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.
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.
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 & Drink
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
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.