Chapter VIII: Explanation of Spells



MAGICIANS



First Level Spells:


Charm Person

Whomever is ensorcelled by this spell regards the magician as though he were a trusted friend and ally. The magician cannot command the charmed person to fall on his (or her) sword, but could convince a charmed gatekeeper to let him enter town despite lacking the proper papers, or convince a charmed listener of a story he (or she) would otherwise think absurd.

The target receives a saving-throw versus spell to avoid being charmed, with any adjustment due to wisdom (see Character Abilities). Once ensorcelled, the charmed person can made additional saving-throws at intervals of a number of days equal to 20 subtracted by one’s intelligence score.

Should the magician harm or attempt to harm the charmed person by any overt action, or should a dispel magic spell be successfully cast, the charm spell is broken.

Dazzle

A cone of prismatic light emanates from the magician’s hands and all creatures caught therein must then make a saving-throw versus spell. Those who fail said save are blinded for 12 seconds. Goblin- and ettin-folk, having sensitive eyes, are blinded for 24 seconds. Undead are wholly unaffected.

If cast with a spell-slot of a higher level, the cone’s size increases by five feet per spell-level above first.

Detect Magic

When cast, allows the magician to determine if there be any sorcery around, such as an enchantment lain upon a door, or the lingering traces of recent witchcraft. The precise characteristics of any such magic cannot be discerned, but one can get a sense of its intensity.

Note that the presence of multiple sources of magic might retard any one’s identification, and that a particularly strong source may confuse or conceal those weaker. Additionally, stone walls of 1 ft. or greater thickness, steel but 1 inch thick, or lead a 1/4 inch thick will prevent detection.

If cast with a spell-slot of a higher level, the range is doubled for every spell-level above first.

Erase

Removes magical or mundane from either a scroll, a single page, or a two-page spread of paper, parchment, or similar medium. Though mundane writings be automatically erased, magical writings have but a 50% base chance, with +5% per experience-level of the magician above first.

Feather Fall

Whomever the spell affects falls for the duration as though he, she, it be not heavier than down or gossamer. Rate of falling is reduced to but 10 ft./second, and neither damage nor penalties are suffered from falling. The maximum weight of creatures and/or objects affected cannot exceed a total of 600 pounds, with an additional allowance of 200 pounds per level over first.

Note that this spell works only upon free-falling or otherwise propelled objects. It cannot slow the stroke of a sword nor the charging of a beast, but could retard a missile.

The material component for this spell is a feather.

Fog

The magician holds out an empty vial and utters an incantation, whereupon great clouds of fog pour forth from the vial and fly to a point within range, creating a sphere 20 foot in diametre centred thereon. The area within the sphere is heavily obscured (-2 to melee attacks, -4 to missile attacks). Spell lasts for duration, or until a gust of wind caused by magic of equal or greater level is used to dispel it.

If cast with a spell-slot of a higher level, the cloud becomes more resistant to the magical winds.

Grease

Coats a surface of the magician’s choosing with a slick, fatty grease. Should the grease cover the ground, whomever enters said area must succeed a saving-throw versus spell or fall prone. Should the grease slick a rope, ladder, or wall, climbing is much retarded.

The grease can also be set ablaze, whereupon it will burn for the duration of the spell. Whomever comes in contact with the flaming grease suffers 1d4 fire damage, and an additional 1d4 for every round spend therein. The magician can dispel the grease and thus the fire at-will, otherwise only smothering can extinguish the flame, not water.

The material component for this spell is some lard, butter, or whale-oil.

Hold Portal

This spell bars a door, gate, or valve with cunning wizardry. Said closure holds fast the portal as though it were secured with ten-fold locks of cold iron. Note that while no mortal instrument might force open the portal, the material thereof is not made impervious to axe or flame. Additionally, a knock or dispel magic spell will likewise dispel such wizardry.

Lesser Illusion

Conjures an illusion either visual or auditory. Visual illusions can take the form of an object, person, beast, or other phenomenon that fits within a 15 foot cube. Auditory illusions can be any single sound, such as whispering or the ringing of a bell, but nothing so complex as a full symphony. The magician may move the illusion to another point within range.

If cast with a spell-slot of a higher level, an additional non-tactile sensory effect (smell, or another sight or sound) might be added for every spell-level above first.

Message

The magician whispers a message which only a target of the magician’s choosing can hear. Said message must fit within the spell’s duration and be there any time remaining, the recipient can in turn whisper a reply only the magician himself can hear. Not that such messages cannot travel through stone walls of 1 ft. or greater thickness, steel but 1 inch thick, or lead a 1/4 inch thick.

Mote of Flame

A mote of fire bursts to life in the magician’s hand then hurled by him at a target within range. Success is determined by an attack roll modified by a bonus equal to half the magician’s experience-level, rounded up be the number unnatural. On a hit, the target suffers 2d4 fire damage (+1d4 per spell-level above first), and, be it especially inflammable, is set ablaze, taking an additional # fire damage every round—up to a minute—unless extinguished.

Materials considered inflammable are: woollen, linen, or silken cloth; furs, hides, and buff; long hair or beards; dry wood or other vegetation; grease; whiskey. [note for ed.; wool, fur, hide, buff should be less inflammable than vegetable matter]

If cast with a spell-slot of a higher level, an additional target may be shocked for every spell-level above first.

Shock

Electricity is channeled through a piece of metal and therefrom leaps at a target of the magician’s choosing within range. The target must make a saving-throw versus spell, suffering 1d10 lightning damage on a failure. Should he be proofed in metal, he incurs a -4 penalty to said saving-throw

If cast with a spell-slot of a higher level, an additional target may be shocked for every spell-level above first.

Sleep

Whomever is stricken by this spell is overcome with drowsiness and collapses into a magical slumber, remaining thus until the duration, or until wakened by shaking, slapping, or wounding; noise cannot rouse them. The spell affects 2d4 hit-dice of monsters (+1d4 per spell-level above first), those with the fewest hit-dice being affected first. To be ensorcelled, all foes need be within a 20 foot radius, the centre thereof being determined by the magician. Note that all undead monsters and certain others specifically noted are immune to this spell.

Foes thus ensorcelled are more easily slain, with all to melee attacks hitting automatically, and attacks made outside of combat encounters killing the target automatically.

The material component for this spell is wool(?).

Second Level Spells:


Alter Self

The magician temporarily alters his physical form, granting one of the following abilities:
Seaborne: Gain the ability to breathe underwater and a swimming speed equal to one's running speed.
Strengthen: Strength score increases by three.
Nimbleness: Dexterity score increases by three.
Change Guise: Physically change one's body to resemble another man-type of similar build, much like the spell Disguise Self.
Sharpen Nails: Unarmed strikes deal an additional 1d6 damage.

Continual Flame

The magician creates an unerring torchlight on a space within 10 ft. of him. Any being occupying that space takes 1d4 fire damage at the start of its turn and must make a save against spell or be set ablaze (if possible). The flame burns for eight hours, or until dispelled by the wizard. Should the wizard die or be knocked unconscious, the flame burns out within the natural burning time of the kindling used in its casting. Once the spell ends, the material component fully burns away.

Cutting Winds

Deadly winds are whipped up in a 10 ft. radius centre on an observable point within 60 ft. of the magician. Whenever a man or beast enter that radious for the first time each turn (or start a turn therein), it must throw a save against spell to resist the wind or else take 2d6 slashing damage.

Darkvision

The magician or a target whom he can touch gain dark-vision out to 60 ft for the duration of the spell.

Hold Person

Target being within range makes a save against spell or becomes paralysed until the spell ends. Those paralysed can take neither move nor act, and skipturns in combat, though can still speak and observe their environment.

Illusory Shadow

The magician conjures an illusory sphere of pitch blackness wherein all beings are wholly obscured from view. Those within who lack true-sight are blinded, whether or not they know the sphere to be mere glamour. Those with dark-vision cannot see within the shadow; only those who can specifically see through magical darkness can peer within.

Invisibility

The magician, or a willing target within reach, turns invisible. This invisibility is broken upon the target making an attack, casting a spell, or falling unconscious/dying.

Knock

The magician slams two pieces of metal together, unntering an incantation while so doing, whereby a known nonmagical lock within range cracks open, creating a lound sound that might be heard up to 200 ft. away. When used on an object other than a lock, the spell will but give the clang of metal fracturing.

Mystic Transposition

The magician dsappears in a cloud of mist, reappearing instantaneously at an unoccupied space within range.

Rays of Fire

The magician conjures three rays of fire, hurling each at a target within range. Several rays may target one being or object. For each, make an attack roll with a bonus equal to half your wizard level, rounded up. On a successful hit, a ray deals 1d12+4 fire damamge, and, should the target be especially flammable, it is lit ablaze, taking an additional 1d4 fire damage every turn up to a minute unless one takes a round to put it out.

CLERICS



First Level Spells:


Blessing of Arms

The cleric gives a prayer to God, asking for guidance in battle, thus blessing up to 4 persons within range. This can include said cleric. For the duration, such persons gain a +d4 bonus to hit, and +1 to their morale ratings. To bestow such blessing, it is necessary to sprinkle holy water upon the recipients and recite a psalm lasting three minutes.

If cast with a spell-slot of a higher level, an additional two persons may be blessed for every spell-level above first.

Command

Compels a person to obey a simple command which must be uttered in a tongue known to the recipient. Said command must be but one word long and unambiguous in intention. Typical commands include: back, silence, halt, flee, surrender. Undead are wholly unaffected. Persons with an intelligence of 13 or greater are entitled to make a saving-throw versus spell.

Cure Light Wounds

In laying on his hands, the cleric restores 2d4 hit-points to the wounded. Note that this spell but hastens and strengthens the natural healing process: severed body parts cannot be reättached by this spell; if more detailed rules for injury are used, any missile or other weapon stuck in the body of the wounded needs be extracted before laying on hands.

If cast with a spell-slot of a higher level, an additional 1d4 hit-points are restored for every spell-level above first.

Detect Evil

When cast, allows the cleric to determine if there be any malign beings or forces around, such as a demon or cursed artifact. Note that this spell allows detection only of supernatural evil, not mere ill intentions. The precise characteristics of any such evil cannot be discerned, but one can get a sense of its intensity.

Note that the presence of multiple sources of evil might retard any one’s identification, and that a particularly strong source may confuse or conceal those weaker. Additionally, stone walls of 1 ft. or greater thickness, steel but 1 inch thick, or lead a 1/4 inch thick will prevent detection.

If cast with a spell-slot of a higher level, the range is doubled for every spell-level above first

Detect Magic

See description under Magicians — First Level Spells.

Purify Food & Water

Non-magical food and drink within range is purified of all disease, parasites, or other befoulment. This spell can convert urine into potable water, but cannot convert fœces into food.

If cast with a spell-slot of a higher level, an additional 3 foot diameter’s worth of food and drink can be purified for every spell-level above first.

Remove Fear (reversible)

The cleric heartens a fellow, raising his saving-throw versus magical fear by +4 for 1 round. Should the recipient be already stricken with fear, the grace of this spell allows another saving-throw to be made with the noted bonus. The reverse of this spell, cause fear, makes the victim to flee in terror as fast as he can from the cleric for 1 round per spell-level. Neither spell has any affect on the undead.

Ward Evil

The cleric blesses a willing recipient, bestowing temporary protection from malign influences. For the duration, any and all attacks by fiends, undead, or other evil spirits incur a -2 penalty, and the warded person has a +2 bonus to all saving-throws against perils of fell origin. To bestow such blessing, it is necessary to sprinkle holy water upon the recipient.

If cast with a spell-slot of a higher level, penalties to incoming attacks and bonuses to saving-throws increase by 1 for every spell-level above first.

Second Level Spells:


Dark Vision

See description under Magicians — Second Level Spells.

Healing Prayer

Engaging in solemn prayer over the course of an hour, the cleric heals all those under his watch. All within 20ft. of him who have been there for at least half of the spell’s casting time regain 2d4+4 expended hit points.

Prayer of Punishment

The cleric utters a radiant prayer, and all man and beasts within 10 ft. of him whom he elects to target must make a save against spell. On a failed roll, a man or beast thus affected suffers 2d6 radiant damage.