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Cleric and Magic-User Spells

Cleric and Magic-User Spells v1.0

Writing, editing, layout: Gavin Norman


Cover art: Andrew Walter
Interior art: Michael Clarke, Per Gradin, Tom Kilian, Kyle Latino, Mark Lyons, Thomas
Novosel, Juan Ochoa, Stefan Poag, Olivia Politz, Sean Poppe, Rachel Quinlan, Matthew
Ray, Luka Rejec, Peter Saga, Johannes Stahl
Text and design © Gavin Norman 2019. Cover illustration © Andrew Walter 2019. Illustra-
tions on p. 12, 13, 25 © Michael Clarke 2019; on p. 42–43 © Per Gradin 2019; on p. 4–5,
18 © Tom Kilian 2019; on p. 6 © Kyle Latino 2019; on p. 48 © Mark Lyons 2019; on p. 11,
23 © Thomas Novosel 2019; on p. 17 © Juan Ochoa 2019; on p. 14–15, 41 © Stefan Poag
2019; on p. 8–9 © Olivia Politz 2019; on p. 47 © Sean Poppe 2019; on p. 20–21 © Rachel
Quinlan 2019; on p. 16 Matthew Ray 2019; on p. 1, 2, 36 © Luka Rejec 2019, on
p. 26 © Peter Saga 2019; on p. 19, 24, 33 © Johannes Stahl 2019. Dimitri © Fon-
talicious – Derivative Versions © Font Bros. – www.fontbros.com. Economica ©
TipoType – Derivative Versions © Font Bros. – www.fontbros.com.
Table of Contents
Introduction3 Magic-User Spells 22
Cleric Spells 3 1st Level Spells 22
Magic-User Spells 3 2nd Level Spells 25
Required Books 3 3rd Level Spells 28
Cleric Spell List 6 4th Level Spells 30
Magic-User Spell List 7 5th Level Spells 33
6th Level Spells 38
Cleric Spells 10
Open Game License 44
1st Level Spells 10
2nd Level Spells 12 Index of Spells 46
3rd Level Spells 14
4th Level Spells 16
5th Level Spells 18

Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Cleric Spells Magic-User Spells
Clerical spells range from the humble to Magic-user spells range from the utili-
the indispensable to the miraculous. The tarian to the flashy. The spells cover the
spells cover the following main areas: following main areas:
▶▶ Healing: The most fundamental ▶▶ Offence: The most iconic magic-user
clerical spells are those with the ability to spells are those that harm or incapaci-
heal. Indeed, these spells are very often tate enemies. From the ability to cause
the primary reason adventuring parties large groups of creatures to fall into an
seek out clerics to join their ranks! Any instant slumber, to mid-level spells that
adventurer with the humble 1st level cure can paralyse, incinerate, or electrify foes,
light wounds memorized is a major boon to greater magicks that can kill outright,
to their companions, able to restore lost disintegrate, or turn to stone. In an ad-
hit points. Higher level spells grant the venturing party, a magic-user’s offensive
ability to cure diseases and poisons. The spells are invaluable for their ability to
most powerful clerical healing magic can instantly defeat large groups of enemies.
even return the deceased to life. ▶▶ Misdirection: Secondary is the role of
▶▶ Defence: The secondary role of clerical spells of deceit and misdirection. At all
magic lies in protection against harmful levels, the magic-user spell list includes
environments and warding of evil forces. magicks to conjure illusions, to charm the
Low-level spells can conjure light in dark unwitting, and to baffle the senses.
places or make spoiled food safe to eat. ▶▶ Movement: Finally, the magic-user
Higher-level spells can unravel baneful spell list features a wide range of spells
enchantments and banish great evils. that enable or prevent movement. From
▶▶ Divination: Finally, the cleric spell list barring or opening doors, to carrying
features a wide range of spells that bestow heavy loads, to granting the power of
knowledge of that which is hidden. Low flight, to conjuring barriers of energy.
level spells grant the ability to detect
magic, traps, and evil intent. More pow-
erful spells allow communication with
animals and plants, locating lost objects,
Required Books
and even direct communion with deities! Core Rules: The basic rules for magic,
spell casting, and spell books are found in
Heritage Old-School Essentials Core Rules.
The material presented in this book Classic Fantasy: Genre Rules: The de-
represents a 100% faithful restatement scriptions of the cleric, magic-user, and elf
of the cleric and magic-user spells from classes are found in Classic Fantasy:
the classic Basic/Expert game. Genre Rules.
3
4
5
Cleric Spell List
1st Level 3rd Level
1. Cure Light Wounds (Cause Lt. Wounds) 1. Continual Light (Continual Darkness)
2. Detect Evil 2. Cure Disease (Cause Disease)
3. Detect Magic 3. Growth of Animal
4. Light (Darkness) 4. Locate Object
5. Protection from Evil 5. Remove Curse (Curse)
6. Purify Food and Water 6. Striking
7. Remove Fear (Cause Fear)
8. Resist Cold 4th Level
2nd Level 1.
2.
Create Water
Cure Serious Wounds (Cause Sr. Wounds)
1. Bless (Blight) 3. Neutralize Poison
2. Find Traps 4. Protection from Evil 10’ Radius
3. Hold Person 5. Speak with Plants
4. Know Alignment 6. Sticks to Snakes
5. Resist Fire
6. Silence 15’ Radius 5th Level
7. Snake Charm
8. Speak with Animals 1. Commune
2. Create Food
3. Dispel Evil
4. Insect Plague
5. Quest (Remove Quest)
6. Raise Dead (Finger of Death)

Reversible Spells
The name of the reversed version of a
spell is listed in parentheses after the
name of the standard version of the
spell.
See Magic in Core Rules for details on
casting reversed spells.

6
Magic-User Spell List
1st Level 4th Level
1. Charm Person 1. Charm Monster
2. Detect Magic 2. Confusion
3. Floating Disc 3. Dimension Door
4. Hold Portal 4. Growth of Plants
5. Light (Darkness) 5. Hallucinatory Terrain
6. Magic Missile 6. Massmorph
7. Protection from Evil 7. Polymorph Others
8. Read Languages 8. Polymorph Self
9. Read Magic 9. Remove Curse (Curse)
10. Shield 10. Wall of Fire
11. Sleep 11. Wall of Ice
12. Ventriloquism 12. Wizard Eye

2nd Level 5th Level


1. Continual Light (Continual Darkness) 1. Animate Dead
2. Detect Evil 2. Cloudkill
3. Detect Invisible 3. Conjure Elemental
4. ESP 4. Contact Higher Plane
5. Invisibility 5. Feeblemind
6. Knock 6. Hold Monster
7. Levitate 7. Magic Jar
8. Locate Object 8. Pass-Wall
9. Mirror Image 9. Telekinesis
10. Phantasmal Force 10. Teleport
11. Web 11. Transmute Rock to Mud (Mud to Rock)
12. Wizard Lock 12. Wall of Stone

3rd Level 6th Level


1. Clairvoyance 1. Anti-Magic Shell
2. Dispel Magic 2. Control Weather
3. Fire Ball 3. Death Spell
4. Fly 4. Disintegrate
5. Haste 5. Geas (Remove Geas)
6. Hold Person 6. Invisible Stalker
7. Infravision 7. Lower Water
8. Invisibility 10’ Radius 8. Move Earth
9. Lightning Bolt 9. Part Water
10. Protection from Evil 10’ Radius 10. Projected Image
11. Protection from Normal Missiles 11. Reincarnation
12. Water Breathing 12. Stone to Flesh (Flesh to Stone)
7
8
9
Cleric Spells
1st Level Spells Detect Magic
Duration: 2 turns
Range: 60’
Cure Light Wounds Enchanted objects, areas, or creatures
Duration: Instant are caused to glow. Both permanent and
Range: The caster or a creature touched temporary enchantments are revealed.
This spell has two uses
Light
1. Healing a living subject: Restores
1d6+1 hit points of damage. This Duration: 12 turns
cannot grant more hit points than the Range: 120’
subject’s normal maximum. This spell has three usages:
2. Curing paralysis: Paralysing effects 1. Conjuring light: In a 15’ radius. The
are negated. magical light is sufficient for reading,
Reversed: Cause Light Wounds but is not as bright as daylight. The
Inflicts 1d6+1 hit points of damage to spell may be cast upon an object, in
a touched creature. In combat, a melee which case the light moves with the
attack roll is required. object.
2. Blinding a creature: By casting the
spell upon its eyes. If the target fails a
Detect Evil saving throw versus spells, it is blind-
Duration: 6 turns ed for the duration. A blind creature
Range: 120’ cannot attack.
Objects enchanted for evil purposes or 3. Cancelling darkness: Light may can-
living beings with evil intentions are cel a darkness spell (see below).
caused to magically glow. Reversed: Darkness
▶▶ Intent only: This spell does not grant Creates a 15’ radius area of magical black-
the ability to read minds, but only grants ness, preventing normal sight (but not
a general sense of evil intent. infravision). Like light, it may alternative-
▶▶ Definition of evil: The referee must ly be used to blind creatures or to dispel a
decide what is “evil”. Some things that are light spell.
potentially harmful, like traps, are not
“evil.”

10
Protection from Evil Remove Fear
Duration: 12 turns Duration: 2 turns
Range: The caster Range: The caster or a creature touched
This spell wards the caster from attacks The creature touched is calmed and
by creatures of another alignment, as purged of fear. Magically induced fear
follows: may be dispelled, but this requires the
▶▶ Bonuses: The caster gains a +1 bonus subject to make a saving throw versus
to saving throws against attacks or special spells. The save is modified by +1 per
abilities of affected creatures. level of the caster.
▶▶ Affected creatures’ attacks: Against Reversed: Cause Fear
the caster are penalised by –1. Will cause a target within 120’ to flee for
▶▶ Enchanted, constructed, or sum- the duration unless it saves versus spells.
moned creatures: The spell additionally
prevents such creatures from attacking Resist Cold
the caster in melee, though they may still
make ranged attacks. If the caster engages Duration: 6 turns
such a creature in melee, this protection Range: 30’
is broken (the caster still gains the save All creatures within range are protected
and attack bonuses mentioned above). from cold, as follows:
▶▶ Normal cold: Unharmed by non-mag-
Purify Food and Water ical freezing temperatures.
Duration: Permanent ▶▶ Save bonus: Gain a +2 bonus to all
Range: 10’ saving throws versus cold-based magical
This spell makes spoiled, rotten, poison- or breath attacks.
ous, or otherwise contaminated food and ▶▶ Cold-based damage: Is reduced by 1
water pure and suitable for eating and point per damage die rolled. (Each die in-
drinking. One of the following may be flicts a minimum of 1 hit point damage.)
affected:
▶▶ Drink: 6 quarts.
▶▶ Rations: One trail ration (iron or
standard).
▶▶ Unpreserved food: A quantity suffi-
cient for 12 human-sized beings.

11
2nd Level Spells Find Traps
Duration: 2 turns
Range: 30’
Bless Trapped objects or areas within range of
Duration: 6 turns the caster glow with a magical blue light.
Range: 60’ ▶▶ Magical and mechanical traps: Are
May be used in one of two situations: both detected.
▶▶ No knowledge: About the nature of
1. Battle: Allies within a 20’ square area
the trap or how to deactivate it is granted.
who are not yet in melee gain a +1
bonus to attack and damage rolls and
a +1 bonus to morale.
Hold Person
2. Ritual: Casting bless may also form Duration: 9 turns
part of rituals of purification or conse- Range: 180’
cration, at the referee’s discretion.
This spell causes one or more humans,
Reversed: Blight demihumans, or humanoid monsters to
Incurs a –1 penalty to morale checks, be paralysed if they fail a saving throw
attacks rolls, and damage rolls of enemies versus spells. It may be cast in two ways:
within a 20’ square area. A save versus 1. Against an individual: The target’s
spells is allowed to resist the blight. saving throw is penalised by –2.
2. Against a group: 1d4 individuals in
the group are targeted.
Restrictions: Humanoids of greater than
4+1 HD and undead are not affected.

Know Alignment
Duration: 1 round
Range: 10’
The caster gains immediate knowledge of
the alignment of one character, monster,
object, or location within range. (Most
objects or locations do not have an
alignment, but magic items or holy places
might.)

12
Snake Charm
Duration: 1d4+1 rounds or turns
Range: 60’
One or more snakes are rendered
non-hostile, rearing up and swaying to
and fro but not attacking.
▶▶ HD affected: The spell affects snakes
whose total Hit Dice do not exceed the
caster’s level. For example, a 7th level
caster can affect 7 HD of snakes, which
can equal seven 1 HD snakes, or two 3
HD snakes and one 1 HD snake, or any
Resist Fire other combination.
Duration: 2 turns ▶▶ Duration: When cast on snakes that
Range: 30’ are already attacking, the spell lasts for
1d4+1 rounds. Otherwise, it lasts for
A single creature is bestowed with super- 1d4+1 turns.
natural resistance to fire, as follows:
▶▶ Normal heat: Unharmed by non-mag- Speak with Animals
ical heat or fire.
Duration: 6 turns
▶▶ Save bonus: Gain a +2 bonus to all Range: 30’
saving throws versus fire-based magical
or breath attacks. The caster can communicate with one
▶▶ Fire-based damage: Is reduced by 1 type of animal within range when the
point per damage die rolled. (Each die in- spell is cast.
flicts a minimum of 1 hit point damage.) ▶▶ Type of animal: Ordinary animals or
giant versions of ordinary animals may
Silence 15’ Radius be targeted.
Duration: 12 turns ▶▶ Questions: The caster can ask ques-
Range: 180’ tions of and receive answers from animals
of the chosen kind, although the spell
A 15’ radius area is rendered utterly doesn’t make animals any more friendly
silent. or cooperative than normal (a reaction
▶▶ Within the area: All sound is stopped. roll may be required).
Conversation and spell casting are impos- ▶▶ Services: If an animal is friendly
sible. toward the caster, it may perform some
▶▶ Noise from outside the area: Can be favour or service.
heard by those within it.
▶▶ Casting upon a creature: Silence may
be cast upon a creature, which must
save versus spells. If the save fails, the
15’ radius area of silence moves with the
creature. If the save succeeds, the spell’s
effect remains stationary—the targeted
creature may move out of it.
13
3rd Level Spells Cure Disease
Duration: Instant
Range: 30’
Continual Light This spell has two uses:
Duration: Permanent 1. Cure a subject of any disease: Includ-
Range: 120’ ing those of magical origin.
This spell has three usages: 2. Kill green slime: This monster (see
Classic Fantasy: Monsters) is killed
1. Conjuring light: In a 30’ radius. instantly.
The magical light is as bright as full
daylight (creatures that suffer attack Reversed: Cause Disease
penalties in daylight are affected). The Inflicts a terrible, withering disease on
spell may be cast upon an object, in a victim, if a saving throw versus spells
which case, the light moves with the is failed. The disease has the following
object. effects:
2. Blinding a creature: By casting the ▶▶ Death: Within 2d12 days.
spell upon its eyes. If the target fails a
saving throw versus spells, it is blind- ▶▶ Attack penalty: –2 to attack rolls.
ed. A blind creature cannot attack. ▶▶ Natural healing: Takes twice the usual
3. Cancelling darkness: Continual light amount of time.
may cancel a continual darkness spell ▶▶ Magical healing: Is utterly ineffective.
(see below). ▶▶ Curing: This disease can be cured with
a casting of cure disease.
Reversed: Continual Darkness
Creates a 30’ radius area of magical black-
ness, preventing both normal sight and
infravision. Light sources brought within
the area of darkness do not illuminate it.
Like continual light, it may alternatively
be used to blind creatures or to dispel a
continual light spell.

14
Growth of Animal Remove Curse
Duration: 12 turns Duration: Instant / Permanent (curse)
Range: 120’ Range: The caster or a creature touched
One non-magical, normal animal is dou- Remove curse instantaneously removes
bled in size and strength when this spell one curse from a creature. It may allow a
is cast upon it. character to discard a cursed magic item.
▶▶ Damage: The damage inflicted by the Reversed: Curse
animal’s attacks is doubled.
Places a deleterious effect upon a crea-
▶▶ Load: The amount of weight the ani- ture, if it fails a save versus spells.
mal can carry is doubled.
▶▶ Effects: The exact form and effects of
Restrictions: This spell may be used on the curse are determined by the caster.
giant versions of normal animals, but ▶▶ Maximum possible effects include: A
intelligent animals and fantastic monsters –2 penalty to saving throws, a –4 penalty
are unaffected. to hit, reducing an ability score by 50%.
▶▶ Multiple curses: May afflict a creature,
Locate Object as long as each has a different effect.
Duration: 6 turns ▶▶ Referee judgement: The referee
Range: 120’ should judge the effects of this spell and
The caster can sense the direction (but may turn overly powerful curses back
not distance) of an object. One of two onto the caster!
types of object may be located:
Striking
1. General class: An object of a general
class (e.g. a stairway, an altar, etc). In Duration: 1 turn
this case, the nearest object of that Range: 30’
type is located. A single weapon is enchanted:
2. Specific object: A specific object
▶▶ Damage: It deals an additional 1d6
which the caster can clearly visualise
damage.
in all aspects.
▶▶ Treated as magical: It is able to
Restrictions: This spell cannot be used to harm monsters which are normally only
locate creatures. harmed by magical weapons.

15
4th Level Spells
Create Water
Duration: Permanent
Range: Touch
This spell causes a magical fount to spring
forth from the ground or a wall.
▶▶ Volume: The fount produces approx-
imately 50 gallons of water—enough
to sustain twelve humans and twelve
mounts for one day.
▶▶ Higher level casters: If the caster is
higher than 8th level, water sufficient for
an additional twelve humans and mounts
is produced for each level beyond 8th.

Cure Serious Wounds


Duration: Instant
Range: The caster or a creature touched
The caster’s touch heals 2d6+2 hit points
of damage in one living subject. This
cannot grant more hit points than the
subject’s normal maximum. Protection from Evil 10’ Radius
Reversed: Cause Serious Wounds Duration: 12 turns
Range: 10’ around the caster
Inflicts 2d6+2 hit points of damage to
a touched creature. In combat, a melee This spell wards the caster and all allies
attack roll is required. within 10’ from attacks by creatures of
another alignment, as follows:
Neutralize Poison ▶▶ Bonuses: Those warded gain a +1
Duration: Instant bonus to saving throws against attacks or
Range: The caster or a creature or object special abilities of affected creatures.
touched ▶▶ Affected creatures’ attacks: Against
those warded are penalised by –1.
This spell has two uses:
▶▶ Enchanted, constructed, or sum-
1. Characters: Neutralize the effects of moned creatures: The spell additionally
poison on a character. A character prevents such creatures from making me-
who has died from poisoning can be lee attacks against those warded, though
revived, if neutralize poison is cast they may still make ranged attacks. If
within ten rounds. any of the warded party engages such a
2. Items: Remove poison from an item. creature in melee, this protection is bro-
ken (those warded still gain the save and
16 attack bonuses mentioned above).
Speak with Plants Sticks to Snakes
Duration: 3 turns Duration: 6 turns
Range: 30’ Range: 120’
This spell has two uses: 2d8 normal sticks are miraculously trans-
1. Normal plants: Communication with formed into snakes that follow the caster’s
normal plants. The caster is able to orders.
ask questions and receive answers and ▶▶ Reversion: When killed or at the end
may ask for simple favours. Plants may of the spell’s duration, the snakes revert
comply, if the request is within their back into sticks.
ability to understand and perform. For
example, densely overgrown plants
Conjured Snakes
may clear a passageway through which AC 6 [13], HD 1 (4hp), Att 1 × bite
the caster and party may travel. (1d4), THAC0 19 [0], MV 90’ (30’), SV
2. Monstrous plants: Communication D12 W13 P14 B15 S16 (1), ML 17, AL
with plant-like or plant-based mon- Neutral, XP 10 (13 if poisonous), NA See
sters. above, TT None
▶▶ Poison: There is a 50% chance of the
snakes being poisonous.
▶▶ When killed: Revert back to sticks.

17
Dispel Evil
Duration: Concentration (up to 1 turn)
or instant (see below)
Range: 30’
This spell has three uses:
1. Ward: By concentrating and remain-
ing stationary, enchanted or undead
monsters that come within range
may be banished or destroyed. Each
monster may save versus spells to
avoid banishment or destruction. If
a monster’s save succeeds, it flees the
affected area.
2. Target single monster: Instantly

5th Level Spells banish or destroy a single enchanted


or undead monster within range. The
monster may save versus spells (with
a –2 penalty) to avoid banishment
Commune or destruction. If the monster’s save
Duration: 3 turns succeeds, it flees the affected area.
Range: The caster 3. Dispel curse: Instantly dispel the hold
The caster calls upon divine powers in that a cursed item has over a being
order to seek knowledge. within range.
▶▶ Questions: The caster may ask three
questions per casting. Once per year, the Insect Plague
caster may instead ask six questions. Duration: Concentration (up to 1 day)
▶▶ Answers: Each question receives a Range: 480’
simple “yes” or “no” answer.
Cast above ground, this spell conjures a
▶▶ Usage limit: Commune may only be 60’ diameter swarm of flying insects with
cast once per week. If the referee feels this the following properties:
spell is being overused, its usage may be
limited to once per month. ▶▶ Movement: 20’ per round. While the
swarm is within range, the caster is able
Create Food to direct its movements.
▶▶ Vision: Within the area of the swarm
Duration: Permanent
is obscured.
Range: Appears in the caster’s presence
▶▶ Creatures of 2 HD or less: Are driven
Conjures food from thin air. away, if caught within the swarm.
▶▶ Volume: Food sufficient for twelve ▶▶ Concentration: If the caster moves or
humans and twelve mounts for one day is loses concentration, the swarm dissipates,
conjured. ending the spell.
▶▶ Higher level casters: If the caster is
higher than 8th level, food sufficient for Restrictions: The spell has no effect if
an additional 12 humans and mounts is cast underground.
produced for each level beyond 8th.
18
Quest Raise Dead
Duration: Until quest is completed / Duration: Instant
Instant (remove quest) Range: 120’
Range: 30’
This spell has two uses:
The caster commands a single subject to 1. Restore life: To a recently deceased
perform a specific quest or task. human or demihuman. See below.
▶▶ Examples: Rescuing a prisoner, killing 2. Destroy undead: A single undead
a specific monster, bringing a magic item monster is destroyed, if it fails a saving
to the caster, or going on a journey to a throw versus spells.
holy site. Restoring life: When used to restore life,
▶▶ Suicidal quests: The prescribed quest the following stipulations apply:
must not be obviously suicidal. ▶▶ Time limit: The caster can raise a per-
▶▶ Saving throw: The subject may save son that has been dead for no longer than
versus spells, with success indicating that four days per level of the caster above 7th.
the quest has no effect. For example, a 10th level caster can revive
▶▶ Refusal: The subject must undertake a character that has been dead for twelve
the quest or fall under a curse (per the days (three levels above 7th × four days).
curse spell, with the exact nature of the ▶▶ Weakness: Returning from death is
curse determined by the referee). an ordeal. Until the subject gets two full
▶▶ Completion: Once the task is com- weeks of bed rest, they have 1 hit point,
pleted, the spell ends. move at half the normal rate, cannot
carry heavy items, and cannot attack, cast
Reversed: Remove Quest
spells, or use other class abilities. This
Can dispel an active quest spell. If the
period of weakness may not be shortened
character who cast the quest spell to be
by any magical healing.
nullified is higher level than the character
casting remove quest, there is a chance of Reversed: Finger of Death
the spell having no effect. The probabil- Directs a ray of deadly magic at a single
ity of failure is 5% per level the caster is target. If the target fails a saving throw
below the caster of quest. versus death, it dies instantly. Casting
finger of death is a chaotic act; it will only
be used by lawful casters in desperate
situations.

19
20
21
Magic-User Spells
1st Level Spells Detect Magic
Duration: 2 turns
Range: 60’
Charm Person Enchanted objects, areas, or creatures
Duration: One or more days (see below) are caused to glow. Both permanent and
Range: 120’ temporary enchantments are revealed.
A single, humanoid creature must save
versus spells or be charmed, as follows:
Floating Disc
▶▶ Friendship: The subject regards the Duration: 6 turns
caster as its trusted friend and ally and Range: 6’
will come to the caster’s defence. The caster conjures a slightly concave,
▶▶ Commands: If they share a language, circular disc of magical force that follows
the caster may give the charmed creature them about and carries loads.
commands, which it will obey. ▶▶ Dimensions: The disc is 3 feet in di-
▶▶ Subject’s nature: Commands that ameter and 1 inch deep at its centre.
contradict the charmed creature’s habits ▶▶ Load: It can hold a maximum load of
or alignment may be ignored. 5,000 coins (500 pounds).
▶▶ Suicidal commands: An affected ▶▶ Motion: The disc floats at waist height
creature never obeys suicidal or obviously and remains level, floating along horizon-
harmful orders. tally within spell range.
Restrictions: Humanoids of greater than ▶▶ End: When the disc winks out at the
4+1 HD and undead are not affected. end of the spell’s duration, anything it
Duration: The charm lasts indefinitely, was supporting is dropped.
but the subject is allowed to make further
saves versus spells at intervals, depend- Hold Portal
ing on its INT score. If one of these saves Duration: 2d6 turns
succeeds, the spell ends. Range: 10’
▶▶ INT 3–8: The creature gains a new This spell magically holds shut a door,
save once every month. gate, window, or other kind of portal.
▶▶ INT 9–12: The creature gains a new
▶▶ Opening by magic: A knock spell
save each week.
opens the held portal instantly.
▶▶ INT 13–18: The creature gains a new
▶▶ Opening by force: Creatures with at
save once every day.
least 3 Hit Dice more than the caster can
open the held portal with one round of
effort.
22
Light Protection from Evil
Duration: 6 turns +1 per level Duration: 6 turns
Range: 120’ Range: The caster
This spell has three usages: This spell wards the caster from attacks
1. Conjuring light: In a 15’ radius. The by creatures of another alignment, as
magical light is sufficient for reading, follows:
but is not as bright as daylight. The ▶▶ Bonuses: The caster gains a +1 bonus
spell may be cast upon an object, in to saving throws against attacks or special
which case the light moves with the abilities of affected creatures.
object. ▶▶ Affected creatures’ attacks: Against
2. Blinding a creature: By casting the the caster are penalised by –1.
spell upon its eyes. If the target fails a ▶▶ Enchanted, constructed, or sum-
saving throw versus spells, it is blind- moned creatures: The spell additionally
ed for the duration. A blind creature prevents such creatures from attacking
cannot attack. the caster in melee, though they may still
3. Cancelling darkness: Light may can- make ranged attacks. If the caster engages
cel a darkness spell (see below). such a creature in melee, this protection
Reversed: Darkness is broken (the caster still gains the save
and attack bonuses mentioned above).
Creates a 15’ radius area of magical black-
ness, preventing normal sight (but not
infravision). Like light, it may alternative-
Read Languages
ly be used to blind creatures or to dispel a Duration: 2 turns
light spell. Range: The caster
For the duration of this spell, the caster
Magic Missile may read any language, coded message,
Duration: 1 turn map, or other set of written instructions.
Range: 150’ This spell does not grant any ability to
speak unknown languages.
This spell conjures a glowing dart of ener-
gy that the caster may choose to shoot at
a visible target within range.
▶▶ Hit: The missile hits unerringly (no
attack roll or saving throw is required).
▶▶ Damage: The missile inflicts 1d6+1
damage.
▶▶ Higher level casters: May conjure
more missiles: two additional missiles are
conjured per five experience levels the
caster has gained (i.e. three missiles at
6th–10th level, five missiles at 11th–15th
level, etc.). Multiple missiles may be
directed at a single target.

23
Read Magic Shield
Duration: 1 turn Duration: 2 turns
Range: The caster Range: The caster
By means of read magic, the caster can Shield creates an invisible field of force
decipher magical inscriptions or runes, as that protects the caster:
follows: ▶▶ Against missile attacks: The caster’s
▶▶ Scrolls: The magical script of a scroll AC is 2 [17].
of arcane spells can be understood. The ▶▶ Against other attacks: The caster’s AC
caster is then able to activate the scroll at is 4 [15].
any time in the future.
▶▶ Spell books: A spell book written by Sleep
another arcane spell caster can be deci- Duration: 4d4 turns
phered. Range: 240’
▶▶ Inscriptions: Runes or magical words
inscribed on an object or surface can be A sleep spell causes a magical slumber
understood. to come upon creatures, excluding the
▶▶ Reading again: Once the caster has undead. The spell may target either:
read a magical inscription using read 1. A single creature: With 4+1 Hit Dice.
magic, they are thereafter able to read that 2. A group: A total of 2d8 Hit Dice of
particular writing without recourse to the creatures of 4 HD or lower each.
use of this spell. Killing: Creatures enchanted by this spell
are helpless and can be killed instantly
with a bladed weapon.
Awakening: Slapping or wounding awak-
ens an affected creature.
When targeting a group: Of creatures of
4 HD or less, the following rules apply:
▶▶ Weakest first: Targets with the least
HD are affected first.
▶▶ HD: Calculate monsters with less than
1 HD as having 1 HD and monsters with
a bonus to HD as having the flat amount.
(For example, a 3+2 HD monster would
be calculated as having 3 HD.)
▶▶ Excess: Rolled Hit Dice that are not
sufficient to affect a creature are wasted.

Ventriloquism
Duration: 2 turns
Range: 60’
The caster may make their voice appear
to come from any location or source (e.g.
24 a statue or animal) within range.
2nd Level Spells Detect Invisible
Duration: 6 turns
Range: 10’ per level
Continual Light Invisible creatures or items in range are
Duration: Permanent revealed to the caster.
Range: 120’
This spell has three usages:
1. Conjuring light: In a 30’ radius. The
magical light is sufficient for reading,
but is not as bright as daylight. The
spell may be cast upon an object, in
which case the light moves with the
object.
2. Blinding a creature: By casting the
spell upon its eyes. If the target fails a
saving throw versus spells, it is blind-
ed. A blind creature cannot attack.
3. Cancelling darkness: Continual light ESP
may cancel a continual darkness spell
(see below). Duration: 12 turns
Range: 60’
Reversed: Continual Darkness
This spell grants the caster the ability to
Creates a 30’ radius area of magical black-
perceive and understand the thoughts of
ness, preventing both normal sight and
other living creatures.
infravision. Light sources brought within
the area of darkness do not illuminate it. ▶▶ Focus for 1 turn: To pick up thoughts,
Like continual light, it may alternatively the caster must focus their concentration
be used to blind creatures or to dispel a in one direction for one turn.
continual light spell. ▶▶ After this turn: The thoughts of all
creatures within range in that direction
Detect Evil can be perceived.
Duration: 2 turns ▶▶ Multiple creatures: If multiple crea-
Range: 60’ tures are within the range in the direction
being focused on, their thoughts mingle
Objects enchanted for evil purposes or into a confusing jumble. The caster must
living beings with evil intentions are spend an additional turn to sort out one
caused to magically glow. creature’s thoughts.
▶▶ Intent only: This spell does not grant ▶▶ Meaning: The caster understands the
the ability to read minds, but only grants meaning of all thoughts even if they do
a general sense of evil intent. not share the creature’s language.
▶▶ Definition of evil: The referee must ▶▶ Obstructions: The ability to perceive
decide what is “evil”. Some things that are thoughts is obstructed by a thin layer of
potentially harmful, like traps, are not lead or by rock of 2’ thick or greater.
“evil.”
25
Invisibility Locate Object
Duration: Permanent (but may be bro- Duration: 2 turns
ken, see below) Range: 60’ +10’ per level
Range: 240’
The caster can sense the direction (but
The caster or another creature or object not distance) of an object. One of two
within range becomes invisible: types of object may be located:
▶▶ If cast on a creature: Any gear the 1. General class: An object of a general
subject is carrying is also rendered invis- class (e.g. a stairway, an altar, etc). In
ible (this includes clothing and armour). this case, the nearest object of the type
Items dropped or put down by an invisi- is located.
ble creature become visible. If the subject 2. Specific object: A specific object
attacks or casts a spell, the invisibility is known to the caster.
broken, ending the spell. Restrictions: This spell cannot be used to
▶▶ If cast on an object: The invisibility is locate creatures.
permanent.
▶▶ Light sources: If a light source is made Mirror Image
invisible (either as part of a creature’s gear
or as an individual object), the light it Duration: 6 turns
casts remains visible. Range: The caster
1d4 illusory duplicates of the caster
Knock appear.
Duration: 1 round ▶▶ Behaviour: The mirror images look
Range: 60’ and behave exactly as the caster.
The knock spell opens stuck, barred, or ▶▶ Attacks on the caster: Destroy one
locked doors, gates, chests, and so forth. of the mirror images (even if the attack
misses).
▶▶ Magically held doors: Are affected
(e.g. hold portal, wizard lock).
▶▶ Secret doors: May be opened, but they
must be known to the caster.

Levitate
Duration: 6 turns +1 per level
Range: The caster
This enchantment allows the caster to
move up and down through the air:
▶▶ Vertical: The caster mentally directs
vertical movement at up to 20’ per round.
▶▶ Horizontal: The caster can push
against solid objects to move laterally.
▶▶ Weight: A normal amount of weight
can be carried while levitating.

26
Phantasmal Force Web
Duration: Concentration Duration: 48 turns
Range: 240’ Range: 10’
A visual illusion of the caster’s choosing Web conjures a many-layered mass of
manifests in a 20’ cube area. Three types strong, sticky threads, blocking a 10’ cube
of illusions may be created: area.
1. An illusionary monster: That can be ▶▶ Entanglement: Creatures caught
directed to attack. The monster has an within a web become entangled among
Armour Class of 9 [10] and will vanish the gluey fibres. Entangled creatures can’t
if hit in combat. move, but can break free depending on
2. An illusionary attack: For example, their strength (see below).
an avalanche, a falling ceiling, a magic ▶▶ Flammable: The strands of the web
missile, etc. Targets who save versus are flammable and can be destroyed by
spells are unaffected. fire in two rounds. All creatures caught
3. A scene: Either changing the appear- within flaming webs suffer 1d6 points of
ance of the affected area or creating damage from the flames.
the appearance of something new. The
scene disappears if touched. Breaking free: Depends on STR:
▶▶ Normal human range: The creature
Stipulations: The following apply: can break free in 2d4 turns.
▶▶ Concentration: Is required to main- ▶▶ Magically augmented STR above 18:
tain the illusion. If the caster moves or The creature can break free in 4 rounds.
loses concentration, the spell ends.
▶▶ Giant strength: The creature can
▶▶ Illusionary monsters or attacks: May break free in two rounds.
appear to be harmful but but never inflict
real damage. A character who appears to Wizard Lock
die actually falls unconscious, a character
turned to stone will actually be paralysed, Duration: Permanent
and so on. Such effects last for 1d4 turns. Range: 10’
▶▶ Illusions from imagination: If the A wizard lock spell magically locks a
illusion is of something the caster has not door, gate, similar portal, or any item that
personally seen, the referee should grant has a lock.
targets a bonus to any applicable saving Bypassing: The magical lock is perma-
throws. nent but may be bypassed as follows:
▶▶ The caster: Can freely pass their own
wizard lock.
▶▶ A knock spell: Allows passage.
▶▶ Higher level casters: Any magic-using
character who is at least 3 levels higher
than the caster of the wizard lock may
pass through unimpeded.
Temporary: Bypassing does not destroy a
wizard lock.

27
3rd Level Spells Fly
Duration: 1d6 turns +1 per level
Range: The caster or a creature touched
Clairvoyance The subject gains the ability to fly
Duration: 12 turns through the air.
Range: 60’ ▶▶ Movement rate: Up to 360’ (120’).
The caster gains the ability to see through ▶▶ Free movement: Is possible in any
the eyes of other living creatures. direction, including the ability to levitate
▶▶ Focus for 1 turn: To establish a con- and to hover in mid-air.
nection with a creature, the caster must
focus their concentration in one particu- Haste
lar direction for one turn. Duration: 3 turns
▶▶ After this turn: The visual perceptions Range: 240’
of one creature within range in that direc-
tion are relayed to the caster. Up to 24 creatures in a 60’ diameter area
▶▶ Switching: Once a connection is estab- are enchanted to be able to move and act
lished, the caster may choose to maintain twice as quickly as normal:
it or to change to another subject. ▶▶ Movement: Subjects’ maximum move-
▶▶ Obstructions: The spell is blocked by ment rates are doubled.
a thin layer of lead or by rock of 2’ thick ▶▶ Attacks: Subjects may make double
or greater. the normal number of attacks per round.
▶▶ Spells: The number of spells a subject
Dispel Magic may cast per round is not doubled.
Duration: Instant ▶▶ Magical devices: The use of devices
Range: 120’ such as wands is also not doubled.
Dispel magic ends spells of non-instanta- Hold Person
neous duration within a 20’ cube area.
▶▶ Caster levels: If the level of the caster Duration: 1 turn per level
of the effect to be dispelled is higher than Range: 120’
the level of the caster of dispel magic, This spell causes one or more humans,
there is a 5% chance per level difference demihumans, or humanoid monsters to
that the attempt to dispel will fail. be paralysed if they fail a saving throw
▶▶ Magic items: Are unaffected. versus spells. It may be cast in two ways:
1. Against an individual: The target’s
Fire Ball saving throw is penalised by –2.
Duration: Instant 2. Against a group: 1d4 individuals in
Range: 240’ the group are targeted.

Flame streaks towards a point within Restrictions: Humanoids of greater than


range and detonates in a 20’ radius sphere. 4+1 HD and undead are not affected.
▶▶ Damage: Creatures caught in the fire
ball suffer 1d6 damage per level of the
caster, with a successful save versus
28 spells indicating half damage.
Infravision Protection from Evil 10’ Radius
Duration: 1 day Duration: 12 turns
Range: The caster or a creature touched Range: 10’ around the caster
The subject is able to see 60’ in the dark This spell wards the caster and all allies
with infravision. within 10’ from attacks by creatures of
another alignment, as follows:
Invisibility 10’ Radius ▶▶ Bonuses: Those warded gain a +1
Duration: Permanent (but may be bro- bonus to saving throws against attacks or
ken, see below) special abilities of affected creatures.
Range: 120’ ▶▶ Affected creatures’ attacks: Against
those warded are penalised by –1.
A selected creature and all creatures with-
in 10’ of it become invisible: ▶▶ Enchanted, constructed, or sum-
moned creatures: The spell additionally
▶▶ Area: The 10’ radius area of the spell’s prevents such creatures from making me-
effect moves with the chosen creature. lee attacks against those warded, though
▶▶ Exiting the area: Subjects that move they may still make ranged attacks. If
more than 10’ away from the chosen any of the warded party engages such a
creature become visible. creature in melee, this protection is bro-
▶▶ Entering the area: Creatures that ken (those warded still gain the save and
move into the area after the spell is cast attack bonuses mentioned above).
do not become invisible.
▶▶ Gear: Any gear a subject is carrying is Protection from Normal Missiles
also rendered invisible. Items dropped or Duration: 12 turns
put down by an invisible creature become Range: 30’
visible. Carried light sources become
invisible but the emitted light does not. A single subject in range gains complete
immunity to small, non-magical missiles
▶▶ Breaking the invisibility: If a subject
(e.g. no protection is granted against
attacks or casts a spell, the invisibility is
hurled boulders or enchanted arrows).
broken for that subject.

Lightning Bolt Water Breathing


Duration: Instant Duration: 1 day
Range: 180’ Range: 30’

A powerful stroke of electrical energy, 60’ The subject can breathe water freely by
long and 5’ wide, is conjured. means of this spell.
▶▶ Damage: Creatures caught in the ▶▶ Breathing air: The spell does not affect
lightning bolt suffer 1d6 damage per level the subject’s ability to breathe air.
of the caster, with a successful save versus ▶▶ Swimming: No additional proficiency
spells indicating half damage. at swimming is granted.
▶▶ Bouncing: If the lightning bolt hits
a solid barrier before its full length is
reached, it is reflected and travels for any
remaining distance of its full length in the
direction of the caster. 29
4th Level Spells Confusion
Duration: 12 rounds
Range: 120’
Charm Monster This spell causes 3d6 subjects within
Duration: One or more days (see below) 60’ of one another to become confused,
Range: 120’ making them unable to independently
determine what they will do.
This spell places a charm upon either
3d6 creatures of 3 HD or less or a single ▶▶ Subjects of 2+1 HD or greater: May
creature of more than 3 HD. Each subject save versus spells each round to resist
must make a save versus spells or be the spell’s effect, acting with free will that
charmed as follows: round if they make the save.
▶▶ Subjects of 2 HD or lower: May not
▶▶ Friendship: The subject regards the
make a saving throw.
caster as its trusted friend and ally and
will come to the caster’s defence. ▶▶ Behaviour: Roll on the following table
separately for each affected subject each
▶▶ Commands: If they share a language,
round to see what that subject does that
the caster may give the charmed creature
round:
commands, which it will obey.
▶▶ Subject’s nature: Commands that Confusion: Subject Behaviour
contradict the charmed creature’s habits
or alignment may be ignored.
2d6 Behaviour
2–5 Attack caster’s group
▶▶ Suicidal commands: An affected
creature never obeys suicidal or obviously 6–8 No action
harmful orders. 9–12 Attack subject’s group
Restrictions: Undead are not affected.
Duration: The charm lasts indefinitely, Dimension Door
but the subject is allowed to make further Duration: 1 round
saves versus spells at intervals, depend- Range: 10’
ing on its INT score. If one of these saves
succeeds, the spell ends. The caster or a single creature is instantly
transferred to another location up to 360’
▶▶ INT 3–8: The creature gains a new
distant. The destination may be selected
save once every month.
in two ways:
▶▶ INT 9–12: The creature gains a new
1. Known location: A location, within
save each week
360’, known to the caster.
▶▶ INT 13–18: The creature gains a new 2. An unknown location: Specified by a
save once every day. series of offsets (e.g. 120’ north, 160’
east, 80’ up) totalling not more than
360’.
Stipulations: The following apply:
▶▶ If the destination is occupied: By a
solid body, the spell fails.
▶▶ If the target is unwilling: It may save
versus spells to resist the teleportation.
30
Growth of Plants Polymorph Others
Duration: Permanent Duration: Permanent
Range: 120’ Range: 60’
This spell causes vigorous growth of A living subject is changed into another
normal vegetation in an area within type of creature, as chosen by the caster:
range. Plants in the affected area become ▶▶ HD: The spell fails if the new form’s
thick and overgrown, entwining to form HD is more than twice the subject’s HD.
a thorny jungle. ▶▶ Hit points: The subject retains the
▶▶ Area: An area of up to 3,000 square same number of hit points.
feet—selected by the caster—is affected ▶▶ Abilities: The subject truly becomes
(e.g. 150’ × 20’, 100’ × 30’, etc). the new form: all special abilities are ac-
▶▶ Passage: Only very large creatures can quired, along with behavioural patterns,
force their way through. tendencies, and intelligence.
▶▶ Specific individuals: The spell cannot
Hallucinatory Terrain be used to duplicate a specific individual.
Duration: Until touched ▶▶ Reversion: If the subject dies, it re-
Range: 240’ turns to its original form.
Hallucinatory terrain either conjures an ▶▶ An unwilling subject: May save ver-
illusory terrain feature (e.g. a hill, wood, sus spells to negate the effect.
marsh, etc.) or hides an existing terrain
feature. Polymorph Self
▶▶ Area: The illusion must fit completely Duration: 6 turns +1 per level
within the spell’s range. Range: The caster
▶▶ Touching: If the illusion is touched by The caster transforms themselves into
an intelligent being, the spell is negated. another being:
▶▶ HD: The new form may not have high-
Massmorph er Hit Dice than the caster’s level.
Duration: Permanent ▶▶ Stats: The caster retains their own in-
Range: 240’ telligence, hit points, saving throws, and
A force of human-sized creatures within attack probabilities.
a 240’ diameter area is veiled by illusion ▶▶ Physical capabilities: Of the new
to appear as a copse of trees or orchard. form (e.g. strength, physical attack forms,
▶▶ Moving through: Once the illusion is modes of movement) are acquired.
in place, even creatures moving among ▶▶ Non-physical special abilities: (e.g.
the veiled subjects are deceived. immunities, breath weapons, spell cast-
▶▶ Subjects who leave the affected area: ing) are not acquired.
Cease to be veiled. ▶▶ Casting spells: While polymorphed,
▶▶ Dismissing: The caster may dismiss the caster is unable to cast spells.
the illusion in its entirety at any time. ▶▶ Specific individuals: The spell cannot
be used to duplicate a specific individual.
▶▶ Reversion: If the caster dies while
polymorphed, they return to their
original form. 31
Remove Curse Wall of Ice
Duration: Instant / Permanent (curse) Duration: 12 turns
Range: The caster or a creature touched Range: 120’
Remove curse instantaneously removes An immobile, translucent, wall of ice
one curse from a creature. It may allow a springs into existence.
character to discard a cursed magic item. ▶▶ Size: The wall can be any size, and
Reversed: Curse may be shaped in any manner and to any
dimensions the caster desires, up to 1,200
Places a deleterious effect upon a crea-
sq. ft. For example, it may be a straight
ture, if it fails a save versus spells.
wall or curved into a protective circle.
▶▶ Effects: The exact form and effects of
▶▶ Location: The wall must rest upon a
the curse are determined by the caster.
solid surface and may not be evoked so
▶▶ Maximum possible effects include: A that it appears where objects are.
–2 penalty to saving throws, a –4 penalty
▶▶ Monsters with fewer than 4 HD:
to hit, reducing an ability score by 50%.
Cannot pass the wall of ice.
▶▶ Multiple curses: May afflict a creature,
▶▶ Monsters with more than 4 HD: Can
as long as each has a different effect.
break through the wall, but suffer 1d6 hit
▶▶ Referee judgement: The referee points of damage when doing so. The wall
should judge the effects of this spell and deals double damage to creatures that use
may turn overly powerful curses back fire or are accustomed to fire.
onto the caster!
Wizard Eye
Wall of Fire
Duration: 6 turns
Duration: Concentration Range: 240’
Range: 60’
An invisible, magical eye is conjured that
An immobile, opaque curtain of shim- allows the caster to see at a distance.
mering, violet fire springs into existence.
▶▶ Movement: The eye can be directed to
▶▶ Size: The wall can be any size, and move within range at up to 120’ per turn.
may be shaped in any manner and to any
▶▶ Seeing through the eye: By concen-
dimensions the caster desires, up to 1,200
trating, the caster can see through the
sq. ft. For example, it may be a straight
eye.
wall or curved into a protective circle.
▶▶ Types of vision: The magical eye
▶▶ Location: The wall may not be evoked
grants both normal vision and infravi-
so that it appears where objects are.
sion.
▶▶ Monsters with fewer than 4 HD:
▶▶ Barriers: Solid barriers block its
Cannot pass the wall of flames.
passage, but it can pass through a hole or
▶▶ Monsters with more than 4 HD: Take space as small as 1 inch in diameter.
1d6 hit points of damage when they pass
through the wall. The wall deals double
damage to undead creatures or creatures
that use cold or are accustomed to cold.
▶▶ Concentration: The wall persists as
long as the caster concentrates on
32 the spell and does not move.
5th Level Spells Cloudkill
Duration: 6 turns
Range: 30’
Animate Dead A poisonous fog streams from the caster’s
Duration: Permanent fingertips.
Range: 60’ ▶▶ Area: The fog fills a 30’ diameter area.
This spell turns the bones or bodies of ▶▶ Movement: The fog moves at 60’ per
dead creatures into undead skeletons or turn (20’ per round), driven by the wind
zombies: (or away from the caster, in still condi-
tions).
▶▶ Obedient: They obey the caster’s
commands. ▶▶ Sinking: Because the fog is heavier
than air, it sinks to the lowest level of the
▶▶ Special abilities: They are unable to
land, even pouring down den or sink-
use any special abilities (including spell
hole openings.
casting) that they possessed in life.
▶▶ Damage: All creatures in contact with
▶▶ Duration: They remain animated until
the vapours suffer 1 hit point of damage
they are destroyed or until a dispel magic
per round of contact.
spell is cast upon them.
▶▶ Creatures with less than 5 Hit Dice:
Number: The spell animates a number of Must also save versus death (once per
Hit Dice of zombies or skeletons equal to round of contact) or die.
the caster’s level:
▶▶ Skeletons: Have AC 7 [12] and HD
equal to those the creature had in life.
▶▶ Zombies: Have AC 8 [11] and HD one
greater than the creature had in life.
▶▶ Classed characters: If a PC or NPC
with levels in a class is reanimated by this
spell, the levels are not counted as HD.
For example, the reanimated corpse of a
5th level fighter would have 2 HD (1 HD
as a normal human, +1 for being reani-
mated as a zombie).

33
Conjure Elemental Earth Elemental
Huge, humanoid figures of earth or stone.
Duration: Permanent (until dismissed
AC –2 [21], HD 16* (72hp), Att 1 × blow
or slain)
(3d8), THAC0 8 [+11], MV 60’ (20’), SV
Range: 240’
D2 W3 P4 B3 S6 (16), ML 10, AL Neu-
A 16 Hit Dice elemental—a being formed tral, XP 2,300, NA 1 (1), TT None
of pure elemental matter—is summoned ▶▶ Size: 16’ tall.
from an elemental plane of the caster’s ▶▶ Blocked by water: Cannot cross a
choice (air, earth, fire, water) to do the channel wider than own height.
caster’s bidding.
▶▶ Mundane damage immunity: Can
▶▶ Materials: The summons requires a only be harmed by magical attacks.
large volume of the appropriate element.
▶▶ Harm creatures on the ground: Inflict
▶▶ Concentration: Is required to com- extra 1d8 damage.
mand an elemental.
▶▶ Dismissing: While control over the Fire Elemental
elemental is maintained, the caster may Whirling columns of fire
dismiss it at any time, sending it back to AC –2 [21], HD 16* (72hp), Att 1 × blow
its plane of origin. (3d8), THAC0 8 [+11], MV 120’ (40’),
▶▶ Disruption: If the caster moves at SV D2 W3 P4 B3 S6 (16), ML 10, AL
more than half speed or their concentra- Neutral, XP 2,300, NA 1 (1), TT None
tion is disturbed, the command over the ▶▶ Size: 16’ tall, 16’ across.
elemental ends. It is, henceforth, a free- ▶▶ Blocked by water: Cannot cross a
willed entity and will immediately try to channel wider than own diameter.
kill the caster and any who get in its way. ▶▶ Mundane damage immunity: Can
▶▶ Dispelling: A conjured elemental may only be harmed by magical attacks.
be dispelled by dispel magic or dispel evil. ▶▶ Harm cold-based creatures: Inflict
Restrictions: The caster may summon at extra 1d8 damage.
most one elemental from each plane in a
single day.
Water Elemental
Huge waves of water.
Air Elemental AC –2 [21], HD 16* (72hp), Att 1 × blow
Huge vortexes of whirling air. (3d8), THAC0 8 [+11], MV 60’ (20’) /
AC –2 [21], HD 16* (72hp), Att 1 × blow 180’ (60’) swimming, SV D2 W3 P4 B3
(3d8), THAC0 8 [+11], MV 360’ (120’) S6 (16), ML 10, AL Neutral, XP 2,300,
flying, SV D2 W3 P4 B3 S6 (16), ML NA 1 (1), TT None
10, AL Neutral, XP 2,300, NA 1 (1), TT ▶▶ Size: 8’ tall, 32’ across.
None ▶▶ Water-bound: Must remain within 60’
▶▶ Size: 32’ tall, 8’ across. of water.
▶▶ Whirlwind: Creatures with less than ▶▶ Mundane damage immunity: Can
2HD swept aside (save versus death). only be harmed by magical attacks.
▶▶ Mundane damage immunity: Can ▶▶ Harm creatures in water: Inflict extra
only be harmed by magical attacks. 1d8 damage.
▶▶ Harm flying creatures: Inflict extra
1d8 damage.
34
Contact Higher Plane Contact Higher Plane Questions
Duration: One conversation Don’t
Range: The caster Plane #Qs Know Truth Insanity
3rd 3 75% 50% 5%
A channel of communication is opened
4th 4 70% 55% 10%
to a higher plane of existence, allowing
the caster to ask powerful, otherworldly 5th 5 65% 60% 15%
beings for advice and knowledge on any 6th 6 60% 65% 20%
subject. 7th 7 50% 70% 25%
▶▶ Plane: The caster must choose which 8th 8 40% 75% 30%
plane of existence to contact: communion 9th 9 30% 80% 35%
with beings of the 3rd to 12th planes is 10th 10 20% 85% 40%
possible via this spell. Higher numbered 11th 11 10% 90% 45%
planes are home to more powerful and
12th 12 5% 95% 50%
knowledgeable beings.
▶▶ Questions: The caster may then ask a
number of simple yes/no questions equal Feeblemind
to the number of the plane contacted. The Duration: Permanent
referee plays the role of the contacted be- Range: 240’
ing, responding to the caster’s questions.
An arcane spell caster (e.g. a magic-user
▶▶ Answers: For each question asked, or elf) within range must save versus
there is a chance of the contacted being spells (at a –4 penalty) or become an
not knowing the answer or of answering imbecile, unable to think clearly or cast
untruthfully: see the table to the right. It spells.
is impossible to detect whether the entity
is lying.
Hold Monster
Restrictions: Casting contact higher plane
Duration: 6 turns +1 per level
is a great and perilous deed.
Range: 120’
▶▶ Usage limit: It may be cast at most
once per week. (The referee may limit This spell causes one or more creatures
the spell’s usage to even less frequently, if to be paralysed if they fail a saving throw
desired.) versus spells. It may be cast in two ways:
▶▶ Insanity: Communion with other- 1. Against an individual: The target’s
worldly beings of great power can shatter saving throw is penalised by –2.
the caster’s sanity. The basic chance is 2. Against a group: 1d4 individuals in
shown in the table above. For every the group are targeted.
level of the caster above 11, this chance Restrictions: Undead are not affected.
is reduced by 5%. If the caster is driven
insane as a result of the communion, the
recovery time is a number of weeks equal
to the number of the plane contacted.

35
Magic Jar
Duration: Special
Range: The caster
The caster’s body enters a comatose
trance as their life-force is transferred
into a receptacle (any inanimate object
within 30’), known as a magic jar. From
there, the caster may attempt to possess
the bodies of other creatures.
When the caster’s life-force is in the
magic jar:
▶▶ Possession: The caster may attempt
to possess the body of another creature
within 120’. The victim may save versus
spells to resist possession. If the save
is successful, the caster may not make
another attempt to possess that victim for
one turn. If the save fails, the caster’s life-
force leaves the magic jar and enters the
victim, possessing it.
▶▶ Returning: The caster may choose Pass-Wall
to return to their own body at any time, Duration: 3 turns
ending the spell. Range: 30’
▶▶ If the magic jar is destroyed: The
caster dies. A 5’ diameter hole is temporarily opened
in solid rock or stone, forming a passage-
▶▶ If the caster’s own body is destroyed:
way up to 10’ deep.
Their life-force is stranded in the magic
jar.
Telekinesis
When the caster’s life-force is possess-
ing a victim: Duration: Concentration (up to 6
rounds)
▶▶ Control: The caster gains full control Range: 120’
over the victim’s body, but is not able to
make the victim cast spells. By concentrating, the caster is able to
▶▶ If the magic jar is destroyed: The spell move objects or creatures by the power of
ends and the caster’s life-force is trapped thought.
in the possessed body. ▶▶ Weight: Up to 200 coins of weight per
▶▶ If the possessed victim is killed: The level of the caster may be targeted.
caster’s life-force returns to the magic jar. ▶▶ Movement: The target may be moved
▶▶ Dispelling: Dispel evil forces the cast- up to 20’ per round, in whatever direction
er’s life-force back into the magic jar. the caster wishes (including vertically).
▶▶ If the caster’s own body is destroyed: ▶▶ Save: If a creature is targeted, it may
Their life-force is stranded in the body of save versus spells to resist the spell.
the creature being possessed. ▶▶ Concentration: If the caster’s concen-
36 tration is broken, the target will fall.
Knowledge of destination: The caster’s
Teleport knowledge of the destination is rated as
Duration: Instant follows:
Range: 10’ ▶▶ Scant: A location that the caster has
The caster or a chosen creature vanishes visited once or twice, has seen by magical
and reappears at a location of the caster’s scrying, or has heard of from descrip-
choosing. tions.
▶▶ Moderate: A location that the caster
▶▶ Gear: The subject is teleported with all
has visited often or has studied via scry-
its gear, up to its maximum load.
ing for several weeks.
▶▶ Unwilling subjects: May save versus
▶▶ Exact: A location that the caster has
spells to prevent the teleportation.
made a detailed study of, in person.
▶▶ Destination: May be at any distance,
but must be known to the caster. The des- Transmute Rock to Mud
tination must be an open space at ground
level. (It is not possible to intentionally Duration: 3d6 days /
teleport the subject into mid-air or into Permanent (transmute mud to rock)
solid matter.) Range: 120’
▶▶ Risk: There is a risk, when teleporting, This spell turns up to 3,000 square feet of
of accidentally arriving above or below rock into 10’ deep mud.
ground level. The chance of a successful
▶▶ Movement: Any creatures passing
teleportation depends on the caster’s
through the mud have their movement
knowledge of the destination (see right).
rate reduced by 90%.
Roll d% and consult the table below.
Reversed: Transmute Mud to Rock
Teleport Result Changes an area of mud—up to 3,000
Knowledge Ground Too Too square feet and up to 10’ deep—into rock.
of Dest. Level High Low This alteration is permanent.
Scant 01–50 51–75 76–00
Moderate 01–80 81–90 91–00
Wall of Stone
Exact 01–95 96–99 00 Duration: Permanent
Range: 60’
Ground level: The subject appears at the
desired destination. A wall of solid rock appears.
Too high: The subject appears 1d10×10’ ▶▶ Size: The wall may be of whatever
above the intended destination. Should shape the caster desires and is of 1,000
this location already be occupied by solid cubic feet in volume. (For example, a 2’
matter, the subject is instantly killed. thick wall, 50’ long and 10’ high.)
Otherwise, the subject falls from a height. ▶▶ Location: The wall must rest upon a
Too low: The subject appears in the solid surface and may not be evoked so
ground and is killed instantly. that it appears where objects are.

37
6th Level Spells
▶▶ Rain: –2 penalty to missile attacks.
Mud forms in 3 turns, halving movement
rates.
▶▶ Snow: Visibility drops to 20’. Move-
Anti-Magic Shell ment rates are halved. Bodies of water
may freeze. After the snow thaws, mud
Duration: 12 turns
remains and still impedes movement.
Range: The caster
▶▶ Tornado: The caster can direct the
An anti-magic barrier is created around tornado, which moves at 120’ per round.
the caster. The tornado can be directed to attack (see
▶▶ Blocks magic: No spells or spell effects stats below). Ships caught in a tornado
can pass through this barrier, whether have a 75% chance of suffering 12 points
from inside or outside. of hull damage.
▶▶ Dismissing: The caster may end this Tornado
spell at any time before the duration has A whirling column of air, 24’ high and
expired. 6’ across, that wreaks havoc for flying
creatures and ships.
Control Weather
AC 0 [19], HD 12* (54hp), Att 1 × blow
Duration: Concentration (2d8), THAC0 10 [+9], MV 360’ (120’)
Range: 240 yards around the caster flying, SV D6 W7 P8 B8 S10 (12), ML
By concentrating (no movement al- 10, AL Neutral, XP 1,900, NA 1 (1), TT
lowed), the caster causes one of the None
following conditions to manifest around ▶▶ Whirlwind: Creatures with less than
themselves. This spell only functions 2HD swept aside (save versus death).
outdoors. ▶▶ Mundane damage immunity: Can
▶▶ Calm: Clears bad weather (though only be harmed by magical attacks.
side-effects—e.g. mud after rain—re- ▶▶ Harm flying creatures: Inflict extra
main.) 1d8 damage.
▶▶ Extreme heat: Dries up snow or mud
(including transmute rock to mud). Crea- Death Spell
tures in the area move at half normal rate. Duration: Instant
▶▶ Fog: Visibility drops to 20’. Creatures Range: 240’
in the fog move at half their normal rate.
At the referee’s option, they may also have Up to 4d8 Hit Dice of creatures within a
a chance of getting lost. 60’ cube area must save versus death or
die, instantly.
▶▶ High winds: Movement rates are
halved. Missile fire and flight are impos- Restrictions: Undead and creatures with
sible. High winds may be used to increase greater than 7 Hit Dice are unaffected.
the sailing speed of ships by 50%, if they
travel with the wind. In sandy areas, may
cause a sandstorm, reducing visibility to
20’.

38
Disintegrate Invisible Stalker
Duration: Instant Duration: One mission
Range: 60’ Range: Summoned to caster’s presence
The material form of a single, non-mag- An invisible stalker (see below) is
ical creature or object is instantly and summoned to the caster’s presence and
permanently destroyed. magically bound to perform a mission of
▶▶ If a creature is targeted: It may save the caster’s choosing.
versus death to resist disintegration. ▶▶ Wording: The caster must be careful
▶▶ Examples of objects: The following with the wording of the mission. Invisible
might be targeted: a tree, a ship, a 10’ stalkers are treacherous and, unless the
section of wall. assigned mission can be easily and quick-
ly accomplished, will follow the letter of
Geas the command while twisting the intent.
Duration: Permanent / ▶▶ Duration: The creature is bound to
Instant (remove geas) attempt the mission until it succeeds or is
Range: 30’ destroyed.
▶▶ Banishing: The spell dispel evil will
The caster commands a subject to perform banish an invisible stalker, ending the
or avoid performing a specific action. spell.
▶▶ Examples: Bringing a specific item
to the caster, eating or drinking without
Invisible Stalker
restraint, keeping a certain fact secret. Highly intelligent, magical creatures sum-
moned from another plane of existence to
▶▶ Impossible or deadly tasks: The perform tasks for powerful magic-users.
prescribed geas must not be impossible or
directly deadly—if such a geas is cast, it AC 3 [16], HD 8* (36hp), Att 1 × blow
affects the caster, instead. (4d4), THAC0 12 [+7], MV 120’ (40’),
SV D8 W9 P10 B10 S12 (F8), ML 12, AL
▶▶ Saving throw: The subject may save
Neutral, XP 1,200, NA 1 (1), TT None
versus spells, to avoid coming under the
spell’s effect. ▶▶ Tracking: Without fault.
▶▶ If the save fails: The subject must ▶▶ Surprise: 5-in-6, unless target can
follow the stipulated course of action or detect invisibility.
suffer gradually increasing (and eventu- ▶▶ If killed: Returns to plane of origin.
ally fatal) penalties determined by the ref-
eree. e.g.: penalties to attack, ability score Lower Water
reductions, inability to memorize spells, Duration: 10 turns
physical torment and feebleness, etc. Range: 240’
Reversed: Remove Geas This spell reduces the depth of a body of
Can dispel an active geas spell and any water by half for the duration. An area of
incurred penalties. If the caster of the up to 10,000 square feet may be affected.
geas to be nullified is higher level than the
character casting remove geas, there is a
chance of the spell having no effect. The
probability of spell failure is 5% per level
the caster is below the caster of geas.
39
Move Earth Reincarnation
Duration: 6 turns Duration: Permanent
Range: 240’ Range: Appears in the caster’s presence
Earth (but not stone) within range is A dead character is returned to life in a
rearranged as the caster wishes. new physical form that manifests in the
▶▶ Movement rate: The caster can move presence of the caster. The character’s
earth in the area at up to 60’ per turn. new body is not necessarily the same as
the original; it is determined by rolling on
▶▶ Excavations: The range of the spell
the Reincarnated Class table opposite.
also extends downwards, allowing exca-
vations to be made. The roll indicates either a character class
or a monster:
Part Water ▶▶ Character class: The character is of
Duration: 6 turns experience level 1d6 (or at most the same
Range: 120’ level as the character achieved before
death). The reincarnated character can
The caster creates a path 10’ wide and a continue to gain experience and advance
maximum of 120’ long through water, as normal, in the new class.
such as a pond, lake, or other body. The ▶▶ Monster: The type should be deter-
caster can dismiss the spell’s effect before mined by the referee. The monster should
the duration ends. be at least partially intelligent, have no
greater Hit Dice than the level of the
Projected Image character being reincarnated (at most 6
Duration: 6 turns HD), and be of the same alignment. The
Range: 240’ tables opposite may be used, or the refer-
ee may create their own tables. Monsters
An illusory duplicate of the caster ap- cannot gain experience or advance in
pears within range. level.
▶▶ Duplicate: The image is an exact
duplicate of the caster that can only be Stone to Flesh
differentiated by touch.
Duration: Permanent
▶▶ Subsequent spells cast: Appear to Range: 120’
originate from the image. (Targets must
still be visible to the caster, however.) This spell transforms stone into living
▶▶ Spells and missiles: The image flesh. It is especially useful for restoring
appears unaffected by spells or missile life to a petrified creature and its equip-
weapons. ment to its normal state.
▶▶ Melee or touch: If the image is Reversed: Flesh to Stone
touched or hit in melee, it disappears. Turns one creature into a statue, includ-
ing all gear and any items currently held.
A saving throw versus paralysis is per-
mitted to resist the transformation.

40
Reincarnation: Class Reincarnation: Lawful Monsters
d10 Reincarnation d6 Reincarnation HD
1 Cleric 1 Gnome 1
2 Dwarf 2 Neanderthal 2
3 Elf 3 Pegasus 2
4 Fighter 4 Blink dog 4
5 Halfling 5 Unicorn 4
6 Magic-user 6 Roc, small 6
7 Thief
8 Monster (roll on alignment table) Reincarnation: Neutral Monsters
9–10 Same class d6 Reincarnation HD
1 Pixie or sprite 1
2 Lizard man 2
3 Rock baboon 2
4 Ape, white 4
5 Centaur 4
6 Werebear 6

Reincarnation: Chaotic Monsters


d10 Reincarnation HD
1 Goblin 1
2 Hobgoblin 1
3 Kobold 1
4 Orc 1
5 Gnoll 2
6 Bugbear 3
7 Wererat 3
8 Ogre 4
9 Werewolf 4
10 Minotaur 6

Alternative Reincarnation Tables


The classes and monsters listed in the
tables are drawn from Classic Fantasy:
Genre Rules and Classic Fantasy: Mon-
sters, respectively.
If other classes or monsters are in use,
the referee may wish to create alterna-
tive reincarnation tables.

41
42
43
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DESIGNATION OF PRODUCT IDENTITY 2. The License: This License applies to any Open Game
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44
11. Use of Contributor Credits: You may not market or Castles & Crusades: Players Handbook, Copyright 2004,
advertise the Open Game Content using the name of any Troll Lord Games; Authors Davis Chenault and Mac
Contributor unless You have written permission from the Golden.
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12 Inability to Comply: If it is impossible for You to comply Necromancer Games, Inc.; Authors Scott Greene and Clark
with any of the terms of this License with respect to some Peterson, based on original material by Gary Gygax.
or all of the Open Game Content due to statute, judicial Crab, Monstrous from the Tome of Horrors, copyright
order, or governmental regulation then You may not Use 2002, Necromancer Games, Inc.; Author Scott Greene,
any Open Game Material so affected. based on original material by Gary Gygax.
13 Termination: This License will terminate automatically Fly, Giant from the Tome of Horrors, copyright 2002,
if You fail to comply with all terms herein and fail to cure Necromancer Games, Inc.; Author Scott Greene, based on
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15 COPYRIGHT NOTICE original material by Nick Louth.
Open Game License v 1.0 Copyright 2000, Wizards of the Rot Grub from the Tome of Horrors, Copyright 2002,
Coast, Inc. Necromancer Games, Inc.; Authors Scott Greene and Clark
System Reference Document Copyright 2000, Wizards of Peterson, based on original material by Gary Gygax
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor.
Williams, based on original material by E. Gary Gygax and Author Daniel Proctor.
Dave Arneson.
B/X Essentials: Core Rules © 2017 Gavin Norman, author
System Reference Document Copyright 2000-2003, Gavin Norman.
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
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Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Norman, author Gavin Norman.
Thomas Reid, James Wyatt, based on original material by E. B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin
Gary Gygax and Dave Arneson. Norman, author Gavin Norman.
Modern System Reference Document Copyright 2002- B/X Essentials: Monsters © 2018 Gavin Norman, author
2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Gavin Norman.
Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Old-School Essentials Classic Fantasy: Cleric and Magic-
Noonan, Stan!, Christopher Perkins, Rodney Thompson,
User Spells © 2018 Gavin Norman, author Gavin Norman.
and JD Wiker, based on material by Jonathan Tweet, Monte
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce END OF LICENSE
R. Cordell, John Tynes, Andy Collins, and JD Wiker.

45
Index of Spells
Animate Dead 33 Fire Ball 28
Anti-Magic Shell 38 Floating Disc 22
Bless12 Fly28
Charm Monster 30 Geas39
Charm Person 22 Growth of Animal 15
Clairvoyance28 Growth of Plants 31
Cloudkill33 Hallucinatory Terrain 31
Commune18 Haste28
Confusion30 Hold Monster 35
Conjure Elemental 34 Hold Person (Cleric) 12
Contact Higher Plane 35 Hold Person (Magic-User) 28
Continual Light (Cleric) 14 Hold Portal 22
Continual Light (Magic-User) 25 Infravision29
Control Weather 38 Insect Plague 18
Create Food 18 Invisibility26
Create Water 16 Invisibility 10’ Radius 29
Cure Disease 14 Invisible Stalker 39
Cure Light Wounds 10 Knock26
Cure Serious Wounds 16 Know Alignment 12
Death Spell 38 Levitate26
Detect Evil (Cleric) 10 Light (Cleric) 10
Detect Evil (Magic-User) 25 Light (Magic-User) 23
Detect Invisible 25 Lightning Bolt 29
Detect Magic (Cleric) 10 Locate Object (Cleric) 15
Detect Magic (Magic-User) 22 Locate Object (Magic-User) 26
Dimension Door 30 Lower Water 39
Disintegrate39 Magic Jar 36
Dispel Evil 18 Magic Missile 23
Dispel Magic 28 Massmorph31
ESP25 Mirror Image 26
Feeblemind35 Move Earth 40
Find Traps 12 Neutralize Poison 16
46
Part Water 40 Resist Fire 13
Pass-Wall36 Shield24
Phantasmal Force 27 Silence 15’ Radius 13
Polymorph Others 31 Sleep24
Polymorph Self 31 Snake Charm 13
Projected Image 40 Speak with Animals 13
Protection from Evil (Cleric) 11 Speak with Plants 17
Protection from Evil (Magic-User) 23 Sticks to Snakes 17
Protection from Evil 10’ Radius (C) 16 Stone to Flesh 40
Protection from Evil 10’ Radius (MU) 29 Striking15
Protection from Normal Missiles 29 Telekinesis36
Purify Food and Water 11 Teleport37
Quest19 Transmute Rock to Mud 37
Raise Dead 19 Ventriloquism24
Read Languages 23 Wall of Fire 32
Read Magic 24 Wall of Ice 32
Reincarnation40 Wall of Stone 37
Remove Curse (Cleric) 15 Water Breathing 29
Remove Curse (Magic-User) 32 Web27
Remove Fear 11 Wizard Eye 32
Resist Cold 11 Wizard Lock 27

47
48
Cleric and Magic-User Spells
This book contains the complete selection of cleric and
magic-user spells in the Classic Fantasy genre:

▶▶ 34 cleric spells: From 1st to 5th level. Simple


blessings to defend and ward, indispensable prayers to
heal wounds and cure ailments, mighty invocations to
banish evil and return the dead to life.
▶▶ 72 magic-user spells: From 1st to 6th level. Practical
charms to aid exploration, subtle hexes to bewitch and
inveigle, terrifying conjurations of destructive force.
Requires Old-School Essentials Core Rules

Further Classic Fantasy genre books in the Old-School


Essentials product line:
Classic Fantasy: Genre Rules
Classic Fantasy: Monsters
Classic Fantasy: Treasures

ISBN 978-3-96657-009-1

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