21 Spells
Touch Attack
When casting touch spells on unwilling targets, make a touch attack: roll 1d20 + attack bonus vs. target's AC ignoring armor/shield/magic bonus (10 + Dex + size). Success means the spell takes effect.
A spellcaster can hold a missed touch spell for multiple rounds and retry each turn until it hits or the spell is dismissed.
Casting
Spell casters must have at least one hand free and be able to speak to cast spells. Binding and gagging a spellcaster is an effective means of preventing spell casting. In combat, casting a spell takes the same time as making an attack.
Spell Disruption
If a spell caster is attacked (even if not hit), the character must make a saving throw vs. spells on the Initiative number on which they are casting a spell. On a failure, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if they have a better initiative and chooses to delay casting the spell until right before the other caster.
All Spells (Clerical, Druidic and Magical) in Alphabetical Order
21.0.1 A
21.0.1.1 Activate Portal
Magic User 5 | Range: 10’ | Duration:1 round |
This spell opens a one-way portal between two fixed, familiar locations in OnceWas. The portal is 10 feet wide, 15 feet tall, and lasts 1 minute. Creatures and objects can pass through freely. Once it ends, the portal closes.
The portal stays open 1 additional round for each level above 9th.
21.0.1.2 Alarm
Magic User 1 | Range: 20’+10’/level | Duration: 2 hours/level |
This spell wards an area and alerts the caster when a creature larger than a rat enters or touches it. The caster chooses at casting whether the alarm is mental or audible, and sets a password that allows creatures to pass without triggering it.
Mental Alarm: Alerts only the caster with a single “ping” (enough to wake them) if within 1 mile. Not affected by silence.
Audible Alarm: Sounds like a hand bell, audible within 60 ft for 1 round. Walls or doors may reduce range. A silence spell blocks the sound.
Incorporeal creatures do not trigger the alarm.
21.0.1.3 Alter Apperance
Magic User 2 | Range: self | Duration: 2 hours/level |
When this spell is cast, the magic user can change their appearance—including clothing and gear—to resemble any generally man-shaped, bipedal creature. They may appear taller, shorter, thinner, or heavier, altering their size by up to 50%.
The caster's Hit Points, attacks, AC, and saves remain unchanged. This spell grants no special abilities or attacks. Once chosen, the form lasts for the spell’s duration unless the caster willingly reverts—ending the spell immediately. If the caster is slain, they return to their true form.
21.0.1.4 Analyze Magic
Magic User 2 | Range: 5’ | Duration: 1 hour/level |
This spell permits the caster to discover information about a magical item or a permanently enchanted area. The spell reveals all of its properties. This includes its magical effects, bonuses, curses, command words or activation methods, school of magic, and whether the item is sentient. It also reveals the exact number of charges remaining if the item uses charges. The caster must maintain focus and keep the item within 5 feet during casting, which takes one minute. The spell fails if interrupted or if the item is moved out of range.
21.0.1.5 Animal Friendship
Druid 1 | Range: 30’ | Duration: permanent |
When the druid encounters a normal or giant-sized (non-magical) animal, they can begin casting this spell, which takes one turn to complete. During casting, the animal stays nearby and won’t attack the druid or their allies, as long as they don’t provoke it. At the end, the animal makes a saving throw vs. spells. If it succeeds, the spell fails and the animal acts naturally without hostility. If it fails, the animal becomes a loyal friend for life, helping the druid as much as it can.
There’s no magical control—only a strong bond of friendship. If mistreated or neglected, the animal might try to break this bond by saving vs. spells again, at the GM’s discretion. The druid can only have animal friends totaling twice their level in hit dice. Attempting to charm an animal beyond this limit fails.
21.0.1.6 Animate Dead
Cleric 4 | Range: touch | Duration: special |
This spell animates dead bodies or bones into skeletons or zombies that obey the caster’s commands until destroyed. The caster can animate undead with total hit dice up to twice their level. Skeletons have the same hit dice as the creature had (humans and demi-humans always have 1 HD); zombies have one more hit die than the original creature. Skeletons require mostly intact bones, and zombies require mostly intact corpses. The caster must touch the remains to animate them. A caster can control no more than four times their level in undead hit dice at once.
21.0.1.7 Animate Natural Objects
Druid 6 | Range: 100'+10'/level | Duration: 1 round/level |
This spell works like Animate Objects, but can only be cast on living trees, plants, fungi, wooden objects, unworked stone or earth, non-magical fires, or naturally occurring bodies of water or ice.
21.0.1.8 Animate Objects
Cleric 6 | Range: 100'+10'/level | Duration: 1 round/level |
This spell brings inanimate objects to life, making them move and attack targets the caster chooses. It can't animate items worn or carried by creatures. The caster can animate one object per level, up to a maximum weight of 25 lbs. per caster level (e.g., 150 lbs. at 6th level, 250 lbs. at 10th level).
Animated objects use the caster's attack bonus. Small objects deal 1d4 damage, while larger ones do 1d6 or 1d8. Weapons animated this way deal damage as normal but max out at 1d8.
Animated objects move 10 feet per round and must stay in contact with the ground (e.g., walking, hopping, slithering, bouncing).
21.0.1.9 Animate Tool
Magic User 0 | Range: 10’ | Duration: 1 turn/level |
This cantrip animates a small tool (like a quill, spoon, needle, or hammer) to perform a simple, repetitive task for up to one turn. The caster must be able to perform the action themselves. Weapons cannot be animated by this cantrip, and animated objects cannot be used as weapons.
21.0.1.10 Anti-Magic Shell
Magic User 6, Druid 7 | Range: 10’ Radius | Duration: 1 turn/level |
This spell creates a 10-foot radius around the caster where all magic is suppressed for its duration. Magical attacks can't affect the caster, magic items and spells within the radius are nullified, and the caster cannot cast any further magic until the spell ends.
21.0.1.11 Arcane Bolt
Magic User 0 | Range: 30’ | Duration: instantaneous |
This inherent spell fires a bolt of pure arcane energy at a target within 30 feet. The target must make a save vs. magic to avoid all damage. If the save fails, the bolt deals 1d4 damage. It can affect creatures that are only vulnerable to magical weapons but does not affect inanimate objects.
21.0.1.12 Arcane Bolt , Greater
Magic User 0 | Range: 40’ | Duration: instantaneous |
This is an improved version of Arcane Bolt acquired through the Greater Arcane Bolt Feat. It increases the range to 40 feet and deals 1d6 damage. The target still gets a save vs. magic, but now only takes half damage on a successful save. Like the basic version, it affects creatures vulnerable to magical weapons but not inanimate objects.
21.0.1.13 Assume Animal Form
Druid 3 | Range: self | Duration: 1 hour/level |
This spell lets the caster transform into any natural animal, with the limitation that the animal's hit dice cannot exceed the caster's level. If the caster is slain in animal form, they revert to their original form.
While transformed, the caster adopts the physical abilities and stats of the animal but keeps their own mental abilities (intelligence, wisdom, etc.). The transformation lasts for up to one hour per caster level, though the caster can end the spell earlier if desired.
21.0.1.14 Astral Projection
Cleric 7, Magic User 7 | Range: self | Duration: special |
Astral Projection lets the caster’s spirit leave their body and travel to another plane. The caster can bring one creature per two caster levels, as long as everyone is linked in a circle when the spell is cast.
Upon casting, the participants' spirits are transported to the destination plane, taking on ethereal, semi-solid forms. These new forms are not physical bodies but manifestations of the participants' souls and consciousness, adapted to the new plane. They retain their mental abilities but cannot interact with the physical world in the same way. They can pass through objects, fly (if allowed by the plane), and adapt to the plane’s environment.
Participants retain their clothing and items, but only powerful magic items are replicated in their ethereal form. Mundane items are not recreated, though the caster may be able to manifest certain abilities mentally (depending on the GM).
The spell lasts indefinitely until the caster ends it or the spirit’s new form is destroyed. If the new body is slain, the spirit returns to its original body in suspended animation. If any participant’s original body is killed, their ethereal form vanishes and they return to their original body.
The destination plane must be different from the caster’s current plane. To travel to another plane while in the new form, the caster must end the spell, return to their original body, and cast the spell again
21.0.2 B
21.0.2.1 Barkskin
Magic User 3, Druid 2 | Range: touch | Duration: 4 rds. + 1 rd./level |
When Barkskin is cast, the target’s skin becomes as tough as bark, increasing its base Armor Class to AC 17, plus 1 AC for every two caster levels. For example, at 4th level the AC becomes 18, at 6th level it's 19, and at 8th level it's 20, and so on.
This spell does not stack with normal armor or magical protection. Additionally, it grants a +1 bonus to saving throws against all attack forms except magic. The spell can be cast on the caster or any creature the caster touches.
21.0.2.2 Baladir’s Forceful Hand
Magic User 6 | Range: 10 yards/level | Duration: 1 rd./level l |
Baladir's Forceful Hand is a more powerful version of Baladir's Interposing Hand. The spell creates a disembodied hand that can range from man-sized (5 feet) to gargantuan-sized (21 feet), positioning itself between the caster and a chosen opponent. This hand remains between them, regardless of how the caster moves or how the opponent tries to maneuver around it.
In addition to blocking, the hand exerts force on the opponent. Creatures weighing 500 pounds or less are pushed away, while those between 500 and 2,000 pounds have their movement slowed to 10 feet per round. Creatures over 2,000 pounds are slowed by 50%. If pushed, the creature is sent to the hand's range limit or forced against an unyielding surface. The hand itself does not deal damage, but it has an Armor Class of 18 and hit points equal to the caster's full health. If the hand is destroyed, it vanishes.
The caster can also command the hand to retreat, such as to release a trapped opponent, or dismiss it at will.
21.0.2.3 Baladir’s Grasping Hand
Magic User 7 | Range: 10 yards/level | Duration: 1 rd./level l |
Baladir’s grasping hand is a superior version of the 6th-level spell Baladir’s forceful hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds.
The hand itself inflicts no damage. The grasping hand has an Armor Class of 18, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command.
21.0.2.4 Baladir’s Interposing Hand
Magic User 4 | Range: 10 yards/level | Duration: 1 rd./level l |
The Baladir’s interposing hand spell creates a man-sized (5 feet) to gargantuan-sized (21 feet) that appears between the spellcaster and their chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent.
It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health and has an Armor Class of 15.
Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The caster can command the hand out of existence at any time.
21.0.2.5 Black Tentacles
Black Magic User 4 | Range: 100’ + 10’ / level | Duration: 1 round / level |
A field of 10-foot-long rubbery tentacles will spring from the ground. The area is up to 30 feet by 30 feet, and they will appear from whatever surface is present, including water.
The tentacles will attack any creature in the area with the intent to wrestle/grapple them. They attack with the caster’s attack bonus and are considered to have a Strength of 18. There are more than enough tentacles to individually attack as many targets as can be present. If the attack succeeds, the target is held immobile and takes 1d6 points of damage each round it is held.
Any creature that is not held by a tentacle may still only move through the affected area at half speed.
21.0.2.6 Blade Barrier
Cleric 6 | Range: 90’ | Duration: 1 round/level |
This spell creates a wall of whirling blades up to 20' long per caster level, or a ringed wall of whirling blades with a radius of up to 5' per two levels. Either form will be up to 20 ft. high (as allowed by available space). Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a save vs. Death Ray reducing damage to half.
If the caster evokes the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful save vs. Death Ray.
A blade barrier provides cover (+4 bonus to Armor Class) against attacks made through it.
21.0.2.7 Bless*
Cleric 2 | Range: 50’ | Duration: 1 minute/level |
This spell gives the caster and their allies (within a 50' radius of the caster) a bonus of +1 on attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws against magical fear.
The reverse of bless is called bane. It fills the caster's enemies (within a 50' radius) with fear and doubt, causing each affected creature to suffer a –1 penalty on attack rolls, morale checks, and saving throws against magical fear.
21.0.2.8 Blight
Black Magic User 5 | Range: touch | Duration: instantaneous |
This spell withers a single plant of any size. It causes 1d6 points of damage per level of the caster to the touched plant creature. The creature is allowed a save vs. Spells for half damage. If the plant is not a creature, it immediately withers and dies with no saving throw.
Only the touched plant is affected; the spell has no effect on anything else in the area.
21.0.2.9 Blink
Magic User 4 | Range: self | Duration: 1 rds./level |
This spell allows the magic user to blink, instantly shifting 10 feet in a random direction. Melee attacks against the caster automatically miss if they occur after the blink, based on initiative order.
Mechanics:
Blink Timing (1d6 Roll):
The magic user rolls 1d6 each round to determine when they blink. The result is their blink initiative. On this initiative, they disappear and reappear 10 feet away in a random direction (determined by 1d8).
Attack Initiative (1d6 Roll +Dex):
The magic user also rolls 1d6 for their attack initiative. If the attack initiative is higher than the blink initiative, they attack first and blink afterward. If the blink initiative is higher, they blink first, then attack.
The magic user can only be attacked by opponents who win initiative or by area effects that target both locations (e.g., breath weapons, fireballs).
The magic user cannot blink into a solid object. If the direction leads into one, reroll. If no valid direction is available, the caster is trapped on the Ethereal Plane.
West | North | East | ||
---|---|---|---|---|
7 | ||||
1 | ||||
6 | 3 | Magic User | 4 | 8 |
2 | ||||
5 | ||||
South |
21.0.2.10 Burning Hands
Magic User 1 | Range: 5’ | Duration: 1 round |
When the magic user casts Burning Hands, a cone of fire shoots from their fingertips in a 120-degree arc, 5 feet long. Creatures within the flames take 1d4 damage plus 2 points per caster level (up to a maximum of 1d4 +10). Creatures that save vs. spell take half damage. Flammable materials caught in the fire ignite and can be put out in the next round if no other action is taken.
21.0.2.11 Boneskin
Black Magic User 2 | Range: self | Duration: 1 turn/level |
The caster forms a chitinous, bone-like armor around themselves, granting a +4 bonus to AC. The added bulk does not interfere with spellcasting.
This spell does not stack with normal armor or magical protection. Additionally, it grants a +1 bonus to saving throws against all attack forms except magic. The spell can be cast on the caster or any creature the caster touches.
21.0.3 C
21.0.3.1 Call Lightning
Druid 3 | Range: 100’ + 10'/level | Duration: 1 round/level |
Upon casting this spell, the caster can call down a 5-foot wide, 30-foot long vertical bolt of lightning that strikes a target within range. The bolt deals 3d6 electricity damage, with creatures in the target area or path affected. A successful save vs. Spells halves the damage.
The caster may call a bolt immediately or at any point during subsequent rounds (once per round). Other actions, including spellcasting, can be performed between lightning strikes. The caster can call a total number of bolts equal to one-third of their caster level (rounded down).
If the caster is outdoors and in a stormy area (e.g., rain, clouds, or a tornado), each bolt deals 3d8 damage instead of 3d6.
The spell can only be cast outdoors or through open sky.
21.0.3.2 Call Woodland Beings
Druid 4 | Range: 120’ | Duration: 1 round/level |
This spell summons woodland creatures to the caster’s aid. The creatures appear at a location designated by the caster and act immediately on their turn. They will attack the caster's enemies to the best of their ability, unless the caster can communicate with them. If communication is possible, the caster can direct the creatures to refrain from attacking, focus on specific enemies, or perform other tasks.
The summoned creature is determine by rolling 1d4:
6 Darklings (Small Fey, Chaotic Evil)
AC 14 | HP 8 | MV 30 ft., climb 30 ft.
Attack: Poisoned Dagger (+2 to hit, 1d6 + Drow Poison)
Abilities: Sneak Attack (+4), Shadow Step (30 ft. teleport), Fey Trickery (Minor Illusion, Disguise Self)
Senses: Darkvision 90 ft. | Immunities: Paralyzation, Sleep| Tactics: Ambush, teleport after striking.4 Nettle Boar (Medium Plant, Unaligned)
AC 17 | HP 12 | MV 30 ft.
Attack: Tusk (+3 to hit, 1d6+1 slashing), Needle Volley (1d6 attacks)
Abilities: Poison Spines (1d4, save vs. poison), Charge (extra 1d6 damage, knock prone)
Vulnerability: Fire (double damage)
Senses: Darkvision 60 ft.|Tactics: Charge, poison, hide.2 Perytons (Medium Monstrosity, Chaotic Evil)
AC 16 | HP 30 | MV 50 ft.
Attack: Gore (+6 to hit, 1d8+2 piercing), Talons (+6 to hit, 2d4+2 piercing), Dive Attack (+2d8 damage)
Abilities: Flyby (no opportunity attack), Damage Resistance (magical weapons only)
Senses: Scent|Tactics: Dive, hit, fly away.1 Lesser Treant (Huge Plant, Chaotic Good)
AC 16 | HP 70 | MV 40 ft.
Attack: Slam (+8 to hit, 2d6+3 bludgeoning), Rock (+8 to hit, 4d10+6 bludgeoning)
Abilities: Animate Trees (1/day), Damage Resistance (earth-based, bludgeoning, piercing)
Weaknesses: Fire (double damage)|Tactics: Multiattack, animate trees.
This spell only works outdoors in a natural environment and cannot be cast within the boundaries of villages, towns, or cities.
21.0.3.3 Call Poltergeist
Black Magic-User 2 | Range: 50’ | Duration: 1 hour/level |
Upon casting this spell, a mischievous spirit is summoned to serve the magic-user. The poltergeist is an invisible, shapeless force that delights in performing simple tasks—but with a chaotic flair. It can run and fetch things (but might toss the items around a bit before delivering them), open stuck doors with a bang, and hold chairs (though it may levitate them a foot off the ground for no apparent reason). It will clean, mend, and tidy up—but not without occasionally moving items around just for fun, hiding socks, or rearranging the wizard’s spell books in bizarre patterns.
The poltergeist can only perform one activity at a time but will eagerly repeat the same task with increasing zeal (and occasional mischief) as long as the magic-user remains within range. Occasionally, the spirit might take a liking to a particular action and perform it excessively—such as constantly sweeping the same spot on the floor or making noise by "accidentally" knocking over empty mugs.
The spirit will generally obey its summoner’s commands, but it might playfully distract itself, especially when left to its own devices. For example, it may pretend to "help" in battle by subtly interfering with enemies, throwing small objects or making noises that distract opponents, all while avoiding direct confrontation.
On a rare occasion (DC 1), the spirit refuses to leave after the spell expires and instead becomes an unruly, semi-perturbed ghost. It will haunt the area with playful vengeance, rearranging furniture, moving objects around in the dead of night, and occasionally loudly making its presence known with creaking, bangs, or disembodied laughter. These spirits may even attempt to strike a bargain with their summoner for continued servitude, offering cryptic advice or harmless pranks in exchange for a little more attention.
21.0.3.4 Charm Animal
Cleric 2, Druid 2 | Range: 60’ | Duration: level+1d4 rounds |
This spell allows the caster to charm one or more animals, similar to charm person, affecting up to 1 hit die per caster level. The caster may choose which animals are affected first from a mixed group, with any excess hit dice having no effect. Normal and giant-sized animals are automatically affected, but more fantastic creatures (as determined by the GM) may attempt a save vs. Spells to resist. Once the spell ends, the animals return to their normal behavior.
The spell doesn’t provide any direct communication with the affected animals, but combining it with speak with animals enhances its usefulness.
21.0.3.5 Charm Monster
Magic User 4 | Range: 30’ | Duration: special |
This spell functions like charm person, except that the effect is not restricted by creature type or size. Undead monsters are unaffected. This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice, or one creature of more than 3 hit dice. Saving throws are made just as for charm person.
21.0.3.6 Charm Person
Magic User 1 | Range: 30’ | Duration: special |
This spell charms a humanoid creature of 4 hit dice or less, making it regard the caster as a trusted friend and ally. Humans and demi-humans can be affected, regardless of level. A save vs. Spells negates the effect. If the creature is threatened or attacked by the caster or their allies, it gains a +5 bonus to the saving throw. The spell doesn’t control the target; instead, it perceives the caster's actions favorably. The caster can issue commands, but the target will not do anything it wouldn’t normally do, and may receive an additional saving throw (at the GM’s discretion).
The caster must speak the target's language or be good at pantomime to give commands. If attacked, the charmed creature will act to protect the caster (which may include attacking enemies or trying to carry the caster to safety). The target can attempt a new saving throw each day if it has an Intelligence of 13 or greater, each week if its Intelligence is 9-12, or each month if its Intelligence is 8 or less
21.0.3.7 Chill
Black Magic User 1 | Range: 10’ | Duration: 2 rounds |
This spell does 1d4 points of damage to one creature within range. Furthermore, the creature must save vs. Paralysis or suffer -1 to melee hit and damage rolls for 1d6 rounds. A large heat source nearby gives a +2 to save.
21.0.3.8 Clairaudience
Magic User 2 | Range: 60’ | Duration: 12 turns |
This spell allows the caster to hear sounds from a specified location through the ears of a living creature within 60 feet. The caster must choose the direction and approximate distance, and the creature is unaware of being used in this way. No saving throw is allowed.
The caster can switch to a different creature after at least a turn, allowing the spell to target multiple locations. If the creature moves out of range, the connection is lost, but the caster may choose another creature.
21.0.3.9 Clairvoyance
Magic User 3 | Range: 60’ | Duration: 12 turns |
This spell enables the caster to see into another area through the eyes of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used.
The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
21.0.3.10 Clean*
Magic User 0 | Range: 30’ | Duration: instantaneous |
A mage making use of this cantrip may clean, shine, dust, or polish a small object or surface of up to 1 square foot. Reversed, this becomes Dirty, which can make the same area dirty, tarnished, scuffed, or dusty.
21.0.3.11 Cloudkill
Magic User 5 | Range: 100'+10'/level | Duration: 6 rounds/level |
This spell creates a 20' x 20' x 20' cloud of poison gas that moves 10 feet per round under the caster's control, as long as the caster concentrates. Creatures with 3 or fewer hit dice or levels are instantly killed. Creatures with 4 or more hit dice or levels must save vs. Poison or die. The cloud lasts for the entire duration, even if the caster stops concentrating.
21.0.3.12 Command
Cleric 1 | Range: 10’ | Duration: 1 round |
The caster speaks a single-word command that a creature within range must obey, as long as the command is clear and imperative (e.g., "halt," "flee," "sleep"). The recipient must understand the language of the command and will do its best to follow it. Commands like "die" cause the creature to act as though dead, not actually dying. Undead are unaffected. Creatures with Intelligence 13 or higher, or 6 or more hit dice, may save vs. Spells to resist.
21.0.3.13 Command Undead
Black Magic User 1 | Range: 30’ | Duration: special |
This spell allows the caster to influence an undead creature. If the undead is intelligent, the spell works like charm person, affecting 2 HD per caster level (instead of the usual 4 HD), with the same duration. If the undead is unintelligent, the caster gains complete control with no saving throw, and the control is permanent. However, any unintelligent undead controlled count against the caster’s re-animation control limit.
21.0.3.14 Commune
Cleric 5 | Range: self | Duration: 1 round/level |
This spell allows the caster to contact their deity, who answers one yes-or-no question per caster level. The ritual takes 1 turn to complete. While the deity is allied with the caster, it may not be omniscient and may not provide clear or complete answers.
21.0.3.15 Commune With Nature
Druid 5 | Range: see text | Duration: instantaneous |
This spell allows the caster to become one with nature, gaining knowledge of the surrounding area. After 10 minutes of concentration, the caster learns one fact per caster level about the terrain, plants, minerals, bodies of water, wildlife, nearby settlements or structures, or the presence of powerful or unnatural creatures.
In outdoor settings, the spell covers a radius of 1 mile per caster level. In natural underground environments, the radius is 100 feet per caster level. The spell doesn't work in constructed areas like dungeons or towns.
21.0.3.16 Confusion
Magic User 4 | Range: 360’ | Duration: 2 rounds+1/level |
This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused, making them unable to independently determine what they will do. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does.
d20 | Behavior |
1–2 | Attack caster with melee or ranged weapons (or close with caster if out of range). |
3–4 | Act normally. |
5–10 | Do nothing but babble incoherently. |
11–14 | Flee away from caster at top possible speed. |
15–20 | Attack nearest creature. |
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically retaliates on its next turn, as long as it is still confused when its turn comes.
21.0.3.17 Conjure Elemental
Druid 5, Magic User 5 | Range: 240’ | Duration: special |
This spell opens a portal to one of the Elemental Planes—Air, Earth, Fire, or Water—allowing the caster to summon an elemental from that plane. The caster may summon only one elemental of each type per day.
Once summoned, the elemental serves the caster indefinitely as long as the caster concentrates solely on controlling it. The caster cannot cast spells, engage in combat, or move at more than half their normal speed without losing concentration.
While controlling the elemental, the caster can dismiss it back to its native plane at any time. If concentration is lost, the caster loses control, and the elemental becomes hostile, attacking the caster and anyone else in its path. Only Dispel Magic can banish the elemental if control is lost.
Elementals may choose to return to their plane voluntarily, as they do not prefer to stay on the Material Plane for long.
21.0.3.18 Continual Light*
Cleric 3, Magic User 2 | Range: 360’ | Duration: 1 year/level |
This spell creates a 30-foot radius sphere of bright light (full daylight), with dimmer light extending to 60 feet. The light lasts for one year per caster level and can be cast on an object, in the air, or on a creature up to 360 feet away.
If cast on a creature's eyes, they may save vs. Death Ray to avoid blindness. A failed save causes a -4 penalty on attack rolls while blinded.
The reversed version, Continual Darkness, creates total darkness in the area, overpowering normal light. It can also blind creatures like Continual Light.
21.0.3.19 Control Temperature, 10' Radius
Druid 4 | Range: 0’ | Duration: 1 hour/level |
The caster can automatically change the surrounding temperature (10 ft radius sphere) by up to 10 degrees Fahrenheit per caster level. The change can be hotter or colder.
21.0.3.20 Control Undead
Cleric 6/Black Magic User 6 | Range: 60’ | Duration: 6 rounds/level |
This spell allows the caster to control up to 3 HD of undead per caster level for a short time. The caster must speak commands, but the undead understand regardless of language. Intelligent undead can save vs. Spells to resist and will remember the control. Unintelligent undead cannot resist, and their control is permanent. Controlled unintelligent undead count against the caster's re-animation control limit.
21.0.3.21 Control Weather
Cleric 7, Druid 7 | Range: 2 miles | Duration: 4d12 hours |
This spell lets the caster change the local weather to any conditions appropriate for the climate and season. It takes 10 minutes for the desired weather to settle. The caster can make further changes during the spell, but each change also takes 10 minutes.
The caster can control general weather features like wind direction, storms, and tornadoes, but not specific events like where lightning strikes or the exact path of a tornado. The caster can also remove existing weather conditions (e.g., calm weather replacing a tornado). After the spell ends, the weather remains as is, but the caster loses control.
21.0.3.22 Control Winds
Druid 5 | Range: 0 (see text), | Duration: 10 minutes/level |
This spell allows the caster to control wind within a 40-foot radius per caster level, 40 feet high. The caster can adjust the wind’s direction, strength, and pattern, with the changes lasting until the spell ends or the caster alters them (which requires concentration). The caster can also create a calm "eye" of still air up to 40 feet in radius or limit the effect to a smaller area.
Wind patterns can include a downdraft, updraft, circular rotation, or a linear blast in one direction. For every three caster levels, the caster can increase or decrease wind conditions by one level.
21.0.3.23 Corpse Feast
Black Magic User 4 | Range: 5’/ level | Duration: instantaneous |
This spell heals the caster and nearby active undead by draining the life energy from fresh corpses (no older than one hour) within range. The corpse must be that of a sentient being, not an animal, undead, construct, or elemental.
Each corpse drained heals 1d4 hit points for the caster and any undead allies within range, up to their maximum hit points. Slain or destroyed undead do not heal or rise from this spell, and any drained corpses cannot be raised or resurrected.
21.0.3.24 Corpse Garden
Black Magic User 4 | Range: Touch | Duration: instantaneous |
This spell causes edible fungus, fruit, or vegetables to rapidly sprout from a touched corpse you. The amount of food created depends on the size of the corpse: 3 pounds for Tiny, 6 pounds for Small, 12 pounds for Medium, 24 pounds for Large, 48 pounds for Huge, or 96 pounds for Gargantuan. Three pounds of food will sustain a Small or Medium humanoid for 1 day.
21.0.3.25 Corpse Servant
Black Magic User 1 | Range: touch | Duration: 1 hour / level |
This spell allows the caster to temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the re-animation spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.
21.0.3.26 Create Food
Cleric 5 | Range: 10’ | Duration: permanent |
This spell creates bland but nourishing food of the caster’s choice. It feeds up to 3 people or 1 horse per caster level for one day. The food spoils after 24 hours unless preserved with purify food and water, which adds another 24 hours.
21.0.3.27 Create Water
Cleric 4 | Range: 10’ | Duration: permanent |
This spell creates 1 gallon of clean water per caster level. Containers must be present to hold it. The water is like fresh rainwater and weighs 8 pounds per gallon (about 8 gallons per cubic foot).
21.0.3.28 Cure Blindness
Cleric 3 | Range: touch | Duration: instantaneous |
This spell restores sight to a creature blinded by injury or magic (including light or continual light), but cannot cure blindness caused by a curse
21.0.3.29 Cure Deafnesss
Cleric 3 | Range: touch | Duration: instantaneous |
This spell restores hearing to a creature deafened by injury or magic, but cannot cure deafnesss caused by a curse
21.0.3.30 Cure Disease*
Cleric 3, Druid 3 | Range: touch | Duration: instantaneous |
Cure Disease eliminates all diseases and parasites afflicting the target. It can also stop lycanthropy if cast before the first full moon after infection. Some rare or magical diseases may resist the spell or require a higher-level caster. It does not prevent future reinfection.
21.0.3.31 Cure Light Wounds*
Cleric 1, Druid 1 | Range: touch | Duration: instantaneous |
With this spell the caster heals 1d6+1 hit points of damage by laying their hand upon the injured creature.
The reverse form of this spell, cause light wounds, causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case.
Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds.
21.0.3.32 Cure Minor Wounds
Cleric 0, Druid 0 | Range: touch | Duration: instantaneous |
Heals one hit point.
21.0.3.33 Cure Serious Wounds*
Cleric 4, Druid 4 | Range: touch | Duration: instantaneous |
This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 + caster level in damage.
21.0.4 D
21.0.4.1 Dark Flame
Black Magic User 2 | Range: touch | Duration: 1 turn / level |
This spell creates magical “dark flames” on an object that produce no heat or light but grant darkvision to all creatures within a 30-foot radius. The effect allows normal vision in darkness within this area but does not extend beyond it or provide stealth benefits to those inside. However, since no visible light is produced, it can aid stealth against those outside the area.
21.0.4.2 Darkvision
Magic User 3 | Range: touch | Duration: 1 hour/level |
The subject receives Darkvision and can see in total darkness as if it were black-and-white normal vision, usually up to 60 feet. Darkvision doesn’t work in magical darkness or in light brighter than moonlight.
21.0.4.3 Death Spell
Magic User 6 | Range: 240’ | Duration: instantaneous |
This spell kills up to 3d12 hit dice of living creatures in a 30-ft radius chosen by the caster. Targets can save vs. Death Ray to avoid death. Creatures with 8+ HD, undead, golems, and non-living entities are immune. Excess damage is lost.
21.0.4.4 Decay Flesh
Black Magic User 1 | Range: touch | Duration: instantaneous |
This version of cause light wounds deals 1d6+1 damage on a successful attack. The effect remains active until used or for a number of rounds equal to the caster’s level. Unlike the Cleric version, it can’t be reversed. It heals undead instead, restoring 1d6+1 hit points.
21.0.4.5 Delayed Blast Fireball
Magic User 7 | Range: 100’+10’/level, | Duration: special |
This spell creates a glowing ball of fire at a chosen location (up to range) that explodes for 1d6+1 damage per caster level in a 20' radius. It can detonate immediately or after a delay of up to 10 rounds, set at casting. If handled within 1 round of explosion, there’s a 25% chance it detonates early. The ball can be thrown like a dagger.
21.0.4.6 Designor’s Wind Mastery
Druid 4, Magic User 5 | Range: 0’ | Duration: 1 turn/level |
The caster controls wind in a cylinder (40 ft radius per caster level, 40 ft high), setting its direction and strength. The wind’s pattern persists until changed, which requires concentration. The caster can create a calm “eye” up to 40 ft radius and can limit the affected area within the cylinder.
Wind patterns include downdraft (center outward), updraft (edges inward), rotating winds around the center, or a straight blast in one direction. For every 3 caster levels, the caster can raise or lower the wind’s strength by one level.
21.0.4.7 Destroy Undead
Cleric 6, Black Magic User 6 | Range: 240’ | Duration: instantaneous |
This spell obliterates up to 3d12 Hit Dice or levels of undead within a 30-foot radius sphere centered anywhere within range. Excess Hit Dice are wasted. Each affected undead must succeed on a saving throw vs. Death Ray or be instantly destroyed.
21.0.4.8 Detect Evil*
Cleric 1, Magic User 2 | Range: 60’ | Duration: 1 round/level |
This spell lets the caster detect creatures with truly evil intentions, evil magic items, and some evil extraplanar beings. Ordinary “bad” characters aren’t detected—only overwhelming evil glows visibly to the caster (not others). The GM defines what counts as evil. Traps and poisons aren’t detected. Reversed, it detects good instead.
21.0.4.9 Detect Invisible
Magic User 2 | Range: 60’ | Duration: 1 turn/level |
The caster sees invisible creatures or objects within 60’ range as translucent shapes.
21.0.4.10 Detect Magic 60’
Cleric 1, Magic User 1, Druid 1 | Range: 60’ | Duration: 2 turns |
The caster detects enchanted objects or creatures within range, seeing them surrounded by a pale glow visible only to the caster. Invisible creatures or objects aren’t detected, but the invisibility magic appears as a glowing fog, allowing the caster to target the invisible with a –2 attack penalty.
21.0.4.11 Detect Poison
Cleric 1, Druid 1 | Range: 30’ radius | Duration: 1 turn + 1 rd./level |
This spell detects any poison within a 30’ radius and identifies the exact type of poison with 100% accuracy.
21.0.4.12 Detect Scrying
Magic User 4 | Range: 0’ | Duration: 1d6 turns + 1 turn/leve1 |
This spell alerts the caster to any magical scrying (clairvoyance, clairaudience, magic mirror, crystal ball, etc.) targeting them within the area. The effect moves with the caster. If scrying is detected, the scryer must save vs. Magic or be revealed—name and general location (e.g., direction and nearby landmark).
21.0.4.13 Detect Snares and Pits
Druid 1 | Range: 60’ | Duration: 10 turns |
Reveals all nearby simple traps and natural hazards instantly: pits, snares, deadfalls, quicksand, sinkholes, or unstable rock. Complex or magical traps are not detected unless they mimic these forms.
Instantly shows number, location, type, and trigger of all hazards within range and line of sight.
If a hazard is out of sight, its direction is sensed.
Blocked by 1 ft of stone, 1 in of metal, a thin sheet of lead, or 3 ft of dirt/wood.
21.0.4.14 Dig
Magic User 4, Druid 5 | Range: 30 yards | Duration: 1 rd./level l |
Excavates 125 cubic feet of earth, sand, or mud per round (5 ft cube). Material spreads evenly around the hole.
Earth: Stable to 20 ft deep; 15% collapse chance per 5 ft beyond.
Sand collapses after 10 ft; mud after 5 ft; quicksand refills immediately.
Creatures on the edge must make a Dex check or fall in; fast-moving creatures must save vs. spell.
Buried creatures save vs. death or be trapped.
Can tunnel, but collapse risk is doubled and safe depth halved unless braced.
Against earth-type creatures (e.g., clay golems, earth elementals): deals 4d6 damage (half on save).
21.0.4.15 Dimension Door
Magic User 6 | Range: 10’ | Duration: instantaneous |
Instantly transports the caster or one target creature within range (200' + 20'/level) to a chosen location. Arrival is exact, whether based on visualization or direction/distance.
Unwilling targets may save vs. Spells to resist.
Transport includes all worn or carried items (including carried creatures).
Spell fails if the destination is inside a solid object.
21.0.4.16 Disintegrate
Magic User 6 | Range: 60’ | Duration: instantaneous |
A thin green ray shoots from the caster’s finger, disintegrating one creature or object (up to a 10'x10'x10' cube) into dust. Equipment is left behind.
A successful save vs. Spells negates the effect.
Only one target per casting; if the target saves, the spell is wasted.
21.0.4.17 Dispel Evil
Cleric 5 | Range: touch | Duration:1 round/level |
This spell grants the caster special power over evil creatures:
AC Bonus: +4 to Armor Class vs. attacks from evil creatures.
Banish Evil: With a touch (and successful attack roll), the caster can banish an evil creature back to its plane (negated by a successful save vs. Spells).
Dispel Evil Magic: With a touch, automatically ends one spell cast by an evil creature (unless it’s immune to dispel magic). No save.
Touching an enemy for either effect ends the spell, even if the attempt fails.
21.0.4.18 Dispel Magic
Cleric 4, Magic User 3 | Range: 120' | Duration: instantaneous |
Ends ongoing magical effects on a creature, object, or within a 20' cube. The caster must choose one target type: creature, object, or area.
Automatically ends effects from casters of equal or lower level.
For higher-level effects, there's a 5% failure chance per level above the caster’s. (e.g., a 10th-level caster has a 20% chance to fail dispelling a 14th-level effect.)
Removes potion effects as well.
Does not work on curses (including bestow curse or cursed items).
21.0.4.19 Disruption*
Cleric 1 | Range: touch | Duration: 1 turn/level |
Blesses one blunt melee weapon (mace, hammer, staff) with divine power. Against undead or extraplanar evil:
Gains +1 to hit and damage, stacking with existing enchantments.
On a hit, the target must save vs. Magic or be turned, as per cleric turning.
The wielder can choose to suppress the turning effect before attacking.
Only one weapon may be blessed at a time.
Reversed version affects good-aligned extraplanar beings; usable only by evil casters.
21.0.4.20 Divination
Cleric 4, Magic User 4 | Range: self | Duration: Instantaneous |
The caster attunes to the universal pattern to divine hidden truths. This may interpret dreams, predict the future, identify a magic item, or reveal hidden things.
The caster may ask one question.
The GM rolls secretly on a chart and gives a brief, cryptic answer—a phrase, omen, or riddle—based on the result.
(1d20) | Description |
---|---|
1-3 (15%) | Total Failure; no answer |
4-6 (15%) | Partial Failure; Misleading answer |
7-13 (35%) | Partial Success; Cryptic answer |
14-17 (20%) | Success; Clear but Succinct answer |
18-20 (15%) | Complete Success; Clear and Detailed answer |
21.0.4.21 Dowse
Druid 0 | Range: self | Duration: Concentration |
The caster can use a forked stick to detect potable water by dowsing.
Outdoors, the rod points toward fresh water up to 1000 ft + 100 ft per caster level.
For underground water, containers, or water inside structures, it detects within 25 ft + 5 ft per caster level.
The caster must maintain concentration to keep the effect active.
21.0.4.22 Drainblade
Black Magic User 3 | Range: touch | Duration: 1 round / level |
This spell enchants an edged weapon to drain blood on each successful hit against living creatures.Each strike deals 1 extra damage to living targets.
If the wielder is injured, that 1 point of damage heals them instead (up to their normal maximum HP).
The spell has no effect on nonliving creatures like undead, golems, or living statues.
21.0.4.23 Drawmij’s Instant Summons
Magic User 7 | Range: infinite + special | Duration: instantaneous |
The caster instantly teleports a specific nonliving object into their hand.
The item must be no larger than a sword and weigh no more than about 8 pounds (like a shield).
It must have been previously touched and specifically named.
Only that exact item is summoned.
21.0.5 E
21.0.5.1 Earthquake
Cleric 7, Druid 7 | Range: 400'+40’/level | Duration: 1 round |
The caster creates a powerful earthquake affecting a 10-foot diameter per caster level area for 1 round. Creatures in the area cannot move or act, and all ground-contacting targets are affected. Effects vary by terrain:
Cave/Cavern/Tunnel: Roof collapses, dealing 8d6 damage (save vs. Petrify for half), pinning creatures under rubble. Small spaces fill with debris.
Cliff: Landslide causes 8d6 damage (save vs. Petrify for half), pinning creatures beneath rubble.
Open Ground: Creatures must save vs. Petrify or fall prone. Fissures open; creatures have 25% chance to fall in (save vs. Death Ray to avoid). Fissures close after spell ends, killing those trapped.
Structures: Structures touching the ground take 100 damage (ignores hardness). Collapse causes 8d6 damage (save vs. Petrify for half) and pins creatures inside.
River/Lake/Marsh: Fissures drain water, leaving quicksand-like mud. Creatures must save vs. Death Ray or become stuck. When water returns, stuck creatures risk drowning.
Pinned creatures take 1d6 nonlethal damage per minute until unconscious, then 1d6 lethal damage per minute until rescued or death.
21.0.5.2 Ethereal
Black Magic User 3 | Range: touch | Duration: 1 turn / level |
The recipient shifts to the ethereal plane, becoming semi-transparent and immaterial. While ethereal:
Only magical or special weapons can harm them.
Stealth checks (Move Silently, Hide) get +4 bonus.
They can move through materials up to 1 inch thick per caster level; some materials like lead or gold block passage.
They cannot physically attack but can cast spells that don’t require physical contact.
They may walk on liquids (e.g., water) but gain no special movement like flying or levitation.
Each turn, they can switch between corporeal and ethereal forms, staying in the chosen state until their next turn.
There is a 10% chance each turn (DC 2) to attract a hostile wraith (1) or ghost (2) that will attack immediately.
21.0.5.3 Enervation
Black Magic User 4 | Range: 50’ | Duration: instantaneous |
The caster fires a narrow ray of crackling black energy at a target, making a ranged attack roll that ignores armor (Dexterity bonus applies).
On a hit, the target gains 1d4 negative levels with all associated Energy Drain effects (no saving throw).
Negative levels fade after hours equal to the caster’s level if the target survives.
Undead struck instead gain 5d4 temporary hit points lasting 1 hour.
Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from their highest spell level.
21.0.5.4 Enlarge
Magic User 1 | Range: 5 yds./level | Duration: 5 rds./level |
This spell causes instant growth of a single creature or a single object up to 10 cubic feet per caster level in volume. The target must be within sight. The spell increases the target’s size and weight up to 10% per caster level.
Equipment worn/carried by creature also enlarges proportionally.
Damage dealt by the creature increases in proportion to new size (damage × size multiplier).
Hit points, AC, attack rolls, and magical bonuses remain unchanged.
If insufficient space is available, target grows as much as possible without harm; cannot crush creatures by growth.
Unwilling targets may save vs. spell to resist.
Reduce (reverse):
Target loses 10% of original size per caster level down to a minimum of 10% of original size.
Beyond that, size shrinks in stepped increments (feet, inches, tenths of an inch), never to less than 1/10 inch.
Equipment shrinks accordingly.
May damage fragile materials attached to the object but not the object itself.
Unwilling targets get a saving throw vs. spell.
Example: A fighter enlarged to 160% normal size multiplies damage by 1.6 (e.g., 6 damage → 10 damage).
21.0.5.5 Entangle
Druid 1 | Range: 200’ | Duration: 3 rounds/level |
This spell causes existing grasses, trees, bushes, shrubs, or other plants to entwine around creatures within a 40-foot by 40-foot area. In underground environments, a druid may use roots or subterranean plants if available. Most creatures caught in the area of effect have their movement reduced to one-quarter of their normal speed, while very large or strong creatures—such as giants or dragons—move at half speed. Creatures running at the time the spell is cast must succeed on a saving throw versus Spell, with their Dexterity bonus applied, or else trip, fall prone, and become trapped until the spell ends. Entangled creatures cannot attack or take most actions other than limited movement due to the interference caused by the enchanted plants.
This spell only functions in environments where plants naturally grow, such as wilderness areas, farmland, or tunnels with earthen walls.
21.0.5.6 Entangling Thorns
Druid 3 | Range: 100 feet +10'/level | Duration: 1 round / level |
The druid chooses one target creature or object within range, beneath which great thorny tendrils rapidly grow and entwine. If the target fails its saving throw versus spells, it becomes immobile, suffering a –2 penalty to hit and a –4 penalty to its armor class. Additionally, the thorny growth deals 1d4 points of damage to the target each round. An entangled individual may only cast spells by making a DC 15 check, modified by their primary spellcasting ability bonus. Breaking free requires the entire round, during which the target continues to take damage.
The thorny vines themselves can be attacked directly (AC 11) with small bladed weapons such as daggers or hand axes; they have 22 hit points, and destroying them immediately ends the spell. Attacks using larger weapons or spells damage both the vines and the entangled target equally, splitting the damage between them.
21.0.5.7 ESP
Magic User 2 | Range: 60’ | Duration: 1 turn/level |
This spell allows the caster to detect the surface thoughts of one or more creatures within range by concentrating for a turn in a chosen direction. The caster may switch directions each turn and can resume listening later within the spell's duration. The target is unaware unless protected by specific magic. The spell is blocked by materials thicker than 2 inches of rock or a thin coating of lead or gold. Undead and mindless creatures like golems are immune.
21.0.5.8 Ether Bolt
Magic User 2 | Range: 30 feet +5'/level | Duration: instantaneous |
This spell creates a beam that targets only insubstantial creatures, such as undead, ethereal beings, phase-shifted entities, or other non-material creatures like shadows. The effect is similar to a magic missile, striking unerringly if the target is in sight. The spell deals 1d4 points of force-like damage per caster level, as though the target were fully solid.
21.0.5.9 Extension
Magic User 4 | Range: special | Duration: special |
This extension spell doubles the duration of a previously cast 1st-, 2nd-, or 3rd-level spell with a duration. It must be cast immediately after the original spell, either by the original caster or another wizard. If a full round passes before casting the extension, it fails and is wasted.
21.0.5.10 Eyebite
Black Magic User 6 | Range: 60’ | Duration: 1 round / 3 levels |
This spell targets a single living creature each round, causing different effects based on its total hit dice (HD). Creatures with 10 HD or more are sickened; those with 5 to 9 HD are both panicked and sickened; creatures with 4 HD or fewer are comatose, panicked, and sickened. These effects are cumulative and last for 1 turn per caster level.
Each round, the caster can target one creature, and additional targets require an action. A saving throw vs. Death Ray negates the worst effect; lesser effects remain.
Sickened: -2 penalty to attack rolls, damage rolls, and saving throws.
Panicked: The target flees for 1d4 rounds, and may flee again if it can see the caster. After fleeing, the creature still suffers from the sickened effect.
Comatose: The target falls into a coma for 1 turn per caster level, unable to be awakened until the spell ends. It remains sickened and may flee when the caster is visible.
The spell's effects are persistent and require dispelling to remove the coma.
21.0.6 F
21.0.6.1 Faerie Fire
Magic User 2, Druid 1 | Range: 200’ +10'/level | Duration: 1 minute/level |
This spell creates a pale glow that outlines all objects and creatures within a 20-foot radius from a chosen point. The affected creatures and items shed light like candles and are no longer concealed by darkness. The spell negates the effects of blur, displacement, invisibility, and similar illusions, making the targets easily visible. However, the light is too dim to affect undead or creatures that are sensitive to bright light.
The faerie fire can be blue, green, or violet, as chosen by the caster at the time of casting. It causes no harm to the outlined targets, only revealing them clearly in the area of effect.
21.0.6.2 Faerie Ring
Druid 7 | Range: 10’ | Duration: 1 hour / level |
The Faerie Ring creates a 5-foot circle of mushrooms or toadstools that, when entered, transports the caster and others to a border region of the Feywild. This region allows for quick healing and spell restoration at double the normal rate. Travelers can then return to the Prime Material Plane or venture deeper into the Feywild.
The Feywild is an echo of the real world, enhanced by potent magic and wild emotions, with a landscape more dramatic and beautiful than the material world. Time flows differently there—what feels like hours can be weeks or months in the real world. Leaving the Feywild can cause time to "catch up" with travelers, resulting in exhaustion or even death. Memories of time spent in the Feywild may also fade.
The Feywild is believed to be the origin of the first elves, and Yavanna, the goddess of life and nature, often resides there.
21.0.6.3 Familiar
Magic User 1 | Range: touch | Duration: special |
This spell allows the caster to bind a single animal of 1-1 hit die into their service as a familiar. To cast the spell, the caster must spend 10 gp worth of charcoal, incense, and herbs, which are consumed by fire in a brass brazier. The animal must be present and touched by the caster. The familiar must be a non-magical creature, and the caster can only have one at a time. If the familiar dies, the caster cannot cast the spell again for 2d6 months.
The familiar behaves as if permanently charmed, with increased morale (+2, max 11) and improved intelligence (3+1d4 points). Familiars age at half the normal rate for their kind. The familiar's hit points are added to the caster's. If the familiar is slain, the caster loses double its hit points permanently.
In combat, the familiar shares initiative and acts at the end of the caster's turn. The caster can see and hear through the familiar's senses within 200 feet, but during this time, the caster is blind and deaf to their own surroundings. Within 100 feet, the caster can communicate telepathically with the familiar in simple concepts (e.g., "3 angry people" or "path forks, smells like food").
21.0.6.4 Flame Strike
Magic User 5 | Range: 60’ | Duration: instantaneous |
A flame strike produces a vertical column of divine fire roaring downward (cylinder of 10 ft radius, 30 ft high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.
21.0.6.5 Feather Fall
Magic User 1 | Range: 10 yds./level | Duration 6 rds/level |
This spell causes the affected creature(s) or object(s) to become as light as down, reducing their falling speed to just 2 feet per second (120 feet per round). While the spell is active, the target suffers no damage upon landing. The spell lasts for one round per caster level and can affect a 10-foot cube of objects or creatures, provided their combined weight does not exceed 200 pounds plus 200 pounds per caster level.
For example, a 2nd-level caster can affect up to 600 pounds within a 20-yard range for 2 rounds. The spell only works on free-falling, flying, or propelled objects; it does not affect attacks or charging creatures. Once the spell's duration expires, the target resumes normal falling speed. Feather Fall can be combined with spells like Gust of Wind for further control.
21.0.6.6 Feeblemind
Magic User 5 | Range: 180’ | Duration: permanent |
This spell causes a drastic reduction in the target creature's mental faculties. If the creature fails a saving throw vs. Spells, its Intelligence and Charisma scores are reduced to 1. The affected creature loses the ability to cast spells, understand language, or communicate coherently. However, it retains a basic understanding of its allies and will still attempt to protect them from harm.
The creature remains in this state until a Heal spell is cast to reverse the effects. Creatures capable of casting Magic User spells suffer a -4 penalty to their saving throw against this spell.
21.0.6.7 Find Traps
Cleric 2 | Range: 30' | Duration: 3 turns |
This spell allows the caster to detect both mechanical and magical traps. When the caster moves within 30 feet of a trap, it will glow with a faint greenish-blue aura, alerting the caster to its presence. However, the spell does not reveal natural hazards such as quicksand, sinkholes, or unstable rock walls. Additionally, the spell does not provide any information on how to disarm the trap, nor does it reveal the trap's specific type or nature.
21.0.6.8 Find the Path
Cleric 6, Druid 6 | Range: touch | Duration: 1 turn/level |
This spell allows the recipient to find the shortest, most direct path to a specific destination. The caster must have some knowledge of the location—whether they've visited it before or it has been described to them. Knowing the name of the location is enough for the spell to work.
The destination can be outdoors or underground, but it must be on the same plane as the caster. The spell guides the recipient toward the location, providing exact directions and physical actions needed to reach the destination. This includes detecting secret doors and knowing any required passwords. The spell ends once the destination is reached or the duration expires. It works exclusively with locations, not objects or creatures.
21.0.6.9 Finger of Death
Black Magic User 7 | Duration: permanent | Duration: permanent |
The Finger of Death spell instantly snuffs out the victim's life force. If the spell is successful, the victim is permanently slain, with no possibility of resurrection. In the case of humans, the spell begins a process that makes the body suitable for reanimation as a juju zombie under the caster's control after three days. This reanimation process costs a ceremony of at least 1,000 gp, plus an additional 500 gp per body.
However, the changes can be reversed before animation by a Limited Wish or similar spell, while a Wish spell can fully restore the victim to life. To cast the spell, the caster points their index finger at the target and utters the incantation. If the victim fails their saving throw vs. spell, they die instantly. A successful saving throw results in 2d8+1 points of damage instead. If the victim dies from this damage, no changes to the body occur, and normal resurrection methods can be used.
21.0.6.10 Fireball
Magic User 3 | Range: 100'+10'/level | Duration: instantaneous |
The Fireball spell creates a powerful explosion of flame, dealing 1d6 points of fire damage per caster level to every creature within a 20-foot radius sphere. A saving throw vs. Spells allows the target to halve the damage. The explosion produces minimal pressure but can ignite combustibles and damage objects within the area, including melting metals with low melting points (e.g., lead, gold, copper, silver, and bronze).
The caster points a finger to determine the fireball's range (distance and height). A fiery ball of energy streaks from the caster's fingertip, traveling toward the designated location. Upon impact with a solid body or barrier, the fireball detonates. If the caster attempts to send the fireball through a narrow passage, such as an arrow slit, a missile attack roll (without range adjustments) is required to hit the opening. If the fireball shatters or breaks through an interposing barrier, it continues beyond the obstruction, reaching its full radius.
21.0.6.11 Fireskull Familiar
Black Magic User 2 | Range: touch | Duration: 1 hour / level |
This spell animates a single skull to serve the Black Magic User as a familiar. The skull, surrounded by cold magical flames, gains a form of levitation that allows it to fly. It is capable of performing small tasks such as fetching items or delivering messages for the Black Magic User. When not performing specific duties, the flaming skull hovers near its master, providing torch-like illumination. A Black Magic User may only have one fireskull familiar active at any time. Any new casting has no effect unless the current familiar is dismissed or destroyed.
The fireskull familiar is not designed for combat, possessing hit points equal to 25% of the Black Magic User's total hit points. It has an Armor Class of 13 and can make a single attack for 1d2 points of damage, with the same basic chance to hit as the Black Magic User. The skull can carry spells that require touch delivery, allowing the spell effect to be used in the following round. Additionally, when the fireskull familiar is within 5 feet, the Black Magic User’s chance of being surprised is reduced by 1.
Despite being animated, the skull retains certain personality traits, making each familiar unique. Black Magic Users often develop attachments to specific skulls, having favorites they prefer to animate and others they avoid. Once a skull is destroyed, it can never be used again for this spell.
21.0.6.12 Fire Gate
Magic User 3 | Range: self and 50 yd/level | Duration: immediate |
This spell requires at least two large fires, each with a minimum diameter of 2 to 4 feet, to be within range of one another. The maximum range for the spell is 50 yards per caster level. If multiple fires are within range, the caster may choose the destination fire; however, if no suitable destination is available, the spell fails, leaving the caster trapped within the flames.
The Fire Gate transports only the caster and what they are carrying. Upon activation, the spell provides temporary protection from the flames for 1 round, allowing safe passage. However, this protection is fleeting, and after one round, the caster is exposed to the fires again.
21.0.6.13 Fire Storm
Cleric 7, Druid 7 | Range:100’+10’/level | Duration: instantaneous |
This spell creates a holy firestorm that fills an area of 20' x 10' x 10' per caster level, with the caster able to shape the area as desired, provided the entire area is contiguous. Any creature within the area takes 1d6 points of damage that bypasses any fire immunity or resistance. If a creature is killed by the damage—or if the creature is already dead when the spell is cast—it is completely consumed by the holy fire.
The firestorm specifically harms creatures and does not affect the surrounding environment, leaving structures and objects untouched by the flames.
21.0.6.14 Fist of Stone
Magic User 2 | Range: 30'/level | Duration: permanent |
Upon casting this spell, one of the caster's hands (chosen by the caster) turns to stone. The hand remains flexible, allowing the caster to use it for punching, smashing, or crushing objects and opponents with the equivalent strength of 18/00. However, combat bonuses for Strength do not apply if the caster uses any weapon other than their stone hand.
While the spell is active, the caster is unable to cast spells that require somatic components due to the transformation of their hand
21.0.6.15 Flame Strike
Druid 5 | Range: 60’ | Duration: instantaneous |
Flame Strike conjures a vertical column of divine fire, creating a cylinder with a 10-foot radius and 30 feet in height. Any creatures within this area of effect take 6d8 points of damage, with a saving throw vs. Spells allowing them to reduce the damage by half.
21.0.6.16 Flaming Skull
Magic User 3 | Range: 100'+10'/level | Duration: instantaneous |
The Magic User throws a skull that ignites upon release, detonating with a low roar. The explosion deals 6d6 points of fire damage within a 20-foot radius sphere. A save vs. Spells is allowed for half damage. The explosion creates minimal pressure but sets fire to combustibles and damages objects in the area.
21.0.6.17 Flare
Magic User 0 | Range: 20' + 5/level, | Duration: instantaneous |
This cantrip creates a brief effect, such as a flash of light, a small ball of fire, or a puff of colored smoke. The effect lasts only a moment, typically no longer than a second.
21.0.6.18 Flavor
Magic User 0 | Range: 20' + 5/level, | Duration: instantaneous |
This cantrip may either make one dish taste any way the caster wants it to (which is an illusion), or add salt, spice, sweetener, or another flavoring agent (which is real). Reversed, it becomes Putrefy, which makes the food or drink either go bad (which is real) or taste as if it had been prepared wrongly (which is an illusion).
21.0.6.19 Flesh to Stone*
Magic User 6 | Range:30'/level, | Duration: permanent |
This spell causes the target, along with all carried gear, to turn into a mindless, inert statue. A saving throw vs. Petrification is allowed to resist the effect. If the statue is damaged or broken, the creature, if restored, suffers equivalent damage or deformities. Only flesh-based creatures are affected by this spell.
The reverse spell, Stone to Flesh, acts as a counter to Flesh to Stone, restoring the petrified creature to its original state. It has no effect on stone that wasn't created through petrification or similar means, such as a medusa's gaze.
21.0.6.20 Floating Disc
Magic User 1 | Range: 0’ | Duration: 5 turns +1/level |
This spell creates an invisible, slightly concave circular plane of force, about 3 feet in diameter and 1 inch deep at its center, that can carry loads up to 500 pounds. The disc must be loaded properly; items that aren't supported well enough will fall off. For example, it can support just over 62 gallons of water, but the water must be in a barrel or another stable container to stay in place. Similarly, loose coins will slip and fall, while a securely tied sack of coins will remain stable.
The disc hovers at waist height and stays within 10 feet of the caster. It follows the caster's movement, maintaining the same distance, and can be pushed as needed. If it moves more than 10 feet away from the caster, the spell is dispelled. Once the spell ends, the disc vanishes, dropping whatever it was carrying
21.0.6.21 Fly
Magic User 3 | Range: touch | Duration: 1 turn +1/level |
The Fly spell allows the subject to fly at their normal ground movement rate, adjusted for encumbrance. They can ascend at half speed and descend at double speed, with the same maneuverability as when on the ground. Flying requires no more concentration than walking, allowing the subject to attack or cast spells normally. However, the subject cannot charge, run, or carry more weight than their maximum load.
If the spell duration expires while the subject is still airborne, the magic fades gradually. The subject floats down 120 feet per round for 1d10 rounds. If they reach the ground in that time, they land safely. If not, they fall the remaining distance and take normal falling damage. Similarly, if the spell is dispelled, the subject will begin descending in the same manner.
21.0.6.22 Forget
Magic User 2 | Range: 30’ | Duration: Permanent |
The Forget spell causes creatures within a 20-foot cube to forget the events of the last 1 minute (6 rounds) of time. For every three levels of the caster, an additional minute of memory is erased. This effect does not negate other forms of magical control, such as charm, suggestion, geas, or quest, but may cause the caster of those spells to be forgotten by the affected creature.
The number of creatures affected is determined by the caster's choice, ranging from one to four. For one creature, a saving throw vs. spell is made with a -2 penalty. For two creatures, a -1 penalty is applied, and for three or four, no penalty is applied. All saving throws are modified by the creature's Wisdom modifier. To restore the lost memories, a heal or restoration spell cast specifically for this purpose, or a limited wish or wish, is required; no other means can recover the memories.
21.0.6.23 Forked Lightning
Magic User 2 | Range: 25 feet +5'/level | Duration: instantaneous |
This spell creates arcs of electricity that spring from the caster’s fingers to strike two separate, adjacent targets within 10 feet of each other. The caster must roll to hit each target, ignoring any worn armor. Metal-armored targets receive a +4 bonus to the attack roll (magical armor bonuses still apply). Inanimate objects cannot be damaged by this spell.
Each bolt deals 1d6 points of electricity damage, plus 1 point of damage per 2 caster levels (rounding down). For every two levels beyond 3rd (5th, 7th, 9th, etc.), the caster gains an additional bolt of lightning. The targets must be within 10 feet of each other, and a new attack roll must be made for each bolt.
If fewer than the maximum allowed targets are available, the extra bolts are wasted. Each bolt can only strike one creature. There is no saving throw to resist the damage once struck, but creatures with resistance to electrical damage suffer no damage from the bolts.
21.0.6.24 Fossilize
Black Magic User 3 | Range: touch | Duration: permanent |
This spell permanently hardens the bones of a skeletal undead creature, making them denser and stronger. The creature gains +2 on damage rolls, +4 to its Armor Class, and enhanced damage resistance. It takes only quarter-damage from edged weapons and half-damage from all other weapons. Additionally, the fossilized skeleton becomes immune to normal arrows, bolts, and bullets, though magical missile weapons deal only their “plus” in damage.
While this enhancement is permanent, there is a significant drawback: the skeletal creature cannot be healed or repaired in the usual way, as its bones are completely mineralized. This means it no longer retains its original organic material, rendering it impervious to normal methods of restoration. Intelligent skeletal undead may resist the casting of this spell, though it would still affect them if applied.
21.0.7 G
21.0.7.1 Gaseous Form
Magic User 3 | Range: touch | Duration:1 turn/level |
This spell transforms the subject and all their gear into an insubstantial, misty, translucent form. While in gaseous form, the subject is immune to non-magical weapons and gains an Armor Class of 22 against magical weapons. However, the subject cannot attack, cast spells, or use any supernatural abilities while in this form.
The gaseous form allows the subject to fly at a speed of 10 feet and pass through small holes or narrow openings, even mere cracks. The subject is also affected by wind and cannot enter water or other liquids. Objects cannot be manipulated while in gaseous form, even if they were brought along when the spell was cast.
The spell ends when the subject returns to their material form, which can be done at will.
21.0.7.2 Gate
Cleric 7, Magic User 7 | Range: 120’ | Duration: special |
This spell creates a two-way inter-dimensional portal between the caster’s location and another plane. The gate stays open for 1 round per caster level, plus one additional round, as long as the caster concentrates.
The gate appears as a circular opening (5 to 20 feet in diameter), with the back side showing an opaque haze and the front displaying the destination. Passage is possible in both directions, and any number of creatures or objects can use the gate while it's open. The spell ends when the caster stops concentrating, but it can be recast.
The destination must be known to the caster; if it is, the gate opens there. If not, it opens randomly on the same plane. Some powerful creatures may detect and prevent the gate’s opening, depending on the GM's discretion. The gate provides an alternative to teleportation for travel across planes.
21.0.7.3 Gentle Repose
Cleric 2 | Range: touch | Duration: 3 months/level |
This spell preserves the remains of a dead creature, halting any decay for the spell's duration. It extends the time window for casting resurrection-related spells, such as Raise Dead, allowing for a longer period before the remains deteriorate. This effect can also be applied to a zombie, preserving its form.
21.0.7.4 Ghoulish Hands
Black Magic User 2 | Range: touch | Duration: 1 round / level |
This spell transforms the hands of a living creature into ghoul-like claws, enabling the bearer to make two claw attacks dealing 1d4 damage each. If the recipient already has claw attacks, they gain a +2 bonus to damage rolls. On a successful strike, the target must save vs. Paralysis or be paralyzed for 2d8 turns (Elves are immune).
The spell only affects living creatures; undead, constructs, elementals, and similar creatures are immune. There's a 1% chance with each casting that the recipient contracts Ghoul Fever, which could lead to death and resurrection as a ghoul unless cured.
21.0.7.5 Gishigan’s Geas*
Magic User 6 | Range: 5' per level | Duration: special |
Geas places a magical compulsion on a creature to perform a task or refrain from certain actions as directed by the caster. The target must understand the caster for the spell to take effect. While it cannot force the creature to kill itself or commit acts that would lead to certain death, nearly any other task can be commanded.
The creature can resist with a saving throw vs. Spells when the geas is first cast, but may choose to accept it, often as part of a bargain. Once the geas is accepted, the creature must complete the task, no matter how long it takes. If the task is open-ended and cannot be completed through the creature’s own actions, the spell lasts for a maximum of one day per caster level. A clever target may attempt to subvert the instructions, at the GM's discretion.
For each 24 hours the target refuses or is unable to fulfill the geas, it suffers a -2 penalty to each ability score, up to a maximum of -8. No ability score can be reduced below 3 due to the geas. These penalties are removed 24 hours after the subject begins to obey the geas.
A remove curse spell or the reverse of the geas spell can end it, but Dispel Magic does not affect it.
21.0.7.6 Grave Sanctuary
Black Magic User 3 | Range: touch | Duration: 1 turn / level |
Grave Sanctuary creates an invisible entry to a grave, mausoleum, sarcophagus, or similar tomb associated with the repose of the dead. The entry is visible only to undead creatures and Black Magic Users but does not grant them special access. Once the spell is cast, the Black Magic User can enter the grave, effectively disappearing.
While inside, the Black Magic User is fully aware of their surroundings, with 360-degree vision and hearing, and the ability to detect changes in the temperature around the site. Resting inside the grave counts as one full hour of sleep per turn, allowing the Black Magic User to meditate and memorize spells. If the grave is on unhallowed ground or an area with strong supernatural energy (such as a haunted site), the Black Magic User heals 1d4 hit points per turn spent in the grave.
However, inside the grave, the Black Magic User loses the senses of taste, smell, and touch, and cannot speak or cast spells. If the grave is disturbed, such as being unearthed or broken into, the Black Magic User takes 2d10 points of damage and is forcibly ejected to the nearest available space. The disturbance must be significant, like digging up a grave, rather than simply an attack against the earth.
Only one grave can be affected by Grave Sanctuary at a time
21.0.7.7 Greater Fear
Black Magic User 4 | Range: 30’ | Duration: 1 round / level |
Fear sends an invisible wave of terror emanating from the caster, with a range of 30 feet. Creatures within this area must make a saving throw vs. Spells. On a failed save, they are panicked, dropping whatever they are holding and fleeing the area by any means possible. If the creature is cornered, it will cower in fear. Additionally, the panicked creature suffers a -2 penalty to all saving throws during the spell's duration.
If the creature succeeds on its saving throw, it becomes shaken, suffering a -2 penalty to attack rolls and saving throws for 1 round.
21.0.7.8 Grease
Magic User 1 | Range: 10 yds., | Duration: 1 turn + 1 turn/ level |
Grease creates a slippery 10x10 ft area of fatty, greasy substance on a surface. Any creature within or entering this area must make a saving throw vs. Spells. On a failed save, the creature slips, skids, and falls. Those who succeed can move to the nearest nongreased surface by the end of the round. If they remain in the area, they can make a saving throw each round to escape.
The spell can also be cast on a specific object like a rope or weapon handle. If the object is in use, the creature must make a saving throw to avoid the effect. If they fail, they drop the item immediately. A saving throw must be made each round the item is used.
The spell lasts for 1 turn + 1 turn per level, or it can be dismissed at the caster's will.
21.0.7.9 Greater Dig
Druid 7 | Range: 60 yards | Duration: 1 rd./level l |
Greater Dig allows the caster to rapidly excavate or shape earth, sand, mud, or loose stone. Each round, the caster can move up to 500 cubic feet of material (about a 10-foot wide, 10-foot long, and 5-foot deep area). The material is flung outward unless directed otherwise.
The spell can create pits, trenches, or crude tunnels. The deeper the excavation, the more unstable it becomes. Pits in normal earth are stable up to 40 feet deep, but any deeper poses a 15% collapse chance every 5 feet. Sand becomes unstable past 20 feet (25% chance), and mud is unstable past 10 feet. Tunneling is possible but has a higher collapse risk unless supported.
Any creature within 2 feet of a newly created pit must make a Dexterity saving throw or fall in. Creatures moving quickly across the excavation also must save or fall. If a pit collapses, creatures inside must make a Constitution saving throw or be buried.
When cast on earth or stone creatures (like clay golems or earth elementals), the spell causes 8d6 force damage. The creature must succeed on a Constitution saving throw or take full damage and become restrained for 1 round. On a successful save, the creature takes half damage and suffers no other effects.
21.0.7.10 Greater Teleport
Magic User 7 | Range: self | Duration: instantaneous |
This spell functions in a similar fashion to the normal teleport spell, except that there is no limit to the range that can be spanned, nor is there any chance of arriving off target. In addition, the caster need not have seen the destination, if the caster has at least a reliable description of it. If the caster attempts to teleport with insufficient information (or with misleading information), the caster disappears and then reappears in the original location. This spell cannot transport the caster to another plane of existence.
21.0.7.11 Growth of Animals
Cleric 3, Druid 3 | Range: 60'+10'/level, | Duration: 1 turn/level |
Enlarge Animal causes an animal to double in size and increase its weight by eight times. The animal will deal double normal damage with all physical attacks, and its natural Armor Class increases by 2. Its carrying capacity also doubles.
Unfriendly animals may save vs. Spells to resist the effect, though domesticated animals generally won’t resist (they may become confused or panicked afterward, depending on the GM's discretion).
Any equipment the animal is wearing or carrying also enlarges, but magical properties of the items are unaffected. If any enlarged item is removed from the animal, it immediately returns to its normal size.
The spell does not grant command or control over the enlarged animal.
21.0.7.12 Growth of Plants*
Druid 4, Magic User 6 | Range: 120’ | Duration: permanent |
This spell causes normal vegetation within range—such as grasses, vines, thistles, and trees—to grow into a dense, tangled thicket, hindering movement. The area affected can be up to 1,000 square feet per five caster levels (e.g., 10'×100'). Creatures smaller than giant size can move only 5 feet per round through the area, while giant-sized creatures move at half speed. The spell only functions where natural brush or trees already exist.
Its reverse, shrink plants, clears overgrowth to make an area passable and affects the same area. Both versions are permanent unless countered by the other or by dispel magic. The spell does not affect animated plant creatures.
21.0.7.13 Guidance*
Cleric 0, Druid 0 | Range: 10’ | Duration: Instantaneous |
The cleric grants +1 to any subject’s next attack roll. Reversed, this becomes Misguide, which gives the subject -1 to their next attack roll.
21.0.7.14 Gust of Wind
Magic User 3, Druid 5 | Range: 10 ft. x 10 yds./level | Duration: 1 rd/level |
When cast, this spell produces a strong 30 m.p.h. gust of wind that blows from the caster in a straight line 10 feet wide and 10 yards long per caster level. It extinguishes unprotected flames like candles and torches, has a 5% chance per caster level to extinguish protected flames (such as lanterns), and causes large fires to flare 1d6 feet in the wind’s direction.
The gust can blow light objects away, disperse vapors, and repel gaseous or levitating creatures. Small flying creatures are pushed back 1d6 × 10 yards, man-sized beings are held motionless if moving against it, and larger flying creatures are slowed by 50% for one round.
21.0.8 H
21.0.8.1 Halfhag's Canned Laughter
Magic User 0 | Range: self | Duration: 1 round/level |
The spell just makes a laugh track play any time the caster jokes, for one round per level.
21.0.8.2 Hallow*
Cleric 0, Druid 0 | Range: self | Duration: Instantaneous |
By chanting holy phrases, the caster sanctifies the area around them, creating a 0-foot radius hallowed zone that grants a +1 bonus to Healing spells and Turning attempts. The effect persists as long as the caster continues chanting, though any action beyond movement or self-defense ends it. The bonus lasts for one round after the chant stops, allowing a single action—such as casting or turning—with the benefit.
The reverse, unhallow, grants +1 damage to Inflict (reversed healing) spells and makes undead or extraplanar evil beings harder to Turn (or easier to Command) by one point, with the same duration and limitations.
21.0.8.3 Hallucinatory Terrain
Druid 4, Magic User 4 | Range: 400'+40'/level | Duration: 2 turns/level |
This spell creates the illusion that one 10-yard cube per caster level of outdoor terrain has transformed into a different natural environment—such as turning a field into a forest or a grassland into a desert. Casting requires a full turn. The illusion affects sight, sound, and smell, convincingly mimicking the chosen terrain type.
However, it does not alter or conceal existing structures, equipment, or creatures within the area. Creatures receive a saving throw vs. Spells to disbelieve the illusion, but only if they actively question or investigate the terrain.
21.0.8.4 Halt Undead
Black Magic User 3 | Range: 200’ | Duration: 1 round / level |
This spell paralyzes up to three undead creatures, rendering them immobile for the duration—functioning similarly to hold person, but specifically targeting undead. Unintelligent undead are automatically affected with no saving throw, while intelligent undead may attempt a save vs. Spells to resist. Affected undead remain frozen in place, unable to move or act, though they remain aware.
21.0.8.5 Hannelore’s Rope Trick
Magic User 1 | Range: touch | Duration: 4 turns/level |
When cast on a rope 5 to 30 feet long, this spell causes one end to rise and hang vertically, attached to an invisible extradimensional space. The caster and up to seven others can climb the rope and vanish into this hidden refuge, unseen and unreachable from the outside. If fewer than eight creatures enter, the rope can be pulled in; otherwise, it remains hanging and may be vulnerable to tampering.
Those inside can see out through a 3-foot by 5-foot window centered on the rope, but no spells or effects can pass in or out. Only one person may climb the rope at a time. Occupants must exit before the spell ends or fall from the rope's original height. Attempting to create or bring another extradimensional space inside this one is extremely dangerous.
21.0.8.6 Haste*
Magic User 3 | Range: 30'+10'/level | Duration: 1 round/level |
This spell hastens 1 creature per caster level, doubling their movement and number of attacks per round for the spell's duration. Spellcasting and magic item use are unaffected, remaining limited to one use per round. Multiple haste or speed effects do not stack; only the strongest or longest-lasting applies.
The reverse, slow, reduces affected creatures to half movement and half attack rate (typically one attack every other round). Targets may save vs. Spells to resist slow. Haste and slow directly counter and dispel each other.
21.0.8.7 Heal*
Cleric 6, Druid 6 | Range: touch | Duration: permanent |
Heal allows the caster to instantly cure a target of numerous afflictions, including ability damage, blindness, confusion, deafness, disease, exhaustion, feeblemind, insanity, nausea, and poison, while also restoring all but 1d4 of the target's hit points. It does not remove negative levels or restore permanently drained ability scores.
The reverse, Harm, reduces a living target to 1d4 hit points with a successful touch attack; if the target has fewer hit points than the amount rolled, the caster takes the excess as damage (the only way Harm can kill). Against undead, Heal functions as Harm and vice versa, while constructs are unaffected by either.
21.0.8.8 Heat Metal*
Cleric 2, Druid 2 | Range: 25’ | Duration: 7 rounds |
This spell causes a single ferrous (iron-based) metal item to heat progressively over several rounds. Creatures holding or wearing the item take damage each round the item is hot or hotter, but a brief touch causes no harm.
Round | Temperature | Damage |
1st | Warm | None |
2nd-3rd | Hot | 1d4 points |
4th-5th | Searing | 2d4 points |
6th | Hot | 1d4 points |
7th | Warm | None |
Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within affected metal item, possibly causing an affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful.
The intense heat may damage heat-sensitive items like potions or boil liquids stored within, potentially causing vessels to burst, usually at the peak heat during rounds four or five. The reverse, chill metal, inflicts similar damage but from cold instead of heat..
21.0.8.9 Hold Animal
Druid 3 | Range: 180’ | Duration: 2d8 turns |
This spell functions like hold person but affects only animals—non-magical, living creatures of animal intelligence, including giant-sized beasts. Targets may attempt a save vs. Spells to resist becoming paralyzed and unable to move or act for the spell’s duration.
21.0.8.10 Hold Monster
Magic User 5 | Range: 180’ | Duration: 2d8 turns |
This spell functions like hold person but affects any living creature that fails its saving throw vs. Spells, paralyzing them and rendering them unable to move or act for the spell’s duration.
21.0.8.11 Hold Person
Cleric 2, Magic User 3 | Range: 180', | Duration: 2d8 turns |
This spell paralyzes any living human, demi-human, or humanoid creature up to ogre size, rendering them fully aware and breathing normally but unable to act or speak. Larger creatures are unaffected. The caster may target one individual (who saves at –2) or a group, in which case 1d4 creatures may be affected.
Paralyzed winged creatures fall if flying, and paralyzed swimmers risk drowning. A successful save vs. Spells negates the effect.
21.0.8.12 Hold Portal
Magic User 1 | Range: 100'+10'/level | Duration: 1 round/level |
This spell magically holds shut a door, gate, window, or shutter made of wood, metal, or stone, making it as securely closed and locked as if physically barred. It can be undone by a knock spell or a successful dispel magic.
21.0.8.13 Holy Word
Cleric 7 | Range: 30’ | Duration: instantaneous |
This spell channels the most powerful word of a cleric’s purest faith, causing the caster to radiate blinding light. All enemies within 30 feet who can hear the cleric take 2d8 damage per cleric level. Additionally, any enemy who can see the radiant caster must save vs. Spells or be blinded. Creatures killed by the spell erupt into fierce flames, reducing to ash within one round.
21.0.9 I
21.0.9.1 Ice Storm
Magic User 4 | Range: 300'+30'/level | Duration:1 round |
This spell summons a fierce magical hailstorm lasting one full round, dealing 5d6 damage to all creatures within a 20-foot radius of the target point. A successful save vs. Spells halves the damage. The storm affects a vertical area up to 40 feet high; creatures above this height are unharmed.
Within the storm, Listen rolls suffer a –20% penalty, and land movement is halved. Cold-resistant creatures take half damage or a quarter if they save. The hail vanishes after the spell ends, leaving no lasting effects beyond the damage dealt.
21.0.9.2 Illusionary Wall
Magic User 4 | Range: 30 yards | Duration: permanent |
This spell creates a permanent illusion of a wall, floor, ceiling, or similar surface covering a 1 x 10 x 10 ft. area. The illusion appears completely real—even to magical detection like true seeing—but physical objects can pass through it unhindered.
When used to conceal pits, traps, or ordinary doors, normal demihuman and magical detection still function, and probing or touch reveals the illusion’s nature without dispelling it.
21.0.9.3 Immunity to Normal Weapons
Magic User 3 | Range: touch | Duration: 5 rounds+1/level |
This spell grants the target temporary immunity to damage from non-magical weapons. While affected, the creature is treated as enchanted for the purposes of magic, meaning weapons with bonuses against enchanted creatures (such as a +1 or +3 sword) apply their special effects normally to the target despite the immunity.
21.0.9.4 Improved Invisibility
Magic User 4 | Range: touch | Duration: 1 round+1/level |
This spell functions exactly like invisibility, except it does not end when the subject attacks or casts a spell, allowing them to remain unseen despite offensive actions.
21.0.9.5 Insect Plague
Cleric 5, Druid 5 | Range: 300'+30'/level, | Duration:1 round/level |
This spell summons one swarm of locusts for every three caster levels, up to a maximum of six swarms at 18th level. The swarms must be summoned so that each is adjacent to at least one other, forming a contiguous cluster. They can share space with other creatures and will attack any creatures within their area. Once summoned, the swarms remain stationary.
Insect Swarm
Medium Swarm of Tiny Beasts, Unaligned (1000 XP)
Init +1 |AC 15 |HP 10 (2 HD) |MV 20 ft., Fly 20' (if flying insects)
Abilities Str 9 (+0) Dex 10 (+0) Con 9 (+0) Int 2 (-4) Wis 10 (+0) Cha 3(-3)
Save DC 13 |Damage Resistance mune to normal weapons, including most magical types
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Vulnerabilities. Sleep spell (affects the entire swarm), Smoke, Fire from torches, Water immersion
Senses Darkvision 30ft.| Languages na
Attack
Bites (swarm has more than half HP). +3 to hit, reach 0 ft., any target in the swarm's space, 1d6 piercing damage
Bites (swarm has half HP or less), +3 to hit, reach 0 ft., any target in the swarm's space, 1d3 piercing damage
Description. An insect swarm represents a writhing mass of thousands of tiny creatures acting as one. A swarm typically fills three 10' cubes of space (or three 10' squares if crawling), but can compress to fit through tight spaces such as doorways or corridors.
Persistent Pests. If a creature leaves the swarm, they take 1 point of damage per round for the next three rounds unless taking specific actions to ward them off.
Reducing Damage:
Warding off the insects with a weapon, shield, or large object: 1 point per round.
Using a lit torch to ward off: Swarm takes 1d4 damage/round.
Smoke can repel the swarm entirely (stopping all damage).
Immersion in water: Target takes damage for one more round only.
21.0.9.6 Inscribe
Magic User 0 | Range: 10'+5'/level | Duration: Permanent |
This cantrip allows the caster to magically etch or inscribe up to 1 square foot of writing, symbols, or drawings onto almost any nonliving surface. The mark is permanent unless otherwise removed by physical means or magical erasure. The engraving can be as simple or elaborate as the caster desires within the area limit, and may include arcane sigils, letters, or artistic flourishes.
21.0.9.7 Invisibility
Magic User 2 | Range: touch | Duration: special |
The touched creature or object becomes invisible, including all gear. Dropped items become visible; picked-up items vanish if stowed. Light sources can be invisible, but their light remains visible. Any part of an item extending more than 10 feet from the subject becomes visible.
The spell ends if the subject attacks or casts a spell. Interacting with unattended objects does not break invisibility. The subject is not silenced and may still be detected by other means (e.g., sound, footprints, water).
21.0.9.8 Invisibility 10' Radius
Magic User 3 | Range: touch | Duration: 1 turn/level |
Like invisibility, but affects all creatures within 10 feet of the touched recipient. The effect moves with the recipient. Affected creatures can see each other.
If a creature (other than the recipient) attacks, only they become visible. If the recipient attacks, all affected creatures become visible. Leaving the area ends invisibility for that creature; re-entering does not restore it, nor does it affect new arrivals.
21.0.9.9 Invisible Stalker
Magic User 6 | Range: 0’ | Duration: special |
Summons an invisible stalker to perform a task. It serves until the task is done, it dies, or a dispel evil ends the effect.
Invisible Stalker
Medium Elemental, Neutral (2500 XP)
Init +3| AC 14 | HP 56 (8 HD) | MV 50 ft., Fly 50 ft.
Abilities Str 16 (+2) Dex 18 (+3) Con 16 (+2) Int 10 (+0) Wis 11 (+0) Cha 10 (+0)
Save DC 11 | Damage Resistance Nonmagical weapons
Senses Darkvision 60 ft.| Languages Common
Attack
Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 2d6 + 3 bludgeoning damage.
Invisibility: Permanently invisible; only magical detection or special senses can reveal it.
Tracking: Unerringly follows targets across any distance or terrain, unless magically protected.
Flight: Can fly at 60' speed.
Summoned Nature: Remains until task is completed, it is slain, or dispel evil is cast.
Unreliable: May interpret vague commands in a literal or malevolent way, especially if the task is long or demeaning.
Description. A native of the Elemental Plane of Air, the Invisible Stalker is an unseen hunter bound by magic. Though intelligent, it communicates rarely and obeys only the letter of its summoner’s command. It flawlessly tracks its quarry across any distance on the same plane. Tireless and silent, it is nearly impossible to detect—until it strikes. If abused or bound too long, it may twist orders in dangerous ways.
21.0.9.10 Irritate
Magic User 0 | Range: 20'+5'/level | Duration: 1 round/level |
This cantrip causes a target to involuntarily blink, nod, itch, giggle, or make a small body movement.
21.0.9.11 Isoma Ixal’s Mirror Image
Magic User 2 | Range: self | Duration: 1 turn/level |
This spell creates several illusory duplicates of the caster—1d4 plus one per three caster levels, up to eight total—that move through each other and mimic the caster’s actions perfectly. Enemies always hit a duplicate instead of the real caster. Attacks or spells targeting a duplicate destroy it instantly, with no save. Area-effect spells appear to affect all duplicates and the caster equally.
21.0.9.12 Item
Magic User 4 | Range: touch | Duration: permanent |
This spell shrinks one nonmagical item to 1/12 its normal size and can optionally change its composition to cloth-like. The spell affects items up to 1 cubic foot in volume or up to 50 pounds in weight. Anything larger usually can’t be shrunk by this spell.
If held by another, the item gets a save vs. spell. The shrunken item returns to normal size and material when tossed onto a solid surface or by the caster’s command. Even fire and fuel can be shrunk.
21.0.10 J
21.0.10.1 Jump
Magic User 1 | Range: touch | Duration: 1 turn/level |
The touched individual can leap once per round for the spell’s duration. Leaps can be up to 30 feet forward or straight up, or 10 feet backward, with a slight arc (about 2 feet per 10 feet traveled). The spell doesn’t guarantee a safe landing or grip.
21.0.11 K
21.0.11.1 Knock
Magic User 2 | Range: 30' | Duration: special |
This spell opens stuck, barred, locked, or magic user locked doors (temporarily suspending magic locks for one turn), secret doors, and locked or trick-opening containers. It can loosen welds, shackles, or chains that hold something shut. It does not raise portcullises or affect ropes or vines. Each casting removes one lock or barrier.
21.0.11.2 Knot*
Magic User 0 | Range: 30' | Duration: Instantaneous |
Knot tightly knots or tangles a rope or similar object in any knot the caster can tie.
Unknot undoes any knot the caster can untie.
21.0.12 L
21.0.12.1 Levitate
Magic User 2 | Range: touch | Duration: 1 turn/level |
The caster mentally moves themselves, a willing creature, or an unattended/willing object up or down up to 20 feet per round. Horizontal movement is not possible by magic but may be done physically at half speed.
A levitating creature attacking with a weapon suffers increasing attack penalties (–1 per attack, max –5). Spending a full round stabilizing resets the penalty to –1.
21.0.12.2 Light*
Cleric 1, Magic User 1, Druid 1 | Range: 120' | Duration: 6 turns + 1/level |
Light creates torchlight-level illumination in a 30-foot radius (plus 20 feet dim light) around a point or object. Immobile if cast on an area, mobile if cast on an object. Light fails in magical darkness.
Darkness (Reversed): Creates an area of magical darkness with the same dimensions, blocking normal and darkvision light sources.
Light and darkness spells of equal or lower level cancel each other when cast against one another, ending both effects.
Either spell can target a creature’s eyes to blind them (save vs. Death Ray negates). This effect has no area illumination or darkness.
21.0.12.3 Lightning Bolt
Magic User 3 | Range: 50'+10'/level | Duration: instantaneous |
21.0.12.4 Releases a 5-foot wide bolt of electricity up to the spell’s range (minimum 60 feet), dealing 1d6 damage per caster level (save vs. Spells for half). The bolt can ignite flammables and damage objects, melting low-melting-point metals. If it breaks through a barrier, it continues; otherwise, it may reflect (never harming the same target twice). The caster can shorten the range as desired.
21.0.12.5 Locate Object
Cleric 3, Magic User 2 | Range: 360' | Duration: 1 round/level |
The caster senses the direction of a well-known or clearly visualized non-living object within range. If multiple exist, the nearest is detected. Unique items require firsthand observation. Thin sheets of lead or gold block the spell.
Creatures cannot be located.
21.0.12.6 Locate Corpse
Black Magic User 1 | Range: 360' | Duration:1 round / level |
The caster senses the direction of the nearest corpse or remains of a specified type and condition usable for necromantic spells. The caster can concentrate to relocate additional remains during the spell’s duration. Specific remains can be found if the caster knew the individual in life. Thin sheets of lead or gold block the spell. Living creatures and undead cannot be detected.
21.0.12.7 Lower Water
Magic User 6, Druid 4 | Range: 360', | Duration: 1 turn/level |
This spell reduces the depth of water or similar liquids by up to 2 feet per caster level (minimum 1 inch) within a square depression up to 10 feet per caster level per side. In large bodies like oceans, it creates a whirlpool that traps ships and prevents normal movement. Against water elementals and water-based creatures, it acts as slow (save vs. Spells negates).
No effect on other creatures.
21.0.12.8 Lyrathe 's Terrible Transmutation
Black Magic User 7 | Range: within 20 feet | Duration: special |
This spell fused two different creatures into a single unique form, combining traits of both into the new form. This spell often does not function, and kills, creatures that possessed any magical abilities.
Both creatures needed to be within 20 feet of each other when the spell is cast, and the new creature would appear where the larger creature was.
Both creatures are allowed a Saving throw. Any save negates the spell. A failed save rolls on the result table.
Result Table
(1d20) | Description |
---|---|
1-5 | Total Failure resulting in death. |
6-11 | Total Failure with minor consequences. |
12-14 | Partial Success with major consequences. |
15-17 | Partial Success with minor consequences |
18-20 | Successful fusion as planned. |
Creatures possessing intelligence higher than that of an animal are likely to have their mind shattered during the casting (DC 15), resulting in an uncontrollable wild creation.
The resulting creature is likely not able to breed successfully unless Lusian's Join Animal was sealed with a permanency spell.
History. This spell was developed by Lyrathe the Transmuter, a powerful elven sorceress in the black arts from Imladris. Lusian called forth dark powers with binding rituals. She perverted nature – forging blood and sinew, forcing hoof and beak to meld as one, grafting wing with claw and fang to feather. So wicked was she that the goddess Yavanna bound her to a horrible fate.
21.0.13 M
21.0.13.1 Mage Armor
Magic User 1 | Range: self | Duration: 1 turn/ level |
This spell conjures an invisible, tangible magical barrier around the target, granting a +4 bonus to Armor Class. Unlike physical armor, Mage Armor imposes no armor check penalties, no chance of arcane spell failure, and does not reduce movement speed. This bonus applies only when the caster is not wearing physical armor.
21.0.13.2 Mage Hand
Magic User 1 | Range: 40’ | Duration: 10 rounds |
Conjures a spectral hand that can either move up to 1 pound of material at 10 feet per round for 10 rounds within 40 feet, or deliver a powerful shove—equal to the caster’s strength—at a target up to 10 feet away.
21.0.13.3 Magic Mirror
Cleric 4, Magic User 4, | Range: 10’ | Duration: 1 round/level |
This spell transforms a reflective surface into a magical mirror that lets the caster view a named creature. The caster and others present see the image, but only the caster hears sound. Detection and vision spells can be cast through the mirror with a 5% chance per caster level to succeed.
21.0.13.4 Magic Jar
Magic User 5 | Range: 60' | Duration: special |
By casting Magic Jar, the caster’s soul leaves their body and enters an object within range. While in the jar, the caster can attempt to possess a nearby living creature, forcing its soul into the object if the target fails a save vs. Spells and isn’t protected by wards like Protection from Evil.
The caster retains their mental stats and abilities but uses the host’s physical stats and cannot access the host’s extraordinary powers. The caster can return to the jar at will to release the host’s soul and may attempt possession of another body. If the jar is destroyed, the caster’s soul returns to their body if nearby; otherwise, the caster dies.
If dispelled or forced out, the caster’s soul returns to the jar if in range, or dies if not, and the host’s soul is freed but may perish if out of range. If the host’s soul is trapped and the jar breaks, the caster may become trapped in the host’s body.
The spell ends when the caster returns to their body or dies, and an empty caster body truly dies.
21.0.13.5 Magic Missile
Magic User 1 | Range: 100’ +10’/level | Duration: instantaneous |
This spell fires a magical energy missile from the caster’s fingertip that unerringly hits a visible target, dealing 1d6+1 damage. It cannot target specific body parts or damage inanimate objects. Starting with one missile at 1st level, the caster gains additional missiles every three levels (up to five at 13th level). Multiple missiles can be directed at one or several creatures, but each missile can only hit one target. Targets must be chosen before damage is rolled.
21.0.13.6 Magic Mouth
Magic User 1 | Range: 30’ | Duration: special |
This spell enchants a non-living object with a magical mouth that appears and speaks a message—up to three words per caster level—when a specific visible or audible trigger occurs within range (10 feet per caster level). The message, delivered in any language known to the caster over up to 10 minutes and at varying volumes, resembles the caster’s voice but cannot activate magic or use command words.
The mouth moves to match speech, making statues or objects appear to talk. Triggers respond only to actual visual or sound cues and can be fooled by illusions, magical darkness, silence, or invisibility. The mouth reacts only to triggers within line of sight or hearing and cannot discern targets by class or power level.
21.0.13.7 Maggot Spray
Black Magic User 2 | Range: 10’ | Duration: 1 round/level |
The caster sprays a 10-foot stream of filth filled with flesh-eating maggots in a chosen adjacent area. Creatures hit must save or be sickened for 2d6 rounds, suffering a –2 penalty to attacks.
The maggots deal 1d4 damage immediately and 1d4 damage each subsequent round for a number of rounds equal to the caster’s level.
Affected creatures can spend a full round brushing off the maggots—taking normal damage that round but stopping further damage. Removing maggots does not end the sickened condition.
21.0.13.8 Mask of Life
Black Magic User 5 | Range: touch | Duration: 1 hour/level |
This spell makes a single undead appear alive, allowing the caster to choose its race and clothing style. The illusion animates lifelike movements and generates appropriate sensory effects like smells and sounds. If the undead looks like its living self, anyone interacting with it suffers a –5 penalty on saving throws to disbelieve the illusion. This penalty is lost if the target acts in ways only an undead could.
21.0.13.9 Mass Invisibility
Magic User 7 | Range: 240’ | Duration: special |
This spell grants invisibility to all creatures within a 30-foot square area, as if each had their own invisibility spell. Each remains invisible until the caster attacks or casts a spell and stays invisible even after leaving the area. The effect lasts up to 24 hours.
21.0.13.10 Massmorph
Magic User 4 | Range: 100’ + 10’/level | Duration: 1 hour/level |
This spell causes 1d4+1 man-sized (or smaller) willing creatures per four caster levels within a 120-foot radius to appear as natural parts of the terrain—such as trees, stalagmites, coral, or boulders. The affected creatures remain concealed from others as long as they stay perfectly still. Moving or attacking breaks the illusion for that individual, but others remain hidden.
The caster can include themselves and can end the spell early by speaking a word. Dispel magic also ends the effect.
21.0.13.11 Meal Blessing
Cleric 0 | Range: 10’ | Duration: instatntaneous |
Before a meal, the cleric utters this short prayer to bless the food. Anyone who eats the meal within twenty minutes heals 1 hit point. The meal must be properly prepared and obtained according to the deity’s laws.
21.0.13.12 Meteor Shower
Magic User 3 | Range: 70 yds. + 10 yds./level | Duration: special |
This spell allows the caster to conjure small globes of fire—one for each caster level. Each globe explodes on impact in a 1-foot-diameter sphere, dealing 1d4 damage and igniting flammable materials. The fire meteors are treated as missiles with a +2 attack bonus and no range penalty. Missed shots still deal 1 point of splash damage to creatures within 3 feet.
The Magic User may choose to launch all meteors simultaneously in one round or divide their release over multiple rounds, firing any number of meteors each round. When firing fewer than all meteors in a round, the caster can take other actions such as melee attacks.
However, concentrating on other spells will end the meteor barrage prematurely. The spell ends when all meteors are fired, the caster stops releasing them, or the spell is dispelled.
21.0.13.13 Mend
Cleric 0, Druid 0 | Range: 10’ | Duration: instantaneous |
This spell repairs breaks, dents, and holes in small objects, restoring them to their original condition.
21.0.13.14 Message
Magic User 2 | Range: touch | Duration: 1 turn/level |
When cast, this spell allows the caster to whisper messages and receive replies with minimal chance of being overheard. The caster selects up to one creature per caster level to include in the spell. Whispered messages travel in a straight line and are audible to all chosen creatures within 30 feet plus 10 feet per caster level, provided there is an unobstructed path. Recipients can whisper replies back to the caster.
The message must be spoken in a language the caster knows; the spell does not grant understanding to the recipients. This spell is ideal for quick, private communication without fear of eavesdropping.
21.0.13.15 Meteor Storm
Magic User 7 | Range: 1 mile | Duration: instantaneous |
Blazing orbs of fire fall at four points within range, each creating a 40-foot-radius sphere that spreads around corners. Every creature in each sphere must make a saving throw vs. Spells, taking 15d6 fire and bludgeoning damage on a failed save or half on a success. Creatures caught in multiple spheres are affected only once. The spell also damages objects in the area and ignites flammable items not worn or carried.
21.0.13.16 Minor Warding
Black Magic User 2 | Range: touch | Duration: special |
This spell cloaks an object smaller than 10 cubic feet with an invisible aura of harmful energy. The first living creature to touch the object triggers the ward and takes 3d6 damage with no saving throw. The object itself is unharmed by the discharge.
Undead, golems, and other non-living creatures do not trigger the ward. The caster can handle the object freely. The ward lasts up to 1 hour per caster level.
21.0.13.17 Misty Step
Magic User 3 | Range: self | Duration: instantaneous |
The Magic User becomes surrounded by shimmering, silvery mist through which they can teleport up to 30 feet to an unoccupied space that they can see.
21.0.13.18 Monster Summoning
Magic User 4 | Range: special | Duration: 2 rds. + 1 rd./level |
Within one round of casting, the magic user summons monsters from a set list. These creatures appear anywhere within the spell’s area as directed by the caster and attack the caster’s foes until commanded to stop, the spell ends, or they are slain. Summoned monsters do not check morale and vanish when killed. If no enemies are present, and if able to understand the caster, the monsters may perform other tasks.
In rare cases, summoned creatures have been known to disappear entirely but retain full memory of their summoning.
1) 1 Hell Hound
2) 1d2 Giant Scorpions
3) 2d4 Giant Centipedes
4) 2d6 Hobgoblin Warriors
5) 2d8 Skeletons
6) 2d10 Goblins
21.0.13.19 Mount
Magic User 1 | Range: 30’ | Duration: 2 hours/level |
This spell summons a riding horse or pony (caster’s choice) as a mount, complete with bit, bridle, and saddle.
21.0.13.20 Move Earth
Druid 6 | Range: 120’ | Duration: concentration (up to 2 hours) |
The druid selects an area of dirt, sand, or clay no larger than 40 feet on a side within range and reshapes it in any manner for the duration. The caster can:
Raise or lower the elevation
Create or fill trenches
Erect or flatten earthen walls
Form pillars or ramps
The extent of any single change cannot exceed half the area’s largest dimension (e.g., a 40-foot square allows changes up to 20 feet in height or depth). Changes occur gradually over 10 minutes.
At the end of each 10-minute interval, the druid may select a new area to affect, continuing as long as concentration is maintained.
Because the terrain shifts slowly, creatures in the area are not harmed or trapped. Natural stone or constructed stonework cannot be affected, though rocks and structures will shift in response to the new ground. Unstable buildings may collapse.
Plants are not affected directly, but are carried with the moving earth.
21.0.13.21 Mummify
Black Magic User 6 | Range: touch | Duration: permanent |
This spell requires five days of ritual preparation and 500 gps of rare, costly unguents, embalming spices, resins, bindings, enchanted salts, and ritual inks. After which, the caster reanimates a corpse as a standard mummy.
Mummies do not count toward normal undead control limits, but the caster may control a total number of mummy. Hit Dice equal to their level. Though potent, mummies are slow and degrade on long journeys, making them best suited as lair guardians.
Creating a mummy from a larger humanoid (e.g., a giant) is possible with increased difficulty (GM's discretion). More powerful mummies with class abilities require the Undeath spell.
This spell is typically the province of Black Magic Users, though certain death cult clerics may access it.
Mummy
Medium Undead, Chaotic Evil (2500 XP)
Init -1 | AC 17 | HP 36 (6 HD) | MV 20’
Abilities Str 17 (+2) Dex 8 (-1) Con 15 (+1) Int 6 (-1) Wis (10) Cha 6 (-2)
Save DC 12 | Damage Resistance immune to sleep, charm and hold magic. They can only be injured by spells, fire, or magical weapons; furthermore, magic weapons do only half damage.
Regenerate. At the start of each combat round, the mummy regenerates 1d6 hit points. To truly destroy a mummy lord you must find their shriveled heart that is stored in a canopic jar and destroy it with fire
Vulnerability fire-based attack does double damage.
Senses Blindsight 60ft | Languages Understands Desert Tongue and Common
Attack.
Rotting Fist. +6 to hit, reach 5 ft., 1d12 +2 plus save vs Poison or contract Mummy Rot.
Mummy Rot. This disease that prevents normal or magical healing; a cure disease spell must be applied to the victim before he or she may again regain any hit points.
21.0.14 N
21.0.14.1 Neutralize Poison*
Cleric 4 | Range: touch | Duration: instantaneous |
This spell detoxifies venom in a creature or object. A poisoned creature suffers no further effects; one slain by poison within the last 10 rounds is revived with 1 hit point. Poison on weapons, traps, or similar objects is rendered permanently harmless.
Reversed, this spell becomes poison. The caster's touch becomes poisonous for 1 round per level or until used. A successful touch attack forces the target to save vs. Poison or suffer 5d6 points of poison damage and be poisoned. A poisoned enemy suffers a -2 penalty on initiative, to hit and on saving throws. While poisoned in this way, the target can't regain hit points. Only one creature may be affected.
21.0.15 O
21.0.15.1 Obscuring Mist
Magic User 2, Druid 2 | Range: 20’ | Duration: 1 turn/level |
This spell creates a stationary bank of mist in a 30-foot radius that obscures all sight, including darkvision, beyond 2d4 feet. A strong wind disperses the mist in one-quarter the spell’s normal duration.
21.0.15.2 Open/Close
Magic User 0 | Range: 30’ | Duration: instantaneous |
This cantrip causes a normal, unlocked door, window, or similar portal to open.
21.0.16 P
21.0.16.1 Part Water
Druid 6 | Range: 60’ | Duration: 1 turn/level |
When cast on a body of water up to 5 ft. per caster level deep, this spell causes the water to part, creating a traversable path as if dry land. The underwater terrain remains unchanged and may be difficult to cross. The caster can dismiss the spell at will.
21.0.16.2 Pass Tree
Druid 6 | Range: touch | Duration: instantaneous |
The caster and up to two others teleport instantly between any two living trees on the same plane. The caster must have personal knowledge of the destination tree or general area and can choose either a specific tree or a general location.
21.0.16.3 Pass Without Trace
Druid 1 | Range: touch | Duration: 1 hour/level |
This spell allows up to one creature per caster level to move through any terrain without leaving footprints or scent, making non-magical tracking impossible.
21.0.16.4 Passwall
Magic User 5 | Range: 30’ | Duration: 3 turns |
This spell creates a passage through wooden, plaster, or stone walls, but not metal or harder materials. The passage depth is 10 feet plus an additional 10 feet for every 3 caster levels above 9th (e.g., 20 feet at 12th level, 30 feet at 15th, 40 feet at 18th). If the wall is thicker than the passage, it forms a niche or short tunnel. Multiple castings can connect to breach very thick walls. When the spell ends, any creatures inside the passage are ejected through the nearest exit.
21.0.16.5 Permanency
Magic User 6 | Range: 10’ | Duration: permanent |
This spell makes an arcane spell of 6th level or lower permanent. It cannot affect divine spells or spells with permanent or instantaneous durations. The permanency lasts until dispelled, which ends the spell effect immediately.
Casting Permanency costs 1 point of Constitution, which is recovered per Basic Fantasy RPG rules.
No more than two permanency spells can affect the same creature, item, or place. Attempting a third causes the spell to fail and risks a 50% chance that the existing permanencies fail as well.
Permanency is not required to create magic items and differs from item crafting.
Common permanent spells on creatures: detect magic, protection from evil, read languages, read magic, tongues, detect invisible, fly.
Common permanent spells on items/locations: alarm, animate objects, confusion, dancing lights, guards and wards, invisibility, phantasmal force, private sanctum, magic mouth, symbol, wall of fire, web.
21.0.16.6 Phantasmal Force
Magic User 2 | Range: 180’ | Duration: concentration |
This spell creates a visual illusion of an object, creature(s), or effect up to 20'x20'x20'. It produces no sound, smell, texture, or temperature. The caster can animate the image within the area while concentrating.
Illusory creatures have AC 11 and vanish if hit. Illusory damage is not real; “killed” illusions reappear uninjured after 2d8 rounds. Damage simulated matches the normal damage type.
Animating more creatures than the caster’s level allows causes intelligent observers to make a save vs. Spells to see through the illusion, becoming immune to its effects. The GM may allow saves if the illusion seems improbable or poorly done.
21.0.16.7 Phase Door
Magic User 7 | Range: touch | Duration: 1 usage/2 levels |
Creates an invisible, one-way magical passage through walls, floors, ceilings, or ground, 10 feet deep plus 5 feet per every 3 caster levels. Only the caster (and optionally one additional creature, counting as two uses) can pass through. The caster phases out upon entry and reappears on exit.
The passage blocks light, sound, and spells, and cannot be seen through unless used. It can be dispelled only by a higher-level caster; any occupants inside when dispelled are harmlessly ejected in a random direction.
The caster may set a trigger condition allowing others to use the door, based on observable actions or traits (not level, class, or HD).
21.0.16.8 Plane Shift
Cleric 5 | Range: touch | Duration: instantaneous |
The caster and up to seven willing creatures linked in a circle are transported to another plane. All participants must be willing; if any refuse, the spell fails. Arrival is always on the intended plane but lands 1–100 miles (d100) off the target location.
21.0.16.9 Plant Growth
Druid 3 | Range: special | Duration: permanent |
This spell causes normal plants (grass, bushes, trees, vines, etc.) within 400 ft + 40 ft per caster level to become thick and overgrown, forming a dense thicket. Movement through the affected area (up to 100 ft radius) is reduced to 5 ft/round (10 ft for Large creatures). The caster can exempt specific areas such as paths or clearings. The spell only affects non-sentient plants and requires existing vegetation to work.
21.0.16.10 Polymorph Other
Magic User 4 | Range: 30’ | Duration: permanent |
This spell transforms one target into another living creature with hit dice no greater than the caster’s level, excluding incorporeal or gaseous forms. The target gains the new form’s physical traits, mental and behavioral characteristics, and special abilities. If the new form is less intelligent, the target may lose memory of its former life. The target retains its original hit points.
Unwilling targets may save to resist. The transformation is permanent until dispelled or the target dies, at which point it reverts to its original form.
21.0.16.11 Polymorph Self
Magic User 4 | Range: self | Duration: 1 hour/level |
The caster transforms into a living creature with hit dice up to their level, excluding incorporeal or gaseous forms. The caster gains the new form’s physical stats and attacks but retains their own mind and does not gain special or supernatural abilities. The transformation lasts up to 1 hour per caster level and ends if the caster dies or chooses to revert.
21.0.16.12 Power Word Stun
Magic User 7 | Range: 120’ | Duration: variable |
The caster speaks a word of power that instantly stuns one creature, regardless of hearing it. Targets with 71+ HP are unaffected. Targets with 36–70 HP are stunned for 1d6 rounds; those with 35 or fewer HP are stunned for 2d6 turns.
21.0.16.13 Predict Weather
Druid 0 | Range: general surroundings | Duration: instantaneous |
The Druid may accurately predict the weather up to 24 hours in advance.
21.0.16.14 Private Sanctum
Magic User 5 | Range: 30’ | Duration: 24 hours |
Creates a field that blocks sight and sound from outside. Darkvision and divination spells (magic mirror, clairvoyance, clairaudience) cannot penetrate. Inside, occupants see and hear outside normally and are immune to ESP. Speech between inside and outside is blocked, but telepathic communication is allowed. Movement in and out is unaffected.
21.0.16.15 Produce Flame/Cold
Druid 2 | Range: 0 | Duration: 6 rounds / level |
The caster conjures flames or a cold aura in their hand, shedding light like a torch without harming them. They can make a melee touch attack dealing 1d6 +1/level (max +5) fire or cold damage, or throw the effect up to 50 ft with an attack roll for the same damage. Each attack reduces the spell’s duration by 1 minute. The spell ends when duration reaches zero. Does not work underwater.
21.0.16.16 Projected Image
Magic User 6 | Range: 240’ | Duration: 6 turns |
Creates a quasi-real illusory version of the caster that looks, sounds, and smells like them, mimicking gestures and speech. Spells cast appear to originate from the illusion. The caster must maintain line of sight to the double or the spell ends. Teleportation or dimension door breaks the effect, as does the double being struck. The caster gains no sensory benefit from the illusion’s position, and spell ranges are measured from the caster’s actual location.
21.0.16.17 Protection From Fire
Druid 3 | Range: touch | Duration: special |
When cast on the caster, this spell grants temporary immunity to both normal and magical fire, absorbing up to 12 points per caster level of magical fire damage before ending, or lasting for 1 turn per caster level if no damage is taken. When cast on another creature, it provides temporary immunity to normal fire and grants a +4 bonus on saving throws against magical fire; if the saving throw is successful, the creature takes no damage, and if it fails, the creature suffers only 25% of the damage. This protective effect lasts for 1 turn per caster level.
21.0.16.18 Protection From Lightning
Druid 4 | Range: touch | Duration: special |
This spell functions exactly like protection from fire, except that that it protects against any sort of electrical or lightning damage.
21.0.16.19 Protection from Normal Missiles
Magic User 3 | Range: self | Duration: 1 turn / level |
The caster is completely protected from small sized, non-magical missile attacks. Therefore, magic arrows, hurled boulders, or other such are not blocked, but any number of normal arrows, sling bullets, crossbow bolts, thrown daggers, etc. will be fended off. Note that normal missiles projected by magic bows count as magical missiles for the purposes of this spell.
21.0.16.20 Protection from Undead*
Black Magic User 1 | Range: touch | Duration: 1 turn / level |
This spell works almost identically to the protection from evil spell by warding a creature from attacks by undead creatures, from mental control, and from summoned creatures regardless of any moral or ethical leanings. It creates a magical barrier around the subject at 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gains a +2 bonus to AC and on saves. Both of these bonuses apply against attacks made or effects created by undead creatures or beings that the GM decides have a strong connection with death or undead.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from undead spell. If the protection from undead effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are undead or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Reversed, this spell becomes quite potent as protection from living. It functions in all ways as described above, save that “living” creatures are kept away, rather than dead or “undead” creatures. Black Magic Users often use both versions of the spell to protect themselves from threats by both the living population as well as powerful undead that may try to command the Black Magic User such as ghosts or vampires.
21.0.16.21 Protection Spell
Cleric 1, Magic User 1 | Range: touch | Duration: 1 turn/level |
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Reversed, this spell becomes protection from good. It functions in all ways as described above, save that “good” creatures are kept away, rather than “evil” creatures.
21.0.16.22 Protection from Evil 10' Radius*
Cleric 4, Magic User 3 | Range: touch | Duration: 1 turn/level |
This spell functions exactly as protection from evil, but with a 10' radius rather than a 1' radius. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
Reversed, this spell becomes Protection from Good 10' radius, and functions exactly as the reversed form of protection from evil, except that it covers a 10' radius around the target rather than the normal 1' radius.
21.0.16.23 Purify Food and Water
Cleric 1 | Range: 10' | Duration: instantaneous |
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
21.0.17 Q
21.0.17.1 Quest*
Cleric 5 | Range:5'/level | Duration: special |
The Quest spell places a magical command on a creature, compelling it to perform a specific task or avoid a particular action, as chosen by the caster. The creature must understand the caster’s language for the spell to take effect.
The spell cannot force the target to commit suicide or take actions that would lead to certain death, but it can demand nearly any other task.
An unwilling creature can attempt a saving throw vs. Spells to resist the quest. However, some may willingly accept the quest, often as part of a deal or bargain with the caster.
Once affected, the creature must follow the instructions until the quest is completed, no matter how long that takes. If the task is open-ended or cannot be completed by the creature alone, the spell lasts for a maximum of one day per caster level. Clever targets may try to interpret the instructions in ways that reduce their burden.
If the target is unable to follow the quest for 24 hours, it takes 3d6 damage each day until it resumes or the spell ends.
The quest can only be ended by:
A remove curse spell cast by someone at least two levels higher than the original caster
A wish
The reverse of this spell
Dispel magic does not remove a quest.
21.0.18 R
21.0.18.1 Raise Dead*
Cleric 5 | Range: touch | Duration: instantaneous |
Raise Dead is a spell that brings a deceased human, demi-human, or humanoid back to life, provided they have been dead no longer than one day per caster level. The creature’s soul must be free and willing to return—if the soul resists, the spell fails. Returning from the dead comes at a cost: the subject permanently loses one level or one hit die. If the subject was only 1st level, they instead lose 1 point of Constitution. If this loss would reduce Constitution to 0 or less, the creature cannot be raised. This level or Constitution loss cannot be reversed, though the character may advance normally afterward.
When raised, the creature has hit points equal to its current hit dice and returns with no spells prepared. The spell cures normal diseases and poisons, but does not remove magical diseases or curses. While it repairs most lethal damage, the body must be physically whole—any missing parts remain missing. The spell does not restore or affect the creature’s equipment or possessions. It cannot be used on undead, constructs, elementals, or creatures that died of old age.
The reverse of this spell, Slay Living, instantly kills a creature of any type with a successful touch and a failed saving throw vs. Spells. If the target succeeds on the saving throw, it instead suffers 2d6 points of damage. An attack roll is required to deliver the spell in combat.
21.0.18.2 Ray of Exhaustion
Black Magic User 3 | Range: 50’ | Duration: 6 rounds / level |
The caster points a finger at their intended target and rolls a ranged attack roll against the target that ignores armor (but not any dexterity bonus). If the narrow black ray hits, the target must save vs. Spells or suffer a -6 adjustment to its Strength and Dexterity for the duration of the spell. If the save is made, the reduction is only -2.
21.0.18.3 Read Languages
Magic User 1 | Range: 0’ | Duration: special |
Read Languages grants the caster the ability to read nearly any written language, with three modes of use. In the first mode, the caster can read multiple texts in various languages for a duration of 1 turn per caster level. In the second mode, the spell allows the caster to read a single book or tome, lasting 3 hours per caster level. In the third mode, the caster gains the ability to read one non-magical scroll or single-sheet document permanently.
This spell does not work on magical writings such as spellbooks or scrolls; read magic must be used for those. While the spell enables the caster to read the words, it does not accelerate reading speed or provide comprehension of unfamiliar ideas or complex concepts. Additionally, the spell requires that at least one living creature on the same plane is capable of reading the language in question. The spell does not draw from that creature’s mind, but rather depends on the existence of the knowledge itself to function.
21.0.18.4 Re-Animation
Black Magic User 4 | Range: touch | Duration: special |
Re-Animation functions similarly to the Cleric or Magic-User version of the spell, turning the bones or bodies of the dead into skeletons or zombies under the caster’s control. These undead follow the caster’s spoken commands and remain animated until destroyed. The caster may animate a total number of undead hit dice equal to three times their caster level, and can control up to six times their level in undead hit dice at any one time.
Skeletons have hit dice equal to what the creature had in life—though for humans and demi-humans, this is always considered to be one hit die, regardless of former level. Zombies have one additional hit die beyond what the creature had in life. Skeletons can only be created from mostly intact skeletons, and zombies from mostly intact corpses. To animate the remains, the caster must physically touch them.
21.0.18.5 Read Magic
Magic User 0 | Range: 0’ | Duration: permanent |
Read Magic is a fundamental ability known to all Magic Users. It allows the caster to read magical writings, such as spellbooks and wizard spell scrolls. All Magic Users begin play knowing having this ability and they can use it repeatably without preparation.
21.0.18.6 Regenerate
Cleric 6, Druid 7 | Range: touch | Duration: permanent |
Regenerate causes severed body parts—such as fingers, limbs, tails, or even heads of multi-headed creatures—to grow back, along with the restoration of broken bones and damaged organs. If the severed parts are present and in contact with the subject when the spell is cast, regeneration is complete in 1 round. If not, the process takes 1 full turn.
In addition to restoring lost or damaged body parts, the spell also heals 3d8 hit points. Regenerate has no effect on nonliving creatures or constructs, including undead.).
21.0.18.7 Reincarnate
Magic User 6, Druid 6 | Range: touch | Duration: instantaneous |
Reincarnate allows the caster to return a dead character or humanoid creature to life in a new body, provided the death occurred no more than one week prior and the soul is free and willing to return. If the soul is unwilling, the spell fails. The new form is determined randomly by rolling on the reincarnation table:
D20 | Incarnation |
1 | Bugbear |
2-3 | Dwarf |
4 | Elf |
5-6 | Gnoll |
7-8 | Gnome |
9-10 | Goblin |
11-12 | Halfling |
13-14 | Human |
15 | Kobold |
16-17 | Lizard Man |
18-19 | Orc |
20 | Troglodyte |
The condition of the original remains does not affect the spell, as long as some part of the original body exists and is used in the casting. The spell draws on natural elements to create a new young adult body, which the soul inhabits after one hour. All previous physical injuries, diseases, and afflictions are cured in the process.
The reincarnated character retains their class, along with their Intelligence, Wisdom, and Charisma scores, but must reroll Strength, Dexterity, and Constitution based on the new form. If these fall outside the acceptable range for that race, the GM may adjust them. The character’s level or Hit Dice is permanently reduced by one, and they roll one Hit Die to determine how many hit points are subtracted from their previous total to establish their new total. If the character was 1st level, instead of losing HP, their new Constitution score is reduced by 2.
The reincarnated creature gains the natural abilities of its new form, including movement types, natural armor, attacks, and extraordinary traits, but it does not automatically speak the language of its new race.
This spell cannot return creatures who have died of old age, been killed by a death effect, or transformed into undead. Constructs, elementals, and undead are also not eligible for reincarnation.
21.0.18.8 Remove Curse*
Cleric 3, Magic User 4, Druid 3 | Range: 30' | Duration: instantaneous |
Remove Curse instantly lifts all curses affecting a creature or object. While it does not remove the magical curse from items such as cursed weapons, armor, or shields, it typically allows the afflicted creature to safely remove and discard such items. Some powerful or uniquely crafted curses may not be affected by this spell, or may require a caster of a specific level or higher to dispel them.
The reverse of this spell, Bestow Curse, allows the caster to place a magical curse on a target. The victim is allowed a saving throw vs. Spells to resist the effect. The caster must choose one of the following standard curses:
A –4 penalty to an ability score (minimum score of 1),
A –4 penalty on attack rolls and saving throws, or
A –4 penalty to Armor Class (AC).
Alternatively, the caster may create a custom curse, but it should not be more powerful than the listed effects. Curses bestowed by this spell cannot be dispelled by dispel magic, but they can be removed with remove curse.
21.0.18.9 Remove Fear*
Cleric 1 | Range: touch (120') | Duration: instantaneous (2 turns) |
Remove Fear soothes a single creature upon touch, helping it resist magical fear. If the target is currently affected by any form of magical fear, it is allowed a new saving throw vs. Spells, gaining a +1 bonus per caster level to resist the effect.
The reverse of this spell, Cause Fear, targets a single creature within 120 feet. If the target fails a saving throw vs. Spells, it becomes frightened and flees for 2 turns. However, creatures with 6 or more Hit Dice are immune to Cause Fear.
21.0.18.10 Remove Paralysis
Cleric 2 | Range: touch | Duration: instantaneous |
This spell allows the caster to free a touched creature from paralysis induced either by magical means or by monster attack (e.g. venom or ghouls).
21.0.18.11 Resist Cold
Cleric 1, Druid 1 | Range: touch | Duration: 1 round/level |
This spell grants a creature temporary immunity to cold. The affected creature ignores minor cold, like exposure to winter weather without proper clothing. Against more severe cold—such as a White Dragon’s breath—the creature gains a +3 bonus on saving throws and takes half damage (rounded up) from such attacks.
21.0.18.12 Resist Fire
Cleric 2, Druid 2 | Range: touch | Duration: 1 round/level |
This spell grants a creature temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored by the affected creature. Against more significant heat or fire (such as a fireball), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up).
21.0.18.13 Restore Health
Cleric 2 | Range: touch | Duration: instantaneous |
This spell removes unnatural weakness, mental or physical exhaustion, and temporary ability score drains from the touched individual. The caster selects which ability score to restore when casting. It does not affect permanent ability score loss or energy drain.
21.0.18.14 Restoration*
Cleric 6 | Range: touch | Duration: permanent |
Each casting of the spell removes a single negative level from a creature that has suffered energy drain. At 10th level, two negative levels may be removed. See the rules for Energy Drain (in the Encounter section) for more details.
Alternately, this spell can be used to restore drained ability score points. If applied to a character who has suffered temporary loss of ability points, it will restore up to 1d4 lost points to any one drained ability immediately. If applied to a character that has suffered permanent loss of ability points, 1 point can be restored.
Restoration does not restore levels lost due to death (as described for the spell raise dead).
The reverse, energy drain, draws away one life energy level like a wight. The energy drain requires the victim to be touched.
21.0.18.15 Resurrection
Cleric 7 | Range: touch | Duration: instantaneous |
This powerful spell brings a dead creature back to life, provided they have been deceased for no longer than ten years per caster level and their soul is willing to return. Unlike lesser resurrection magic, only a small portion of the original body is needed - even dust from a disintegration spell will suffice. The spell creates an entirely new body at peak health with full hit points and all previously prepared spells intact. However, resurrection exacts a permanent toll: the subject loses one level permanently (or one Constitution point if they were 1st level), which cannot be restored by any means.
The spell can revive creatures that became undead if the undead form has been destroyed, but it cannot affect constructs, elementals, or those who died of old age.
21.0.18.16 Reveal Magic
Magic User 6 | Range: 5’ | Duration: 1 minute |
This spell reveals all magical properties and enchantments of any object, creature, or area by examining it for one full minute. For magic items, the caster learns all functions, activation methods, and remaining charges. For enchanted objects, creatures, or areas, the spell reveals what spells are present, their effects, and the caster level of each enchantment. However, unwilling targets can resist the magic - both creatures and individuals holding magic items can negate the spell with a successful saving throw if they don't want their magical properties revealed.
21.0.18.17 Reverse Gravity
Druid 7, Magic User 7 | Range: 5 yds./level | Duration: 1 rd./level |
This spell flips gravity upside down in a 30' x 30' area, causing all unattached objects and creatures to fall upward instead of down. The effect lasts as long as the caster concentrates or until the spell expires. Anything that hits a solid surface during its upward fall takes damage just like a normal downward fall would cause.
When the spell ends, everything affected plummets back down to the ground. Since the spell affects a column of space, it can also pull down objects that are hundreds or thousands of feet above the targeted area, potentially creating a dangerous rain of debris when the effect ends.
21.0.18.18 Ring of Greater Healing*
Cleric 7 | Range: 15’ radius | Duration: instantaneous |
This spell creates a 15-foot radius healing aura that restores 3d6+3 hit points to the caster plus one additional living creature per three caster levels. If more creatures are present than can be healed, the caster chooses which ones benefit. Undead creatures in the area take damage instead of healing but can make a saving throw to negate it completely.
The spell's reverse, Ring of Greater Infliction, works oppositely - it deals 3d6+3 damage to one living creature per three caster levels within the same radius, with targets allowed saving throws to avoid all damage. Under this reversed version, undead creatures receive healing instead of taking damage.
21.0.18.19 Ring of Lesser Healing*
Cleric 5 | Range:15’ radius | Duration: instantaneous |
This 5th-level cleric spell creates a 15-foot radius healing aura that restores 1d6+1 hit points to the caster plus one additional living creature per three caster levels. If more creatures are present than can be healed, the caster chooses which ones benefit. Undead creatures in the area take damage instead of healing but can make a saving throw to negate it completely.
The spell's reverse, Ring of Lesser Infliction,works oppositely, dealing 1d6+1 damage to living creatures (with saving throws to avoid all damage) while healing undead instead.
21.0.18.20 Rock to Mud*
Magic User 5, Druid 5 | Range: 150’ | Duration: permanent |
This spell transforms up to two 10-foot cubes of natural rock per caster level into mud within 150 feet, creating pools up to 10 feet deep. Creatures caught in the mud sink hip-deep, reducing their movement to 5 feet and imposing -2 penalties to attacks, saves, and armor class. When cast on cave ceilings, the falling mud deals 8d6 damage (half with successful save vs. Death Ray) and may cause cave-ins. The mud remains permanent until dispelled or reversed, though it naturally dries to dirt over time.
The reverse spell, mud to rock, converts mud into soft stone permanently, potentially trapping creatures who fail their saving throw vs. Death Ray.
21.0.18.21 Rot Flesh
Black Magic User 4 | Range: touch | Duration: instantaneous |
Rot Flesh deals 2d6 damage plus 1 additional point+1 caster level, requiring a successful touch attack roll to inflict harm. The spell remains active until used or a number of rounds equal to the caster's level pass, so missed attacks don't waste the magic. Like similar necromantic spells, it heals undead creatures for the same amount instead of harming them, and the effect cannot be reversed.
21.0.19 S
21.0.19.1 Sacrifice*
Cleric 3 | Range: touch | Duration: instantaneous |
This spell lets the cleric give any number of their own hit points to someone else.
The reverse, Drain Life, lets the caster steal 1d6+1 hit points from a creature with a successful hit, healing that amount.
21.0.19.2 Sanctuary
Cleric 1 | Range: self | Duration: 2 rounds+1/level |
This spell causes enemies to overlook the cleric. Any creature that would normally attack or target the cleric must succeed on a saving throw vs. Spells to do so; on a failure, it ignores the cleric and continues as if the cleric weren’t there.
The spell does not protect against area effects (like fireball or ice storm). While the spell is active, the cleric may take non-offensive actions but cannot attack or use harmful magic without ending the effect.
21.0.19.3 Shadow Staff
Magic User 2 | Range: self | Duration: 1 turn / level |
The magic-user’s staff becomes a weapon forged of shadow. It is treated as a magical weapon (+1 to hit and damage) and drains 1 point of Strength with each hit (save vs. Spells to resist). For each point drained, the staff’s bonus increases by +1 (to a maximum of +5) for the duration of the spell.
Only the magic-user may wield the shadowstaff. If the staff already has magical properties, use the better of the two bonuses each round—either the staff’s natural enchantment or the current bonus granted by this spell.
21.0.19.4 Shadow Walk
Magic User 6 | Range: touch (see text) | Duration:1 hour / level |
This spell can only be cast in an area of heavy shadows. The magic-user and up to one willing creature per caster level are transported to the Ethereal Plane. In this realm of shadow, they travel at an effective speed of 50 miles per hour.
Due to the hazy, shifting nature of the plane, the magic-user cannot clearly see or identify terrain passed during travel and cannot precisely control the endpoint. When the spell ends, the group arrives 1d10 × 100 feet from the intended destination in a random horizontal direction.
They always arrive at ground level, unless the endpoint is over water (in which case they arrive at the water's surface) or underground—where arrival is at the closest matching depth to the target location.
21.0.19.5 Shield
Magic User 1 | Range: self | Duration: 5 rounds+1/level |
This spell creates an invisible force field in front of the magic-user. It negates all magic missile attacks, regardless of direction, and improves the caster’s Armor Class by +3 vs. melee attacks and +6 vs. missile weapons.
The AC bonus only applies to attacks from the front or sides; it does not protect against attacks from behind.
21.0.19.6 Shield of Thorns
Druid 2 | Range: self | Duration: 1 turn / level |
Thick vines and thorny growths coil around the druid, forming a layer of hardened natural armor. This vine armor grants a +4 bonus to Armor Class.
Any creature making a melee attack against the caster with a close-range weapon must save vs. Death Ray or take 1d4 damage from the thorns. Attacks with reach weapons (e.g., spears or polearms) are not affected by this effect.
21.0.19.7 Silence 15' Radius
Cleric 2, Druid 2 | Range: 360' | Duration: 2 rounds/level |
When cast, this spell creates complete silence within a 15-foot radius around the target. All sound is blocked—conversation is impossible, spells with verbal components cannot be cast, and no noise can enter, leave, or pass through the area.
The spell can be cast on a point in space (stationary), a mobile object, or centered on a creature, moving with them. Unwilling creatures targeted must save vs. Spells to resist. If an item carried by another creature is targeted, that creature also gets a save.
This spell effectively defends against sonic or language-based attacks and spells.
21.0.19.8 Sleep
Magic User 1 | Range: 90' | Duration: 5 rounds/level |
This spell puts creatures with 3 or fewer hit dice into magical slumber; those with 4 or more hit dice are unaffected. The caster selects a point within range, and all creatures within 30 feet may be affected. Each must save vs. Spells to resist.
Sleeping creatures are helpless and awaken if slapped or wounded, but not from normal noise. Sleep does not affect unconscious creatures, constructs, or undead.
21.0.19.9 Speak with Animals
Cleric 2, Druid 2 | Range: special | Duration: 1 turn/4 levels |
The magic-user can understand and communicate with one normal or giant-sized animal (not magical or monstrous) within sight and hearing range. The caster may switch which animal they’re speaking with once per round.
This spell doesn’t affect the animal’s attitude; a reaction roll determines its friendliness. More intelligent animals tend to be terse or evasive, while less intelligent ones may babble nonsense. Friendly animals might offer favors or help.
21.0.19.10 Speak with Monsters
Cleric 6, Druid 3 | Range: special | Duration: 1 turn/5 levels |
The caster can understand and speak with any one monster in sight that can hear them. The caster may switch targets once per round. Others who understand the monster’s language can also understand the caster.
This spell does not affect the monster’s attitude; a reaction roll determines its disposition. Intelligent monsters may be brief or evasive, while less intelligent ones might speak nonsense. Friendly monsters might choose to offer help. Mindless creatures, plant creatures, and undead are not affected.
21.0.19.11 Speak with Plants
Druid 4 | Range: 20’ | Duration: 1 turn |
The druid can understand and communicate with both normal plants and plant creatures. Normal plants have limited awareness and can only speak about their immediate surroundings. They usually respond freely, as they have little else to occupy them.
The spell doesn’t change the plant’s attitude. Intelligent plant creatures may be brief or evasive, much like other monsters. If a plant creature is friendly, it may choose to offer a favor or service. Normal plants, being non-animate, typically cannot perform actions beyond answering questions.
21.0.19.12 Speak with Dead
Cleric 3 | Range: 10' | Duration: 3 rounds/level |
This spell grants a corpse the semblance of life and intelligence, allowing it to answer questions posed by the caster. The caster may ask one question per two caster levels; any unused questions are lost when the spell ends.
The corpse only knows what it knew in life, including spoken languages. Answers tend to be short, cryptic, or repetitive. The body must be mostly intact and have a mouth to respond. This spell does not contact the soul—it animates the lingering imprint of knowledge left in the corpse. The dead cannot learn or remember new information and won’t recall being questioned. Undead creatures are not affected.
21.0.19.13 Speak with Dead Animals
Druid 3 | Range: Self | Duration: 1 turn |
This spell allows a druid to speak with the spirit of a dead animal, which appears as a faint, ghostly version of itself. The druid may ask up to five questions.
The spirit answers based on what it knew in life. Simple animals give simple or unclear answers, while smarter ones may be more helpful. Spirits can share what they saw, dangers they faced, or creatures they encountered while alive.
Answers may be limited, vague, or biased, depending on the animal and how it died. Once five questions are asked or the spell ends, the spirit fades away.
21.0.19.14 Spell Turning
Magic User 7 | Range: 0’ | Duration: 6 turns |
This abjuration reflects spells of 3rd level or lower back at their caster.
For spells of 4th level or higher, the magic-user may attempt to reflect the spell by making an Intelligence check (DC = 10 + the spell’s level – Int bonus). On a success, the spell is reflected.
Spell Turning only affects targeted spells—it does not reflect area effects.
If a reflected spell targets a caster who is also protected by Spell Turning, their own effect will automatically reflect it again, sending the spell back at you.
21.0.19.15 Spider Climb
Magic User 1 | Range: 10' | Duration: 1 turn/level |
This spell allows the recipient to move along vertical surfaces and ceilings like a giant spider, using their normal walking speed. The target must have bare hands and feet to climb in this way.
If cast on an unwilling creature, the caster must touch them, and the target may make a saving throw vs. Spell to resist the effect.
While under the spell, the subject cannot manipulate small objects (weighing less than one pound), as they stick to their hands and feet. This makes it nearly impossible for spellcasters to cast spells during the effect.
The subject can be pulled free from a surface with sufficient force. The GM may call for a saving throw (e.g., vs. Paralyzation) based on the force used. For instance, a creature with Strength 12 might succeed if the subject fails their save.
The caster can end the spell at will with a spoken wor
21.0.19.16 Spirit Wrack
Black Magic User 3 | Range: special | Duration: instantaneous |
This spell harms incorporeal undead such as wraiths, spectres, ghosts, and similar entities.
Focused Attack: Deal 1d8 damage per caster level to one visible incorporeal undead within sight.
Burst Effect: Alternatively, deal 1d4 damage per caster level to all incorporeal undead within 20 feet, even if they are invisible.
All affected creatures may make a saving throw for half damage.
Minor spirits (e.g., poltergeists) are usually destroyed outright. Some powerful undead may reform days later unless specific rituals are performed to destroy them permanently.
This spell only affects true incorporeal undead. It has no effect on other creatures, even if they are in an insubstantial form (e.g., vampires in gaseous form).
21.0.19.17 Spiritual Hammer
Cleric 2 | Range: 30' | Duration: 1 round/level |
This spell causes a warhammer made of pure force to spring into existence, attacking any foe chosen by the Cleric within range once per round. It deals 1d6 hit points of damage per strike, +1 point per three caster levels (maximum of +5). It uses the caster’s normal attack bonus, striking as a magical weapon, and thus can inflict damage upon creatures that are only hit by magic weapons.
If the hammer goes beyond the spell range, the Cleric loses sight of it, or the caster ceases to direct it, the hammer disappears. The hammer cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, or a rod of cancellation will dispel it.
21.0.19.18 Staff
Magic User 1 | Range: touch | Duration: 3 rounds/level |
This spell enables the caster to change their own staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 +1 points of damage.
21.0.19.19 Stench
Black Magic User 1 | Range: self | Duration: 1 turn / level |
This spell causes a sickly, rotting stench of decay to emanate from the caster’s body, duplicating the sickening effect of a ghast’s stench. Living creatures within 10 feet must succeed on a save versus Poison or become sickened for 2d6 rounds, suffering a –2 penalty to attack rolls. For every three caster levels, a –1 penalty is applied to the saving throw (for example, at 3rd level the save is at –1, at 6th level –2, and at 9th level –3, and so forth). Creatures that succeed on their saving throw cannot be affected again by this spell or by a ghast’s stench for 24 hours. The sickened condition caused by this spell can be removed with a neutralize poison spell.
21.0.19.20 Sticks to Snakes
Cleric 4, Druid 4 | Range: 120' | Duration: 6 turns |
This spell transforms normal wooden sticks into snakes, creating 1d4 hit dice worth of normal (not giant) snakes for every four caster levels. The snakes follow the caster’s commands. When slain, dispelled, or when the spell ends, the snakes revert back to their original stick form. Magical sticks, such as enchanted staves, are not affected by this spell.
21.0.19.21 Stone Shape
Cleric 4, Druid 4 | Range: touch | Duration: Instantaneous |
This spell lets the caster shape and bend an existing piece of stone—up to 10 cubic feet plus 1 cubic foot per caster level—into any desired form. While fine details aren’t possible, the caster can create simple structures like doors, walls, or bridges. However, if the stone is shaped into moving or mechanical parts, there’s a chance it won’t work: on a roll of 1-2 on a d6, the parts fail to function properly.
21.0.19.22 Stone Skin
Magic User 5 | Range: touch | Duration: 1 turn/level |
The Magic User 's skin becomes hard and stone-like, protecting the caster by absorbing the first 10 points/level of damage from all attacks. (This operates like hardness.) Once the spell has absorbed 10 points of damage per caster level, the spell is discharged.
21.0.19.23 Striking
Cleric 3 | Range: touch | Duration:1 round/level |
This spell grants one weapon the ability to deal an extra 1d6 points of damage on each successful hit for the duration of the spell. It doesn’t give any bonus to attack rolls, but if cast on a normal (non-magical) weapon, it allows the weapon to harm monsters that can only be hit by magical weapons. In those cases, only the extra 1d6 magical damage applies.
21.0.19.24 Summon Animals I
Druid 4 | Range: 40'/level | Duration: One hour |
This spell summons 1d8 ordinary animals (including giant versions) of up to 4 hit dice each, if they are within range. The druid must name up to three types of animals to summon. If none of those species are found nearby, the spell fails. The summoned animals are friendly and will help the druid with their current task, including fighting, as best as they can. The druid can dismiss any or all of the summoned animals at any time.
21.0.19.25 Summon Animals II
Druid 5 | Range: 60'/level | Duration: One day |
This spell is a more powerful version of Summon Animals I. Up to 3d4 animals of 4 HD or less can be summoned, or 1d6 animals of 8 HD or less.
21.0.19.26 Summon Animals III
Druid 6 | Range: 80'/level | Duration: One day |
This spell is a more powerful version of Summon Animals II. Up to 4d6 animals of 4 HD or less can be summoned, or 3d4 animals of 8 HD or less, or 1d4 animals of 12 HD or less.
21.0.19.27 Summon Guardian Demon
Black Magic-User 4 | Range: special | Duration: special |
This spell summons a fearsome Guardian Daemon from the Abyss to guard a specific treasure or location. The daemon is bound to the item or place and will remain within a 90-foot radius, protecting it with relentless vigilance. The daemon obeys the commands of the summoner, but its loyalty lies only with the object or area it has been bound to, and it cannot leave unless the object is taken, destroyed, or the daemon is slain.
Guardian daemons can be summoned through use of dark magic. Summoning a guardian daemon is dangerous, presenting a chance (DC 2) that the summoner may fail to control it. An uncontrolled guardian daemon could slay the offender, as they respond only to sufficient power. If successfully summoned and bound, guardian daemons only guard and have to remain at all times within 90 yards the object they have been summoned to protect.
Guardian Demon
Large Lesser Demon, Neutral Evil (5000 XP)
Init +1 | AC 20 (+1 Dex, +9 natural) | HP 68 (8 HD) | MV 40 ft.
Abilities Str 18 (+3) Dex 15 (+1) Con 16 (+2) Int 12 (+0) Wis 14 (+1) Cha 14 (+1)
Saving throw 11 | Damage Resistances can only be hit by magical weapons. Immune to charm, hold, sleep, polymorph, and fear spells.
Senses Darkvision 120 ft. | Languages Abyssal, Common, Telepathy 60ft
Attack
Multiattack. The Guardian Demon makes two attacks one with its claws and either a bite or Breath Weapon.
Bite. +9 to hit, Reach 10 ft., 2d6+3 piercing damage
2 claws. +9 to hit, Reach 10 ft., 1d6+3 slashing damage
Breath Weapon. 3/day. 30 ft. cone of fire 5d6 dmg. Save vs. Dragon Breath for half
Description. A guardian demon is a large demon that speaks with a booming voice. They have a variety of different appearances, but most often appears as a horned and winged frog, ape or bear. Guardian Demons radiate an aura of pure menace and evil.
21.0.19.28 Summon Spectator
Magic-User 4 | Range: special | Duration: 101 years |
By casting this spell, a Magic-User summons a Spectator, an otherworldly creature from the Far Realm, to guard a specific treasure or location for 101 years. Bound to its charge, the Spectator hovers within 90 feet of it, maintaining absolute vigilance. However, this guardian is known for its endless chatter, sharing its thoughts on everything from the meaning of life to the peculiarities of guarding an inanimate object for a century.
A Spectator can't resist offering unsolicited advice and musings. It often discusses the “ethics of treasure hoarding,” debates the sentience of the object it guards, and even suggests peculiar places to hide the treasure. It also ponders the "mystery of adventurers" who always seek to take what it watches over.
While its primary role is to guard, the Spectator has a surprising tendency to show kindness to those it deems worthy. If a party member is wounded or hungry, it may offer food, drink, or even a healing ray before a confrontation—though it never misses an opportunity to talk about the importance of such acts.
The Spectator believes that if slain in duty, it will be “returned home” to the Far Realm, free from its eternal task. Sadly, this isn’t the case. Upon death, it simply fades away, unaware that its afterlife is but a comforting illusion of its own making.
Spectator
Medium Aberration, Lawful Neutral (3500 XP)
Init +1|AC 14 (natural armor) |HP 45 (7 HD) |MV fly 40 ft. (hover)
Abilities Str 8 (-1) Dex 14 (+1) Con 14 (+1) Int 13 (+1) Wis 14 (+1) Cha 11 (+0)
Save DC 12|Damage Resistances Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Senses darkvision 120 ft., passive Perception 16|Languages Common, telepathy 120 ft.
Attack
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. 1d6 – 1 piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
1- Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't MV, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2- Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3- Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
4- Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
Description. A spectator is a lesser type of beholder. It resembles a floating sphere with a gaping maw and a single great eye, set within four eyestalks that shoot forth deadly rays. Spectators are sometimes summoned from the Far Realm by powerful Magic Users to guard an area for 101 years.
21.0.19.29 Summon Spirit
Black Magic User 3 | Range: 10' / level | Duration: 1 turn / level |
When this spell is cast, a malevolent spirit in the form of a wraith is summoned to serve the caster for 1 turn per caster level. At 10th level, the caster may choose to summon either 1d4 wraiths or a single specter. At 15th level, the caster can summon 2d4 wraiths, 1d3 specters, or one ghost. These spirits usually assist by fighting the caster’s enemies and disappear when the spell ends.
Sometimes, the spirit does not leave when the spell expires. Instead, it becomes free of control and will often attack the caster. The chance of this happening is 5% for each wraith, 10% for specters, and 20% for ghosts. If this occurs, the spirit stays in the area for a number of rounds equal to the caster’s level before finally departing, unless it has less than half its hit points, in which case it leaves immediately. Casters should be prepared with protections or backup plans to handle any spirits that turn rogue.
21.0.19.30 Summon Swarm
Druid 1, Magic User 2 | Range: 60 Yards | Duration: Special |
This spell summons a swarm of small creatures to attack a 10-foot by 10-foot area chosen by the caster. The type of swarm is determined randomly using the following table:
Roll | Swarm Type |
---|---|
01–40 | Rats |
41–70 | Bats |
71–80 | Spiders |
81–90 | Centipedes/Beetles |
91–100 | Flying Insects |
The swarm viciously attacks anything in its area. Creatures that do nothing but defend themselves take 1 point of damage per round. Creatures that try to move, attack, or perform other actions take 1d4 damage + 1 point per 3 caster levels each round. Spellcasting is not possible inside the swarm.
The swarm cannot be harmed by regular weapons, but fire and area-effect spells can damage and drive it off. Once it has taken 2 hit points per caster level, the swarm disperses. A protection from evil spell keeps it at bay, and certain spells like gust of wind or stinking cloud may disperse it instantly, depending on the swarm type (e.g., gust of wind only works on flying swarms).
The swarm does not move from where it appears. The caster must remain still and maintain concentration to keep it under control. If the caster is disturbed or loses focus, the swarm breaks apart and disappears in two rounds.
21.0.19.31 Summon Vermin*
Magic User 0, Druid 0 | Range: 30’ | Duration: 1 turn/level |
This minor spell causes one small, harmless creature—such as a beetle, fly, spider, field mouse, or even a cloud of gnats—to appear in a chosen area. While it causes no damage and carries no poison, it can be used cleverly to distract someone, potentially disrupting a spell being cast.
The reversed version of this cantrip, called Exterminate, instantly kills one tiny creature like those listed above.
21.0.19.32 Symbol of Fear
Black Magic User 6 | Range: see text | Duration: see text |
This spell works like Symbol of Pain, but instead causes overwhelming fear. All creatures within 60 feet of the symbol must make a saving throw or become panicked for 1 round per caster level. Panicked creatures drop what they’re holding and flee in terror by any means available. If escape isn’t possible, they cower in fear instead. While panicked, they also suffer a –2 penalty to all saving throws.
Creatures that succeed on their saving throw aren’t panicked, but are still shaken for 1 round, suffering a –2 penalty to both attack rolls and saving throws.
21.0.19.33 Symbol of Pain
Black Magic User 5 | Range: see text | Duration: see text |
This spell lets the caster draw a magical symbol that causes severe pain to anyone nearby when triggered. All creatures within 60 feet take a –4 penalty to attacks, damage, and saving throws. These effects last while they stay near the symbol and for 1 hour after they leave.
The symbol stays active for 1 turn per caster level once triggered, then becomes inactive. Until then, it remains in place and can only be removed by a targeted dispel magic.
The caster chooses how the symbol is triggered—by being seen, read, touched, or approached within 60 feet. They can also add conditions, like triggering only for certain creatures or after a specific number of triggers.
A password can be set to stop the symbol from activating when someone enters the area. The password must be said each time someone enters, or the symbol will go off. All of this is decided when the spell is cast and cannot be changed later.
21.0.20 T
21.0.20.1 Tasseomancy
Magic User 2 | Range: self | Duration: 6 turns |
The caster imparts latent insight based on based on potentiality and probability to themself or one willing recipient they can see within range.
The recipient receives a +2 ion initiative roles.
When the recipient makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use.
Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
21.0.20.2 Telekinesis
Magic User 5 | Range: self | Duration: 3 turns |
This spell permits the caster to move objects or creatures by concentration alone. An object weighing no more than 20 pounds per caster level can be moved up to 20 feet per round. A creature can negate the effect on itself or an object it holds or has on its body with a successful save vs. Death Ray.
To use this power, the caster must maintain concentration, moving no more than normal movement (no running), making no attacks and casting no spells. If concentration is lost (whether intentional or not), the power may be used again on the next round, but the subject of the effect is allowed a new saving throw.
21.0.20.3 Teleport
Magic User 5 | Range: self | Duration: instantaneous |
This spell instantly transports the caster and touched targets to a known location within 100 miles per caster level. Interplanar travel is not allowed.
The caster can bring along up to 300 lbs, plus 100 lbs per caster level above 10th. All creatures and items must be in physical contact, either with the caster or with someone touching the caster.
Unwilling creatures can attempt a saving throw vs. Spells to resist. The caster may need a successful touch attack to affect them.
The spell's accuracy depends on the Magic User's familiarity with the destination. Roll a d20 + Int modifier and compare to the target number based on how well the caster knows the place.
Accuracy Table
Familiarity | DC | Result on Success | Result on Failure |
---|---|---|---|
Very familiar | 1 | Arrive on target | Off target |
Studied carefully | 3 | Arrive on target | Off target |
Seen casually | 5 | Arrive on target | Similar Area |
Viewed once | 10 | Arrive on target | Similar Area or Mishap |
False destination† | 18 | Similar area (if any) | Mishap |
On Target: Arrive exactly where intended.
Off Target: Arrive 1d10 × 10% of the distance away in a random direction.
Similar Area: Appear in a location that visually or thematically resembles the intended location. If none exists, the spell fails.
Mishap: Everyone transported take 1d10 damage, in addition to one of the below D4:
1. Trapped on the Astral Plane.
2. Consciousnesses are swapped (if a group) or the Magic User’s consciousness is now in a different body. Consult the Reincarnate Spell chart.
3. Age changes either10 years younger or older determined randomly.
4. Belongings are scattered in a 30-foot radius. Nothing is broken, but weapons, gear, potions, and coins fly everywhere. Takes 1d4 turns to gather and re-equip everything.
Then reroll the Teleport check. If another mishap occurs, take an additional 1d10 and reroll again. Repeat until a non-mishap result is rolled.
21.0.20.4 Tongues
Cleric 3, Magic User 2 | Range: touch | Duration: 1 turn/levels |
The creature touched gains the ability to understand all spoken and written languages, no matter how obscure or ancient. However, they can speak only one language at a time, chosen when they begin to speak.
This spell does not affect attitudes or reactions, and it does not allow communication with creatures that lack a language entirely (such as animals or mindless undead).
21.0.20.5 Tovenaar’s Faithful Hound
Magic User 4 | Range: 10 yards/level | Duration: special |
A magical, invisible watchdog appears and takes position at a designated spot such as a doorway, hallway, or other entry. Only the spellcaster can see the hound. It remains silent until triggered.
The hound begins barking loudly if any creature larger than a cat approaches the area it guards. It can detect invisible or ethereal creatures but ignores illusions unless they are partially real.
If an intruder enters the guarded area, the hound delivers a single magical attack, dealing 3d6 damage, as if it were a 10 HD creature. This attack bypasses resistance or immunity to nonmagical weapons, up to +3 protection.
The hound cannot be harmed or interacted with physically but can be removed by dispel magic. Once triggered, the spell continues for 1 round per caster level, then ends. If the caster moves more than 30 yards away from the guarded location before the spell is triggered, the spell ends immediately.
21.0.20.6 Tovenaar’s Sword
Magic User 7 | Range: 30’ | Duration: 1 round/level |
This spell creates a shimmering arcane sword made of pure force. The sword strikes any target within its range, as chosen by the caster, starting the round the spell is cast. It attacks once per round on the caster’s normal initiative.
The sword attacks like a fighter with the same level as the caster, adding the caster’s Intelligence modifier to its attack rolls. It deals 3d4 damage on a successful hit and can damage creatures normally immune to nonmagical weapons.
A natural roll of 19 or 20 on the attack roll is always a hit, regardless of the target’s armor class. The sword can only be destroyed by a successful dispel magic spell.
21.0.20.7 Trap the Soul
Magic User 7 | Range: 10 yards | Duration: special |
This spell traps a creature’s life force and physical body within the enchanted pages of a mystical tome. The caster must see the creature at the precise moment the final word of the spell is spoken to complete the binding.
Upon casting, the creature may resist with magic resistance (if any) and must succeed on a saving throw vs. spells to avoid being imprisoned. If the caster speaks the creature’s true name along with the final word, magic resistance is ignored, and the saving throw suffers a -2 penalty. If the saving throw succeeds, the tome flares with light and the enchantment shatters, sparing the victim.
Once trapped, the creature’s soul manifests as a flickering, restless figure animated within the shimmering pages of the tome—a silent prisoner pacing or struggling in endless torment, visible only to those who study the book closely.
The creature remains imprisoned until the tome is physically destroyed or the enchantment dispelled. Destroying the book immediately releases all creatures imprisoned within its pages, freeing their life forces and allowing their bodies to reform. Creatures from other planes may be compelled to perform a service upon release.
21.0.20.8 Tree Sanctuary
Druid 4 | Range: Touch | Duration: 1 turn/level |
This spell allows a Druid to create an invisible doorway in the trunk of a living tree, visible only to dryads and fellow Druids. The tree must stand at least 10 feet tall and be rooted firmly in the earth for the magic to take hold. Only one tree can be sanctified by this spell at a time, and if the tree is home to a dryad, their consent is required before casting.
Upon completion, the Druid may step into the tree and vanish from sight, entering a hidden refuge within its trunk. While inside, the Druid remains fully aware of their surroundings, gaining 360-degree vision and keen hearing. They can also sense subtle shifts in the temperature immediately around the tree. This sanctuary offers a perfect place for meditation, allowing the Druid to memorize spells in peace.
Each turn spent sleeping inside the tree counts as a full hour of rest. If the tree is an oak, its nurturing essence heals the Druid for 1d4 hit points per turn spent within.
However, while sheltered in the tree, the Druid loses the senses of taste, smell, and touch, and cannot speak or cast spells. Any damage dealt to the tree is halved and transferred to the Druid. Should the tree be felled or destroyed, the Druid is forcibly expelled into the nearest open space.
21.0.20.9 True Seeing
Cleric 5 | Range: touch | Duration: 1 round/level |
This spell grants the target the ability to perceive things as they truly are within 120 feet. The subject can see through normal and magical darkness, detect secret doors, perceive displaced creatures or objects, see invisible beings or items, and discern illusions and the true forms of polymorphed or transformed creatures.
True seeing does not penetrate solid objects and does not grant X-ray vision or negate concealment such as fog. Its effects cannot be enhanced by other magic, and it cannot be used through crystal balls or combined with clairvoyance.
21.0.21 U
21.0.21.1 Unseen Servant
Magic User 1 | Range: 50’ | Duration: 1 hour/level |
This spell conjures an invisible, shapeless, mindless force that performs simple tasks at the caster’s command. It can fetch and return items, open or close normal containers, hold chairs, clean, and mend minor objects. The servant has a Strength of 3, limiting it to light duties only. It cannot fight or manipulate complex mechanisms, and while it cannot be harmed, it may be dismissed at will before the spell ends.
21.0.22 V
21.0.22.1 Vanish
Magic User 7 | Range: touch | Duration: special |
This spell causes a non-living object to disappear instantly, as if teleported. The object must weigh no more than 50 pounds per caster level and occupy no more than 3 cubic feet per level. Both weight and volume limits must be met, or the spell fails.
At the caster’s choosing, the object may reappear at a known location or be sent deep into the Ethereal Plane. If sent ethereally, the point of vanishing radiates faint magic. A successful dispel magic cast on this point will recall the item from the Ethereal Plane.
Living creatures and magical effects cannot be targeted. There is a 1% chance the object is disintegrated instead of vanishing, and a 1% chance a creature from the Ethereal Plane slips through the rift into the Material Plane.
21.0.22.2 Vampiric Touch
Black Magic User 3 | Range: touch | Duration: 1 round / level |
The caster must make a successful attack roll to channel this spell. On a hit, the strike deals 1d6 damage per two caster levels. The caster then gains temporary hit points equal to the damage dealt, up to the target’s remaining HP.
If the attack kills the target, the caster only gains temporary hit points equal to the damage required to slay it, not the full damage rolled. These temporary hit points last for 1 hour before fading.
21.0.22.3 Ventriloquism
Magic User 1 | Range: 60' | Duration: 1 turn/level |
This spell allows the caster to project their voice to a location within range, making it appear as though it originates from another source—such as a shadowed alcove, a hollow statue, or behind a closed door. The illusion is convincing, mimicking the caster’s tone and cadence precisely, and can be used to deceive, distract, or unsettle.
21.0.22.4 Virtue
Cleric 0, Druid 0 | Range: 10’ | Duration: 1 turn |
A subject gains one temporary hit point for 1 turn.
21.0.23 W
21.0.23.1 Wall of Bones
Black Magic User 4 | Range: 10' / level | Duration: 1 round / level |
A wall of writhing, interlocking bones rises from the ground. The caster can create one 10-foot by 10-foot by 1-foot section per caster level. Unlike Wall of Stone, you cannot increase the wall’s area by making it thinner, but you can stack sections to make it thicker (for example, a 10th-level caster can make a 10x10x10-foot wall). The wall can’t appear where creatures or objects already are. It lasts for the spell’s duration without requiring concentration and crumbles when the spell ends.
The wall attacks anyone who comes within 10 feet, dealing 2d4 piercing and slashing damage from its sharp bones. It’s not solid, so strong creatures can try to break through by making a Strength check for each foot of thickness. Each attempt causes extra damage of 2d6 + 1 per caster level for every foot of thickness crossed. The wall does not harm the caster or any undead. It can be shaped into simple structures like ramps or bridges, but doing so halves its size to allow for support.
21.0.23.2 Wall of Fire
Cleric 5, Magic User 4, Druid 5 | Range: 180' | Duration: 1 round/level (or special) |
An immobile curtain of shimmering violet fire bursts into existence. One side of the wall radiates intense heat, dealing 2d4 fire damage to creatures within 10 feet, and 1d4 fire damage to those between 10 and 20 feet away. Creatures take this damage both when the wall appears and on each of the caster’s turns.
Any creature passing through the wall suffers 2d6 + 1 per caster level fire damage, doubled against undead. The wall can be formed as a straight sheet up to 20 feet long per caster level, or as a ring with a radius up to 5 feet per caster level. The caster may adjust the size as desired, and the wall can be up to 20 feet tall, limited by space.
If the wall appears where creatures stand, they take damage as if passing through it but may save vs. Spells to reduce the damage to the “within 10 feet” amount.
The caster can maintain the wall by concentration indefinitely or allow it to last the standard 1 round per caster level.
21.0.23.3 Wall of Force
Magic User 7 | Range: 180' | Duration: 1 round/level (or special) |
This spell creates an invisible, immobile wall of force up to 100 feet square. The wall must be continuous and unbroken when formed; if anything breaks its surface during casting, the spell fails. It is immune to all damage and most spells, including dispel magic, but can be bypassed by Dimension Door, Misty Step, and Teleport. The wall blocks both material and ethereal creatures, though ethereal beings can often circumvent it by moving through floors or ceilings. Gaze attacks pass through the wall unaffected.
The caster may maintain the wall indefinitely by concentration or allow it to last 1 round per caster level.
21.0.23.4 Wall of Iron
Magic User 6 | Range: 90’ | Duration: permanent |
This spell creates a flat, vertical iron wall made of 10'x10' sections, one inch thick per caster level. The wall must contact the ground, be a flat plane (edges can fit the space), and cannot occupy space with creatures or objects. The caster can increase thickness by reducing area proportionally but not thinner than one inch.
The wall can bond to surrounding nonliving material if large enough. It can also be created so it can tip over to crush creatures beneath. Untouched, it has a 50% chance to fall either way. Creatures with Strength 13 (or 4+ HD) can push it over intentionally, or work together to do so. A Strength roll at -3 suffices if using Ability Rolls.
Creatures in the path can attempt a save vs. Death Ray (with Dexterity bonus) to avoid damage. Those Ogre-size or smaller failing the save take 10d6 damage. Larger creatures are immune to crushing.
The wall is subject to rust and damage from natural wear.
21.0.23.5 Wall of Stone
Magic User 5, Druid 5 | Range: 15' per level | Duration: permanent |
This spell creates a wall of rock made of 10'x10' sections, 1 foot thick per caster level. The caster can double the wall’s area by halving its thickness. The wall cannot occupy the same space as creatures or objects.
The wall can take almost any shape and doesn’t need to be vertical or rest on solid ground, but it must merge with and be supported by existing stone. It can be used as a bridge or ramp. For spans over 20 feet, the wall must be arched and buttressed, which halves the spell’s area.
The wall can be shaped to create battlements or crenelations, also reducing the area by half. It can be destroyed by disintegrate or normal means.
Trapping creatures under or within the wall is possible but difficult. Affected creatures can save vs. Death Ray to avoid entrapment.
21.0.23.6 Wall of Thorns
Druid 7 | Range: 15' per level | Duration: permanent |
This spell creates a wall of tough, tangled brambles bristling with needle-sharp thorns. The wall is up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 piercing damage, or half as much damage on a successful save. If the subject fails its save vs. Spells it is Entangled and held immobile, suffering a -2 penalty to hit and a -4 penalty to its armor class. In addition, the thorny growths cause 1d8 points of damage to the target each round. An individual so entangled may only cast spells if a DC 15 is achieved, modified by their primary spell casting ability score bonus.
A creature can move through the wall ay 5’ per round suffering 1d8 points of damage.
21.0.23.7 Ward*
Cleric 0, Druid 0 | Range: 10’ | Duration: Instantaneous |
Grants +1 to the subject’s next saving throw. Reversed, this becomes Curse, which gives the opposite effect.
21.0.23.8 Warp Wood
Magic User 2, Druid 2 | Range: 50’ | Duration: instantaneous |
The caster causes non-magical wood within a 20-foot radius to bend and warp, permanently ruining its shape and strength. Doors may jam or swing open, boats may leak, and wooden weapons like bows and arrows become useless. The caster can affect wood objects up to 1 foot in all dimensions per caster level.
21.0.23.9 Water Breathing
Magic User 3, Druid 3, Cleric 3 | Range: touch | Duration: 2 hours/level |
The caster touches one or more creatures, allowing them to breathe underwater freely. The spell’s total duration is divided evenly among all touched creatures. The affected creatures can still breathe air normally.
21.0.23.10 Water to Wine
Cleric 0 | Range: 10’ | Duration: instantaneous |
The cleric may turn one flask or mug of water to wine
21.0.23.11 Waves of Fatigue
Black Magic User 5 | Range: 30’ | Duration: 1 turn / level |
The caster releases an invisible wave of harmful energy in a 30-foot cone or line. All living creatures in the affected area suffer a –2 penalty to Strength and Dexterity for the duration of the spell.
21.0.23.12 Weather Summoning
Magic User 6, Druid 6 | Range: 10 miles | Duration: 5 turns/level |
The caster can summon nearby weather conditions. The caster must be aware of the weather condition to summon it. This spell does not grant control of the weather to the caster.
21.0.23.13 Web
Magic User 2 | Range: 10' per level | Duration: 2 turns/level |
This spell creates a large mass of tough, sticky webs filling up to eight 10'x10'x10' cubes (8,000 cubic feet), arranged as the caster chooses within range. The webs must be anchored between two or more solid opposite points, or they collapse. Creatures inside when the spell is cast must make a save or become trapped.
On a successful save, they are slowed to half speed and cannot attack or cast spells, but can still move.
On a failed save, they are completely immobilized and can’t take physical actions, though they can speak. Stronger creatures (Strength 13+ or 4+ Hit Dice) can try to escape each round by making another save.
The webs are flammable: fire burns through a 10-foot cube in 1 round and spreads each round, dealing 2d4 fire damage to creatures inside and freeing survivors.
21.0.23.14 Wind Walk
Cleric 7 | Range: touch | Duration: 1 hour/level |
This spell transforms the caster’s body into a misty, vapor-like form (similar to gaseous form), allowing flight at 10 feet per round in any direction. The caster can touch and include up to one additional person per three caster levels, each acting independently. If desired, a magical wind can carry a participant up to 600 feet per round, but control is very limited. Wind walkers appear translucent and misty, and if dressed in white, they may be mistaken for clouds or fog. During the spell, each participant can switch between their normal physical form and vapor form freely, but changing form takes five rounds.
The caster can end the spell at any time for themselves or all participants.
21.0.23.15 Wizard eye
Magic User 4 | Range: 240’ | Duration: 6 turns |
This spell creates an invisible magical “eye” through which the caster can see. The eye has Darkvision and otherwise sees like the caster. It can be placed anywhere within 240 feet that the caster can see and then moves at up to 40 feet per round as directed, but it cannot move more than 240 feet away from the caster. The eye cannot pass through solid objects but can fit through openings as small as one inch.
The caster must concentrate to use the eye. In the final minute of the spell, a wind walker in vapor form (if present) automatically descends 60 feet per round as a warning the spell is ending.
21.0.23.16 Wizard Lock
Magic User 2 | Range: 20’ | Duration: permanent |
This spell magically locks a door, chest, or portal. The caster and any Magic User at least 3 levels higher can open it freely without breaking the lock. Others can only open it by breaking in or using dispel magic or a knock spell.
21.0.23.17 Word of Recall
Cleric 6, Druid 6 | Range: self (special) | Duration: instantaneous |
Word of Recall instantly teleports the caster to a designated sanctuary when a single word is spoken. The sanctuary must be a very familiar place and the arrival area is no larger than 10 by 10 feet. The spell works only within the same plane and can transport the caster along with objects or willing creatures they are touching, up to a weight limit.
Unwilling creatures cannot be teleported, and creatures can save against having their possessions transported.
21.0.23.18 Wraithform
Magic User 3 | Range: self | Duration: 3 Rd./Level |
When cast, the magic user and their gear become insubstantial, immune to all nonmagical attacks. Only magical or special attacks—such as those from +1 or better weapons—can harm them. Most undead ignore the caster, mistaking them for a wraith, though powerful undead like liches may resist with a penalty.
The caster can move through tiny openings and cracks, carrying whatever they hold, but cannot fly without extra magic. Attacking is impossible except against ethereal creatures, where combat functions normally.
The spell ends if dispelled or when the caster speaks a command word.
21.0.24 Y
21.0.24.1 Yield
Magic User 2 | Range: 30’ | Duration: special |
This spell compels a creature of 4HD or less within range to surrender its resistance and submit peacefully, lowering its aggression and will to fight. The target must succeed on a Wisdom saving throw or be compelled to yield for the spell’s duration.
While affected by Yield, the target:
Takes a -2 penalty on attack rolls and saving throws related to combat maneuvers.
Cannot make opportunity attacks.
Is unable to take the Attack action, but may take the Dodge, Disengage, or Help actions.
Has disadvantage on any attempt to resist or escape grapple or restraint.
If the target takes damage, it can repeat the saving throw at the end of its turn to end the effect early.
The spell ends immediately if the caster attacks or casts a harmful spell.
21.0.25 Z
21.0.25.1 Zephyr Cage
Druid 4 | Range: 60’ | Duration: 1 round/level |
With a swift gesture and a whispered word of binding, the caster summons a swirling prison of razor-thin air currents to entrap a single creature. The Zephyr Cage forms an invisible cyclone around the target, suspending them a few inches off the ground and severely restricting movement.
The target must make a saving throw vs. Spells or become trapped in the cage. While trapped, the creature cannot move, attack, or cast spells with somatic components, though it may still speak or make mental actions. Ranged attacks against the creature have a -2 penalty to hit due to the swirling winds, but melee attackers gain +1 to hit as the target is partially immobilized.
The cage can be dispelled, and it is instantly broken by Dispel Magic, Control Winds, or a Gust of Wind spell cast directly on it. Creatures of Large size or greater gain a +4 bonus to their saving throw.