non-lethal poison present in the claws. The shape of the claws makes it impossible for the caster to hold any objects or cast additional spells for the duration of this spell.
The caster may make a claw attack with both hands in one round, but suffers a -4 to hit penalty on the second attack as if he was attacking with two weapons.

Rumael's Sightblinder (Carl Quaif)
Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows.
This spell creates a brilliantly-glowing arrow which, upon unerringly striking its target, causes blindness for 1-2 hours (1d6+6 turns). A successful Saving Throw vs. Spells negates the effects. The caster gains an additional bolt every five levels after 3rd (at 8th, 13th, etc). These may be fired at separate foes, or at one target - additional strikes extend the duration by 2 turns per bolt. A separate saving throw must be made for each missile striking the target. Like the Stunbolt, this spell is useful for vanquishing an opponent without causing lasting damage.

Rumael's Stunbolt (Carl Quaif)
Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows.
This spell creates a softly-glowing arrow that unerringly strikes its target and stuns the victim for 5-8 (1d4+4) rounds if a Saving Throw versus Spells is failed. During this period, the victim has the following penalties:


The caster gains an additional bolt every five levels after 3rd (at 8th, 13th, etc). These may be fired at separate foes, or at one target. Additional strikes lower the saving throw by -1 per bolt after the first. Duration is not affected, no matter how may bolts strike the target. This spell has seen increasing use in quelling brawls in Alphatian towns, and has proved useful to monster-hunters who wish to bring their prey back alive and unharmed.

Wall of Smoke (Geoff Gander)
Range: 30'
Duration: 1 hour + 1 turn/level of caster
Effect: Produces a wall of smoke up to 10 cubic feet.
This spell allows the caster to create, up to 30' away, a wall of smoke measuring up to 10' cubed. The smoke ranges from light grey to black in colour and is totally opaque. The smoke is not dense, but anyone passing through it must Save vs. Breath Weapon at a +3 penalty or spend the next 1d4 rounds coughing in order to clear his or her lungs. Should this happen, the person in question will not be able to do anything else for the duration. All attacks within the wall are made under the rules for blindness, and any projectiles thrown through the wall are treated as being blindly thrown, with appropriate penalties.

Woodshape (Carl Quaif)
(Elf Magic)
Range: Touch
Duration: 1 hour
Effect: Reshapes one plant or wooden item.
This spell, which is also known by the Elves of Alfheim and used to sculpt their treehouses (see GAZ5), enables the caster to mould a single tree or plant, or a piece of dead wood, into any shape they can imagine. An average Elf can mould simple shapes and hollows; artistic or craftworking skills are required to make full use of this power. An Elf with the relevant skill can create works of art, items of furniture, hollows in living trees for storage or living space, sculpt handholds for climbing, or even shape weapons - this last use duplicates, to some extent, the spell Deadwood Blade, although it is neither as quick nor (usually) as accurate.
The spell may be used to both heal and harm plant-based creatures, such as Treants or Dryads. The effect is the same as a Cure/Cause Wounds spell on animal life. The caster may inflict or cure 1d6+1 points of damage.
Bows made by skilled bowyers using this spell are particularly strong and supple. Such bows, even if not further enchanted, provide an additional +10' to each range category and +1 to hit rolls.
The woodshaping ability granted by this spell lasts until the moulding is finished, or until one hour has elapsed, whichever is the shorter.

Wynter's Cold Blast (Jim Bobb)
Range: Caster
Duration: Instantaneous
Effect: Creates a freezing bolt, 20' long x 5' wide.
This spell creates a freezing blast of cold energy that explodes from the caster's hand and leaps outward to a maximum range of 20'. Creatures in the area of effect suffer 1d4 points of damage per level of the caster. Creatures of Fire (Elementals, Lava Lizards, Red Dragons, etc.) suffer double damage, while cold creatures (Frost Salamanders, White Dragons, etc.) are immune to this spell.
Each creature in the spell's area of effect may make a Saving Throw versus Spells; if successful, he takes only half damage.

Wynter's Elemental Missiles (Jim Bobb)
Range: 150'
Duration: 1 round
Effect: Creates 1 or more missiles of elemental material.
Elemental Missiles is a variant of the Magic Missile spell. Because of its elemental nature, it is slightly more difficult to cast. The caster must have some of the element the missiles are to be of (a breath of air, a few drops of water, some dirt or rock or a small flame) when he casts the spell. All of the missiles (if the caster is powerful enough to gain multiple missiles) will be of the same element.
Damage of the missiles is 1d4+1. If the missile is of a dominant element (RC p264) it inflicts double damage. Against opposing elements the damage is as normal and against dominant elemental opponents, the missiles do minimum damage.

Wynter's Minor Ward (Jim Bobb)
Range: Touch
Duration: Special
Effect: Sets a harmful magical ward on one object.
This spell cloaks an object of less than 10 cubic feet with an aura of harmful energy. Thereafter, the first living creature touching the object sets off the ward, receiving 1d3 points of magical energy damage per level of the ward's caster. No saving throw is allowed to avoid the damage. The object is unaffected by the discharge of the minor ward. Non-living creatures, such as undead or golems, will not set off a minor ward, but extra-planar creatures will. The caster is free to handle the object at will. The maximum duration of the spell is 1 hour per level of the caster.

Third Level Magic-user Spells

Acidic Blast (Geoff Gander)
Range: 100'
Duration: Instantaneous
Effect: Shoots a stream of acid at a selected target.
Devised by wizards loyal to Galhossian the Tyrant during the Lhomarrian Civil War, this spell was intended as a means of weakening even the strongest and most heavily-armoured fighters. The caster is able to shoot a stream of acid, which hits the target automatically and clings to him or her, doing 1d8 hit points of damage per round. The victim may Save vs. Breath Weapon for half damage, but will continue taking damage until the acid is diluted by immersion in water or wine, which renders it inert, or until 1 turn has passed.
In addition to taking damage, the victim's clothing and armour are also affected - leather armour takes 3 rounds to dissolve, scale mail takes 4 rounds, chain mail takes 5 rounds, and so on - with every one point increase in armour class equalling an extra round before the armour becomes useless. For magical armour, add one round for every plus - i.e.: leather armour +1 takes 4 rounds to dissolve. Each round of exposure penalises the armour's AC, so if chain mail armour suffers for 3 rounds before being washed off, it's AC drops from 5 to 8. Generally speaking, only evil wizards tend to use this spell.

Aura of Fire (Geoff Gander)
Range: Touch
Duration: 1 turn
Effect: Creates ring of fire around recipient.
This spell has proven its effectiveness on the battlefield, when melee combat becomes necessary. Upon casting this spell the caster is able to creates a ring of fire around the recipient's body, that moves as he or she does. This fire does not harm the target or any possessions carried, but will do 1d6 points of damage to anyone in contact with it. Anyone damaged by the target of this spell will take this fire damage in addition to any damage done by the attack. Also, any flammable items touched by the fire have a 50% chance of igniting in that round.

Blazing Armour (Geoff Gander)
Range: Touch
Duration: 1 turn
Effect: Creates fiery armour around the recipient.
Recipients of this spell will find themselves encased in glowing, fiery armour. This armour renders the recipient impervious to all fire-based attacks (including the breath of a red dragon), but he or she will take double damage from cold or water-based attacks. The armour confers an AC of 4, and has no weight. Anyone (apart from the recipient) who touches the armour takes 1d4 points of fire damage for that round, and any combustible items coming into contact with it have a 50% chance of igniting.

Boneknit* (Jim Bobb)
Range: Touch
Duration: Permanent
Effect: Repairs breaks in bones and skeletons.
This spell allows the caster to repair or rejoin the broken pieces of bones and skeletons. All of the major pieces must be present for the spell to work. If a newly Boneknitted skeleton is animated within 1 turn it will have maximum hit points. If a "D" result or greater is made against these skeletons they merely fall into a pile of bone instead of dust. Wounded undead skeletons will be restored to full hit points if this spell is cast upon them. If this spell is made permanent on a skeleton and then it is Animated, it will regenerate 1d8 hit points per round, as a troll, in addition to the above benefits.
On living creatures, Boneknit will instantly repair any broken bones on the recipient, healing 1d6 points of damage.
The reverse of this spell, Bonebreak, will destroy an undead skeleton if it fails a Saving Throw vs Spells or snap a random extremity on a living target, causing 1d6 points of damage and disabling the limb. Either of these actions require an attack roll to touch the target.

Broken Wings (Carl Quaif)
Range: 120'
Duration: 1d6+6 Turns
Effect: Grounds 1 flying creature or object.
This reversal of the ubiquitous Fly enchantment was created over 1000 years ago by the Alphatian Wizard Salonquar, a Research Mage and a Follower of the Air. The spell's original name was "The Supreme and Magnificent Mage Salonquar's Suppressing Enchantment 'Gainst All Creatures and Beings Inhabiting the Airy Regions" - Salonquar never used one word where twenty-five would do - but this name was dropped within a few years of the creator's death in favour of the current title.
The spell magically disrupts the flying abilities of any single creature within range, whether that ability is spell-caused, innate, natural (winged or otherwise), or the result of a magic item. The spell hits automatically (the target cannot evade it by fancy flying) but a Saving Throw versus Spells is permitted to resist the spell. For the duration of the spell, the target cannot become airborne, even if a Fly or Levitation spell is cast upon them - the Broken Wings enchantment disrupts all such attempts. If this spell is cast at a creature in flight, that creature suffers normal falling damage when striking the ground, although winged victims may attempt to roll under their Dexterity to determine whether they can glide to a safe landing (no damage). Once the spell ends, any natural, innate, continuous or Permanence-affected flying abilities return; those which rely on non-permanent spells, charges from items, or potions do not regain the ability, even if the duration of the effect would outlast the Broken Wings. The only target unaffected by this spell are Air Elementals (who must instead make a Save vs. Death or be cast back to the Elemental Plane of Air). Gaseous Form creatures (potion or Vampire) are forcibly reverted to solid form by this spell.
Salonquar's original spell, it is believed, was stronger than the modern version, with greater range and duration; however, since this version was written in the Mage's own convoluted, extremely wordy style, it required an intelligence of 18 and a month's study to even understand it, let alone cast it.

Clairaudience (Jenni A. M. Merrifield)
Range: 60'
Duration: 12 turns
Effect: Hear through another's ears
With this spell, the caster may hear through the ears of any single creature in spell range.
"Hearing" through a creature's ears takes one full turn, after which the caster can change to another creature, even one in another direction; he does not have to cast the spell again to do so. Two feet of rock or a thin coating of lead blocks the effects of this spell. No saving throw is allowed.

Conjure Minimental (Jim Bobb)
Range: 240'
Duration: Concentration
Effect: Summons one minimental.
This spell allows the caster to summon any one minimental, the smallest and least powerful of the elementals (see the Rules Cyclopaedia p176, Elemental, on elemental planes). The caster can summon any one of each type of minimental (air, earth, fire or water) in one day. The exact strength of the minimental is determined as follows:


D10 Roll Minimental Strength
1-3 AC 5, 1 HD, DMG 1d2
4-6 AC 5, 2 HD, DMG 1d2
7-8 AC 4, 3 HD, DMG 1d4
9 AC 4, 4 HD, DMG 1d4
10 AC 3, 5 HD, DMG 1d6


The minimental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half his normal speed, else he will lose control of the minimental. Once control is lost, it cannot be regained. An uncontrolled minimental will try to slay its summoner and may attack anyone in its path while pursuing him or her.
The spell's caster may return a controlled minimental to its home plane simply by concentration. A Dispel Magic or Dispel Evil can return minimentals to their home plane as well.
In some campaigns, this spell may be broken into four distinct spells, only able to summon 1 specific type of minimental (ie, Conjure Air Minimental, Conjure Earth Minimental, Conjure Fire Minimental and Conjure Water Minimental).

Contact Lesser Servitor (Geoff Gander)
Range: Caster
Duration: Special
Effect: Allows the caster to contact a lesser servitor of the Outer Beings.
Casting this spell allows the caster to establish communications with a lesser servitor of the Outer Beings, either within the Prime Material or Ethereal Planes. This line of communication lasts until the lesser servitor answers three of the caster's questions or until 1 turn has lapsed, whichever occurs first. The lesser servitor may answer these questions in any way it desires, either as a "yes/no", or a more detailed response. The caster does not control which lesser servitor is contacted, nor is there any guarantee that the servitor in question will know anything useful.

Dance of the Sidhe (Carl Quaif)
(Elf Magic)
Range: Touch
Duration: Sunset to Sunrise
Effect: Changes the form of an Elf into a Sprite.
This is a very specific Polymorph spell, originally designed for celebration, which has since been put to several other good uses. It is an ancient spell, taught to the Callarii by the Sidhe long ago, and is considered one of the great treasures of the Callarii. The spell transforms the chosen Elf into a Sprite, granting both small size and winged flight; however, like the Polymorph Self spell, this enchantment grants no magical powers - the transformed Elf lacks either the innate Curse magic or the Invisibility to Mortals ability of a Sprite, although he retains his own magical powers. The spell must be cast at sunset, and lasts until the first rays of dawn.
The Callarii use this spell to join the Sprites and Pixies in their twice-yearly celebration dances; at other times of the year, it allows them to travel considerable distances in a single night, gain access to otherwise-inaccessible places (like offshore islands, high cliffs, second-story windows, etc) and eavesdrop on private conversations.

Deadwood Blade (Carl Quaif)
(Elf/Forester Magic)
Range: Touch
Duration: Permanent
Effect: Transforms a piece of wood into a melee weapon.
This spell was designed to enable an Elf or Forester to rearm himself in the forest should he be deprived of his weapons. The spell reshapes any single piece of dead wood (a broken branch, a plank, etc) into a bladed weapon. The size of the weapon is dependent on the amount of wood available; a longsword requires more wood than a dagger, for example. Excess quantities of wood are consumed during the transformation. The Deadwood Blade is equal to a normal bladed weapon of metal, but against an enchanted weapon, a Save vs. Crushing damage must be made after the first blow; a failure means the Deadwood Blade has shattered. A Deadwood Blade may receive further temporary, or even permanent, enchantment - an Enchanted Blade spell, for example - and will remain useable until destroyed. Living wood, or wood especially cut from a tree for the purpose, cannot be transformed by this spell.

Flamefigure (Unknown)
(Path Magic: Fire)
Range: Caster
Duration: Special
Effect: Covers the caster in flames.
This spell cannot be cast without the caster first using the spells Flamefinger and Flamefist, as this builds from the lower level spells. The spell's duration is confined to the remaining duration of the Flamefinger spell.
The caster and all items carried become shrouded in the non-magical flames. Everything shrouded gain immunity to normal fire and cold. The caster may reduce the effect to the normal Flamefist and back at will.
The intensity of the fire does 1d6 points of damage per level of the caster each round to whatever the flames may touch. The flames radiate out 5' from the centre. If the caster were to punch, it would do damage in the same manner as Flamefist, but would now affect both hands.
This spells purpose is defensive, reducing the caster's Armour Class to 2 for all attackers within 5'. (those outside this range suffer no penalty, as well as those immune to fire) It is important to note that users in the past have Wrestled with this spell in effect, reducing opponents WR by 7 and doing continuous fire damage.

Gnighmen's Undeniable Truth (Shawn Stanley)
Range: Touch
Duration: 1 turn
Effect: Compels one other being to answer questions truthfully.
To cast this spell the caster must touch the recipient, if the recipient is an unwilling one then a to-hit roll must be made. Once cast the recipient of the spell must answer a number of questions, depending on the table below, that the caster asks. The recipient is not forced to answer the question by the spell, but if they choose to answer then they must answer the question truthfully. The definition of truth understandably only extends as far as the recipients perception of the truth exists, though if the recipient knows nothing about the thing questioned about, if they answer they must answer that they know nothing. The questioner must be caster of the spell and no effect is gained by questions being asked by any other person. The spell does not give the ability to comprehend different languages if the caster and target are of different races. The number of questions which are allowed within the duration of the spell is determined by the target's intelligence:


Intelligence Number of Questions
20 and above 10% chance for one question
18 - 19 50% chance for one question
16 - 17 one question
13 - 15 two questions
9 - 12 three questions
6 - 8 four questions
5 or less five questions


The target receives a saving throw vs spells to avoid the effect of the spell.

Hamian's Cloud of Visions (Carl Quaif)
Range: 0
Duration: 2d6 + 8 rounds
Effect: 20'x20'x10' cloud
The Air Wizard Hamian, an illicit zzonga dealer, developed this spell 500 years ago as both a defence and as a means of gaining additional "clients". The spell requires a fresh (picked within 3 days) zzonga fruit, which is crushed in the caster's hand on completion of the spell. Glittering smoke then issues from the caster's fingers, filling an area measuring 20'x20'x10'. Everyone within the area of effect must make a Saving Throw versus Spells or become dreamlike and passive, unable to attack, defend themselves, or do anything but sit with a vacant smile on their faces, until the spell ends. The caster is immune to the effects of the cloud unless he chooses otherwise, and may leave the area of effect at any time - the Cloud does not move with the caster, once created.
The DM should roll a Constitution check for each PC (or important NPC) affected by one of these spells; a failure means the unfortunate PC is afflicted with zzonga addiction, and proceeds to suffer the effects of withdrawal. If the caster of the spell is aware of this, they may approach the afflicted PC and offer them additional "fixes" of the fruit, thereby gaining a hold over the unfortunate PC. Each time the same individual is affected by this spell, they receive a +1 penalty to their Constitution roll.
Knowledge and use of this spell is illegal in Alphatia, but then so is zzonga-growing itself, yet that foul practice still survives. The spell is restricted to a tiny number of Followers of the Air, who tend to keep their knowledge secret from everyone save each other - and, of course, their poor addicted slaves.

Identify Servitor (Geoff Gander)
Range: 20' +10' / level
Duration: 6 turns
Effect: Reveals any servitors of the Outer Beings within range.
This spell allows the caster to identify the servitors of the Outer Beings, no matter what form they choose to take. Affected creatures are outlined with a greenish aura, which only the caster can see. Even human worshippers of the Outer Beings will have this effect appear on them. Also, the caster will be able to see the true forms of these servitors, if they are disguised. Those beings illuminated by this spell will not be aware of its effects, except in the case of more powerful servitors, who may be unaffected by the spell, but might notice it.

Moving Path (Carl Quaif)
(Elf Magic)
Range: 100'
Duration: 1d6 hours
Effect: Alters the look of the forest.
This spell is often used by Vyalia Elves to cover their tracks, to hide known pathways, or to change the path around intruders in order to get them lost. It causes an illusion which covers up existing trails and makes them seem to wend elsewhere, vanishing at the limit of the spell, a 20' radius - an additional 20' of path can be misdirected for every level of the caster above 5th. The illusion is so perfect, only someone with True Seeing, or a trained Forester, can tell that the path is false. The caster has the option of either creating a random false trail, or directing the path of the new track - to lead interlopers into a trap, for instance.

Ropeform (Jenni A. M. Merrifield)
Range: Caster
Duration: Permanent
Effect: Creates up to 100' length of rope
This spell creates quantities of hemp rope up to 100' long and 1/2" wide. The rope created by a single spell must appear in one piece. Unlike many creation-type spells, this one creates rope that is non-magical and cannot be dispelled. Note that it is possible for the spell caster to create longer rope at the expense of making it thinner and weaker.
If the campaign uses the optional general skills and the caster has an appropriate Craft skill, he may shape the rope into two dimensional shapes, such as nets or rope ladders. The maximum size of such a 2 dimensional object is 100' square. If the campaign doesn't use the skills rules, the character could have been defined earlier as one who knows how to work with rope and twine in order for him to do this. Naturally, unshaped rope created by this spell can later be cut, knotted, tied and otherwise fashioned into such objects.
The rope so created is plain, boring hemp rope - tough, serviceable and fairly unglamorous. A caster can create his rope with an unfinished end, and later he or another caster can use another ropeform to create rope joined to the first on that end - and there will be no seam or weakness at the joining.
When created, the rope extrudes from the caster's hands and out along the ground. If there are obstacles, it piles up against them but does not shove them back. The rope, when created, may not be attached to anything except to another expanse of ropeform rope, as described above. The rope cannot be cast in a space occupied by another object.

Shroud of Flesh (Carl Quaif)
Range: Touch
Duration: Permanent
Effect: Grafts the flesh of one creature to another.
This is an ancient Taymoran spell, discovered on a roll of papyrus in the crumbling tomb of a Necromancer-King 1700 years ago by Fahvarim's then-master, the Sorcerer Lemchak the Pale. The spell allows the caster to heal one person at the cost of another. The Shroud of Flesh spell requires a piece of skin, removed from a living creature, to be placed on or wrapped around the wounded area prior to casting; the spell fuses this skin to the recipient, healing a total of 1d8+4 hp in the process. The skin used must have been removed from the "donor" no than minutes before the casting (causing a similar amount of damage). Any skin may be used - human, Elf, Dwarf, even animal or reptile - but, since the skin becomes part of the healed individual, mixing different types can cause some repulsive-looking results, possibly reducing the creature's Charisma. The spell only heals exterior wounds; unlike the clerical Cure Wounds spells, it cannot affect internal injuries of any kind.
Although not strictly evil, use of this spell is certainly amoral, and therefore would be frowned upon in most civilised areas. If the DM decides the spell is more commonly known in her campaign, it is most likely to be practised by humanoid Wokani, who use the living skin of prisoners, captured alive in battle, to heal their own warriors' wounds.

Summon Lesser Servitor (Geoff Gander)
Range: Caster
Duration: 1 turn / level
Effect: Summons one lesser servitor of the Outer Beings.
This spell, when cast, summons a lesser servitor to the plane currently occupied by the caster. The servitor will, for the duration of the spell, obey the commands of the caster, as though it was under a Charm effect. Any command may be given except for those that might endanger the life of the servitor, in which case the caster's control is broken. Examples include ordering the servitor to kill itself, to attack anything whose hit dice or levels exceed its own (ie: anything larger or visibly more powerful than itself), or to go somewhere that is obviously extremely dangerous. The types of servitors available for a caster to summon is determined on the table below:


1-2 Lesser Servitor of Yurrgh-Thal
3-4 Minion of Akh'All (Zhochal)
5-6 Servitor of Ubbeth
7-8 Soul Render
9-10 Minion of Rasthz the Many-Mouthed


The servitor will also take commands literally, even if its Intelligence is high enough to make this normally impossible. As a result, the caster must word his or her orders very carefully. The caster also has no control over what kind of lesser servitor is summoned; the choice is up to the DM. It should be noted that if a type of servitor is summoned, which cannot normally survive in the environment to which it is summoned, it will suffer the full effects of that exposure. Finally, if an intelligent servitor is summoned and not treated accordingly, it will likely remember its summoner, and take vengeance upon that person at some later date.

Wall of Air (Mischa E Gelman)
Range: 60'
Duration: 1 round / level
Effect: Creates 10' cube wall of wind.
This spell creates an immobile area of semi-solid winds. Any who attempt to walk through the wall are pushed back if they do not realise its presence. The wall blends in well with almost all backgrounds, and so is hard to detect (it does block prevailing wind currents from passing through though, so an attentive party may realise the change).
Movement through the wall is at 1/4 of the normal movement rate. The wall need not rest on solid ground, but it must originate from a point within 60' of the caster. Those moving through the wall have -2 penalty to saves, melee attacks and AC, as they lose some of the control of their movement. Missile attacks are impossible into or from within the wall.

Wynter's Protection from Sunlight (Jim Bobb)
Range: Touch
Duration: 1 day (24 hours)
Effect: Protects 1 creature from natural sunlight.
Magic-users casting Protection from Sunlight prevent all harmful and beneficial effects from the sun's radiance from affecting the creature protected. Sunlight-sensitive creatures (such as goblins, vampires and shadow elves) suffer no ill effects from being out in daylight while protected, but neither do they receive the warmth and radiation of the sun (such as the kind plant and plant-monsters need). The reflected heat of other objects keeps the protected creature from freezing in the day, but the creature still feels the chill of not having the sun's rays affecting him. Protected creatures appear shadowed while in sunlight (but not in artificial light).

Wynter's Blazing Sword (Jim Bobb)
Range: Caster
Duration: 1 round / level
Effect: Summons a flaming sword into the caster's hand.
This spell summons a flaming sword into one of the caster's hands. The caster can fight with it or give it to another creature, but can not summon more than one Blazing Sword at any given time. The is considered to be a +1 weapon to determine what creatures can be affected by it and inflicts 3d4 hit points of damage with each strike.
Additionally, the sword makes it's wielder immune to normal fire and grants a +1 bonus to Saving Throws that involve magical fire. The light it sheds illuminates a 15' radius around the sword.
Characters without the Sword weapon skill use this weapon with the non-skilled penalty and those with levels of mastery gain no mastery benefits for damage while using this weapon.

Fourth Level Magic-user Spells

Conjure Lesser Elemental (Jenni A. M. Merrifield)
Range: 240'
Duration: Concentration
Effect: Summons one 8 Hit Dice elemental.
This spell allows the caster to summon any one elemental (AC 2, 8 HD, Damage 1d8; see the description of elementals in the Monsters chapter). The caster can summon any one of each type of elemental (air, earth, fire or water) in one day.
The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half his normal speed, else he will lose control of the elemental. Once control is lost, it cannot be regained. An uncontrolled elemental will try to slay its summoner and may attack anyone in its path while pursuing him or her.
The spell's caster may return a controlled elemental to its home plane simply by concentration. A Dispel Magic or Dispel Evil can return elementals to their home plane as well.
In some campaigns, this spell may be broken into four distinct spells, only able to summon 1 specific type of elemental (ie, Conjure Lesser Air Elemental, Conjure Lesser Earth Elemental, Conjure Lesser Fire Elemental and Conjure Lesser Water Elemental).

Contact Outer Being (Geoff Gander)
Range: Caster
Duration: One question or one insight.
Effect: Allows the caster to ask one question of an Outer Being.
This spell was originally used by the Carnifex wizards and priests of Y'hog to contact their masters, the Outer Beings, in order to gain instructions or to have questions answered. This spell fell into the hands of Brell's crusaders, who arranged to have it sent back to Lhomarr. There it fell into the hands of worshippers of the Outer Beings, some of whom were sent to the Hollow World. The caster of this spell has a chance, determined on the table below, of contacting the Outer Beings, imprisoned as they are away from the minds of mortals.


D 100 roll Result Notes for Caster (what DM tells player)
01-40 Nothing Feels only blackness.
41-75 Disturbing images Vague impressions, nightmares for 1d4 nights.
76-90 One insight Learn something about current events that only They know.
91-95 One question One question gets answered (answer comes in a weird dream).
96-99 Insight & question Same as above two, but both happen together.
00 Sharing of minds For one instant caster's mind becomes one with Them - insanity.


Needless to say, the insights or answers gained from the Outer Beings are both highly abstract and disturbing - the caster could see bizarre vistas on unknown worlds, or other-dimensional realms occupied by the Outer Beings where things like gravity and geometry have no meaning. It is up to the player to find whatever hidden meaning there might be. In the final result, the caster, for the briefest moment, sees everything as the Outer Beings do, and knows what They know - something the average mortal mind is not equipped to handle. The caster would immediately go irretrievably mad, and would most likely spend the rest of his or her life muttering nonsensical but highly disturbing things. This spell is used primarily by worshippers of the Outer Beings, both in Selhomarr and on the surface world.

Drainblade (Jim Bobb)
Range: Touch
Duration: 1 round / level
Effect: Imbues a weapon with leeching ability.
This spell imbues an edged weapon with the ability to drain blood with each successful strike made. When a living creature is hit by a Drainbladed weapon the target suffers an additional die of damage of whatever type the weapon uses. If the wielder of the weapon is injured, the damage of the extra die is transferred to him as healing energy. In no way can this healing energy grant more hit points than the wielder's maximum total.
Against unliving creatures, such as undead, golems, living statues, etc, this spell has no effect. Drainblade will not help a character who is dead, nor will it allow a character to regrow or reattach lost limbs.

Eboram's Conferral (Carl Quaif)
Range: touch
Duration: special
Effect: Bestows a spell to a non-spellcaster.
Created by the Thyatian research mage Eboram Deionychus, after reading an account by a group of adventurers who fought Landryn Teriak, the Wraith Lord. He was particularly interested in Teriak's innate ability to confer the power to cast his spells on other creatures, and determined to devise a magic capable of achieving a similar effect. The result, after years of work, was the group of spells known as Eboram's Conferral. Each spell (which must be learnt separately) can confer the ability to generate a single casting of a particular spell of level 1-3 upon a living being of greater than animal intelligence. The spells are named according to the magic they confer, such as "Eboram's Conferral: Magic Missile" or "Eboram's Conferral: Fireball" - a mage memorising a Conferral must know the spell referred to. A conferred spell will remain dormant until activated by the recipient, either by a keyword or by an act of will, depending on the casting mage's desire - the former is a better choice, if the recipient is to carry more than one spell. There is no limit to the number of Conferrals a single being can receive; A guard could carry multiple Lightning Bolts, for example, or a messenger could hold a Fly, an Invisibility and a Charm Person. Once cast, the spell is gone, as if cast by a mage. All spells function as if cast by a 6th-level mage, whatever the true level of the caster. Note: any Conferrals unused by the time the Day of Dread comes around will fade away harmlessly.

Gremlin's Curse (Carl Quaif) (Elf Magic)
Range: Touch
Duration: 5 days
Effect: Makes the target unlucky.
This capricious spell is used both as a punishment for those who prove false to the Callarii and, more innocently, to test the good humour of a stranger. The spell enchants the victims with bad luck; everything they touch goes awry, and they become clumsy and forgetful at the worst possible times. The effect is much like the chaos aura of Gremlins (RC p181), from which the name is derived. The effects of the spell are usually annoying, but not dangerous; however, it is inadvisable for the victim to place herself in situations where luck can have an important effect on the outcome, such as fighting or adventuring - Callarii sometimes use the spell to help them defeat enemies, although it is considered "unsporting". The actual effects of this spell are up to the DM, who can use it for either comic or dramatic purposes.

Hyperborean Blast (Carl Quaif)
Range: 50'
Duration: 2-4 rounds
Effect: Creates blast cone of frigid air 50' long and 20' wide at the base.
This is a standard attack-spell used by Air Wizards, developed in the halcyon days of Old Alphatia before the war and used in many a Wizard's Duel. Originally called simply "Air Blast" (Alphatian creativity applies to devising spells, not naming them, its current name was coined by one Quaren of Aarogansa, an Explorer Wizard whose travels preceded those of Haldemar of Haaken by nearly 200 years - and whose arrogance in naming vast tracts of territory according to his own whim, rather than consulting the people who actually LIVED there, eventually resulted in both a wildly-incorrect world map (and you thought it was Thyatis' fault!) and the creation of a new delicacy named after him in the wild lands of Davania.
The spell creates a tiny portal to the Plane of Air, through which compressed blasts of icy-cold air are released. The Blast is a cone 50' long and 20' wide at its terminus, causing 4d6 damage per round to all within its area of effect. Airborne targets, and missile fire, are also blown away from the caster. Fire-based creatures take an additional 1d4+2 damage per round due to the extreme cold of the Blast. The caster can change the direction of the Blast once per round until the duration expires.

Turn Dead (Mischa E Gelman)
Range: 60'
Duration: Instantaneous
Effect: Turns undead as the clerical ability.
This spell turns undead at as if the magic-user was a cleric equal to the caster's highest spell level. Example: A 7th level magic-user turns undead as a 4th level cleric (as 4th level spells are the highest spell level a 7th level mage may cast). Evil magic-users may use this spell to Command undead instead of Turn them.

Wall of Pain (Mischa E Gelman)
Range: 60'
Duration: Concentration
Effect: Creates a brightly glowing yellow wall up to 200 cubic feet.
This spell creates a bright yellow wall totalling up to 200 cubic feet (10' long x 10' wide x 2' thick usually). All who pass through the wall take 1d10 hit points of damage and receive a -2 penalty to hit for 10 rounds due to effects of widespread pain. The wall gives off aura of evil, detectable by all within 10'.

Wineform (Unknown)
Range: Caster
Duration: Permanent
Effect: Creates up to 32 gallons of wine
This spell causes wine to pour from the casters finger, as if from a bottle or a wineskin. The total amount created cannot exceed 32 gallons, about one barrel.
Casting time varies on the complexity desired. Filling a barrel will take about one round, as the wine flows quickly from the hand. Filling several wineskins could take 10 rounds, and the flow would be briefly paused between skins. Filling the glasses of many guests at a royal banquet could take the maximum time allowable, 12 turns.
The wine created must be a single variety. The wine created may then be modified with another wineform if cast within 2 rounds. This is how spellcaster winemakers often make fine wines. He creates a simple white or red wine with the initial casting, then uses a second wineform to "age" the created wine. Other variations are possible, such as increased bubbling, varying the scent and removing the alcoholic content are among the possibilities. Every modification of the created wine reduces the amount by 4 gallons.
The caster may decide what sort of basic wine is created, within reason. Creation of exotic or rare wines is not possible. This spell may be used to adjust aspects of normal wines as well as created wines.

Wynter's Damage Cloak (Jim Bobb)
Range: Caster
Duration: 1 round / level
Effect: Creates an aura that absorbs physical damage.
This spell covers the caster with a shimmering aura that prevents the caster from taking damage from physical attacks. The caster is protected from 7d4 points of damage, so long as it is physical. Thus the spell will prevent damage from swords, claws and spells that physically damage the caster, but will not stop life draining attacks, aging, purely magical damage, poisons and attacks on the caster's life force.

Wynter's Minor Spell Immunity (Jim Bobb)
Range: Caster
Duration: 1 round / level
Effect: Protects the caster from spells.
This spell creates a 1-inch thick green shell around the caster that protects him from the effects of low level spells, whether they are harmful or beneficial in nature. The caster is immune to the effects of all 1st and 2nd level spells and reduces by half (round in favour of the protected creature) the effects of 3rd level spells, both clerical and magical. The caster's own spells are unaffected by the shell and he can, by concentration, will the shell down for 1 round at a time to receive spells from others (like magical healing). At the end of the round, the shell automatically springs back up again.

Fifth Level Magic-user Spells

Menacing Gloom (Carl Quaif)
(Elf Magic)
Range: 0
Duration: Permanent
Effect: Alters a 100' x100' of the forest.
This spell causes a 100' x 100' area of woodland to take on an ominous aspect; the trees appear to loom over and clutch at passing travellers, the shadows are deeper and seem to shimmer as if hiding evil secrets, and normal sounds of the forest are muted and distant. It's all an illusion, of course; the Menacing Gloom spell is designed to subtly affect the emotions of living things within its area of effect, heightening tension and causing them to become jumpy, if not outright terrified. Normal Man-level humans, creatures with less than 1 HD, or any being of animal-level intelligence (1-2) will refuse outright to enter the affected area, and will do all they can to flee such a place as soon as possible. Higher-level characters are allowed a Saving Throw versus Spells at -4 to resist the effect; if successful, that particular Menacing Gloom area can never affect them again, although it remains in force for everyone else. Non-intelligent creatures or constructs, like slimes or golems, are unaffected by the spell. Vyalian settlements will often be surrounded by vast tracts of land enchanted by this spell as a protection, with one or two paths left free to allow easy access.

Minor Immunity (Mischa E Gelman)
Range: Caster
Duration: 1 round / level
Effect: Makes the caster immune to low level spells.
This spell gives immunity to all 1st-level magic and reduces by 1/2 the effects of 2nd and 3rd level spells. Spells of 4th level and higher have full normal effect. This spell does not provide protection against clerical spells or against spell-like powers of magical creatures. The caster is immune to normal missiles for the duration of the spell as well (flying objects of small size like daggers, bolts and arrows, not boulders, war hammers, etc). The immunity can be dispelled for 1 turn by concentration, but it springs back up automatically the next. This "down" time counts towards the spell's duration.

Sunsword (Geoff Gander)
Range: Caster
Duration: 1 round / level
Effect: Creates a sword of light.
This is a ancient duelling spell among Lhomarrian wizards of great power - one that was popular long before the Sinking. It allows the caster to create, around the hand of his or her choice, a 4' long blade of white light, almost as bright as the Sun of the surface world. No proficiency is needed for this weapon, which does 2d6 points of damage upon a successful hit. It is considered a +3 weapon when determining what creatures may be affected by it. Creatures vulnerable to sunlight must make a saving throw vs spells each round while 5' of a Sunsword or suffer 1d6 points of damage. These creatures suffer 4d6 points of damage from a successful strike. Sunswords illuminate a 60' radius around the weapon with light equal in intensity to sunlight.
The caster may elect to turn the Sunsword "off" while it is still in effect. This still uses up the spell's duration as it would normally, but the caster may call it into his hand at any time while the spell is still in effect.

Tie* (Jenni A. M. Merrifield)
Range: 120'
Duration: 6 turns +1 turn / level
Effect: Ties up 1d4 creatures in magical cord.
This spell will cause magically glowing cord to tie up and immobilise its target. Each victim must make a Saving Throw vs Spells or be bound tightly and virtually unable to move, except to wriggle slightly (possibly toppling themselves over or perhaps rolling a few inches across the ground).
The spell may be cast at a single creature or a group. If cast at a single creature, the victim takes a -2 penalty to his saving throw. If cast at a group, it will affect 1d4 creatures (of the spellcaster's choice, and within spell range), but with no penalties to the saving throw. The magical cord may not be cut or severed by any natural means.
The reverse of this spell, Untie, will remove the effects of the tie spell. It can also remove bindings of a non-magical nature, such as ropes, chains, etc.

Sixth Level Magic-user Spells

Alter Gravity (Geoff Gander)
Range: 50'
Duration: 6 turns + 1 turn / level
Effect: Alters the gravitational forces affecting one object or person.
Originally created by a Lhomarrian wizard 200 years ago as a means to amuse himself, the alter gravity spell has become very useful in many different situations. It enables the caster to "fool" an object into believing that another direction is "down" for the duration of the spell, with predictable results. Living beings are also affected, with their bodies suddenly finding a wall or the ceiling to be a floor, and falling sideways - or upwards - in that direction. This spell can be quite deadly in large rooms, where the walls and ceiling can be quite a distance away. Normal falling damage rules apply for any living being affected by this spell

Blast (Mischa E Gelman)
Range: 180'
Duration: Instantaneous
Effect: Fires 1 bolt of energy at target.
This spell launches a bolt of mystical energy at a single target. Like magic missile, the bolt automatically strikes its target and deals 1d10 hit points of damage per 3 levels of caster. The bolt is not electrical energy, but magic energy and so electric-based creatures are affected. The target may make a Saving Throw vs Spells to receive 1/2 damage. The bolt can pass through most substances if the target tries to hide, but is blocked by rock, lead and magical wall spells.

Extend (Unknown)
Range: Caster
Duration: Special
Effect: 1 spell
When cast, the caster chooses one spell currently affecting him (typically a spell with a range of 0, but spells cast by another effecting him also applies) that has a duration other than instantaneous or permanent.
The duration of the chosen spell immediately starts over from the beginning, as though it were just cast. This spell cannot affect a spell of higher level than itself, nor can it affect clerical or druidic magic.

Glag's Dragonshape (Jim Bobb)
Range: Caster
Duration: 6 turns +1 turn / level
Effect: Allows the caster to take a dragon shape.
This spell allows the caster to take the shape and limited abilities of a small dragon of the same alignment. After seeing the destructive ability of a red dragon on his tribe, the ogre wokan Glag Ironguts developed this spell to better fend off "dem pesky ventures" from attacking his home.
Dragonshape transforms the caster into a small dragon of the same alignment. Any carried gear melds into the form, as the various Polymorph spells do. It is up to the DM to decide if any of the items still function while subsumed into the form of a Dragonshaped caster, like Rings of Protection. The caster gains the following physical abilities of a dragon: AC, physical attacks and flight. The DM is free determine any penalties to performing these actions until the character becomes accustomed to the form. Spells may be cast, but there is a 5% chance per level of the spell that it fails because of the magical form the caster is in. The dragonshaped caster may make 1 breath attack while in the dragonshape.
None of the dragon's normal immunities are gained by this spell, so a caster becoming a white dragon is as vulnerable to cold as any other creature, for example.

Mage Web (Mischa E Gelman)
Range: 10'
Duration: 48 turns
Effect: Creates a volume of magical webbing filling a 10' cube.
This spells is identical to the 2nd level spell Web, with the following changes: The web can only be broken by silver or magical weapons. Those caught within cannot cast or be affected any magic-user spells, and innate magical abilities and spell effects are disrupted. Druidic and clerical magic is not affected, however, casters may not cast spells while tangled in the webs.

Solar Chariot (Geoff Gander)
Range: 10'
Duration: 6 hours +1 hour / level
Effect: Creates one flying chariot of flames.
This spell creates a fiery chariot, complete with steeds resembling flaming pegasi, which is capable of great speeds on the ground or in the air. The chariot, though dangerous in appearance, is actually harmless; no one touching it takes any damage whatsoever. The chariot can carry up to 6,000 coins of encumbrance at normal speed, or up to 12,000 coins of encumbrance at half speed. The chariot cannot hold more than two people with their belongings. Note that gear loaded in the chariot can fall out if the rider performs "acrobatic" manoeuvres while flying.


SPEEDS
Level of Caster Ground Speed Air Speed
1-12 210' (70') 360' (120')
13-15 240' (80') 390' (130')
16-19 270' (90') 420' (150')
20-23 300' (100') 450' (150')
24-27 330' (110') 480' (160')
28-31 360' (120') 510' (170')
32-34 390' (130') 540' (180')
35-36 420' (140') 570' (190')


If you are using the manoeuvrability rules as per the Dawn of the Emperors boxed set, the Solar Chariot has a Manoeuvrability Factor of 3 (b). When the chariot takes off, the flaming pegasi will run, flap their wings, and then lift off in two rounds. The Solar Chariot also produces its own pocket atmosphere, enabling riders to fly into the airless void of the Hollow World.

Vacuum Globe (Carl Quaif)
Range: 120'
Duration: 1d6 rounds
Effect: Creates a 30' diameter globe of vacuum.
This unpleasant spell dates from the last days of the wars in Old Alphatia between Followers of Air and Fire, when greater and more terrible weapons were created almost daily. The spell creates a small glowing sphere in the caster's hand which fires off towards the chosen target. Upon striking its target, arriving at a point specified by the caster, or reaching the extent of its range, the sphere expands onto a 30' diameter, glowing translucent globe, with lightning skittering about its surface, which swallows anything within its range. Any air, or other gaseous substance, within the Globe is shunted to the Plane of Air, leaving pure vacuum behind. Living, organic beings within the Globe implode within 1-4 rounds, suffering at least 3d8 damage every round (if they survive to the 4th round, no matter how many hp remain, they die). Inorganic objects, unliving items, and creatures such as Golems are unaffected by this spell. At the end of the spell's duration, the Globe implodes with a "whump"-like sound, leaving the grisly remains of those slain in their former positions. Once formed, the Globe is utterly impenetrable from either side; only Dispel Magic, or some form of Anti-Magic, can disrupt the Globe. Apart from its death-dealing effects, the Vacuum Globe is useful for disrupting gaseous attacks (Stinking Cloud, Cloudkill, Hamian's Cloud of Visions) or gaseous beings (Air Elementals, Djinn in whirlwind form, Vampires in Gaseous Form - although the last two may Save vs. Spells at -2 to avoid dislocation, assuming solid form).
The Vacuum Globe was an early stage in the ultimate development of two of the most horrific disruption spells created during the war; Death Globe, a 9th-level variant, created a similar, but permanent globe with a 3000' diameter range, which was used to destroy life on some of the smaller planetoids and Flying Islands, whilst the 9th-level Vacuum Portal created a permanent breach in the Planar fabric, causing permanent damage to the Field of Air surrounding Old Alphatia's solar system (effectively, a non-growing Black Hole). Fortunately, both of these spells were lost, or abandoned, during the flight of the Alphatians to Mystara.

Wynter's Starlight Blade (Jim Bobb)
Range: Touch
Duration: 1 turn / level
Effect: Enhances 1 weapon against the undead.
When cast upon a weapon, Starlight Blade enhances its abilities against undead creatures of all types. The weapon immediately begins to glow with a silvery radiance equal in intensity to full moonlight extending to a 20' radius and with each stroke leaves a trail of white sparkles, like stars in the night sky. Any undead creature struck suffers an additional 1d6+1 points of damage and must make a Saving Throw vs Spells or be Turned as if by a 6th level Cleric. If the attack roll misses by 3 or less, the undead is still in the area of the star trail and must Save as stated or be Turned.
Contrary to this spell's name, Starlight Blade works equally well on any type of weapon.

Seventh Level Magic-user Spells

Share Consciousness (Geoff Gander)
Range: 200'
Duration: Special
Effect: Allows the caster to share the consciousness of another.
This spell allows the caster to enter into another person's mind, and see, hear, taste, smell, and touch what that person does. The range for the spell applies only to distance at the time of casting - the target may travel farther after the spell succeeds and the caster may still remain "inside". If the target in question is willing to co- operate, the spell is automatically successful, and the caster may remain "inside" the other person's mind until that person wishes them to leave, or until the caster wishes to return to his or her body. If the intended target is either unwilling to co-operate, or is unaware of what is intended, then he or she can make a successful Saving Throw vs. Spells to maintain a "closed" mind. Even if the caster succeeds in getting in, the maximum duration of the spell is one hour / level of caster in this case. In either case, if the "host" body is killed, the caster must make a Saving Throw vs. Spells or die, with a successful check indicating a safe return to the original body. While this spell is in effect, the caster's original body is in a trance-like state and vulnerable to outside influence, like attacks or spells.

Wychlamp Aura (Jim Bobb)
Range: Caster
Duration: 1 round / level
Effect: Makes magic unpredictable when directed at the caster.
This spell was developed by a unknown magic-user to mimic the strange magic warping effects that Wychlamps possess. Any magic cast at or including the protected magic-user in its area of effect (this includes spell-like powers and magical effects of magic items) is affected in the following ways:


This spell will affect any spells cast by the protected caster 50% of the time.

Eighth Level Magic-user Spells

Evilbane (Geoff Gander)
Range: Touch
Duration: 6 turns
Effect: Enchants a weapon against the Outer Beings.
This spell will enchant any weapon for its duration, giving it a +5 bonus to hit and damage against any servitor of the Outer Beings, no matter what their race might be. Even already magical weapons can be augmented by this spell, making a Sword +1 a +6 weapon against the above mentioned creatures. It should be noted that even human cultists would fall into this category

Prismatic Shield (Jenni A. M. Merrifield)
Range: Caster
Duration: 1 turn / level
Effect: Creates a multi-coloured shield.
This spell is almost the same as the Prismatic Wall spell, except that it allows the caster to create a barrier in the shape of a tower shield, but as light as a feather. This shield may be held by the caster or passed over to another character. Any character class, even those not normally allowed to handle a shield, may use a Prismatic Shield, but only characters who may normally use a shield can continue to fight with weaponry at the same time.
Note that another spellcaster can "whittle away" the shield's integrity by casting the same series of spells at it as they would use to break through a Prismatic Wall.
This shield will protect the person using it from all frontal attacks that are still blocked, but leaves their rear side undefended - i.e., anyone attacking them from behind will be able to hit them as if they did not have the shield. Note that some layers do provide "non-directional" protection, such as the Green layer, which blocks all detection spells as long as the character is actually using the shield.

Ninth Level Magic-user Spells

Acid Rain (Geoff Gander)
Range: 1/2 mile
Duration: 6 turns
Effect: Creates a downpour of acid rain over a 100 cubic foot area.
This spell was first cast by Lhomarrian wizards against the Carnifex of Y'hog during the siege of that city. It allows the caster to create, up to half a mile away, a downpour of acid rain lasting 6 turns, covering an area 100 feet square. Anyone within this area takes 1d8 points of damage per round, with armour affected as with the acidic blast spell. As with the acidic blast spell, anyone within the area of effect may Save vs. Dragon Breath for half damage, though the only way to avoid the worst of the effects is to leave the affected area altogether and wash off the acid. One nasty side effect of this spell is that the land upon which the acid rain falls becomes blighted due to the poisons it absorbs, rendering it unusable for 50-100 years. Modern Lhomarrian wizards, with their greater appreciation for nature, would not even consider using this spell, and it has been banned by the various wizard councils across Selhomarr. Unscrupulous wizards have been known to use it, especially those in the service of Thanatos or the Outer Beings.

Link (Geoff Gander)
Range: Touch
Duration: Special
Effect: Enhances the power of the spell to be affected by Link.
This spell allows the caster to pool his or her magical powers with other magic-users in order to boost the power of the spell to be cast. A group of spellcasters pooling their powers in this way is called a ring. The person initiating the link, and any spellcaster joining the ring, must know the spell to be augmented by the Link spell. The maximum number of people that can join the ring without causing spell failure is equal to 1/3 of the Intelligence score of the person casting link, rounded down. Thus, the greatest number of people who may participate is six (an Intelligence of 18 divided by three). In the ancient days of Lhomarr's glory, there were tales of rings composing 10 or more spellcasters, but many people today doubt the truth of these tales.
To cast link, the leading spellcaster must ensure that everyone participating in the ring holds hands, so that they form a circle around the leading spellcaster. The leader then casts the Link spell, connecting each person in the ring telepathically to each other. A side effect of the spell is the surrounding of the circle by a pale blue glow of eldritch energy. Once the link is established, the ring can then cast the spell to be enhanced in the next round. This spell is of such power that it negates the need for gestures when casting the spell to be enhanced.
When the affected spell is cast, the enhancement is instantaneous. The enhancement depends on the number of people in a ring. For every additional spellcaster in the ring, the spell's duration, range, area of effect, and damage (where applicable) are multiplied by the number of participants. Instantaneous spells, such as fireball, are not affected in terms of duration, but the damage, area of effect, and range are.
For example, a damage of 10d6 for an offensive spell, cast by a ring of three wizards, would have a damage of 30d6. If the range was 100 feet, this would increase to 300 feet. If the area of effect was 50 feet cubed, this would increase to 150 feet cubed. DMs should note that this powerful spell is very rare, and in any case must be cast before the enhanced spell. Likewise, participants in a ring are totally oblivious to the world around them, and anyone attacking a ring should ignore any armour class bonuses that the defenders may possess.
Finally, remember that the Link caster is the person the augmented spell is based on. The levels of the casters in the ring is of no relevance, so long as each caster is high enough in level and has the spell to be augmented in memory and ready to cast.
DM's may want to impose a limit on how often this spell may be cast due to the potential abuse this spell could be used for.

Zemus' Missile of Slaying (Mike Novy)
Range: 10' / level
Duration: Instantaneous
Effect: Creates one magical arrow of slaying.
In essence, this spell functions similar to the magical item arrow of slaying. The caster creates a magical arrow and fires it at the target as if fired from the bow of a fighter of the same level as the wizard. There are no modifiers for range, non-skill or dexterity, and the arrow has no attack bonus. If the caster successfully hits the target, target is slain or killed if a Saving Throw vs Spells is failed
The saving throw for this spell is modified by the level of the caster and the level of the target (for monsters use hit dice instead). For every three levels (rounded down) the caster is over the target (and vice versa), the saving throw is modified by a -1. For example, if the wizard is 19th level and the target is 5th level, then the modifier would be -4. But if the target were a creature with 22 hit dice and the caster were the same, then the modifier would actually be a +1.
The wizard must know the exact nature of the target, i.e. caster must know he target's race and class (if applicable). For example, if this spell is cast at a fighter, then the wizard must know that this character is a fighter, and what race (dwarf fighter, elf fighter, human fighter, etc). The DM may require caster to know something else about the creature as well.
This spell can only affect living creatures. Undead, automatons (golems, living statues, etc), Exalted and Immortal creatures are immune to this spell.


Clerical & Druidical Spells

First Level Clerical Spells

Lightbeam (Geoff Gander)
(Common for Clerics of Xeron)
Range: Caster
Duration: 1 turn or until dispelled
Effect: Produces a beam of focused light.
This spell allows the caster to produce a beam of light from either of his or her hands, in the shape of a cone. It is the width of the caster's palm at the source, and gradually widens over its 50' length to a width of 20'. The light moves with the caster's hand, so he or she can shine it wherever desired. To turn off the light, the caster need only close his or her palm, though the spell may be terminated early by the caster. If the light is shone directly into the eyes of an opponent, requiring a to hit roll, they are blinded for 1d4 rounds.

Second Level Clerical Spells

Determine Ailment (Geoff Gander)
Range: Touch
Duration: Instantaneous
Effect: Allows caster to determine subject's ailment.
This spell allows the caster to determine what sort of illness - mental or physical - is afflicting any one person or creature. The cleric need only touch the subject to be examined, and he or she will intuitively know what is wrong with them. It should be noted that this spell does not cure the subject, nor does it provide the cleric with the knowledge required to do so; it only tells him or her what is wrong. This spell is still especially useful for those people rendered comatose or otherwise unable to communicate due to illness.

Exhort (Geoff Gander)
Range: 10' + 10' / level
Duration: 4 rounds / level
Effect: Inspires everyone within a 30' range.
This spell allows the cleric to exhort all listeners within range to be faithful to their Immortal, and to fight courageously in battle. Although listeners may resist the effects with a successful Saving Throw versus Spells, NPCs who are affected have their morale increased by two points, up to a maximum of 12, for the duration of the spell. Additionally, all recipients, while under the spell's effect, are given a +4 bonus to all saving throws against charm-based attacks. This spell is useful in encouraging peasant levies, hirelings, and the like to show more courage in battle, and its ability to confer bonuses against charm-based attacks will have definite appeal for low-level adventuring parties. If this spell is already in effect, a second exhort spell will only nullify the effects of the first one.

Third Level Clerical Spells

Aura of Fire (Geoff Gander)
(Common for Clerics of Xeron)
Range: Touch
Duration: 1 turn
Effect: Creates ring of fire around recipient.
This spell has proven its effectiveness on the battlefield, when melee combat becomes necessary. Upon casting this spell the caster is able to creates a ring of fire around the recipient's body, that moves as he or she does. This fire does not harm the target or any possessions carried, but will do 1d6 points of damage per round to anyone in contact with it. Anyone damaged by the target of this spell will take this fire damage in addition to the damage received from the weapon. Also, any flammable items touched by the fire have a 50% chance of igniting in that round.

Sublimation* (Shawn Stanley)
(Druid Spell)
Range: 120 feet
Duration: Instantaneous
Effect: Causes 50 cubic feet of water to turn from solid to vapour.
This spell causes a volume of ice or water, up to 50 cubic feet, to change from solid into vapour. The shape of ice which undergoes sublimation may be as complicated or simple as the caster desires, so long as it fits into the area of effect.
The reverse of this spell changes vapour into ice or water, up to a volume of 50 cubic feet.
Regardless of which effect is desired the resulting water form will begin to naturally change back if the conditions are right. That is, if you are in a polar region on water when this happens then the water will re-freeze, likewise if you make ice in a jungle type region this ice will instantly start to melt. It should also be noted for the vapour to solid version of the spell that enough water vapour is present to perform the spell, therefore in a desert region there will unlikely be enough water vapour present to form very much ice at all.

Fourth Level Clerical Spells

Chant of the Holy Defender (Jim Bobb)
Range: Caster
Duration: Special
Effect: Raises the combat ability of affected creatures within a 60' radius of the caster.
This spell is a rhythmic chant taken up by the cleric. The caster may affect 1d6 creatures +1 creature per 5 levels of the caster, rounded down, that are within 60' at the time of the casting. Each creature affected by the spell gain the following benefits:


The benefits of this spell end for a creature if it leaves the 60' radius of the chanting cleric. The spell ends when the cleric stops chanting, either voluntarily or after sustaining a loss of at least half of his hit points. Silence spells and the like may end this spell as well, but Dispel Magic and Anti-magic spells do not. This spell may be combined with a Bless spell.

Deadwood Blade (Carl Quaif)
(Druid Spell)
Range: Touch
Duration: Permanent
Effect: Transforms a piece of wood into a melee weapon.
This spell was designed to enable a Druid to rearm himself in the forest should he be deprived of his weapons. The spell reshapes any single piece of dead wood (a broken branch, a plank, etc) into a bladed weapon. The size of the weapon is dependent on the amount of wood available; a longsword requires more wood than a dagger, for example. Excess quantities of wood are consumed during the transformation. The Deadwood Blade is equal to a normal bladed weapon of metal, but against an enchanted weapon, a Save vs. Crushing damage must be made after the first blow; a failure means the Deadwood Blade has shattered. A Deadwood Blade may receive further temporary, or even permanent, enchantment - an Enchanted Blade spell, for example - and will remain useable until destroyed. Living wood, or wood especially cut from a tree for the purpose, cannot be transformed by this spell.

Sanctuary (Geoff Gander)
Range: 0
Duration: 2 turns / level
Effect: Turns any room or zone up to 20'x20'x20' into a protected area.
When cast, the Sanctuary spell allows the cleric to turn any room or area up to 20' cubed into a safe zone, into which no hostile or aggressive creatures, or any offensive spells, may enter. If cast in a room, all windows and doors become impassable to those of violent or hostile intent. Those within the protected area may freely enter or leave it, though upon returning they may not have any violent thoughts or intentions. This spell, when cast, lasts throughout the duration, unless those within the protected zone commit violent acts, or unless a violent creature was within the area of effect when the spell was cast. In either case, the spell will fail. Note that sanctuary does not shield those under its protection from wizard eye, ESP, clairaudience, or similar scrying spells.

Fifth Level Clerical Spells

Cure Insanity* (Geoff Gander)
Range: Touch
Duration: Permanent
Effect: Cures a creature of one insanity.
This spell allows the caster to cure one mental ailment afflicting a person. If the target has more than one insanity, the DM should determine which insanity is cured unless the caster knows of the various mental deficiencies affecting the target.
If the cause of the insanity was by a supernatural means or greater than mortal creatures (immortals, exalted beings, outer beings, etc.) then the caster has only a 1% chance per level of successfully curing the afflicted creature's insanity.
The reverse of this spell, cause insanity, gives the target one mental illness, either determined by the DM, or using the guidelines provided by The Complete Guide to Sanity for Fantasy Role-Playing Games, or Insanity, Horror, and the Outer Beings in Mystara. It should be noted that casting cause insanity is a highly chaotic act.

Ironwood (Bruce Heard)
(Druid Spell)
Range: Touch
Duration: Permanent
Effect: Makes wooden objects as strong as steel.
This spell bestows the strength and flexibility of metal to wood, without altering its appearance. It can affect objects up to 1,000 cns of encumbrance. It is traditionally used to create weapons and armour for a druid or druidic knight, often with the help of a Warp Wood spell. This spell cannot affect already magical items composed of wood.

Sixth Level Clerical Spells

Seasons (Bruce Heard)
(Druid Spell)
Range: Caster
Duration: 1 turn
Effect: Affects undead within a 60' radius indoors or 180' radius outdoors.
This spell is used to destroy or neutralise undead monsters. The season of the years determines its effect, which is not under the control of the druid.

Seventh Level Clerical Spells

Evilbane (Geoff Gander)
(Restricted to Clerics of Xeron)
Range: Touch
Duration: 6 turns
Effect: Enchants a weapon against the Outer Beings.
This spell will enchant any weapon for its duration, giving it a +5 bonus to hit and damage against any servitor of the Outer Beings, no matter what their race might be. Even already magical weapons can be augmented by this spell, making a Sword +1 a +6 weapon against the above mentioned creatures. It should be noted that even human cultists would fall into this category.

Sandstorm (Mischa E Gelman)
(Druid Spell)
Range: 240'
Duration: 1d4 rounds
Effect: Whips up dust particles in area into a violent storm.
The damage of the spell is dependant on the amount of dust (/dirt/sand/salt or other small natural materials) present. Anyone caught within 60' of centre take damage as specified. Base damage is 1d4 / level of caster each round spent inside the cloud. Creatures inside the cloud are allowed a save for 1/2 damage each round. This spell does no damage to druids, animals, plants or non-living materials. This spell only hurts living and undead creatures without druidic ability that are not part of nature. Base damage is doubled in desert, halved on grassland (where the dirt is not as open), is useless on water (water considered 1 large piece, not many particles), others are up to DM depending on amount of dust, etc present. This spell only works if the caster is outdoors.

Summon Soul Eater (Jim Bobb)
Range: 10'
Duration: Special
Effect: Summons a Soul Eater to kill a target.
This spell is used by a cleric to summon a Soul Eater (Creature Catalogue p99-100) to destroy a target designated by the cleric. The caster must have something of the target creature to set the Soul Eater on its trail. If not, the spell fails and the Soul Eater returns to its otherworldly dimension. Using this spell is a highly evil act.

Vanya's Song of Battle (Rob)
(Restricted to Clerics of Vanya)
Range: Caster
Duration: Special
Effect: Inspires followers of Vanya in battle.
This spell is granted by the Immortal Vanya to her followers - the most famous users being the infamous Helladic Knights. Any follower of Vanya may be included among the targets of this spell, but the magic will have no effect on those who are not followers of the Patroness of War and Conquerors, nor upon those that do not want its benefits. The recipients of the spell are filled with a divine wrath that greatly enhances their combat ability. Those under the influence of the Song of Battle gain a +3 bonus to saving throws, attack rolls and damage rolls, and fight with such ferocity that they gain an additional attack each round.
The cleric who casts this spell must sing a hymn to Vanya at the top of his voice. The hymn actually controls those under the spells influence - the casting priest dictates their actions as long as the spell lasts. Any subjects who cannot hear the hymn for some reason (being deafened, under the effects of Silence 15' radius, etc) immediately snap out of the spell. The singing priest may still fight while the spell is in effect, but if he ceases singing the spell terminates.