Magic-User Spells

1st Level

  • Charm Person
  • Detect Magic
  • Hold Portal
  • Light
  • Magic Missile
  • Protection from Evil
  • Read Languages
  • Read magic
  • Shield
  • Sleep

2nd Level

  • Continual Light
  • Detect Evil
  • Detect Invisible
  • ESP
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Phantasmal Forces
  • Wizard Lock

3rd Level

  • Clairaudience/ Clairvoyance
  • Dispel Magic
  • Explosive Runes
  • Fireball
  • Fly
  • Haste
  • Hold Person
  • Infravision
  • Invisibility 10’
  • Lightning Bolt
  • Monster Summon
  • Protection/Evil 10’
  • Protect./Nrm. Missiles
  • Rope Trick
  • Slow
  • Suggestion
  • Water Breathing

4th Level

  • Charm Monster
  • Dimension Door
  • Fear
  • Ice Storm
  • Illusionary Terrain
  • Polymorph Other
  • Polymorph Self
  • Remove Curse
  • Wall of Fire/Ice
  • Wizard Eye

5th Level

  • Cloud Kill
  • Feeble Mind
  • Hold Monster
  • Magic Jar
  • Pass Wall
  • Teleport
  • Transmute Rock/Mud
  • Wall of Stone
  • Wish

Spell Descriptions

Charm Person

  • Level: 1
  • Range: 120’

This spell makes a humanoid creature regard the Magic-User as its trusted friend and ally. Questionable suggestions will allow
the victim to make a Save vs. Spells, with a bonus at the GM’s discretion. Otherwise the spell is permanent while the Magic-User stays in range of the victim. Once out of sight, the victim may make a Save vs. Spells once a week. Undead are immune to this spell.

Charm Monster

  • Level: 4
  • Range: 10’

This spell functions like Charm Person except that the effect is not restricted by creature type or size. One creature of 4HD or more is affected if they fail a Save vs. Spells; but if the creatures are 3HD or less, roll 3d6 to determine how many hit dice are targeted. Undead are immune to this spell.

Clairaudience/Clairvoyance

  • Level: 3
  • Range: 120’

Clairaudience/clairvoyance creates an invisible magical sensor at a specified location that lets the Magic-User hear or see (his choice) as if he were there. There is no need for line of sight, but the locale must be known – a place familiar to the character or a common type of place. Once the location is selected, the sensor doesn’t move but the Magic-User can rotate it in all directions as desired.

This spell does not allow magical senses to work through it. If the target area is magically silent, nothing can be heard. If it is magically dark, nothing can be seen. If it is naturally pitch black, the Magic-User can see in a 10’ radius around the center of the spell’s effect. The spell functions only on the plane of existence the Magic-User is currently occupying.

Cloud Kill

  • Level: 5
  • Range: 10’

This spell generates a bank of fog, similar to a cloud, except that its vapors are yellowish green and poisonous. The Cloud Kill moves away from the Magic-User at 10’ per round, rolling along the surface of the ground. The spell normally lasts 6 turns.

These vapors automatically kill any living creature with less than 5HD (no save allowed). A living creature with 5 HD is slain unless it Saves vs. Poison at –4 to the roll. A living creature with 6HD or more must make a normal save vs. poison or die.

Continual Light

  • Level: 2
  • Range: 120’

This spell creates a globe of light anywhere within range that the Magic-User wishes it to be. The light creates a small circle of illumination 20’ in diameter. It can be cast on items and carried around. The spell will last forever unless dispelled.

Detect Evil

  • Level: 2
  • Range: 60’

For 2 turns, this spell grants the Magic-User the ability to detect evil and evil intents in persons, creatures, or objects. Certain magic items may radiate evil if they are specifically aligned or are created for evil purposes.

Detect Invisible

  • Level: 2
  • Range: Line-of-sight

This spell gives the Magic-User the ability to see invisible objects, persons, or creatures within his line of sight. This spell may be used together with the Wizard Eye Spell.

Detect Magic

  • Level: 1
  • Range: 60’

For 2 turns, this spell allows the Magic-User to see the magical auras in his line of sight surrounding persons, creatures, and objects. The magical item or being will only appear to be glowing to the Magic-User.

Dimension Door

  • Level: 4
  • Range: 400’

This spell opens a magical door for the Magic-User to step through to any desired location in line of sight within 400’ of his current
location. Wherever the door opens, the Magic-User will step out as if walking normally. There is no chance of misfire as the the door will not mistakenly open more than 3’ above the ground or inside a solid mass.

Dispel Magic

  • Level: 3
  • Range: 120’

Dispel Magic can end ongoing spells that have been cast on a creature/person as well as ongoing spells (or at least their effects)
within an area. It can also be used to counter another spellcaster’s spell. Some spells, as noted in their descriptions, cannot be defeated by being dispelled.

The chance of success is based on the level of the Magic-User vs. the original spellcaster’s level. If the caster of the dispel magic is of equal or higher level, the spell automatically succeeds. If he is lower, his chance is equal to 100% minus the level difference x 10. For example: a 5th level Magic-User vs. a 9th level caster would have a 100 – 40 = 60% chance of success (01-60 on d%).

ESP

  • Level: 2
  • Range: 60’

This spell, for 12 turns, grants the Magic-User the ability to detect the thoughts of anything sentient in range, whether lurking behind doors or even in total darkness. This spell will work through walls of up to 3’ thick. A coating of lead will block the spell, however.

Explosive Runes

  • Level: 3
  • Range: 0’

To cast this spell, mystical runes are traced on a page inside a book, a map, scroll, or other small object. Anyone who tries to open
or read the item without the magical key will be blasted for 5d6 points of damage. A successful Save vs. Spells halves the damage. Dispel Magic can be used to remove the runes. The runes last until triggered or dispelled.

Fear

  • Level: 4
  • Range: 0’

This spell radiates from the Magic-User in a cone 60’ long and 30’ in diameter at its end. All creatures within the cone must Save vs. Spells or turn away and flee in panic. They will move as fast as they can for a number of rounds equal to the level of the Magic-User.

Feeble Mind

  • Level: 5
  • Range: 240’

This very powerful spell will reduce the target’s Intelligence score to 2 if the Save vs. Spells fails. The victim will not be able to speak, write, or communicate intelligibly. He will know who he is and who his friends are but little more. Spellcasters will lose their ability to cast spells and instantly forget any spells they knew. The effects are permanent, and can only be reversed with a Wish spell.

Fireball

  • Level: 3
  • Range: 240’

The Magic-User unleashes a ball of fire that can reach 240’ from his fingertip. The Magic-User has the option of activating the fire ball anywhere in a straight line between himself and the maximum range. If not yet exploded, the ball will explode in a 20’ radius when it strikes the first object in its path, causing 1d6 damage per Magic-User level to all targets within the blast. A successful Save vs. Spells will reduce damage by half. The ball will not bounce or turn corners but flies in a straight line from the Magic-User.

Fly

  • Level: 3
  • Range: 0’

This spell gives the Magic-User the ability to fly through the air at a rate of 120’ per turn. The Magic-User must use his arms to move and stopping that arm movement causes him to fall. The spell lasts a number of turns equal to 1d6 + Magic-User level. The GM rolls this secretly and there is no warning when the spell is going to end – it just ends. A character caught in the air suffers the standard falling damage of 1d6 per 10’. Standard encumbrance rules apply.

Haste

  • Level: 3
  • Range: 240’

Any persons within a 30’ radius of the focal point when the spell is cast will move and attack at twice the normal speed. On leaving the area, the Haste will stop and have no further effect. This spell will affect up to 24 persons for 3 turns.

Hold Monster

  • Level: 5
  • Range: 120’

The Magic-User is able to hold up to 4 creatures against their will. If they fail to Save vs. Spells, the beings are considered motionless and unable to move or speak. The fewer the targets, the more powerful the spell; 2 victims will save at –2, while 1 will save at –4. Undead are not affected by this spell.

Hold Person

  • Level: 3
  • Range: 120’

This spell is identical to Hold Monster but affects only humanoid beings.

Hold Portal

  • Level: 1
  • Range: 5′

When cast, this spell will secure a portal fast as if it were physically bolted or locked. Extra-dimensional creatures (such as demons,
devils, or elementals) will shatter the held portal instantly. A Knock or Dispel Magic spell will negate the Hold Portal instantly. Held portals can be broken or battered down and the amount of HP it has is equal to the caster level times 3.

Ice Storm

  • Level: 4
  • Range: 10’ per Magic-User level

A 10’ diameter downpour of hail pummels anyone below. The point of impact is chosen by the Magic-User, anywhere within range.
Any targets in the area of effect will suffer 5d6 points of damage, or half that if a Save vs. Spells is successful.

Illusionary Terrain

  • Level: 4
  • Range: 240’

This spell will create an illusionary terrain that will remain in effect until it is touched by intelligent creatures. Effects may be as simple as the heat shimmer or a mirage in the desert or lava on the ground the target must walk through.

Infravision

  • Level: 3
  • Range: 0’

This spell can be cast upon any human or humanoid, giving them the ability to see in the dark as if they were a dwarf or an elf.

Invisibility

  • Level: 2
  • Range: 240’

The target becomes invisible to all creatures and beings that cannot naturally see invisible objects. The target will remain invisible until the spell is dispelled or until he makes an attack.

Invisibility 10’

  • Level: 3
  • Range: 240’

This is identical to the Invisibility spell except that anyone within a 10’ radius of the target is also rendered invisible as long as they remain in that area. The area cannot be moved once cast.

Knock

  • Level: 2
  • Range: 60’

This spell will instantly open any secret door, held portal, or door locked by magic or any other means that is targeted by the Magic-User.

Levitate

  • Level: 2
  • Range: 20’ x Magic-User level

For a number of turns equal to Magic-User’s level +6, the target can float above ground, moving up and down through the air. He cannot move laterally unless pushed or pulled or by using some other means such as pushing off from or along a wall.

Light

  • Level: 1
  • Range: 120’

This spell lights up an area with a 20-foot radius that can be moved up to 120 feet from the caster in any direction.The duration of the spell is equal to Magic-User’s level + 1 in turns.

Lightning Bolt

  • Level: 3
  • Range: 240’

From a point chosen by the Magic-User anywhere within range, a 60’ long, 7½’-wide bolt of forked lightning will strike out for 1d6
points of damage per Magic-User level. A successful Save vs. Spells will reduce damage to half.

Locate Object

  • Level: 2
  • Range: 60’ + Magic-User level

For 2 turns, the Magic-User will be able to tell the general direction to the desired object. Some physical property of the object has to be known for this spell to work properly.

Magic Jar

  • Level: 5
  • Range: 30’

The Magic-User stores his life force in a special container and then attempts to possess the body of another creature within 120’ of the jar. Possession of the other victim occurs if he fails a Save vs. Spells, whereupon the victim’s life force is trapped in the jar while the Magic-User’s takes over the victim’s body. If the body is destroyed the Magic-User’s life returns to the jar, dispatching the other spirit. If the jar is destroyed both life forces return to their respective bodies. If the Magic-User’s body is destroyed while his life force is in the jar, he must stay in the jar until another victim can be possessed.

Magic Missile

  • Level: 1
  • Range: 150’

A magical bolt is produced out of thin air to inflict 1d6+1 points of damage to the target. At 4th level the Magic-User will get an additional missile. At 7th level, he gets 3 missiles. He can divide multiple magic missiles amongst one target or several as he wishes.

Monster Summon

  • Level: 3
  • Range: 240’

All 1HD monsters within range of this spell will be drawn towards the Magic-User and act with friendly intentions for 1d6+6 hours,
defending him to the best of their abilities if need be. The GM can determine how many monsters are available to heed the call.

Pass Wall

  • Level: 5
  • Range: 30’

For 3 turns, a 5’ diameter hole up to 30’ deep will open up in any wall the caster selects within range. If the wall is more than 30’ thick, the hole will still only reach 30’ deep.

Phantasmal Forces

  • Level: 2
  • Range: 240’

The Magic-User can create an illusion and project it out to the maximum extent of the spell’s range. If the victim fails his Save vs. Spells, he will believe any damage caused by the illusion to be true. The spell remains in effect until the target is touched by another living creature.

Polymorph Other

  • Level: 4
  • Range: 60’

The Magic-User can change any living being into any other living creature. The target only gains the physical attributes of the new
creature, like movement, but does not gain any special abilities, such as breath weapons, paralyzing touch, poison, or energy drain. Unwilling victims must Save vs. Spells to avoid the change.

Polymorph Self

  • Level: 4
  • Range: Self

This spell allows the Magic-User to change himself into any other type of living creature in exactly the same way as Polymorph Other.

Protection from Evil

  • Level: 1
  • Range: 0’

For 12 turns, this spell protects the target from any evil being intending harm, adding a +1 to all saves against evil attacks. Evil foes receive a –1 penalty to hit.

Protection from Evil 10’ Radius

  • Level: 3
  • Range: 10’ radius

This spell acts exactly like a normal Protection from Evil spell, but it protects anyone within 10’ of the target.

Protection from Normal Missiles

  • Level: 3
  • Range: 30’

The target is protected against any normal missile attack. If an attack is made against the target with any missile weapon, it is at –2 to hit on top of any normal penalties for range.

Read Languages

  • Level: 1
  • Range: Self

For 2 turns, the Magic-User can decipher coded treasure maps and all non-magical forms of writing.

Read Magic

  • Level: 1
  • Range: Self

For 2 turns, the Magic-User can decipher magic scrolls and other magic inscriptions. A scroll can be identified by deciphering the spell name or names without reading the entire thing, to save the scroll from being used.

Remove Curse

  • Level: 4
  • Range: Touch

This spell can be used to remove a curse placed on a person by a spell or magic item. Evil Magic-Users twist this spell around to “Bestow Curse”.

Rope Trick

  • Level: 3
  • Range: Touch

For 2 turns per level, the Magic-User can control the actions of one rope they can touch, causing it to stand straight in the air for climbing, or twisting it around a target to capture it. The rope cannot cause any damage at all when performing these actions.

Shield

  • Level: 1
  • Range: 0’

This spell creates a magical barrier between the Magic-User and his enemies. It provides the equivalent armor class of plate mail
and shield (AC2) against missiles and chain mail and shield (AC4) against all other attacks.

Sleep

  • Level: 1
  • Range: 240’

A sleep spell affects 2d8 creatures of up to 1+1HD, 2d6 creatures of up to 2+1HD, 1d6 creatures of up to 3+1HD, or 1 creature of up to 4+1HD. The spell targets only those creatures determined by the dice, leaving any additional creatures in the area unaffected. Victims do not get a Save vs. Spells. Undead are immune.

Slow

  • Level: 3
  • Range: 240’

Any persons within 30’ of the focal point of the spell are affected, slowed to half their normal speed for movement and attacks.
Leaving the radius cancels the effects on that target. The spell can affect up to 24 targets for three turns.

Suggestion

  • Level: 3
  • Range: 30’

When this spell is cast, the Magic-User can influence the actions of one chosen creature by uttering a few words or phrases. The suggestion cannot compel a character or creature to perform suicidal actions. It has no effect on undead, demons, dragons, or giants; nor on characters 5 or more levels above the Magic-User.

Teleport

  • Level: 5
  • Range: 0’

This spell instantly transports the target to a designated destination, which may be as far distant as 100 miles per Magic-User level. The target can bring along objects as long as their weight doesn’t exceed their maximum load.

Without personal experience of the destination, teleportation is uncertain, and a d% roll of more than 0-75 results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is still some danger. Solid material is contacted on a d% roll of 01-10, again resulting in death. A roll of 91-00 indicates a fall of from 10’ to 100’, also possibly resulting in death.

If a careful study of the destination has been made previously, then the Magic-User has only a 1% chance of teleporting low (a roll of 01 on d%) and a 4% chance of appearing 10’ to 40’ high (97-00 on d%).

Transmute Rock to Mud

  • Level: 5
  • Range: 120’

Within one turn, any sand or rock within a 10’ radius of the focal point is instantly changed to mud.

Wall of Fire/Ice

  • Level: 4
  • Range: 60’/120’

The Magic-User can memorize this spell and determine at casting which element he wants.

If he chooses fire, he will create a thin wall of flame up to 1,200’ square (5’ x 240’, 10’ x 120’, 20’ x 60’, etc.). Creatures of less than
4HD that try to break through it will suffer 6d6 points of damage; half if they make their Save vs. Spells. Creatures 4+1HD or more
can push through, taking only 1d6 points of damage. Undead or cold-using creatures take double damage.

Choosing ice will create a frozen wall 20’ tall and 60’ long. It will prevent creatures of less than 4HD from breaking through, while
those of 4+HD or more can do so, sustaining 2d6 points of damage in the process. Damage is halved if they make their Save vs Spells.

Wall of Stone

  • Level: 5
  • Range: 60’

This spell creates a stone wall 2’ thick, 10’ tall. and 15’ long in front of the Magic-User. The wall can be dispelled as well as broken
down. The wall has 15 hit points.

Water Breathing

  • Level: 3
  • Range: 30’

The target gains the ability to breathe normally under water for 12 turns.

Wish

  • Level: 5
  • Range: Varies

Wish is the mightiest spell a Magic-User can cast. Simply speaking the words aloud, the caster can alter reality. Even though a wish
seems unlimited, it too has its limitations. It’s best to think about what needs to be done and write it out on paper before speaking aloud.

Of course, any outcome of the wish spell is left up to the Game Master entirely and the wrong wording could give you unexpected
results, so be careful. Casting Wish does have side effects on the character and will age them due to the power of the spell. Each time cast, the spell will age the character by 2d6 years. This effect is not reversible, even with another wish spell.

Wizard Eye

  • Level: 4
  • Range: 240’

An invisible disembodied eye is created which the Magic-User can look through if he concentrates. The eye has 60’ Infravision. The
Magic-User can move it at a rate of 120’ per turn, to a maximum of 240’ away from his location.

Wizard Lock

  • Level : 2
  • Range: 10’

This spell is used to secure a door, gate, or similar barrier. Its effects are permanent until dispelled. The magic can be bypassed without dispelling or removing the Wizard Lock by using a Knock spell or by another Magic-User 3 or more levels higher than the initial caster.

 

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