54 hemisphere, subject to the wizard’s preference. The bubble’s atmosphere does not allow aquatic beings to swim into or through it, and aquatic beings and creatures cannot breathe Airy Water. Sentient aquatic beings will refuse to enter the bubble. Ambasse’s Absent Lapse Level: 2 (Magic-User) Duration: 1 Round/Level Range: Sight of target Ambasse’s Absent Lapse is a powerful dweomer that targets an opposing magic-user in the midst of spellcasting. The Absent Lapse temporarily wipes the memory of the spell from the mind of the caster for one round (plus and additional round per level). The Absent Lapse is instantaneous and need not be declared prior to rolling initiative (the caster may not be in the midst of casting to spontaneously cast Absent Lapse). The targeted wizard is allowed a saving throw (Spell) to negate. The target receives a save modification based on Level Differential. Level Differential is either a bonus or penalty applied for every level of difference between the caster and the targeted wizard. For example, if the caster of Absent Lapse is Level 2 and the target is Level 4, the target would receive a bonus of +2 on the save, or if the caster was Level 5 and the target Level 2, the target would have a -3 penalty, etc. The Absent Lapse cannot penetrate magic resistance, a Globe of Invulnerability, or magic items that reflect spells. Ambasse’s Allurement Level: 1 (Magic User) Duration: 1 Round/Level Range: Self When cast, this spell increases the wizard’s Charisma by 2d4 (Maximum 18). All intelligent beings within a 10 foot radius (+10 feet per level) must save (Spell). Those who succeed view the wizard with a lower Charisma (1d4), and immediately shun, and disapprove of, him/ her. Those that fail will feel positively predisposed to the caster and will aid him or her within reason (without the confines of their alignment). Animal Growth (Reversible) Level: 5 (Druid) Duration: 2 Rounds/Level Range: 80 Feet This ritual prayer allows the caster to double the size of eight animals (maximum) in a 20x20 foot area (i.e., a three foot tall animal grows to six feet in height). The double growth also applies to mass, hit dice, attack, and damage values. The opposite, Animal Diminution, reduces the aforementioned by half. Animate Dead Level: 3 (Cleric) / 5 (Magic-User) Duration: Permanent Range: 60 Feet This spell animates dead remains, like bones or corpses, into either skeletons or zombies. The constructs follow the caster’s commands. For example, the undead will follow, attack, or guard an area from intruders (or any designated creature type). The constructs remain animated until destroyed or until their necromantic enchantment is dismissed via Dispel Magic. The caster’s level determines the total hit dice of the undead raised (Skeletons HD: 1 or Zombies HD: 2). A Level 6 Cleric, for example, can animate six skeletons or three zombies. Alternatively s/he could animate four skeletons and one zombie. The undead possess no intelligence, abilities, or memories from life. See the respective entries for skeletons and zombies in the monster section. Note that the dead are not easily roused and must be commanded to do so convincingly and authoritatively. If not, they will ignore the summons and the spell will fail (subject to the discretion of the Maze Controller). A good-aligned cleric may incur disapproval from his or her deity by casting this spell. Animate Rock Level: 7 (Druid) Duration: 1 Round/Level Range: 40 Feet This spell is a limited form of Animate Object. The druid can animate 2x2x2 feet of rock, or any other mineral (per level). The rock animated may not be part of an existing structure (dais, wall, or altar, etc.). Otherwise, this spell functions as per Animate Object. Animate Object Level: 6 (Cleric) Duration: 1 Round/Level Range: 30 Feet This spell animates inanimate objects (within one square foot per/level). Each object can then be commanded to attack a caster-designated target. The caster may only animate objects of mundane material. A being’s carried or equipped objects cannot be animated. The Maze Controller must exercise judgment with this spell in relation of the following parameters. The shape of an animated object determines its movement ability. For example, a rope slithers, a chest shuffles, a chair gallops, a vial rolls, etc. Movement ranges from slow
55 (10ft/rd) to fast (60ft/rd). For example, a candelabra might bend and drag itself 10 feet per round, whereas a chair might gallop at the fastest movement rate. To attack, objects use the caster’s Attack Bonus. The Maze Controller’s determines whether an object receives one attack or one every two rounds. Both hit points and damage depend on the object size and shape, with 1d6 considered the baseline. Reasonable adjustments up or down are at the discretion of the Maze Controller. Animate Plant-Based Dead Level: 3 (Druid) Duration: Special Range: 60 Feet This spell allows the caster to call upon plant-matter (grasses, vines, funguses, roots, molds, etc.) to grow through and animate skeletons and corpses within the spell’s range. The animated dead are plant-based. They are not considered undead and cannot be turned by clerics. They will obey the caster until destroyed, the caster is slain, or they are dismissed by Dispel Magic. The spell animates 1 hit die for every level of the caster. For example, a Level 5 Cleric could raise five skeletons (HD: 1 each) or two zombies (HD: 2 each) and one skeleton (HD: 1), etc. The skeletons and zombies animated have the same hit dice, armor class, and movement rates as their undead counterparts. However, because they are plant-based they take double damage from cold-based attacks. Animate Statue Level: 3 (Cleric) / 4 (Magic-User) Duration: 1d10 Rounds/+1 per Level Range: 1 Inanimate Statue (Touch) Through this spell, a cleric or magic-user can animate a statue for a time period equal to 1d10 rounds plus one round per caster level. The statue will only respond to the verbal commands of its creator. The material of the statue determines the construct’s hit dice. The Maze Controller should use the Animated Statue entry (Crystal, Stone, and Iron) in the monster section as a guide. Note that if the caster dies while the statue is animated, the statue will go berserk and attack a random target. Anti-Animal Shell Level: 6 (Druid) Duration: 1 Turn/Level Range: Caster Anti-Animal Shell conjures a semi-translucent force globe that protects all those within from attacks by mundane animals. Mundane animals include all mammals, but not undead, devils, demons, or exotic other-planar creatures. The caster may terminate the spell at any time. The radius is 10x10 feet plus 10 feet per two levels of the caster. Anti-Magic Shell Level: 6 (Magic-User) Duration: 1 Turn/Level Range: Caster Through this dweomer, the caster conjures an antimagic globe. Spells cannot pass through the barrier (in or out). The caster may cast spells on him/herself. The caster may terminate this spell as desired. The radius is, like Anti-Animal Shell, 10x10 feet plus 10 feet per 2 levels of the caster. Anti-Plant Shell Level: 5 (Druid) Duration: 1 Turn/Level Range: Caster Anti-Plant Shell creates an invisible force globe. The shell protects all those within from melee or missile attacks from plant-based beings or animated plants. The caster may end this spell at any time. The shell radius is 10x10 feet plus 10 feet per two caster levels. Antipathy (Reversible) Level: 8 (Magic-User) Duration: 12 Turns/Level Range: See below This spell stimulates a location or object to quiver with magical energy. The micro-vibrations serve to attract (Sympathy) or repulse (Antipathy) a specific type of intelligent being (determined by the magic-user). The being type must be named explicitly. The maximum area affected is 10x10 feet per level. If cast on an object instead of an area, a save penalty of -2 is applied to negate. Anttiliam’s Necromantic Drain Level: 2 (Magic-User) Duration: See below Range: Touch By means of this spell, a caster can reduce a target by one level/HD for 1d6+1 rounds. The caster can drain a second level upon reaching Level 4, a third level at Level 6, and so on. No target can be drained below one level/hit die. The drain includes the loss of spells, combat abilities, and special abilities. The target is allowed a save versus Spell for no effect.
56 Astral Spell Level: 7 (Cleric) / 7 (Illusionist) / 9 (Magic-User) Duration: See below Range: Touch This spell allows the caster to free his or her soul from its corporeality and project astrally on another plane of existence. Five other willing souls may travel with the caster as long as all subjects are connected by hand. Companions must follow, and are dependent upon, the caster while in astral form. If separated or slain, the caster’s companions will be stranded on the Astral Plane. The bodies of all astral travellers remain in suspended form on the Prime Material Plane. The caster (and companion travellers) can only take items that exist on the Astral Plane. The Astral Plane connects to other planes and the caster may also travel to these locations. The caster creates a new physical manifestation on the desired plane. The caster anchors himself to his physical body on the Prime Material Plane through an enchanted silver cord. At any point, if the cord is severed, either on the Astral or the Material Plane, the caster dies. The silvery cord is attached invisibly to the caster for the duration of the spell. If the astral form’s second manifestation is killed, the cord pulls the caster’s soul back to his suspended body on the Material Plane. The actions of the projected caster only influence beings existent on the astral plane. Travel through the Astral Plane can continue indefinitely. PC bodies are unaffected by the passage of time and do not require sustenance. The Astral Spell continues until ended by the caster. Atonement Level: 5 (Cleric) Duration: Permanent Range: Touch This spell absolves the recipient of involuntary evil or past wrongdoing. In order to receive atonement, the subject must be remorseful and truly seek repentance for his/her sins and transgressions. This spell can also reverse an alignment change due to magic. The holy rite of atonement requires one turn to cast. Audible Glamer Level: 1 (Illusionist) / 2 (Magic-User) Duration: 2 Rounds/Level Range: 60 Feet/10 Feet per Level This spell creates illusionary sound. The wizard can project and center the sound anywhere within range. The caster could, for example, create footsteps (approaching or retreating), or voices (loud or soft), etc. The caster can produce sound equivalent to four medium-sized humanoids. The wizard may also increase the sound by four humanoids for each level beyond the minimum required to cast the spell. Note the caster may only use the spell to imitate any sound he or she has heard in the past (human, animal, monster, etc.). If the caster desires a variation on the volume as outlined above, the Maze Controller determines the volume generated. For instance, the sound of four humans might approximate eight children or one troll. All those who actively disbelieve, are allowed a saving (Spell) to recognize the illusionary sound. Augury Level: 2 (Cleric) Duration: See below Range: N/A Through prayer, Augury allows the caster to determine if an impending and immediate action will result in a positive or negative outcome. A cleric is 70% likely to receive a true response plus 1% percent per caster level (the Maze Controller rolls the result). The Augury can predict forward a maximum of three turns. Long-term consequences are impossible to determine through this spell. Aztazibar’s Acrid Finger Level: 1 (Magic-User) Duration: 1 Round/Level Range: Special By means of this spell a gout of green acid projects from the index finger of the caster. The jet of acid causes 1d4+1 points of damage per round. Aztazibar’s Acrid Finger automatically strikes a target if the range is within 20 feet. However, if the target is beyond 20 feet s/he must make a successful ranged attack roll. If the caster is beyond first level, s/he may choose to target different opponents in different rounds, but the above regarding range still applies. The caster must have an unobstructed line of sight to the target. Anything or anyone that obstructs the acid stream takes immediate damage. The caster must maintain concentration throughout the duration of the spell and perform no other actions.
57 Baltron’s Beguiling Birdseed Level: 3 (Magic-User) Duration: Special Range: One Bag of Seed Baltron’s Beguiling Birdseed is similar to the spell Charm Monster (and thus Charm Person), except that a mage casts the charm on one bag of seed that must be consumed by giant ravens, hippogriffs, or griffons, etc., to take effect. One creature is charmed if HD: 7 or greater. A group of HD: 3 monsters or fewer may be influenced (2d6 total HD affected). Baltron’s Black Sheen Level: 1 (Magic-User) Duration: 1 Turn Range: 10 Feet/Level This spell creates a thin sheet of black ice across a 10x10 foot area. Any creature that steps onto the black sheen must save (Stone) or slip, slide, and fall prone. A Level 5 Magic-User may cast the icy coating in different ways including weapon handles, rope, or ladders. In these examples, creatures are allowed a save (Spell) to negate. Baltron’s Effusive Bloodboil Level: 2 (Magic-User) Duration: 3 Rounds Range: One Target within 30 Feet By means of this spell, the magic-user increases the blood temperature of a single humanoid creature. The spell has an effect that lasts for three rounds. In the first round, the victim burns with fever and sweats uncontrollably taking 1d4 points of damage. In the second round, blood starts dripping from the eyes, ears, and nose, and s/he takes 1d8 points of damage. In the third round, as the Bloodboil dissipates, the victim takes an additional 1d4 points of damage. The target is allowed a saving throw (Spells) but this only serves to half the damage. Barkskin Level: 2 (Druid) Duration: 4 Rounds/1 per Level Range: Touch Barkskin hardens a being’s skin like a tree. The druid can cast the spell on him/herself or a willing recipient. The effect improves armor class by +1 and provides a +1 to all saves (except Spell). Blade Barrier Level: 6 (Cleric) Duration: 3 Rounds/Level Range: 30 Feet Through this spell a cleric summons a shimmering curtain of sharp, whirling blades of force. All those that pass through the field take 8d8 damage. The caster designates the spell’s exact area of effect (a 10 foot long wall plus 5 feet per two caster levels). The Blade Barrier is immobile. Bless (Reversible) Level: 1 (Cleric) Duration: 6 Rounds Range: 10 Feet Bless imbues the caster’s companions with courage within a 20x20 foot area of effect. All comrades within the effect gain a +1 to attack, damage and morale. The reverse of the spell, Blight, penalizes enemies –1 to morale, attack and damage rolls. A save versus Spell negates the effect. Blindness Level: 2 (Illusionist) Duration: See below Range: 30 Feet The caster can throw this spell and blind a single target permanently (-4 to hit). The blindness is magical in nature and cure spells will not alleviate the effect. Only the caster can dismiss the spell or a Dispel Magic. Blink Level: 3 (Magic-User) Duration: 1 Round/Level Range: Self By means of this spell the caster can teleport, or “blink,” between the Material Plane and the Ethereal Plane. The caster disappears from one location and reappears in another. In any round the caster wins initiative, s/he can melee attack as normal. If successfully hit on the opponent’s turn, the mage blinks away for no damage. In any round the caster loses initiative, s/he can blink away if successfully hit (again, for no damage) and melee attack normally on his/her turn. Regardless of the number of successful melee or ranged attacks, the mage blinks away for no damage. The mage’s other attack forms, such as ranged attacks, magic items, or spells, fail 75% of the time due to disorientation. The wizard can only be damaged by area of effect, melee, or ranged attacks that target both the point of blink departure and arrival simultaneously. When the caster blinks, s/he reappears randomly five feet from his or her original location. Roll 1d8 relative to the direction
58 faced: Roll 1d8: 1) Forward, 2) Backward, 3) Right, 4) Left, 5) Forward Left, 6) Forward Right, 7) Backward Left, 8) Backward Right. If the position rolled is occupied, the spell shifts the caster in a random direction (max. 10 feet away). If all possible destinations are occupied, the caster is stranded in the Ethereal Plane. Blur Level: 2 (Illusionist) Duration: 3 Rounds/1 per Level Range: Caster This dweomer blurs the caster. Due to the distortion, attackers suffer a -4 penalty to hit with both melee and ranged attacks in the first round of the spell and -2 in all remaining rounds for the spell’s duration. In addition, the caster gains +1 to Wand and Spell saves that require an attack roll. Breath of the Dragon Level: 2 (Illusionist) / 2 (Magic-User) Duration: 1 Turn Range: See below Breath of the Dragon is a second level magic-user or illusionist spell. While casting this dweomer, the wizard’s eyes roll back in his/her head and a visually impenetrable bank of fog spills forth from his or her mouth for one turn. The bank of fog settles across a chasm or expanse and functions as a horizontal bridge (200 feet in length plus 10 feet per level). The spell dissipates in one turn after the casting is complete. Burning Hands Level: 1 (Magic-User) Duration: 1 Round Range: See below By joining thumbs and pointing his fingertips forward, the caster of this spell creates a broad cone of flame. The flame shoots forth in a 120-degree arc and is 5 feet in length. Any target caught in the cone is burned for 2 points of fire damage per caster level (no save). The spell ignites flammables. Call Lightning Level: 3 (Druid) Duration: 10 Rounds/1 per Level Range: 0 By means of this spell, the caster calls forth a lightning bolt that scores 2d8 points of damage plus 1d8 per level. The spell requires the caster to be outdoors and in a storm (any type). The bolt of lightning strikes downward at a target within a 360 feet radius of the druid. All those within 10 feet of the target mark, or in the bolt’s path, take damage. The caster may call a bolt of lightning once per 10 rounds. The spell only functions below ground with a clear vertical access to a stormy sky. Targets may save versus Spell for half damage. Chandra-Kar’s Charm of Disciplinary Jargon Level: 2 (Magic-User) Duration: 2 Rounds/1 per Level Range: See below This spell confuses and confounds the ability of an opposing magic-user to cast spells. Instead of reciting the required incantation, verbose and unrelated academic wizardly jargon issues forth from the wizard’s mouth that prohibits spell-casting. The target wizard is allowed a save versus Spell for no effect. The target mage must be within sight and no further than 50 feet away. Chariot of Fire Level: 7 (Druid) Duration: 5 Turns/1 Turn per Level Range: 10 feet The caster conjures a flaming chariot drawn by two horses. The chariot accommodates eight medium-sized or smaller beings (including the caster). The chariot can either travel on the ground (80 feet) or fly (160 feet). The flaming horses (Stats: AC: 2, HP: 30) can only by harmed by water-based attacks, magic, spells, and magical weapons. The horses and chariot inflict 1d6 if touched. Charm Monster Level: 4 (Magic-User) Duration: Special Range: 25 Feet/5 Feet per Level This spell is indistinguishable from Charm Person. Charm Monster may target humanoids or monsters of four hit dice. If greater than four, only one monster is affected. If cast on a HD: 3 monsters (or under) 3d6 are charmed. Charm Person Level: 1 (Magic-User) Duration: Special Range: 25 Feet/5 Feet per Level By means of this spell, the caster encourages a humanoid creature to regard him or her as an ally. The caster must know the subject’s language to convey orders, or be effective at pantomime. Undead creatures, and those of 4+ hit dice, are unaffected. The caster cannot control the subject of the spell, but rather the caster’s words are perceived in the most favorable manner.
59 The subject will take orders but will refuse dangerous actions or actions with alignment deviations. The caster cannot ask the affected creature to commit suicide or obey harmful orders. However, the caster may convince the target that something risky is worth attempting. Any act that threatens the ensorcelled being ends the spell. The subject of the spell will express extreme jealousy over the caster’s attention. Subject to intelligence, those affected gain additional saves to break the charm: Intelligence 3-8 (once a month), 9-12 (once each week), and 13-18 (once per day). Dispel Magic dismisses Charm Person. Charm Person or Mammal Level: 1 (Druid) Duration: Special Range: 25 Feet/5 Feet per Level This spell is akin to Charm Person but includes animals. All the aspects of Charm Person apply, except the druid need not speak the animal‘s language. Charm Plants Level: 5 (Druid) / 7 (Magic-User) Duration: Permanent Range: 25 Feet/5 Feet per Level Through this spell, the caster may command plants. The plants act within their means and intelligent plants are allowed a save versus Spell at -4 to resist the dweomer. Once enchanted, the caster may command plants indefinitely in the area of effect. Cindaar’s Spell Resistance Level: 8 (Magic-User) Duration: 1 Turn/Level Range: Touch Through this dweomer, the caster grants limited spell resistance. The spell provides at +8 bonus on all saves against mind-influencing effects. These include, but are not limited to, Charm, Command, Fear, Suggestion, Hold, Scare (or spells that mimic these effects). The spell provides a +5 bonus against powerful, highlevel mind-affecting spells like Geas. The caster may confer spell resistance on one being per four levels of experience, but must divide the duration. Clairaudience Level: 3 (Magic-User) Duration: 1 Round/Level Range: N/A Clairaudience allows the caster to concentrate on a specific locale and hear everything within six feet of the location specified. The caster must have visited the location in his or her past. Distance is not a factor in the spell’s effectiveness. Specific spells, magic items, and/or lead shielding, blocks the spell. The spell is limited to the caster’s plane of existence. Clairvoyance Level: 3 (Magic-User) Duration: 1 Round/Level Range: N/A Clairvoyance allows the caster to concentrate on a specific locale and see anything within six feet of the location specified. The caster must have visited the location in his or her past. Distance is not a factor in the spell’s effectiveness. Darkness in the specified location may reduce the visibility of the spell, subject to the discretion of the Maze Controller. The incantation can be blocked by specific spells, magic items, and/or lead shielding. The spell is limited to the caster’s plane of existence. Clone Level: 8 (Magic-User) Duration: Permanent Range: Touch This spell enables the creation of a clone using a piece of its flesh. The body must be preserved from decay, but preferably fresh. Once cast, the clone must be gestated in a wizard’s workshop, for a period of 1d4+2 months. Once the clone gestates to maturity, a psychic link forms between the two beings for one week. If the original is still alive during this time period, both entities will actively attempt to kill each other. If neither succeeds, there is a 95% likelihood that one of them, either the clone (75% chance) or the original (25% chance), turns insane. There is a chance (5%) that both turn insane. After one week, if neither manages to eliminate the other, the mental link dissipates, and the compulsion to slay each other ceases. The spell only replicates the original being’s mind and body, not their equipment.
60 Cloudkill Level: 5 (Magic-User) Duration: 6 Turns Range: 0 This spell, also called Deathmist, creates a bank of greenish-yellow toxic fog (four feet wide, two feet high, and two feet deep). The cloud is so lethal it kills all those fewer than 4+1 hit dice on contact. Those between 4+1 and 5+1 must save versus Death at -4 or die and all those in excess of 6 hit dice must save normally or die. The cloud moves away from the wizard at a rate of one foot per round. The cloud is susceptible to light wind but will never push it backwards toward the caster. Moderate-to-high wind disperses the cloud in four rounds and high wind prevents the casting of Cloudkill entirely. The fog is heavier than air, and sinks into depressions and low-lying areas. The spell is particularly well-suited for sinkhole openings and the nests of burrowing animals and insects. The spell does has no effect on those immune to poison. Color Spray Level: 1 (Illusionist) Duration: Instant Range: 3 Feet/1 per Level A brilliant cone of colorful light streams forward from the illusionist’s hands. The cone shoots forward in a 120-degree arc and is 5 feet in length. The spell blinds or stuns 1d6 targets in the area. In addition, the spell may knock targets unconscious. The spell affects the hit dice of target(s) in relation to the level of the caster, as outlined on the table below: Monster Hit Dice Color Spray Result HD: < or Equal to Caster Unconscious (2d4 Rds) HD: 1-2+ than Caster Blinded (1d4 Rds) HD: 3+ than Caster Stunned (1 Rd) The spell provides a save to negate (Spell) for those of six hit dice or greater, or with more hit dice than the caster. Sightless or blind beings are unaffected. Command Level: 1 (Cleric) Duration: 1 Round Range: 10 Feet Through this prayer, a cleric proclaims a single word of commandment, which a single target must obey without question. The commandment could include: jump, drop, halt, sleep, run, fall, flee, surrender, etc. The caster can instruct the subject to “die” but this merely results in a cataleptic state for one round. The caster must communicate in the target’s language. Any target with 5 or more HD or Intelligence of 12+ is entitled to a save versus Spell to negate. Like all mindinfluencing spells, undead are immune to Command. Commune Level: 5 (Cleric) Duration: 3 Turns Range: 0 Through this spell, the caster may consult a divine power in order to gain knowledge. The spell cannot be cast more than once per week and the cleric only may ask three yes-or-no questions. Deities and their divine emissaries do not look favorably on those who call on them for trifling issues, or who disturb them regularly. The Maze Controller must adjudicate this spell for misuse. Once per year, if the cleric has been particularly devout and true to the faith, s/he may ask seven questions. Commune with Nature Level: 5 (Druid) Duration: See below Range: One Half Mile/Level Through this ritual a druid attunes with, and gathers knowledge of, the natural world. The spell may not be cast underground. The ritual spell allows the caster to ascertain a piece of information (per level of the caster) from any of the following: general state, terrain, plant life, mineral composition, location of water, inhabitants, animal populations, sylvan creatures, unnatural beings or monsters. If a druid is touching a standing stone at the time of casting, or within a stone circle, s/he gains one additional piece of information. If at either location at sunset or sunrise, s/he receives two pieces of information. Further, if at either location on the Summer or Winter Solstice, three additional pieces of information are gained. This ritual requires one turn to cast.
62 Comprehend Languages (Reversible) Level: 1 (Magic-User) Duration: 5 Rounds/Level Range: Touch By this spell the caster can comprehend an unknown spoken language or read an unknown script. In both cases, the caster must touch the being or the manuscript. The spell is confined to the ability to read and provides no insight or context. The spell only provides a temporary ability, not a permanent ability to understand or read the language in question. A mage can use the reverse of the spell, Obfuscate Languages, to dispel the effects of Comprehend Languages, or to make language, written or spoken, incomprehensible. Cone of Cold Level: 5 (Magic-User) Duration: Instantaneous Range: 0 This spell manifests a cone of bitter, icy frost. The cone issues forth from the caster’s hand and broadens outward (5 feet wide at the origin, 40 feet long, and 30 feet wide at the terminal end). The cone deals 1d4+1 points of cold damage per level. Thus, a Level 10 wizard would deal 10d4+10 points of damage. A successful saving throw versus Spell halves the damage. Cold-based creatures take no damage from this spell. Confusion Level: 7 (Druid) / 4 (Illusionist) / 4 (Magic-User) Duration: 1 Round/Level Range: 10 Feet This spell confuses 2d4 targets within a 10x10 foot area. On a failed save (Spell at -2), targets are unable to function independently. Roll below, at the opening of every combat round, to determine the target’s response: 1d20 Confusion Result 15-20 Attacks nearest being. 9-14 Mumbles incoherently (2 Rounds). 5-8 Scratches head befuddled. 1-4 Wanders in random direction (1 Turn). Confusion (Advanced) Level: 5 (Illusionist) Duration: 2 Rounds/Level Range: See below Advanced Confusion is indistinguishable from the lesser spell, except it affects 3d4 beings in a 30x30 foot area. Illusionists can save versus Spell to avoid its affect, as well as fighters (except barbarians, paladins, and rangers). All saves versus spell are at a -2 penalty. Conjure Animals Level: 6 (Cleric) Duration: 2 Rounds/Level Range: 30 Feet Through this spell the caster summons normal animals for combat or other purposes. The caster’s level determines the number of animals summoned. For each caster experience level, s/he may summon one hit die (note that each +1 on a hit die is calculated as 1/4 hit die). For instance, a Level 8 Cleric may summon eight hit dice worth of animals (such as eight HD: 1 animals, or two HD: 3 animals and one HD: 2, etc.). Summoned animals fight until slain or the spell duration ends. The Maze Controller chooses the animals conjured. Conjure Earth Elemental Level: 7 (Druid) Duration: 1 Turn/Level Range: 10 Feet Through this spell, the caster calls one HD: 16 Earth Elemental to pull itself up from the ground. The elemental will obey, perform tasks, and fight for the spell’s duration. Dispel Magic returns the elemental to the Plane of Earth. Conjure Elemental Level: 5 (Magic-User) Duration: 1 Turn/Level Range: 10 Feet Through this spell, the caster summons one HD: 16 elemental of choice (air, earth, fire or water). For the spell duration, the caster is limited to half speed. The caster may undertake no other actions and must concentrate to control the elemental for the spell’s duration. The caster can dismiss the elemental at-will. Dispel Magic immediately forces the elemental back to its plane. If the caster’s concentration breaks at any point during the spell duration, the elemental will turn and attack the caster. Further, the caster cannot send the elemental back its home plane of existence. The type of elemental summoned must be declared at the time of spell memorization.
63 Conjure Fire Elemental Level: 6 (Druid) Duration: 1 Turn/Level Range: 40 feet The caster, through this spell, summons an elemental from the Plane of Fire. The elemental is bound to perform tasks and fight for the spell’s duration. Dispel Magic returns the entity to its home plane of existence. The spell requires a fire. At the time of casting, roll the table below to determine the elemental’s hit dice: 1d100 Fire Elemental Hit Dice 96-100 Fire Elemental (HD: 20) 86-95 Fire Elemental (HD: 16) 01-85 Fire Elemental (HD: 12) Contact Other Plane Level: 5 (Magic-User) Duration: Special Range: 0 Through this spell, the caster contacts another plane of existence in order to consult a divine being. The entity replies in a language understood by the caster, but they are loathe to engage and only provide very brief, or one word, responses (such as, yes, maybe, no, always, or never). To ask questions, the caster must concentrate exclusively on the spell. One question may be asked (and a reply offered) per round. The caster may ask one question for every two caster levels. Increased concentration and risk accompanies each question (beyond the first two). Consult the table below to determine if the entity knows the answer. Roll Unbeknown to determine if the entity knows and then the second column to see if it responds truthfully. Note the spell may cause the caster to turn insane. Questions Unbeknown Truth Insane 3 80% 45% 10% 4 70% 50% 15% 5 65% 60% 20% 6 60% 65% 25% 7 50% 70% 30% 8 35% 75% 35% 9 30% 80% 40% 10 20% 85% 45% 11 15% 90% 50% 12 10% 95% 55% Continual Flame Level: 2 (Cleric) Duration: Permanent Range: Touch A flame, equivalent in brightness to a torch (30 feet), springs forth from an inanimate object touched by the caster. The effect appears like a mundane flame, but generates no heat and does not use oxygen. A Continual Flame can be covered and hidden but not smothered or quenched. This spell can only be cast on inanimate objects. This spell may be cast on a being’s possessions, but the subject receives a saving throw (Spell) to negate the effect. Continual Light (Reversible) Level: 3 (Cleric) / 3 (Illusionist) / 2 (Magic-User) Duration: See below Range: 10 Feet This spell creates light equivalent to sunlight in a 60 foot radius, and any creature that suffers a penalty in sunlight is affected. The caster may throw the spell on objects or a creature’s eyes, causing blindness (-4 to hit, saving throw versus Spell negates). Unless dispelled, Continual Light is permanent. Continual Darkness produces darkness consistent with the above spell. It can be countered with Continual Light or Dispel Magic. Like Continual Light, the caster may target the eyes and cause blindness (save applies). Normal eyesight, including darkvision, cannot penetrate Continual Darkness, nor can lanterns, torches, or Light. Control Temperature Level: 4 (Druid) Duration: 4 Turns/1 Turn per Level Range: 0 Through this ritual prayer, the caster can adjust temperature (up or down) within a 20 foot radius. The temperature adjustment is 60 degrees plus 10 degrees per caster level (beyond Level 6). For example, at Level 9 a druid can affect a change of 90 degrees Fahrenheit. Control Weather Level: 7 (Cleric) / 6 (Druid) / 6 (Magic-User) Duration: 4d12 hours Range: 0 This spell changes weather in a fixed area. The spell requires one turn to cast and 1d4 additional turns to manifest (3d4+4 square miles). The caster can only call forth season and climate-appropriate weather:
64 Season Weather Type Spring Electrical Storm, Wind Storm, Tornado Summer Rain Storm, Hail Storm, or Heatwave Autumn Rain Storm, Hail Storm, or Hurricane Winter Snow Storm, Ice Storm, Polar Vortex Through this spell, caster may adjust weather tendencies only. This includes direction and intensity, but not specific control. The caster, for example, cannot direct the path of a hurricane or ice storm. The spell precludes conflicting weather patterns. Control Weather (Advanced) Level: 7 (Druid) Duration: 4d12 hours Range: 0 This spell, more potent than the lesser spell of the same name, controls weather. The spell can alter weather forward or backward by one season. For example, in winter the caster may change the weather to fall or spring. In every other aspect, this spell is identical to Control Weather. Control Winds Level: 5 (Druid) Duration: 1 Turn/Level Range: 0 This ritual adjusts wind within a 40 foot radius per level of the caster. The effect is centered on the caster and increases or decreases wind velocity. This effect continues until the caster alters the desired velocity, dismisses the spell, or the spell concludes. During the spell, the caster is centered in a calm “eye” of the wind. The druid can adjust wind speed up or down 3 miles per hour, in 3 mile increments, each round. When the caster ends the spell or the spell’s duration ends, wind velocity decreases at the identical rate. As a guideline, Strong Wind (35+mph) will make sailing arduous, ranged attacks inaccurate, and force small airborne creatures to ground. Severe Wind (50+ mph) will cause building and ship damage, and force medium-sized flying creatures to ground. Windstorms (70+ mph) will force most avian monsters to land, uproot trees, may blow down wooden buildings, and imperil vessels. In more extreme examples, Hurricane Wind (90+ mph) will outright demolish wooden buildings, uproot large trees, and destroy ships. Tornadoes (175+ mph) level all structures and vegetation. Note: The spell will function in confined spaces and underground. If the radius of the spell is constricted under 40 feet, the spell provides no “eye” to the caster. Create Food and Water (Reversible) Level: 3 (Cleric) Duration: Permanent Range: 10 Feet This spell allows a cleric, per experience level, to create enough food and water for 12 medium-sized humans. Create Water (Reversible) Level: 1 (Cleric) / 2 (Druid) Duration: Permanent Range: 10 Feet This spell generates four gallons of drinking water per level of the caster. The caster can create water directly into vessels (like barrels), or in a space three foot cubed. Destroy Water, reverse of the spell, completely evaporates water in a similar volume. This spell precludes the creation of water within a living target. Creeping Doom Level: 7 (Druid) Duration: 4 Rounds/Level Range: 0 Through Creeping Doom, a druid calls forth a massive swarm of insects. The druid may command the 20x20 foot mass of biting and stinging insects to attack a target within 80 feet. The swarm consists of individual insects (2d4+2)x10 (+5 per level) and moves 5 feet per round. Each insect scores one hit point of damage and dies. The caster may direct the mass of insects to move and attack other targets within range of the spell, as desired (and subject to its movement rate). The swarm gets weaker the further it moves from the caster. If the swarm moves beyond 80 feet of the druid, 2d10 insects skitter away. A further 2d10 disperse for every 5 feet thereafter until the swarm scatters completely or the spell’s duration ends. Cure Blindness (Reversible) Level: 3 (Cleric) Duration: Permanent Range: Touch Through this spell a cleric may cure blindness (mundane or magical). The reverse, Cause Blindness, requires a successful touch attack. However, a save versus Spell negates the effect. Blinded targets receive a -4 penalty to attack rolls.
65 Cure Critical Wounds (Reversible) Level: 4 (Cleric) / 5 (Druid) Duration: Permanent Range: Touch By touch, a cleric heals 4d8 hit points of damage +1 per level. This spell cannot grant hit points beyond the recipient’s maximum. The reverse, Cause Critical Wounds, inflicts 4d8 hit points of damage +1 per level on a successful touch attack. Cure Disease (Reversible) Level: 3 (Cleric) / 3 (Druid) Duration: Permanent Range: Touch Through touch, the spell cures all forms of disease, including lycanthropy and mummy rot. The reverse, Cause Disease, inflicts a disease that poisons the blood, decreases Constitution by four points, and all attack and damage rolls are at -1. The target falls into a comma in 2d6 days. A save versus Spell negates the effect. The disease caused by this spell cannot be cured (except by Cure Disease) and the target requires twice normal healing time. Cure Light Wounds (Reversible) Level: 1 (Cleric) / 2 (Druid) Duration: Permanent Range: Touch By touch, the cleric heals 1d8 hit points of damage +1 per level. This spell cannot grant hit points beyond the recipient’s maximum. Cause Light Wounds (the reverse) causes 1d8 hit points of damage +1 per level on a successful touch attack. Cure Moderate Wounds (Reversible) Level: 2 (Cleric) / 3 (Druid) Duration: Permanent Range: Touch Through touch, the cleric heals 2d8 hit points of damage +1 per level. This spell cannot grant points beyond the recipient’s maximum. Cause Moderate Wounds causes 2d8 hit points of damage +1 per level on a successful touch attack. Cure Serious Wounds (Reversible) Level: 3 (Cleric) / 4 (Druid) Duration: Permanent Range: Touch By touch, the cleric heals 3d8 hit points of damage +1 per level. This spell cannot grant hit points beyond the recipient’s maximum. Cause Serious Wounds causes 3d8 hit points of damage +1 per level on a successful touch attack. Dancing Lights Level: 1 (Illusionist) / 1 (Magic-User) Duration: 2 Rounds/Level Range: 10 Feet The caster conjures four dancing orbs of light, or a single, spectral human-like form. The dancing lights glow akin to torchlight and disappear if they move more than 10 feet from each other. The caster determines their flight pattern: up, down, forward, backward, diagonal, straight, or around corners. The glowing orbs disappear if they move beyond the range of the spell. Dancing Lights are often mistaken for Will-o-Wisps. Darkness (15 Feet) Level: 1 (Illusionist) / 2 (Magic-User) Duration: 1 Turn/1 Round per Level Range: 30 Feet The caster conjures a globe of darkness with a 15 foot radius, centered within range of the spell. The darkness in the radius is absolute, and all mundane forms of vision are negated, including darkvision. Both Light or Continual Light counter the spell, such that the standard light within the radius functions normally. Darkvision Level: 2 (Druid) / 3 (Magic-User) Duration: 12 Turns/6 Turns per Level Range: Touch The caster or touched subject can see 60 feet in the dark for the duration of the spell. Deafness Level: 2 (Illusionist) Duration: See below Range: 10 Feet If the target fails a save (Spell), s/he is deafened. The effect is permanent. The deafness is magical and cure spells will not remove the condition. The caster can choose to dismiss the spell at-will. Dispel Magic will also remove Deafness. Death Spell Level: 6 (Magic-User) Duration: Instantaneous Range: 10 Feet/5 Feet per Level
66 This spell slays all those of eight or fewer hit dice (to a maximum of 4d8 hit dice). If, for example, the caster rolls 28 hit dice, and there are seven HD: 4 targets within range, all die on a failed saving throw (Death). Delayed Blast Fireball Level: 7 (Magic-User) Duration: See below Range: 10 Feet/10 Feet per Level This spell is the same as Fireball except +1 is added to each die of damage. The caster can choose to detonate the spell up to five rounds after casting. Demambala’s Sepulchral Soup Level: 3 (Magic-User) Duration: 3 Turns Range: 1 Target By means of this spell, the magic-user creates a disgusting broth (1 dose) made from the bones of animated skeletons and wight flesh. By consuming the soup the imbiber becomes immune to a single level drain attack from all undead up to, and including, a vampire. Drinking the soup is a difficult task, even for the most ardent adventurer. After drinking the soup the imbiber must make a Constitution Check or vomit profusely for 1d4 rounds plus one round for each level of the caster. Vomiting indicates spell failure. Detect Charm Level: 2 (Cleric) Duration: 1 Round/Level Range: 20 Feet By means of this spell, a cleric can determine if one being in range (per round) is influenced by any Charm or Charm-like spell. Detect Evil (Reversible) Level: 1 (Cleric) / 2 (Magic-User) Duration: 1 Turn Range: 10 Feet/10 Feet per Level Through this spell, the caster can sense evil. The source could be either a being or an evil object. Evil creatures or objects within 10 feet glow red to the caster. The spell does not allow the caster to scry, but rather grants the perception of evil. The reverse of this spell, Detect Good, functions similarly but with a white outline. Detect Illusion Level: 1 (Illusionist) Duration: 3 Rounds/2 Rounds per Level Range: 10 Feet/10 Feet per Level This spell allows the caster to determine the presence of an illusion. Illusions must be in immediate sight (within 10 feet plus 10 feet per level). The caster can allow another being to see an illusion through touch at the time of casting. Detect Invisibility Level: 1 (Illusionist) / 2 (Magic-User) Duration: 5 Rounds/Level Range: 10 Feet/10 Feet per Level By means of this spell, the caster may view all invisible items and beings. In addition, the caster can also see ethereal or astral items and beings. Detect Lie (Reversible) Level: 4 (Cleric) Duration: 1 Round/Level Range: 20 Feet This spell allows the caster to discern whether words are true or lies. Imperceptible Lie (reverse of Detect Lie) can negate the effect of Detect Lie, or can be used to lie convincingly. Detect Magic Level: 1 (Cleric, Druid, Illusionist, Magic-User) Duration: 1 Turn Range: 10 Feet/10 Feet per Level This spell allows the caster to identify a magical object or being in the area of effect for the duration of the spell. This includes objects or beings that are permanently or temporarily under any form of enchantment. Detect Pits and Snares Level: 1 (Druid) Duration: 4 Rounds/1 per Level Range: 10 Feet/10 per Level Through this spell, a druid can detect pit traps, snare traps, dead-fall stone traps, as well as mechanical traps within range, for the duration of the spell. Dimension Door Level: 4 (Magic-User) Duration: 1 Round Range: See below This spell allows the caster to open a door-like magical portal and travel instantly from his or her current location to any known location of choice within 30 feet per level of the caster. Dimension Door functions without error. However, if the destination is occupied as the magic-user emerges, s/ he is stranded on the Astral Plane.
67 Disintegrate Level: 6 (Magic-User) Duration: Permanent Range: 10 Feet A thin, black beam springs from the caster’s pointed finger. No attack roll is necessary. The beam disintegrates any single mundane (non-magical) being regardless of size instantly (save versus Death negates). If used to disintegrate an inanimate, non-living object, the beam reduces one 10x10x10 foot cube to dust. Dispel Evil (Reversible) Level: 5 (Cleric) Duration: 1 Round/Level Range: Touch When the caster invokes this spell, and with a successful touch attack, summoned creatures of an evil nature or those summoned for evil intent (such as, but not limited to: Efreeti, Elementals, Invisible Stalkers, Phantom Stalkers, Demons, or Devils, etc.) are banished back to their home plane of existence for the duration of the spell. While the spell remains in effect, aforementioned monsters suffer a -7 penalty to attack the caster. The reverse of this spell, Dispel Good, functions in the same manner against summoned creatures of good intent or good alignment. Dispel Magic Level: 3 (Cleric) / 4 (Druid) / 3 (Magic-User) Duration: Permanent Range: 5 Feet/5 Feet per Level This spell negates magic effects. The caster instantly dismisses all spells and spell-effects, regardless of class, if the same level or lower. A possibility of spell failure exists. For each level above the caster, a 7% chance exists (cumulatively) that Dispel Magic fails. For example, if a Level 7 Magic-User attempts to dispel the effect of a Level 10 Magic-User, the failure rate is 21%. Dispel Phantasmal Force Level: 3 (Illusionist) Duration: Permanent Range: 10 Feet/Level An illusionist may use this spell to end Phantasmal Force. The dweomer also dispels all illusionist spells in the same manner, and with the same percentages, as Dispel Magic. Illusions created by classes other than illusionists are immediately dispelled. Divination Level: 4 (Cleric) Duration: See below Range: 0 Like Augury, the spell Divination informs the caster about a given location. The information gleaned could include the presence of treasure, occupants, defenses, or alignment (lawful, chaotic, evil, or good, etc.). The spell provides a base 60% probability of success (+2% per level of the caster). The Maze Controller rolls the result secretly. Failure results in erroneous information. Djriixim’s Purple Haze Level: 2 (Magic-User) Duration: Permanent Range: 30 Feet This spell is similar to the spell Stinking Cloud in several respects. Djriixim’s Purple Haze creates a 20 foot cubed bank of thick purple vapor centered anywhere within range. All those caught in the vapor feel disoriented and are unable to act (beyond staggering outside the cloud and are +2 to hit). The condition persists as long as the subjects remain in the haze and for 1d4+1 rounds after exiting. All those who succeed on a save (Death) when leaving the vapor are unaffected for the remaining rounds but feel ravenous. Dragon Mist Level: 2 (Druid) / 2 (Illusionist) Duration: Permanent Range: 30 Feet Dragon Mist creates a 20x20x20 foot bank of thick sulphuric, choking mist centered anywhere within range. All living beings within become helpless with asphyxiation and nausea (+2 to hit). The condition persists as long as the target remains in the mist and for 1d4+1 rounds afterwards. Any creature that succeeds on a save versus Death when leaving fog is unaffected for the additional rounds. The mist also obscures vision. Duo-Dimension Level: 7 (Magic-User) Duration: 3 Rounds/1 per Level Range: 0 Through this spell, the caster becomes two-dimensional. The caster temporarily shifts one aspect of his or her being (depth) to another plane and is thereby twodimensional in width and height only. The caster may act normally, but appears invisible if standing sideways. Duo-dimension allows the caster to move sideways and slide through thin cracks or tight spaces. The caster is
68 impervious to attack when turned sideways, but takes triple damage otherwise. The spell True Sight instantly apprehends the presence of the caster. The caster remains susceptible to area of effect attacks (and the damage modifier). Eaiggard’s Wizard Vizard Level: 1 (Illusionist) Duration: 2d6 rounds/2 rounds per level Range: 0 This spell creates an illusion that alters the appearance of caster. The illusionist may adopt the appearance of a humanoid of similar height (shorter or taller by no less/ more than one foot). The spell can also change weight, clothing, and equipment. Earthquake Level: 7 (Cleric) Duration: 1 Round Range: 120 Feet This prayer calls forth a severe, but localized earthquake, with a radius of five feet per caster level. The quake opens fissures in the ground, destroys buildings, etc. The spell lasts for one round and those within the area cannot attack, move, or cast spells. The exact effect of Earthquake is subject to terrain: Cavern: The ceiling collapses for 7d6 points of damage to all those below. Additional effects are subject to the Maze Controller. Cliffs: A cliff cracks and crumbles resulting in a landslide. All those affected take 7d6 damage. Open Ground: Crevasses crack open the earth swallowing 1d8 to their death (Death save negates). Structure: All structures take 5d12 points of damage. The damage is sufficient to collapse wooden or brick buildings, but not necessarily stone structures like keeps or castles. All those inside take 6d6 points of damage. Swamp, Lake, or River: In this terrain, the quake opens fissures below and drains away water leaving thick, muddy ground. The ground slows all movement by 3/4 for 7 days. Creatures may get sucked down into the mud to their death (Death save negates). Elderberry (Reversible) Level: 2 (Druid) Duration: 1 Hour Range: Not applicable Upon casting this spell, the druid slowly breathes on, and thus enchants, a handful of elderberries (1d4+1 per level). Each elderberry, which must be consumed within six turns (one hour), heals two hit points of damage. A maximum of eight berries may be consumed in any 24-hour period. In addition, the consumption of an enchanted elderberry fully nourishes a player character for the same time period. The reverse of this spell, Poisonberry, creates a similar number of berries but causes 2 hit points of damage if ingested and immediately makes the subject famished. Emotion Level: 4 (Illusionist) Duration: See below Range: 10 Feet/Level Through this spell, the caster imbues a subject with emotion (save versus Spell for no effect). The following emotions and effects may be implanted: Fear as per the spell (Save -2), Rage (+1 to hit, +2 damage, +3 hit points per level, fight until slain), Hate (to hit and damage, saves, and morale, all +2), Despair (as the Symbol). The spell concludes when the caster breaks concentration or has their concentration broken. Enchanted Weapon Level: 4 (Magic-User) Duration: 5 Rounds/Level Range: Touch This spell requires one turn to cast. On completion, a magic-user may enchant one standard-sized melee weapon (sword, or flail, etc.) or two small-sized weapons (sling stones, crossbow bolts, arrows, or daggers, etc). These enchanted weapons may damage creatures only struck by +1 or better weapons. They do not possess bonuses to hit or damage. Ranged, or missile weapons, lose their enchantment when used in combat and melee weapons hold their magic until the spell’s duration ends.
70 Enlarge (Reversible) Level: 1 (Magic-User) Duration: 1 Turn/Level Range: 5 Feet/Level This spell allows one subject in range to immediately grow twice their size in height and weight. Therefore, a small-sized humanoid (dwarf, halfling, or gnome) would grow to approximately 7-8 feet tall. A mediumsized humanoid (cyclopsman, elf, human, half-elf, or half-orc) would grow to between 11-14 feet in height. In either case, the Strength adjustment is +2 to a maximum of 18. Magic item properties are unaltered by this spell. If cast on an object, the growth is 10% (with an additional 10% per level). Objects are limited to twice their original size. Both beings and objects, through Enlarge, also double their mass. The reverse of the spell, Shrink, reduces beings or objects by the proportions outlined above (with a -2 adjustment to a minimum of 3). These spells counter each other. Both Enlarge and Shrink allow a save (Spell) to negate (if unwilling). Entangle Level: 1 (Druid) Duration: 1 Turn Range: 80 Feet Through this spell a druid causes all grasses, weeds, and vines, to grow in length. All those within, or that enter, a 40x40 foot area are entangled. The vegetative overgrowth immobilizes all those affected (+4 to hit). A successful save versus Spell, allows slows movement to half speed (+2 to hit). Erase Level: 1 (Magic-User) Duration: Permanent Range: 30 Feet Erase removes script (magical or mundane) from scrolls, books, or parchment. The spell cannot erase Explosive Runes or a Glyph of Warding. A magic-user has a 50% chance to erase magical script (+3% for each caster level) or 50% for mundane script (+6% per caster level). ESP Level: 2 (Magic-User) Duration: 1 Round/Level Range: 20 Feet/10 Feet per Level After one turn of focusing in a single direction, the caster can perceive thoughts within 20 feet (plus 10 feet per level). The caster understands their meaning regardless of language. If multiple beings are within range, the spell requires additional time (one round) to distinguish one set of thoughts from other unique voices. Lead, or stone two feet thick, obstructs the spell. Exorcise Level: 4 (Cleric) Duration: Permanent Range: 1 Foot This ritual removes a supernatural entity from the possession of a being, creature, or object. Examples include, Magic Jar, Charm spells, similar magical and/ or spell effects, or possession by an abyssal or demonic presence such as a devil or demon. To determine the success of the ritual, the Maze Controller rolls 1d00. This represents the probability the cleric is successful per turn of the exorcism. For every level between the cleric and the hit dice of the entity, the chance of success increases/decreases by 1%. During an exorcism, the presence of an old priest and a young priest raises the chance of success by 10%. Maze Controllers should note that a supernatural entity will not leave easily, must be authoritatively commanded to depart, and may seek vengeance on the exorcist(s). Explosive Runes Level: 3 (Magic-User) Duration: Permanent until Triggered Range: Touch This spell allows the caster to mark arcane runes on an object (book, map, scroll, etc.). When read, the runes detonate for 6d4+6 damage in a 10 foot radius. The reader of Explosive Runes takes full damage (no save). All those in the 10 foot area receive a save versus Spell for half. The inscribed object is obliterated, unless immune to fire. At the time of casting, the magic-user specifically designates who can read the runes without triggering detonation. The caster can also dismiss Explosive Runes when desired. A successful Dispel Magic removes Explosive Runes. On close inspection, an experienced magic-user (7%/level) or a thief (5%/level) may detect the runes without detonation.
71 Extension I Level: 4 (Magic-User) Duration: See below Range: 0 This incantation extends the duration of a spell previously cast and currently in effect. The duration of Level 1, 2, and 3 spells are lengthened by 50%. Extension II Level: 5 (Magic-User) Duration: See below Range: 0 Extension II is the same as Extension I. The incantation lengthens spell duration (Levels 1-4) by 50%. Extension III Level: 6 (Magic-User) Duration: See below Range: 0 Extension III is the same as Extension I. The dweomer lengthens spell duration (Levels 1-3) by 100%, or a Level 4 or 5 spell by 50%. Face of the Forest Level: 1 (Druid) Duration: See below Range: N/A By means of this spell a druid creates a telepathic bond with a tree. The druid must spend three turns carving a face, also called an arborglyph, of their deity into its trunk. The druid may choose one of two options prior to casting the spell. S/he may “see” through the Face of the Forest for the preceding 24-hour period. Alternatively, the druid can command the tree to alarm the caster telepathically of any movement in the face’s line of sight for the next 24 hour period. Once the time period has elapsed, or the tree has alarmed, the spell ends. Deities such as Silvanus the Green Man, or Herne the Hunter, are commonly used to carve arborglyphs. Faerie Fire Level: 1 (Druid) Duration: 4 Rounds/Level Range: 10 Feet This spell casts a colored outline around two mediumsized or four small-sized creatures (bullywugs, halflings, goblins, kobolds, etc.) in a 20 foot radius plus 5 feet per level. The spell provides +2 on all attacks due to the increased visibility of the targets. The glowing outline makes the target visible in darkness up to 60 feet away (30 feet if close to a light source). The druid may choose green, blue, or purple, Faerie Fire. Fear Level: 3 (Illusionist) / 4 (Magic-User) Duration: Round/Caster Level Range: 0 A long and narrow invisible cone (60 feet long, 5 feet wide origin, and 30 feet wide at the end) issues forth from the caster and causes all those in the area of effect to panic and flee (save versus Spell to negate). There is a 60% chance with a modifier of -5% per HD (or level), that the targets drop everything held in-hand. Those affected flee at their fastest movement rate away from the caster. Feather Fall Level: 1 (Magic-User) Duration: 1 Round/Level Range: 10 Feet/Level By this spell, beings and/or objects in range float slowly downward, back and forth like a feather (about 10 feet per round). On landing, subjects take no damage. If the spell expires prior to landing, standard falling damage applies (1d6 per 10 feet). The spell affects a maximum weight of 200 pounds (+200 pounds per level). Therefore, a third level wizard can affect 600 pounds of beings and/or objects in range. This weight excludes items beyond maximum encumbrance. The wizard may cast the spell with a single word, allowing the caster to save him/herself instantaneously (or another being) from an unexpected fall. The caster must have initiative (if applicable). The spell cannot be cast on flying creatures or those on firm ground. Feather Fall does not include a saving throw. Feeblemind Level: 6 (Druid) / 5 (Magic-User) Duration: Indefinite Range: 40 Feet This spell makes a single being or creature mentally invalided, if a save versus Spell is failed (-4). The affected being or creature babbles incoherently and is rendered unable to communicate, attack, or wield magic. Only a Dispel Magic or Heal negates Feeblemind.
72 Feign Death Level: 3 (Cleric) / 2 (Druid) / 3 (Magic-User) Duration: 6 Rounds/1 Round per Level Range: Touch This spell initiates a paralytic state in the caster or another willing subject. This state imitates death to observers, even upon close examination. To Feign Death in an unwilling target, the caster must make a touch attack/contact and the being must be equal, or have fewer, hit dice. The spell provides no saving throw. Under the spell, the target remains fully conscious but utterly immobile. All paralysis, poison, or energy drain attacks directed at the catatonic subject fail. Although, poison, with a longer duration than the spell, takes effect at the spell’s conclusion. At any time, the caster can dismiss the spell. The subject requires 1d3 rounds to emerge from the magical catatonic state. Fennril’s Exquisite Strangulation Level: 1 (Magic-User) Duration: 2 Rounds/1 per level Range: 20 Feet/5 Feet per 2 Levels This spell allows the caster to reach out with magical force and strangle a medium-sized or smaller humanoid opponent. Each round, the victim takes 1d4 hit points of damage plus 1 additional point per level. The caster must concentrate solely on the spell or the effect is broken. During strangulation, the victim can take no action and will focus solely on gasping for breath. Creatures over four hit dice are unaffected by the spell. Filangee’s Sycophantic Praise Level: 1 (Magic-User) Duration: Special Range: 25 Feet/5 Feet per Level Through this spell, a magic-user bombards a single monstrous humanoid with effusive and obsequious flattery. The effect of the spell is akin to Charm Person, insofar as the target will view the caster as a trusted friend if a save versus Spell is failed (–2). To the affected, the caster is viewed in the most beneficial light. The subject will follow the instructions of the mage but will not act against its alignment. An affected being will never harm him/herself but might be persuaded that something dangerous could help their new friend. Any threatening act by the caster, or the caster’s companions, breaks the spell. The caster must speak the being’s language, or else be clever at pantomiming. The spell differs from Charm Person in terms of its duration. In order for the spell to remain in effect the caster must offer continuous (and sickening) flattery every other turn the target is awake or the spell will fail. The spell affects beings up to and including five hit dice. Find Familiar Level: 1 (Illusionist) / 1 (Magic-User) Duration: See below Range: 1 Mile/Level Through this spell, the magic-user summons a familiar. The spell takes 1d20+4 hours and consumes rare materials (Value: 100gp). The Maze Controller determines the likelihood of a response and the creature type within range. This spell may only be cast once per year. A wizard can access the familiar’s senses and the two can communicate in the animal’s tongue. A familiar is extremely jealous and loyal, unto death. Familiars have AC: 7 and 1d4+1 hit points. They are more intelligent than standard animals of the same type. When the two are within 120 feet, the familiar provides the caster with additional hit points. Therefore, a mage with 4 hit points and a familiar with 2 hit points would have a total of 6 hit points. A wizard guards his/her familiar closely and wisely. If a familiar is killed, the caster permanently subtracts twice the familiar’s hit points (to a minimum of one) from his/her own and caster must wait a full year prior to summoning a new familiar. The following table provides a set of examples to guide the Maze Controller: Familiar Sense Augmentation Bat Auditory Cat Auditory and Night Vision Hawk Distance Vision Lizard Olfactory Owl Auditory and Night Vision Raven Near and Distance Vision Toad Wide Angle Vision Weasel Auditory and Olfactory For each use of the spell, the caster may (7% chance) summon (or construct) a unique familiar subject to his/ her alignment. Unique familiars receive a save (Spell) to resist the summons. The save is modified by the caster’s Intelligence (-1 per point of modifier). If the familiar saves, the caster must wait a full year to cast again.
73 Alignment Familiar* Lawful Good or Lawful Neutral Brownie Lawful Evil or Neutral Evil Quasit Neutral or Neutral Good Pixie Chaotic Evil or Neutral Evil Imp Chaotic Good or Chaotic Neutral Pseudo-Dragon Same Alignment as Caster Homunculus *See monster listings for abilities. A quasit or imp familiar will attempt to influence its master to Lawful Evil or Chaotic Evil, respectively. Find Plants Level: 2 (Druid) Duration: 1 Turn/Level Range: 0 Through this spell the caster may locate a specific plant within a 10 foot radius per level. The spell is castercentered. The caster may choose a different plant type every round, and the radius moves with the caster. Find the Path (Reversible) Level: 6 (Cleric) Duration: 1 Turn/Level Range: Touch This spell allows the recipient to find the fastest route to a specific destination. The destination can be inside, outside, below ground, or within a Maze spell. Find the Path only functions relative to a specific location, and cannot find objects or creatures. The subject senses the appropriate path in order to arrive at the desired destination. The spell concludes upon arrival or when the duration expires. Find the Path will resolve a Maze spell in one round. The opposite of the spell, Get Lost, renders a touched target utterly unable to find its way. Find Traps Level: 2 (Cleric) Duration: 2 Turns Range: 30 Feet This spell allows a cleric to locate traps or trapped areas within range. Trapped objects or areas glow with a pale red light. The spell detects mundane, mechanical, and magical traps. This spell only determines the existence of a trap, not the means of deactivation. The spell is centered on, and moves with, the caster. Once detected, spell adds +10% to a thief’s Remove Traps attempt. Finger of Death Level: 7 (Druid) Duration: Permanent Range: 10 Feet Through this ritual prayer, a druid may kill a creature or being within range and line of sight. The subject is entitled to a save (Death) to negate the spell. Fire Seeds Level: 6 (Druid) Duration: See below Range: 40 Feet Through this spell a druid transforms acorns or holly berries into explosives that detonate on command. The spell requires one round per acorn/berry to enchant. The enchantment last for 1 turn per level of the caster. The type (acorn or berry) determines the total number enchanted. The druid may only enchant one type per casting: Acorns: The spell can enchant a maximum of four acorns. On a successful ranged attack roll, an acorn explodes in fire and scores 2d8 points of damage (save versus Spell for half damage), Acorns combust flammable materials within 10 feet and can be thrown a maximum of 40 feet. Holly Berries: This version of the spell enchants a maximum of eight berries. Unlike the acorns, the holly berries are too light to hurl at a target. Upon speaking the command word within 40 feet, the berries explode for 1d8 points of fire damage each. Each berry has a 5 foot explosive radius. Like the acorns, the berries combust flammable materials. A save versus Spell halves the damage. Fire Shield Level: 4 (Magic-User) Duration: 2 Rounds/1 Round per Level Range: 0 This spell appears to immolate the caster in flames. Any being that strikes the mage, by physical contact or with a handheld weapon, scores damage, but simultaneously takes double damage in return. While wreathed in flame, the caster sheds the equivalent of torchlight in a 30 foot radius. The spell has two iterations: Fire Shield: This variant provides the caster with +2 on saves versus cold-based attacks. If the caster successfully saves from a spell, the results in zero damage instead of half damage. Further, the mage only takes half damage if the spell does not provide a save. If the caster fails a fire-based attack save, s/he takes double damage. Fire Shield flames are red and burn hot.
74 Chill Shield: This variant provides the caster with +2 on saves versus fire-based attacks. If the caster successfully saves from a spell, the result is no damage instead of half. Further, the wizard takes just half damage if the spell does not provide a save. If the caster fails a coldbased attack save, s/he takes double damage. Chill Shield flames are blue and burn cold. Fire Storm (Reversible) Level: 7 (Druid) Duration: 1 Round Range: 100 Feet When cast, a 20x20x20 foot area per level (plus 5 feet every two levels) chosen by the caster is consumed in flames like a Wall of Fire. Any creature within the area takes 1d6 damage per level of the caster. All those within 5 feet take 1d4 damage per level of the caster. The reverse, Quench Fire, extinguishes mundane fire over twice the aforementioned area. The spell may extinguish magical fire (5% per level of the caster). Fire Trap Level: 3 (Druid) / 4 (Magic-User) Duration: Permanent until Triggered Range: Touch This spell traps an item (book, bottle, chest, coffer, coffin, door, drawer, etc.). When a being takes (or opens) the object, the spell detonates in a 5 foot radius. The flames of the detonation score 1d4 fire damage plus 1 point per level of the caster. A save versus Spell halves the damage. The object is protected from the fiery discharge. A Fire Trapped item cannot receive a second warding spell and Knock always fails. The spell is difficult to find and remove. Any Find/ Remove Traps roll is halved and failure detonates. Fireball Level: 3 (Magic-User) Duration: Instant Range: 10 Feet/5 Feet per Level A Fireball is a searing ball if flame that expands as it flies away from the wizard’s hand. The explosion detonates for 1d6 points of damage per level of the caster to all those in a 30x30x30 foot radius. All those within area receive a save versus Spell to half the damage. The caster must explicitly designate the point of detonation (distance and height). Note that a Fireball immediately explodes if it contacts anything prior to reaching its detonation point. Fireball ignites combustibles in the area of effect. The spell melts gold, copper, lead, electrum, silver, bronze, platinum, etc. Fistfang Level: 1 (Druid) Duration: 2 Rounds/Level Range: N/A By means of this spell, a druid summons a fanged maw that increases damage upon a successful attack roll in combat. The druid can summon the Fistfang onto his or her fist, sling stone, or the end of a club. In either case, the druid scores an additional +2 damage as the fanged maw bites into flesh. Flame Arrow Level: 3 (Magic-User) Duration: 1 Round Range: Touch This spell enchants a crossbow bolt or arrow into a flaming projectile. The caster may enchant one projectile per level. They are considered magical and score an additional point of fire damage. A Flame Arrow ignites flammables, but it will not necessarily ignite living creatures. The magical projectiles must be used within one round or are consumed by fire. Flame Blade Level: 2 (Druid) Duration: 1 Round/Level Range: 0 Upon casting this spell, a druid calls forth a three-foot long ray of burning fire to emerge from the hand. The blade scores 1d4+4 points of damage. If the target is undead, or specifically vulnerable to fire, the blade scores an additional +2 points of damage. The blade scores no damage against a target that uses fire as a form of attack or that is a fire-dwelling creature. If a target is protected from fire there is a -2 penalty to damage. The blade is not considered a magic weapon and will ignite combustible materials. Flame Charm Level: 3 (Druid) / 4 (Magic-User) Duration: 2 Rounds/Level Range: 10 Feet This spell imbues a flame with the ability to charm. The flame flickers and dances, entrancing all those in a 10 foot radius. All those who fail a save (Spell) stand mesmerized and motionless. If their view of the flame is blocked or disrupted, the dweomer is broken. The spell must be cast on an existing fire. If the spell Suggestion is cast while Fire Charmed, the ensorcelled subject(s) save versus Spell at a -3 penalty. A standardsized campfire causes 1d4 points of damage.
75 Flame Strike Level: 5 (Cleric) Duration: Instantaneous Range: 60 Feet Through this spell a cleric calls forth a column of righteous flame (30 feet high and 10 feet wide) upon a target. Flame Strike burns for 6d8 points of damage. A successful save (Spell) halves the damage. If cast outside, the column of flame roars down from the sky. Flash Inferno (Reversible) Level: 4 (Druid) Duration: 1 Round Range: 40 Feet This spell causes a 10x10 feet area within range to explode in flames. The fire ignites flammable materials and inflicts 1d4 points of fire damage per level within the area of effect. Flash Freeze, the reverse of Flash Inferno, may be used to extinguish normal fires in the same 10x10 area and cause 1d4 points of cold damage per level. Flesh of Fire Level: 4 (Cleric) / 2 (Magic-User) Duration: 3 Rounds/1 Round per Level Range: Self This spell is a lesser variant of the magic-user spell Fire Shield. By means of this spell the caster wreathes him or herself in flames. The flames provide light to 15 feet and any creature that touches, or attacks the caster in melee, takes 1d4 points of damage. Ranged attacks are unaffected. In addition, the spell provides a +2 on saving throws versus fire-based attacks, +1 on saving throws against cold-based attacks, and -4 saves versus water-based attacks. The caster’s personal items are not subject to fire damage. Fly Level: 3 (Magic-User) Duration: See below Range: 0 This spell allows the caster to fly for one turn per level (plus 1d4 turns) to a maximum speed of 120 feet per round. The caster can alter speed and hover, as desired. Fog Cloud Level: 2 (Illusionist) Duration: 4 Rounds/1 Round per Level Range: 10 Feet Through this spell the caster calls forth a bank of fog (40 feet tall, 20 feet long, 20 feet wide). The purpose of the spell is to obscure vision, akin to a Wall of Fog and it behaves as per the spell Cloudkill. The caster determines the direction of the Fog Cloud. The cloud has a movement rate of 10 feet/round. Fool’s Gold Level: 2 (Magic-User) Duration: 6 Turns/Level Range: 10 Feet This spell allows the caster to transmute 10 five pound bars of copper or brass into gold. All those who encounter Fool’s Gold receive an Intelligence Check to detect the subterfuge. A penalty of 1 is imposed per level of the caster on the roll. Therefore, if a moneylender possesses Intelligence: 12 and the wizard is Level 4, a roll of 16 or higher would be required to notice the falsehood. Note that proximity (2 feet) to pure iron may (20%) dispel Fool’s Gold. Forget Level: 2 (Magic-User) Duration: Permanent Range: 30 Feet This spell wipes the target’s memory of the previous round (+1 round for ever 3 caster levels). This enchantment affects memory only. The spell does not alter the past or cancel preexisting conditions or spell effects. The spell can affect up to four targets in range. Targets receive a save (Spell), which is modified subject to the number of targets: 3-4 targets (no modifier), 2 targets (-1), and 1 target (-2). Only a Heal or Restoration will return the target’s memories. Fumble Level: 4 (Magic-User) Duration: 1 Round/1 per Level Range: 10 Feet Fumble makes the target of this spell blunderous and clumsy (save versus Spell negates). The target drops items, and attempts to seize, snatch, grab, catch, or use objects of any type, are doomed to failure. Running results in falling prone. If the target succeeds on a saving throw, s/he manages to focus through the magical clumsiness, but functions under a Slow for the spell’s duration. Fungus Shape Level: 2 (Druid) Duration: 6 Turns/1 Turn per Level Range: 0
76 By means of this spell, the caster transmutes into a large mushroom or patch of mix-colored mold. Close inspection will not reveal that the fungus or mold is a magically concealed humanoid. To all normal observation, the caster is a fungus or mold. While in fungal form, the caster can see everything around him or her. The spell includes the transmutation of all equipment and clothing. At any time, the caster may terminate the spell and undertake full action the same round. Galaxina’s Gorgonic Glyph Level: 3 (Magic-User) Duration: Permanent Range: A door This spell is a magical trap. The caster inscribes a near invisible rune onto a door (searching the door may 1-2 on d6 result in mundane detection). If any attempt is made to open the door (or pick the lock), the spell discharges. A small phantasmal bullhead emerges from the rune and exhales a poison gas cloud similar to the breath of a Gorgon. All those within 5 feet of the door must save versus Stone or be petrified (a successful save negates the effect). Dispel Magic dismisses the trap. Galaxina’s Scintillating Spark Shower Level 2 (Magic-User) Duration: See below Range: 25 Feet/5 Feet per Level When this spell is cast, sizzling, crackling sparks leap from the magic-user’s fingertips in an area of effect 25 feet across and 10 feet deep. All those within the area suffer 2d4 points of damage if wearing non-metallic armor, or 4d4 points of damage if clad in metallic armor, or possess a metal weapon in-hand. Targets are allowed a save (Spell) for half damage. Gartzee’s Incredulous Apostate Level: 2 (Magic-User) Duration: 1 Round/Level Range: 1 Target Through this spell a magic-user can incite a cleric, druid, monk, or shaman into a fit of religious self-doubt and heresy. Unless a save versus Spell is successful, the target will emit a torrent of heretical sacrilege, blasphemy, and profanities. The target will be conscious of the blasphemies but unable to stop for the duration of the spell. If cast on a cleric, druid, monk, or shaman, within a group of religious spell-casters, they all must make a save versus Spell or be bewildered by the Incredulous Apostate for a single round. For each level beyond third, the target receives a +1 on the saving throw. Gaseous Form Level: 4 (Magic-User) Duration: 2 Rounds/Level Range: Touch By means of this spell the caster (or a willing target) becomes an unsubstantial cloud of near-translucent vapor. All equipment and items are transformed along with the target of the spell. The cloud can move at a rate of five feet per round. The spell recipient cannot be harmed except by magical fire or lightning which score normal damage. In this form, a being can move through any size space that is not airtight (a keyhole or crack in a wall, for example). The target may not attack or cast spells, nor can it enter water or any other liquid. The target is subject to the effect of wind. The vapor cannot manipulate objects or activate items, even those carried in gaseous form. The recipient retains his/her armor class and hit points. Gate Level: 7 (Cleric) / 9 (Magic-User) Duration: See below Range: 30 Feet A Gate creates an inter-dimensional portal between the wizard’s plane and another designated plane of existence. The Gate allows bilateral movement between the two planes. Once the portal is established, the caster can beckon a specific entity or being through the gate. The cleric or magic-user must know the exact name of the entity summoned and authoritatively demand its presence. The being can be any fiendish, demonic, or otherworldly entity, or even a minor deity (or its representative). The Maze Controller determines if the entity is curious, angry, bored, or indifferent, subject to the situation (and the result of the spell must be judiciously considered). Lawful evil or chaotic evil beings (if held in servitude on their home plane) relish the freedom of the Prime Material Plane and will seek to break free of the summoner. Entities are summoned into a constraining magical circle until information is exchanged or a bargain struck for servitude (666 days). Gaze Reflection Level: 1 (Illusionist) Duration: 1 Round/Level Range: N/A By means of this spell the caster conjures a near translucent, reflective, mirror-like magical shield that hovers before, and moves with, him/her. The shield reflects all gaze attacks back on the attacker.
77 Geas Level: 6 (Magic-User) Duration: See below Range: 30 Feet This spell is similar to the Level 5 Cleric spell Quest. The target is allowed a save versus Spell. If the save fails, the caster may compel a being to undertake a task. The task can be arduous, or even dangerous. However, the caster cannot instruct the being to harm him or herself. If the subject refuses the Geas, s/he will be cursed (the Maze Controller determines the nature). To remove the curse, the subject must undertake the Geas. The spell ends when the task is complete, the caster ends the spell, or in response to a Wish. Glassysteel Level: 8 (Magic-User) Duration: Permanent Range: Touch Through this spell the caster imbues glass with the strength of steel (10 pounds per level of the caster). The spell must be cast on a finite object (a complete window but not part of a window). Globe of Invulnerability Level: 6 (Magic-User) Duration: 1 Round/Level Range: 0 This spell is the same as Minor Globe of Invulnerability in all respects. It provides total protection from spells Level 1 through 4. Globe of Invulnerability (Minor) Level: 4 (Magic-User) Duration: 1 Round/Level Range: 0 A shimmering magical sphere (10x10 feet) surrounds the wizard and negates Level 1 to 3 spells. This includes spells targeted at the caster or areas of effect that include the caster. The caster may throw spells from the globe normally. The globe provides no protection from Level 4 spells or higher, or spells currently in effect prior to casting Minor Globe of Invulnerability. Dispel Magic dismisses the spell. Glyph of Warding Level: 3 (Cleric) Duration: See below Range: Permanent until Triggered A Glyph of Warding is a powerful magical rune that wards an item or location from trespassers. When casting this spell, the cleric inscribes faintly glowing runes in a circle. The Glyph is placed in the center. The circle can be expanded or contracted as required to inscribe a small object or a 10x10 foot space (maximum). Upon completion, a Glyph of Warding is almost invisible (active 1-2 on d6 to detect). At the close of the ritual spell, the caster sets a command word. All those who attempt to touch the warded object or enter the protected area, and fail to speak the command word, activate the spell. The spell has two iterations: a Blast Glyph or Spell Glyph. Blast Glyph: A Blast Glyph detonates for two points of damage per level of the caster. The blast damage can be either fire or electrical, subject to the cleric at the time of casting. Each affected target receives a save (Spell) to half the damage. Spell Glyph: A Spell Glyph imbues a glyph with a spell effect released on activation. Harmful effects include, but are not limited to Cause Light Wounds, Darkness, Hold Person, Blindness, Disease, or Curse. The cleric must be of sufficient level to cast the spell. A saving throw (Spell) is allowed to negate the effect. Gregvard’s Green Tentacles Level: 3 (Magic-User) Duration: 3 Rounds/1 Round per Level Range: See below This spell conjures a single, green tentacle to rise within 10 feet of the caster. The tentacle will emerge from the ground (earth, stone, sand, etc.) or water. The tentacle is five feet long, AC: 4, and has the caster’s current hit points. One tentacle will be conjured for every level of experience of the caster. Multiple tentacles must be five feet apart. Any being caught in the area of effect is subject to attack. Tentacles are mindless and lash out at the closest moving target (friend or foe). A tentacle can smack a single opponent for 1d4 points of damage or attempt to entangle a single target for the duration of the spell (save versus Stone each round to negate). Note that held opponents are +4 to hit. Damage while entangled is shared between the target and the tentacle. When the spell concludes, the tentacles shrink back into the ground. Grelf’s Acidic Arrow Level: 2 (Magic-User) Duration: Varies Range: 30 Feet/5 Feet per Level
78 This dweomer conjures a magical missile, or arrow, that flies to its target as if from a longbow. The arrow strikes at +1 to hit, and on impact, explodes in a splash of acid that causes 2d4 points of damage. For each level beyond the third, the acid lingers for an additional round and causes 1d4 damage (one round at Level 4, two rounds at level 5, and so on). Guards and Wards Level: 6 (Magic-User) Duration: 6 Turns/Level Range: N/A This spell is used to defend a wizard tower, keep, or castle. The ward protects a 20x20 foot space with an additional 10x10 per level of the caster. The spell enacts the following enchantments within the designated area: Confusion: At every intersection, all beings are subject to a Confusion spell effect and are as likely to make a correct turn as a wrong one (50%). False Doors: One door (per level) is covered by an illusionary wall. Fog: Mist fills all hallways and obscures all vision, including darkvision, beyond 10 feet. Web: Webs fill all stairwells. The webs are identical to the spell of the same name. However, if the webs are removed or burned away they regrow in one turn if the spell’s duration allows. Wizard Lock: All doors are Wizard Locked. Beyond the above, the mage can select one of the following spell effects: Dancing Lights in four hallways, Magic Mouth in two places, Stinking Cloud in two locations (the clouds reappear within 1 turn subject to duration), Gust of Wind in one room or hallway, or Suggestion in one location (the caster selects a 10x10 foot space and all those who pass within are subject to the effect). The area of effect radiates a powerful dweomer of magic. The application of Dispel Magic on a specific aspect of Guards and Wards, removes only the singular effect. Gust of Wind Level: 3 (Magic-User) Duration: 1 Round Range: 0 This spell conjures a powerful blast of wind. All those in a path 10 feet long and 10 feet wide (+10 feet in length per level) from the caster are affected. Small avian monsters are pushed backwards 1d6x10 feet. All medium-sized creatures cannot advance forward, and large avian monsters are reduced to half speed. Gust of Wind extinguishes all unprotected flames such as torches. The spell may (5% per caster level) extinguish protected flames, such as lanterns. Hallucinatory Forest Level: 4 (Druid) / 3 (Illusionist) / 4 (Magic-User) Duration: See below Range: 30 Feet Through this spell the caster creates an illusion over a specific area. The terrain appears, smells, and sounds exactly as determined by the caster. Dispel Magic also dismisses the illusion. The caster may change a 10x10 foot area (per level). If cast by a druid, enchanted woodland creatures such as dryads, brownies, nymphs, pixies, satyrs, etc., will recognize the truth of the illusion. The spell ends if an intelligent being contacts the terrain. Haste (Reversible) Level: 3 (Magic-User) Duration: 3 Turns Range: 10 Feet This spell accelerates recipients to twice their normal speed across all movement forms (running, flying, climbing, swimming, burrowing, etc.). The caster affects a number of beings equal to experience level. A Hasted subject, therefore, makes twice the number of attacks per round. The spell does not double the Cleave Ability for fighters, rangers, and paladins, only the number of attacks per round. Spell-casting is unaffected and the caster may not stack additional Haste spells on the same subject(s). The reverse of the spell, Slow, reduces all attacks and movement by half. Like Haste, Slow does not affect spell-casting. The two spells counteract each other and reduce movement to normal rates. Heal (Reversible) Level: 6 (Cleric) Duration: Permanent Range: Touch Through the spell Heal, the caster cures all forms of blindness, disease, exhaustion, feeblemindedness, and poison. The spell heals all damage except 1d4 hit points. The reverse of the spell, Harm, reduces the target’s hit points to just 1d4 and inflicts disease as per the spell Cause Disease.
79 Heat Metal (Reversible) Level: 2 (Druid) Duration: 7 Rounds Range: 40 Feet Heat Metal, or the reverse Freeze Metal, changes the temperature of metal and causes damage to opponents. A druid can affect a number of medium-sized targets commensurate with his/her experience level. All those in metal armor, equipment, or using metal weapons, are affected. Heat Metal damage may (1 on d6) include additional burn affects and conditions, subject to the discretion of the Maze Controller. These include: 1) Extremities: Unusable for 2d4 days, 2) Body: Moderate-to-severe burns and bedridden for 1d4 days, 3) Head: Severe burns and unconscious for 1d4+1 turns. The reverse of the spell, Freeze Metal, has similar effects. The freezing damage of this version affects small body parts, that, at the Maze Controller’s discretion, require amputation (fingers, ears, toes, nose, etc.). Heat Metal and Freeze Metal Charisma penalties may apply. This spell may be negated by spells or magical items that ward against heat or cold. Proximity to sources of heat or cold, magical or mundane, may dampen the spell effectiveness, subject to the Maze Controller. The two versions of this spell counter each other. Consult the chart below to determine the spell’s effects over the seven round duration: Round Heat/Freeze Metal Damage (HP) 1 Warm/Cool 0 2 Hot/Cold 1d4 3–5 Searing/Freezing 2d4 6 Hot/Cold 1d4 7 Warm/Cool 0 Herne’s Blessing Level: 1 (Druid) Duration: 4 Rounds/1 Round per Level Range: 0 By means of this spell, a druid calls forth the blessing of Herne, Lord of the Hunt. Herne’s Blessing provides a +2 armor class bonus against arrow and spear attacks as well as a -1 reduction against damage caused by these weapons (to a minimum of 1 point of damage). Hitzemun’s Blue Feet Level: 1 (Magic-User) Duration: 1 Turn/1 Round per Level Range: Touch As a boy, the Ice Mage Hitzemun’s mentor insisted that he should experience the cold as often as possible. Hitzemun wrote Hitzemun’s Blue Feet to provide himself some immunity from freezing temperatures (+2 bonus on all cold-related saves for the duration of the spell). As a side effect, Hitzemun found that he could use the spell to gain traction on icy surfaces - but only when barefoot. Hold Animals Level: 3 (Druid) Duration: 2 Rounds/Level Range: 20 Feet This spell allows a druid to paralyze normal or giant animals for the duration of the spell to a maximum of 400 pounds per level of the caster. A saving throw modifier (Spell) is applied subject to the number of targets: 3-4 animals (no modifier), 2 (-1), and 1 (-2). Undead animals are unaffected by the spell as well as those with immunity to mind-influencing spells. Hold Monster Level: 5 (Magic-User) Duration: 1 Round/Level Range: 20 Feet Through this dweomer, a magic-user may paralyze one to four monsters for the duration of the spell. A saving throw modifier (Spell) is applied subject to the number of targets: 3-4 (no modifier), 2 (-1), and 1 (-2). Undead are unaffected by the spell as well as those with immunity to mind-influencing spells. Hold Person Level: 2 (Cleric) / 3 (Magic-User) Duration: 4 Rounds/1 Round per Level Range: 20 Feet By means of this spell the caster immobilizes one to three humanoid targets. A saving throw modifier (Spell) is applied subject to the number of targets: 3 (no modifier), 2 (-1), and 1 (-2). Undead are unaffected by the spell as well as those with immunity to mindinfluencing spells. Hold Plant Level: 4 (Druid) Duration: 1 Round/Level Range: 10 Feet This spell immobilizes all fungus and plant life in a 30x30 radius, or a maximum of four plant or fungusbased beings. Intelligent plants or fungi, receive a saving throw (Spell) to negate the effect. A saving throw modifier (Spell) is applied subject to the number of targets: 3-4 plants (no modifier), 2 (-1), and 1 (-2).
80 Hold Portal Level: 1 (Magic-User) Duration: 1 Round/Level Range: 10 Feet By means of this spell, a wizard holds a portal closed. The portal may be a window, door, gate, portcullis, or shutter, and can be made of metal, wood, or stone. The spell holds the door securely shut, as if closed and locked. A Knock spell or Dispel Magic dismisses Hold Portal. To invoke the spell, the magic-user must recite “Hold the Door!” three times. Holy Strike Level: 3 (Cleric) Duration: 3 Rounds/Level Range: Touch Through this spell the cleric enchants a blunt weapon to score an additional 1d6 hit points of damage. In addition, the spell designates the weapon as magical for the purpose of striking those only hit by magic weapons. Holy Word (Reversible) Level: 7 (Cleric) Duration: See below Range: 0 Upon speaking the Holy or Unholy Word, any good (or evil) entities from other planes of existence (within 10 feet of the caster) suffer the following harmful effects: HD Holy Word Effects <4 Slain 4-7 Paralyzed for 1d4 turns 8-11 Stunned 2d4 rounds, -4 to hit, Move: –50% 12+ Deafened 1d4 rounds, -2 to hit, Move: –25% Hypnotic Pattern Level: 2 (Illusionist) Duration: See below Range: 0 Through this spell the caster weaves a pattern of twisting and shifting colors through the air. The effect, centered on the illusionist, fascinates all those within a 10x10 foot radius. The spell affects a total of 24 hit dice. The caster may distribute the hit dice in any combination: such as twelve 2 hit die creatures, four 5 hit die and one 4 hit die creature, etc. Those affected stand motionless and captivated by the caster’s Hypnotic Pattern. The spell may continue indefinitely. The caster may take no other action while s/he concentrates of the spell. The spell does not provide a saving throw. Hypnotism Level: 1 (Illusionist) Duration: 1 Round/1 Round per Level Range: 30 Feet The caster’s elaborate gesticulations and monotone incantations fascinate 1d6 targets within range making them vulnerable to a mundane spell-like Suggestion, as per the magic-user spell. A successful saving throw (Spell) negates the effect. Ice Storm Level: 4 (Druid) / 4 (Magic-User) Duration: 1 Round Range: See below Through this spell the caster’s calls forth great hailstones for one round. The Ice Storm deals 3d10 points damage to every creature in a 40x40 foot area. As an alternative, the spell may call a Sleet Storm in a 80x80 foot radius. Movement within the area of effect is halved with a 1-3 on d6 chance of falling prone. Identify Level: 1 (Magic-User) Duration: 1 Round/Level per Stage Range: Touch This spell divines the enchantment of a single magic item through two methods: Preliminary Observation and Practical Examination. Preliminary Observation: The initial stage of assessment requires external examination of the item. There is a 10% chance (+5% per level and +5% per Intelligence Modifier) that the magic-user may divine a curse prior to equipping an item. Practical Examination: The second stage of assessment requires the magic-user equip the item in question. Therefore, a potion must be sipped, boots must be worn, or a weapon held in-hand, etc. The caster possesses a 15% chance (+5% per level) each round of discerning one power of an item. This includes curses not detected in Preliminary Observation. The wizard receives an additional 5% for each point of Intelligence bonus. The spell can divine specific powers and abilities, but this excludes weapon or armor bonuses. These must be determined exclusively in combat. Instead, the mage divines a qualitative understanding that an enchantment is “minor,” “moderate,” or “strong.” Similarly, if an item like a wand possesses a specific number of charges, the spell provides a qualitative discernment expressed as “few” (under 10), “several” (over 10) or “many” (over 20). The MC rolls the dice for this spell in secret.
81 Illusionary Script Level: 3 (illusionist) Duration: Permanent Range: Reader of Script This spell allows the caster to encode secret information in a book, scroll, or parchment. Illusionary Script looks like unintelligible arcane writing except to the specific subject(s) identified by the illusionist at the time of casting. An illusionist will recognize Illusionary Script as such, even if s/he cannot read the coded information. All other unauthorized beings that attempt to read the script are Confused (as per the spell Confusion, save versus Spell for no effect) for 3d6 turns. Imprisonment (Reversible) Level: 9 (Magic-User) Duration: Permanent Range: Touch Imprisonment locks a target in a state of suspended animation (see Temporal Stasis) in an impenetrable sphere deep below the earth. The target remains incarcerated until a Freedom spell (the reverse) is cast on the imprisoned. A search via magic, Crystal Ball, Locate Object, or any other form of divination will not locate the imprisoned subject. Incendiary Cloud Level: 8 (Magic-User) Duration: 4 Rounds/Plus 1d6 Rounds Range: 30 Feet An Incendiary Cloud creates a mist of black, burning smoke with searing embers (20x20x20 feet). The smoke obscures all vision. The embers of the cloud deal damage in the third round equivalent to half the mage’s level. The cloud’s heat peaks in the fourth round and causes damage equal to the mage’s level. In the fifth round, the damage lessens to half the mage’s level, and the mist deals no damage in subsequent rounds. All those in the cloud receive a save (Spell) in the third round. If successful, damage is halved for the length of exposure. A new save is allowed to in the fourth and fifth round (if necessary). Insect Plague (Greater) Level: 5 (Cleric) / 5 (Druid) Duration: 1 Turn/Level Range: 30 Feet This spell calls forth a plague of locusts (40x40x10 foot radius). The swarm obscures vision and inflicts targets one hit point of damage per round. All those of two or fewer hit dice automatically flee the swarm. All those of three to five hit dice check morale or flee. Fleeing targets move at their fastest movement rate until they are 50 feet from the Insect Plague. The swarm may be neutralized by heavy smoke or fire. At the time of casting, the cleric or druid must designate the center of the stationary plague. Once the spell expires, the insects disperse. Although less effective, the spell may be cast underground (those of two or fewer hit dice are allowed a morale check). Insect Plague (Lesser) Level: 3 (Druid) Duration: 1 Round/Level Range: 30 Feet Upon casting this spell, a plague of stinging insects emerges, and engulfs, a single target. They inflict two hit points of damage per round and the target cannot act except to flee. The caster can command the swarm to follow, or switch targets, but this requires one round to disengage from one opponent and attack another. The plague moves at a rate 20 feet per round. Although less effective, the spell may be cast underground (the target is allowed a morale check). Invisibility Level: 2 (Illusionist) / 2 (Magic-User) Duration: See below Range: Touch Through this spell the caster or a designated recipient turns invisible. The invisibility is complete even from darkvision. The recipient cannot be seen by friend or foe. The recipient’s equipment also vanishes. However, anything dropped appears and anything picked up after the spell is cast does not turn invisible. The recipient produces detectable evidence (for example, footfalls, stepping in puddles, or splashing in water). The recipient also creates visible footprints, if applicable. The spell is indefinite until the subject chooses to attack. An attack includes any action that causes damage to an opponent. Indirect actions, or actions directed at inanimate objects, do not break Invisibility. Thus, a subject could summon monsters and order them to attack, or destroy a bridge while enemies travel across it, trigger remote traps, while remaining invisible. However, if the subject makes a direct attack, s/he immediately becomes visible. Spells that target or buff allies, but do not target enemies, are not considered attacks, even if they include enemies in the area of effect.
82 Invisibility (10 Feet) Level: 3 (Illusionist) / 3 (Magic-User) Duration: See below Range: Touch This spell operates as per Invisibility, but cloaks all those within 10 feet of the caster (or recipient). All subjects that move outside the 10 foot radius immediately become visible. Invisibility (Advanced) Level: 4 (Illusionist) Duration: 4 Rounds/1 Round per Level Range: Touch This spell functions like Invisibility, but with two notable differences. Advanced Invisibility is duration-limited and the recipient may attack while invisible. However, when attacking, the invisibility leaves a displaced shimmering that allows an enemy to attack with a penalty of -4. Invisibility (Animal) Level: 1 (Druid) Duration: 1 Turn/1 Round per Level Range: Touch A druid may turn a willing animal invisible. All other aspects of this spell are the same as Invisibility. Invisibility (Mass) Level: 7 (Magic-User) / 7 (Illusionist) Duration: Special Range: 10 Feet/Level This spell affects all subjects in a 30 foot radius. Otherwise, the incantation functions as per Advanced Invisibility. Jump Level: 1 (Magic-User) Duration: 1 Turn Range: Touch Through this spell, the caster may leap up (10 feet), backward (10 feet), or forward (30 feet). The leap apex backward or forward is two feet. Upon casting the spell, the wizard can perform the single leap at any time during the spell’s duration. The caster may perform an additional jump per three levels (two at Level 4, three at Level 7, etc.). The spell’s duration remains one turn regardless of the total jumps performed. Knock Level: 2 (Magic-User) Duration: 1 Round Range: 5 Feet This spell opens any locked, stuck, barred, or held doors or structure. In addition to doors, the spell opens known secret doors, locked chests and coffers, etc. Unlocked objects do not re-lock or become stuck after the spell is cast. Knock will not raise a portcullis or gate. It has no effect on knotted ropes. Know Alignment Level: 2 (Cleric) Duration: 1 Round Range: 10 Feet Through this spell the caster instantly discerns the alignment of a being, monster, or creature, within the spell’s range. The spell also reveals the alignment of magic items (if applicable). Koweewah’s Clenched Fist Level: 8 (Magic-User) Duration: 1 Round/Level Range: 5 Feet/Level Through this spell the caster conjures a massive, humanoid, ghostly hand to attack once per round. The attack always hits. Koweewah’s Clenched Fist has AC: 9 and the caster’s current hit points. The caster must concentrate exclusively on the spell. The damage from the hand is variable. Roll the chart below for damage each round: 1d20 Damage and Effect 20 Punch-Out!: 4d6 & Stunned for 1d3 Rds 17-19 Hard Punch: 3d6 13-16 Punch: 2d6 1-12 Glancing Blow: 1d6 Koweewah’s Crushing Hand Level: 9 (Magic-User) Duration: 1 Round/Level Range: 5 Feet/Level Through this spell, the mage conjures a large, ghostly hand that grasps and squeezes one target of choice per round. The attack always hits and the duration of the squeeze determines the damage. In Round 1: 1d10 hit points of damage, Round 2-3: 2d10, and Round 4: 4d10. Koweewah’s Crushing Hand has AC: 9 and the caster’s current hit points.
83 Koweewah’s Forceful Hand Level: 6 (Magic-User) Duration: 1 Round/Level Range: 10 Feet/Level This spell functions similar to Koweewah’s Interposing Hand, except that the Forceful Hand pushes an opponent away. The hand can shove beings less than 500 pounds). Those between 500-2,000 pounds are reduced to ten feet per round, and those greater than 2,000 pounds (but under 8,000 pounds) are reduced to movement of five feet per round. Koweewah’s Forceful Hand has AC: 9 and the caster’s current hit points. Koweewah’s Grasping Hand Level: 7 (Magic-User) Duration: 1 Round/Level Range: 10 Feet/Level This spell creates a huge, ghostly hand that serves as an obstacle, or barrier, between the opponent and the caster. Alternatively, the hand can grasp and hold a target in place (less than 1,000 pounds). The hand can push/grab a monster of 4,000 pounds or less, or less than 16,000 pounds, but this only reduces speed to 10 feet and 5 feet per round, respectively. The spell has the mage’s current hit points and AC: 9. Koweewah’s Interposing Hand Level: 5 (Magic-User) Duration: 1 Round/Level Range: 10 Feet/Level Koweewah’s Interposing Hand creates a huge ghostly magic hand. The hand materializes between the wizard and a single opponent and mirrors the two combatants perfectly. Despite effort to circumnavigate the hand, it always positions itself exactly in between. Any being that attempts to push through the hand, weighing less than 2,000 pounds, halves its movement for the spell’s duration. The hand has AC: 9 and the caster’s HP. Koweewah’s Shushing Hand Level: 2 (Magic-User) Duration: 2 Rounds/Level Range: 40 Feet/2 per Level This spell creates a human-sized hand that flies at the chosen target and clamps tightly over its mouth (a save versus Spell negates). A shushed target cannot speak, cannot cast spells, and cannot use magic items that require a command word. The hand cannot be removed or pulled away or be harmed by a physical attack. A shushed target is allowed an additional save in the rounds after the first (at +1 on each) to break the dweomer. A successful Dispel Magic dismisses the hand without injury to the affected target. Legend Lore Level: 6 (Magic-User) Duration: See below Range: 0 The spell Legend Lore allows the caster to divine information about a legendary place, thing, or person. The casting time of this spell varies subject to known information. For example, the casting time of the spell is 1d4 turns if the wizard is standing in the location or if the thing or person is present. On the other hand, if the magic-user only has information about a person or thing, the casting time is 1d4+3 days. If the wizard only possesses rumors, the casting time is extended to seven days. The magic-user falls into a deep trance while casting the spell. Upon completion, the caster divines the desired information in question. The information gleaned is often guised in a metaphor, puzzle, or riddle. If the place, thing, or person, is not legendary in importance, the spell provides no information. The caster loses 2d8 (plus 10 pounds) from the casting and requires 1d4 days of recovery. Levitate Level: 2 (Magic-User) Duration: See below Range: 0 Through this spell, the caster (or the recipient) can levitate upwards or downwards (20 feet per round) as desired for one turn per caster level. The spell does not allow the caster to move horizontally, but may, for example, ascend a cliff face, and pull him/herself laterally (at half movement rate). The recipient of the spell can levitate their body weight plus 100 pounds per caster level. Light (Reversible) Level: 1 (Cleric) / 1 (Illusionist) / 1 (Magic-User) Duration: 6 Turns/1 per Level Range: 12 Feet This spell imbues an object with the brightness of a torch and sheds light in a 20 foot radius. The spell is normally cast on a movable object (functions as a light source impervious to drafts and gusts of wind). This spell may be cast on a being’s eyes. In this case the target is allowed a save (Spell) to negate. The target is blinded for the spell’s duration if a save is failed. The reverse of the spell, Darkness, provides the opposite effect. The caster can also use Darkness to target the eyes (save applies).The two spells counter each other to return to normal lighting conditions.
84 Lightning Bolt Level: 3 (Magic-User) Duration: Instantaneous Range: 5 Feet/5 Feet per Level Electrical energy crackles from the hands of the caster, as s/he gathers and releases a bolt of lightning. The bolt deals 1d6 points of electrical damage per level (save versus Spell for half-damage). The bolt is 60 feet long and 5 feet wide. The caster may damage more than one target, if aligned in single file and the spell’s range permits. The spell ignites combustibles and liquefies soft metals (bronze, gold, silver, lead, or copper). The spell destroys mundane barriers and may continue through physical obstructions to the spell’s full range, subject to the discretion of the Maze Controller. Limited Wish Level: 7 (Illusionist) / 7 (Magic-User) Duration: See below Range: Unlimited Through the spell Limited Wish the caster can recreate almost any spell effect. A Limited Wish may, for example, duplicate up to any Level 7 spell, or undo harmful spell effects, such as Geas or Quest. The caster could successfully attack or save at the next opportunity, or produce any other effect commensurate with the above, as ruled by the Maze Controller. This spell could grant knowledge or the answer to an unknown question or riddle. Note that Limited Wish need not match a spell effect, but rather the result can be unique, as adjudicated by the Maze Controller. Locate Animal Level: 1 (Druid) Duration: 1 Round/Level Range: 0 Through this spell, a druid may detect whether a specific animal type is in range. The range is 20 feet wide and 20 feet long per level in one direction only. The druid may face a different direction each round. Locate Object (Reversible) Level: 3 (Cleric) / 2 (Magic-User) Duration: 1 Round/Level Range: 5 Feet/5 Feet per Level Through this spell, the caster senses the location of a familiar or known object. A general search will result in finding the closest object of that type. A search for a specific item requires accurate firsthand knowledge. The reverse, Obscure Object, allows the caster to hide an item from location by spell or similar magical scrying device (i.e., Crystal Ball). Lower Water Level: 4 (Cleric) / 4 (Druid) / 6 (Magic-User) Duration: 5 Rounds/Level Range: 10 Feet/10 Feet per Level This spell allows the caster to lower 11,000 square feet of water per level for the spell’s duration. Magic Jar Level: 5 (Magic-User) Duration: Special Range: 30 Feet Through Magic Jar, the caster transfers his or her soul in a gemstone (known as a Magic Jar), leaving the body in a state of suspended animation. Once transferred, the wizard can then possess a body within 120 feet and force the target’s soul into the Magic Jar. The caster may, at any time, return to the jar (and return the trapped soul) and possess a different body. Magic Jar concludes when the caster returns to his/her own body. To cast the spell, the caster must ensure the Magic Jar in within range. Possessing a body requires a round and the target receives a saving throw (Spell) to negate the spell. Successive saving throws are automatically successful. If the caster fails to possess his or her target, the caster’s soul remains in the jar. Upon a successful possession, the caster retains his or her level, alignment, class, Intelligence, Wisdom, Charisma, but adopts the target’s Consitution, Strength, Dexterity, hit points, and physical abilities. The caster does not adopt the host’s spells or spell-like abilities. A Dispel Evil or Exorcism forces the caster out of the host’s body. If the possessed host is killed, the caster returns to the Magic Jar. If the host is slain outside the spell range, both the host and the caster are slain. If the mage’s body is killed, his or her soul is trapped in the Magic Jar until a living being comes within range of possession. If the jar is smashed or destroyed while possessing a host, the caster’s soul is trapped in the host’s body. In any scenario, a soul with no destination, is slain.
85 Magic Missile Level: 1 (Magic-User) Duration: Special Range: 30 Feet/5 Feet per Level An arrow of bright magical energy explodes from the caster’s hand and scores 1d4+1 points of damage. Regardless of combat or concealment, Magic Missile always strikes its target even if the target is in combat or possesses concealment. Specific body parts cannot be targeted. For every two caster levels, the magic-user gains an additional missile (two at Level 3, three at Level 5, etc.). The spell Shield absorbs this spell for no damage. Magic Mouth Level: 2 (Illusionist) / 2 (Magic-User) Duration: See below Range: See below This spell imbues an object with an invisible, enchanted mouth that appears and speaks when triggered. A Magic Mouth can speak any message, in a language known by the caster to a maximum of 25 words. The caster can designate the number of times the message repeats (to a maximum of 10 rounds). Magic Mouth cannot throw spells. Regardless of where the wizard places Magic Mouth, the lips exactly mimic the words uttered. If cast on a statue, for example, the statue’s mouth would appear to speak. The caster can place Magic Mouth on inanimate objects only. The mouth triggers when specific conditions are met at the time of casting. Triggers can be general, or specific, but must be tactile, visual, or audible. Audible triggers could include general noise or a specific keyword. Visible or audible actions can also be encoded. A Magic Mouth cannot discern between level, alignment, class, or hit dice, unless keyed to garments. The trigger range is five feet per caster level. Therefore, a Level 6 wizard can command a Magic Mouth to respond to a trigger as far as 30 feet away. A Magic Mouth can only respond subject to its triggers. For example, a visual trigger requires line of sight. The spell’s duration is permanent, until its conditions are met and the spell discharges. Major Creation Level: 5 (Illusionist) Duration: 6 Turns/1 per Level Range: Touch Major Creation is like Minor Creation. The caster may create mineral objects (stone, crystal, metal, etc) in addition to non-living organic objects. Mass Charm Level: 8 (Magic-User) Duration: Special Range: 5 Feet/Level This spell functions akin to Charm Monster. The mage may charm a number of hit dice equal to double his/ her level. All those affected must be within a 30x30 foot square area. All saving throws versus Spell are at –2. Massmorph Level: 4 (Illusionist) / 4 (Magic-User) Duration: See below Range: 10 Feet This spell creates an illusionary forest in a 20x20 foot radius (plus 10x10 feet per level). Up to a dozen medium-sized or equivalent beings (per level) can be concealed by Massmorph. Anyone inside the area of effect that exits becomes visible. The caster can end the spell at any time. Mazakala’s Glassy Facsimile Level: 1 (Magic-User) / 1 (illusionist) Duration: Permanent until Touched Range: 30 Feet By means of this spell, a magic-user or illusionist can create a sparkly, phantasmagorical simulacrum of a single medium-sized being. If the being beholds its copy, it must make a save (Spell) or be entranced (unable to function) beyond staring at the Glassy Facsimile for 1d4+1 rounds before reaching out and touching the phantasm, thereby ending the spell. The spell has no effect on 4+ hit dice creatures and the target must have a clear line of sight to the copied being. Mazakala’s Imperfect Panic Level: 1 (Illusionist) / 1 (Magic-User) Duration: 3 Rounds/1 per Level Range: 40 Feet By means of this spell the caster inspires panic in 1d4 (+1 per level) humanoid creatures of no greater than two hit dice (saving throw versus Spell for no effect). The result of Mazakala’s Imperfect Panic is subject to the table below:
86 1d6 Spell Effect 1 Run in random direction 2 Sob uncontrollably 3 Attack nearest humanoid 4 Vomit loudly 5 Assume fetal position 6 Maze Controller’s Choice* Mazakala’s Mucilaginous Effluvium Level: 1 (Magic-User) Duration: 1 Round Range: 10 Feet/5 Feet per Level (Max 30 feet) By means of this spell, the caster spews forth a ball of sticky mucilage that s/he can direct toward a single humanoid opponent (or other target, subject to the Maze Controller’s discretion). The caster chooses the effect and the spell lasts for a single round. The caster may: 1) target the head and blind, 2) target the body and constrain from attack, or 3) target the foot and immobilize. Humanoids and/or monsters of four or greater hit dice are allowed a save (Spell) at +2. Mazakala was a promising young human magic-user, who, after creating this spell, was bitten in half by a Pteranodon while marching to Barrowmaze. Maze Level: 5 (Illusionist) / 8 (Magic-User) Duration: Special Range: 5 Feet/Level The caster banishes the target to an unending maze in an extradimensional space. The target’s Intelligence determines how long the subject wanders aimlessly. Minotaurs are immune to this spell. Intelligence Time Trapped 18 or higher 1d4 Rounds 15-17 2d4 Rounds 12-14 3d4 Rounds 9-11 4d4 Rounds 6-8 5d4 Rounds 3-5 1d4 Turns 2 or below 2d4 Turns Mending Level: 1 (Magic-User) Duration: Permanent Range: 30 Feet Mending repairs objects. The spell can repair broken metal objects (such as a chain, ring, dagger, or broach, provided only one break exists). Wooden or ceramic objects with several breaks can also be completely reconstructed as new. The spell mends holes in leather. The spell cannot repair enchanted or magical items, nor can it mend living matter. Message Level: 1 (Magic-User) Duration: 1 Round/1 Round per 2 Levels Range: 40 Feet/10 Feet per Level Through this spell the caster can quietly speak messages and the receiver can return whispered replies. The wizard points his or her finger at the receiver. The spell requires line of sight and common language. Only the receiver can hear the message. If the spell’s duration allows, the receiver can reply to the caster. The spell communicates sound, not context or meaning. Meteor Swarm Level: 9 (Magic-User) Duration: Instantaneous Range: 40 Feet/10 Feet per Level Meteor Swarm is a powerful and awe-inspiring spell. When cast, the magic-user selects one of two options: either four large meteors (two foot spheres) or eight small meteors (one foot spheres). Both leap from the wizard’s palm and leave a flaming trail of sulfur and sparks. Any target struck by a large meteor takes 1d4x10 damage (no save). If no target is hit, the meteors fly 20 feet apart, and impact 20 feet apart, with an overlapping area of effect (30 feet each). The four radial blasts score overlapping damage in a box or diamond pattern. The smaller meteors score 5d4 damage (with a radius of 15 feet). The smaller meteors have an overlapping blast radius as well (20 feet), shaped like two adjacent boxes or two adjacent diamonds. A saving throw (Spell) is permitted against the smaller meteors for halfdamage. Mikda-Err’s Practical Tilt Level: 2 (Illusionist) / 2 (Magic-User) Duration: 1 Round Range: See Below Through this spell the magic-user may target one medium-sized or smaller creature in sight (normally an advancing enemy) and plant a suggestion that the floor
87 tilted. The target is allowed a save versus Spell for no effect. Failure indicates that the target has fallen and requires a round to stand and resume their attack. A prone target is +4 o hit. For each level after the first, the magic-user may affect an additional target (2 at second level, 3 at third, and so on). Alternatively, the magic-user or illusionist may impose a penalty of –1 on the save instead of affecting a second target. Thus, a third level caster could affect three creatures, or two at –1, one creature at –2. Mind Blank Level: 8 (Magic-User) Duration: 1 Day Range: Touch This spell protects the subject from all mind-influencing spells, divination spells, or devices that influence, detect, read thoughts, or emotions. Mind Blank even foils Limited Wish and Wish spells regardless of their wording or implementation. All attempts to scry the individual result in failure. If scrying an area, with a Crystal Ball for example, the spell functions but the recipient remains undetected. Minor Creation Level: 4 (Illusionist) Duration: 6 Turns/Level Range: Touch The illusionist creates a non-living organic object, such as wood, cloth, or rope, etc. The item may not exceed 1x1x1 foot per level of the caster. The spell requires a piece of the desired object to cast Minor Creation. Mirror Image Level: 2 (Illusionist) / 2 (Magic-User) Duration: 2 Rounds/Level Range: N/A This spell creates 1d4 illusionary duplicates of the caster (1d4+1 for illusionists). Each of the illusions match the caster in detail and precisely imitate the mage’s actions in every respect. The caster selects which number among the duplicates s/he occupies. Opponents must select a duplicate number prior to making an attack roll. A successful attack on the caster causes normal damage. If an opponent strikes an illusion, it disappears. Misdirection Level: 2 (Illusionist) Duration: 1 Round/Level Range: 30 Feet By means of this spell, the caster misdirects divination spells like Detect Evil, Detect Magic, Detect Lie, etc. The illusionist marks an object or being within range at the time of casting. For the duration, a detection spell divines only the marked object or being. The diviner is allowed a saving throw (Spell) to circumvent Misdirection. Mist of the Glen Level: 2 (Druid) Duration: 3 Rounds/Level Range: N/A A stationary mist eerily forms and shrouds the caster from sight, including darkvision. Mist of the Glen covers a 10x10x10 foot area for four rounds per level of the caster. The caster may see through the mist and, while within, cast spells one level higher. A strong wind scatters the fog and reduces the spell’s duration by 25%. While the caster remains in the Mist of the Glen, all ranged and melee attacks are at -2. Mnoricar’s Mnemonic Enhancer Level: 4 (Magic-User) Duration: 1 Day Range: N/A By means of this spell, the caster can memorize additional spells or recall spells recently cast. The caster can retain a maximum of three spell levels (in any combination) beyond those normally available per day by caster level (for example, a second level spell and a first level spell, etc.). If the caster wishes to retain, rather then memorize additional spells, s/he casts Mnoricar’s Mnemonic Enhancer first followed by discharging the spell(s) to be retained in order. Mold to Moldmen Level: 3 (Druid) Duration: 4 Turns Range: 50 Feet Through this ritual spell, a druid transforms moldy vegetable matter into 1d4 HD: 1 moldmen (+1 per level). Moldmen are also called vegepygmies. The moldmen are subject to the commands of the caster. At the end of the spell’s duration, moldmen flee the caster at their highest movement rate. The statistics for moldmen are as follows: AL: N, MV: 20, AC: 4, HD: 1, HP: 4, #AT: 1, DMG: 1d6, SV: F1, ML: 8.
88 Moldskin Level: 2 (Druid) Duration: 4 Rounds/1 Round per Level Range: Touch Moldskin toughens skin through the formation of a hard leathery fungal growth. The caster can use the spell on him/herself or another willing target. The effect improves the target’s armor class by 1 and provides +1 on all saving throws. Moldskin covers the face and makes the bearer of the spell imperious to the effects of spores, molds, gases, drowning, oxygen deprivation, and funguses. Spore, mold, plant, or fungus-based monsters will not attack the bearer of Moldskin. Mordril’s Excavation Level: 4 (Magic-User) Duration: 1 Round/Level Range: 30 Feet The caster, through Mordril’s Excavation, can excavate 5x5x5 feet of soil, sand, or mud, per round devoted to casting (40 cubic feet maximum). The dirt is moved immediately adjacent to the area excavated. The caster, if desired, can excavate a shaft straight down or dig a trench. If the caster digs a shaft, the walls may potentially collapse, subject to the soil type: soil (20% per 5 foot cube), sand (60%), or mud (80%). Any creature within one foot of the opening must make a Dexterity Check or fall in. The spell provides a saving throw (Spell) to any unaware creature running or moving near the edge to avoid falling. Boulders and stone are unaffected. Mordril’s Mighty Excavation Level: 6 (Magic-User) Duration: See below Range: 10 Feet For each turn spent in casting, the magic-user can move 10 cubic feet of soil (to a maximum of 80 cubic feet). The spell excavates soil as per the Level 4 spell. Boulders and stone are unaffected. Neutralize Poison (Reversible) Level: 4 (Cleric) / 3 (Druid) Duration: Permanent Range: Touch This spell neutralizes poison in a living being or poison placed on an object. Neutralize Poison does not reverse the effects of poison (such as damage to hit points). The caster may also neutralize a poisonous creature (such as a snake) with a successful touch attack. The opposite of the spell, Poison (useable by both clerics, druids, and monks), requires a successful touch attack. If the target fails a save versus Death, it dies. Non-detection Level: 3 (Illusionist) Duration: 1 Turn/Level Range: 0 Through this spell, the caster cloaks his or her presence, and all those within a five foot radius, from divination such as Detection spells, Locate Object, Clairvoyance, or Clairaudience. The spell also prevents detection by magic items like a Crystal Ball. Ool’s Broiling Exhalation Level: 3 (Magic-User) Duration: See below Range: N/A This spell is an enhanced and modified version of the first level magic-user spell Burning Hands. By means of this spell, a gout of searing magical flame issues forth from the caster’s mouth. The jet of flame (10 feet long per level) strikes a single target for four hit points of damage (per level of the caster with no saving throw). For reasons unknown, this spell is particularly effective against undead. Undead take an additional +3 hit points of damage to the total damage scored by the spell. The caster must have a clear line of sight to the target. The spell will light all flammable materials. Ool was a savvy veteran magic-user. Decades ago he was gated to a heretofore undiscovered plane of existence while attempting to close the Pit of Chaos in Barrowmaze. His current whereabouts are unknown. Ool’s Freezing Sphere Level: 6 (Magic-User) Duration: See below Range: See below When casting Ool’s Freezing Sphere, the magic-user selects one of three options. The caster can conjure a frosted globe and throw it 40 feet (maximum). The globe will explode on in a 10 foot radius causing 4d6 points of cold damage. Alternatively, the caster can place the sphere on the ground. The sphere will detonate in one round per level of the caster (also with a 10 foot radius). All those struck by the sphere, or caught in its radius, may save versus Spell for half damage. The caster, as the second option, can place the sphere in water and freeze the liquid. The sphere freezes water seven inches deep and affects 100 square feet per level of the caster (for one round per level). Last, instead of a sphere, the wizard can emit a freezing ray 10 feet long per caster level for three hit points of damage (per level). A saving throw versus Spell negates all damage.
89 Ool’s Irresistible Safety Dance Level: 8 (Magic-User) Duration: 1d4+1 Rounds Range: Touch This spell inspires an uncontrollable desire to dance in a single target. The target dances with foot shuffling, heel tapping, arm twirling, gyrating, etc., and may take no other actions for the duration of the spell. The effect imposes an armor class penalty (-4) and also excludes a shield bonus (if applicable). This spell offers no saving throw to the target. Paralyzation Level: 3 (Illusionist) Duration: See below Range: 10 Feet/Level This spell paralyzes the caster’s opponents. The caster can affect twice his/her hit dice within a designated 20x20 foot area (save versus Spell to negate). The caster can dismiss the spell, when desired. Part Water Level: 6 (Cleric) / 5 (Druid) / 6 (Magic-User) Duration: 1 Turn/Level Range: 20 Feet/Level This spell parts a body of water (river, lake, etc.) ten feet wide to a maximum length of 300 feet. The caster can end the spell at anytime prior to its full duration and destroy pursuers following the spell’s path. Pass without Trace Level: 1 (Druid) Duration: 1 Turn/Level Range: Touch This spell allows caster, or a recipient, to move through terrain without any sign of passage (i.e. footprints). Tracking the subject is impossible. However, any area passed through will radiate faint magic for six turns. Passwall Level: 5 (Magic-User) Duration: 6 Turns/Level Range: 30 Feet This spell creates a portal, or passage, in wood, stone, or plaster. The passage is ten-feet in length and five-feet in width. The spell cannot create a passage through other materials (such as steel, etc.). Permanency Level: 8 (Magic-User) Duration: Permanent Range: See below This incantation makes spells permanent on the caster. They include: Comprehend Languages, Detect Evil, Detect Invisibility, Detect Magic, Darkvision, Protection from Evil, Protection from Normal Missiles, Read Magic, Tongues, and Unseen Servant. The wizard must cast Permanency immediately after the desired spell. Permanency cannot be cast on other beings. The spell permanently lowers the magic-user’s Constitution by one point. A magic-user of higher level than the caster can dispel the aforementioned Permanency effects. A mage can also use the spell to make the following permanent on another being (or object): Enlarge, Fear, Gust of Wind, Invisibility, Magic Mouth, Prismatic Sphere, Stinking Cloud, Wall of Fire, Wall of Force, and Web. The latter applications may be removed by Dispel Magic. Phantasmal Force Level: 1 (Illusionist) / 3 (Magic-User) Duration: See below Range: 10 Feet/5 Feet per Level Through this dweomer, the caster creates an illusion within a fixed 20x20x20 foot cube. The caster must concentrate solely on the illusion. If touched, the illusion disappears. However, an illusionary creature can attack. All those who behold the illusion are given a saving throw (Spell) to disbelieve. If successful, a disbeliever can communicate the truth of the illusion to others (+4 on disbelieve saves). If a player character fails their save, the illusion continues. An illusionary monster will appear to inflict harm on its target. Illusionary monsters have AC: 9, and vanish if struck. If the target loses all its hit points, s/he falls to the ground unconscious instead of dying. All other aspects of the phantasm are illusionary and impose no damage. The illusion includes no auditory component. Phantasmal Force (Advanced) Level: 2 (Illusionist) Duration: See below Range: 10 Feet/5 Feet per Level This spell is an enhanced Phantasmal Force. The area of effect is a fixed 40 foot cube plus ten square feet per level of the caster. Unlike the lesser version, the spell includes subtle auditory effects (like movement, etc.). The spell does not include speech, but roaring, grunting, or mumbling are possible.
90 While focusing on the dweomer, the caster may only move at half speed. The illusion remains for two rounds after the caster finishes directing the spell. Refer to Phantasmal Force for additional detail. Phantasmal Killer Level: 4 (Illusionist) Duration: 1 Round/Level Range: 5 Feet/Level Through this spell the caster scans the subconscious mind of the target and learns his/her fears. The illusionist then conjures a delusive image of the most terrifying monster imaginable to the target. Only the caster and spell’s target can view the Phantasmal Killer. If the illusion successfully strikes the target (as a four hit die monster), the target can disbelieve with a successful Intelligence Check. If the target fails, it dies of fear. If the target of the spell succeeds in disbelieving while wearing a Helm of Telepathy, the target can turn the illusion on the caster. The caster is then required to disbelieve or be subject to the Phantasmal Killer. Phase Door Level: 7 (Magic-User) Duration: 1 Door/2 Levels Range: Touch Like Passwall, this spell creates a portal, or passage, in wood, stone, or plaster. The passage is ten-feet in length and five feet in width. The spell cannot create a passage through metal. Unlike, Passwall, the door is invisible and only accessible by the caster. As the caster enters the door, s/he immediately reappears at the exiting door. The caster may allow one medium-sized being or smaller to pass through the portal by holding their hand. Allowing a companion to pass through a Phase Door serves as two doors. Sound, light, and spell effects will not pass through the door. A Phase Door is subject to Dispel Magic. All those in the passage when dispelled are thrown out the other side akin to Passwall. Plane Shift Level: 5 (Cleric) Duration: Permanent Range: Touch Through this spell the caster can transport him/herself, or another being, to an alternate plane of existence or dimension. The caster can transport up to eight beings if gathered in a circle at the time of casting. Plane Shift instantly transports all beings but provides no means of return. An unwilling target receives a saving throw (Spell) to negate. Plant Growth Level: 3 (Druid) / 4 (Magic-User) Duration: See below Range: 20 feet This spell causes vegetation (grass, briar, bush, creeper, thistle, tree, vine, etc.) within a 20x20 area of effect (plus 5x5 feet per level) to thicken, entwine, and become impenetrable. The density of the vegetation reduces movement to 1/4. The spell requires the presence of existing vegetation to manifest and the effect lasts until Dispel Magic is cast. Plant-based creatures are unaffected by the spell. Polymorph Any Object Level: 8 (Magic-User) Duration: Variable Range: 5 Feet/Level This spell polymorphs a creature or object akin to other polymorph spells. The target is allowed a saving throw (Spell) to negate the effect. The exact duration of the spell is subject to the extent of the shape change. The table below serves as a set of guidelines to guide the Maze Controller: Category Polymorph Kingdom Animal, Vegetable, Mineral Class Mammals, Bipeds, Fungi, Metals, etc. Relationship Twig to tree, Sand to beach, etc. Size Larger, Equal, Smaller Shape Comparative to original Intelligence Esp. with intelligence increase A change across kingdoms lasts two to three hours. Related things, such as a tiger tooth becoming a tiger, are permanent. Polymorphs that affect multiple categories will result in a decreased duration. The effect of the spell may be reversed by Dispel Magic. All beings or objects affected radiate magic for the purpose of spell detection, divination, and scrying. This spell can replicate transmutation effects like Flesh to Stone, Stone to Flesh, etc. When used in this fashion, the target is penalized -4 on the save.
92 Polymorph Other Level: 4 (Magic-User) Duration: See below Range: 10 Feet/Level Through this dweomer, the caster can transmute one living being into another form. An unwilling target receives a save versus Spell to negate the effect. The polymorphed being retains their hit points, and gains all the abilities of the newly acquired form, including intelligence. In effect, the being is the new creature in all respects. These include alignment, mentality, instincts, and preferences, etc. Polymorph Other cannot imitate a unique being’s appearance. The spell fails if the new form’s total hit dice exceed double the original being. Polymorph Self Level: 4 (Magic-User) Duration: 2 Turns/Level Range: 0 Through this spell the caster changes his or her form. This spell can only copy a generic being type (human, goblin, etc.) and cannot duplicate unique individual beings. The new shape must have hit dice equal to, or lower than, the caster. The caster keeps his or her saves, intelligence, and hit points. The new form does not give the caster the physical abilities, strength, or attack and damage bonuses. Likewise, the new form provides no magical or special abilities. For example, if the caster transmutates into a stirge, s/he could fly. However, the caster would not gain petrifying gaze if s/he changed into a cockatrice. While polymorphed, the caster cannot cast spells. If the caster dies while polymorphed, s/he reverts to natural form. The caster may alter form as many times as desired under the duration of the spell. Dispel Magic negates the effect of Polymorph Self. Power Word (Blind) Level: 8 (Magic-User) Duration: Permanent until dispelled Range: See below The caster utters a word of power that blinds one or more beings of choice, regardless of their ability to hear the word. Targets totaling 100 hit points may be affected (no save). The spell’s duration is subject to the total hit points of the creatures affected. All creatures with 101+ hit points are unaffected. This spell affects a 30x30 radius centered the caster. Hit Points Duration 61-100 1d4+1 Rounds 60 or Less 1d4+1 Turns Power Word (Kill) Level: 9 (Magic-User) Duration: Permanent Range: 5 Feet/Level This spell allows the caster to proclaim a word of power that kills one or more beings within a 20 foot radius instantly, whether or not they can hear it. At the time of casting, the mage chooses one or multiple targets. The spell kills a single creature (up to 60 hit points) or two or more creatures of 10 hit points or less (to a total of 120 total hit points). Creatures in excess of 60 hit points are immune to this Power Word. There is no save. Power Word (Stun) Level: 7 (Magic-User) Duration: See below Range: 5 Feet/Level The caster pronounces a word of power that causes a single target of choice to be stunned for 2d4 rounds instantly, whether or not the target can hear the word. The spell duration is equivalent to the target’s current hit points (see below). All creatures in excess of 100 hit points are immune to the Power Word. The spell provides no saving throw. Hit Points Duration 61-100 1d4 Rounds 31-61 2d4 Rounds 30 or Fewer 4d4 Rounds Prayer Level: 3 (Cleric) Duration: 1 Round/Level Range: 10 Foot Radius Prayer is a stronger version of the spell Sacred Chant. The spell function is the same (+1 to allied attacks and saving throws and a -1 on opponent dice), except the cleric need not concentrate to maintain the spell. Predict Weather Level: 1 (Druid) Duration: 12 Turns Range: 0 The caster can use this ritual spell to divine weather in a five mile radius. The caster can foresee the weather up to 12 turns away per level of the caster. The spell grants information about weather conditions (wind, hail, rain, snow, sleet, temperature, etc.). The spell cannot predict the exact locations of hurricanes, tornadoes, lightning, etc.
93 Prismatic Sphere Level: 9 (Magic-User) Duration: 1 Turn/Level Range: 0 The caster calls forth an immobile, protective globe of spectacular, shimmering, multicolored light in a 20 foot radius. The globe provides defensive protection against the attack forms listed. All those that behold the sphere with less than HD: 8 are Blinded for 2d4 turns. Only the wizard may move into, or out of, the Prismatic Sphere as desired. The sphere blocks all penetration attempts (including spells). The spells listed negate each color. All those that attack the caster, or pass through the globe, suffer the following effects in order: Color Order Defensive Effect Negated By Red 1st Blocks non-magical missile attacks. Inflicts 10 points of fire damage. Cone of Cold Orange 2nd Blocks magical missile attacks. Inflicts 20 points of damage. Fly or Gust of Wind Yellow 3rd Blocks poisons, gases, and petrify. Inflicts 40 points of damage. Disintegrate Green 4th Blocks breath weapons. Poison (Death Save negates). Passwall Blue 5th Blocks mental attack forms and divination. Petrify (Stone Save negates). Magic Missile Indigo 6th Blocks all spells. Insanity (Wand Save negates). Continual Light Violet 7th Force field Gates to random plane of existence. (Spell Save negates). Dispel Magic Prismatic Spray Level: 7 (Illusionist) Duration: Instant Range: 0 This spell creates seven multicolored beams of shimmering light to emit from the caster’s palm. The beams are projected in a narrow ray 70 feet long, 5 feet wide at the origin, and 15 feet wide at the end. Each colored beam possesses a different power. First, all those struck (with eight hit dice or less) are blinded for 2d4 turns. Second, all those struck are hit by a second beam of light identical to a random color of a Prismatic Sphere (see spell description). 1d8 Beam Color 1 Red 5 Blue 2 Orange 6 Indigo 3 Yellow 7 Violet 4 Green 8 Two Beams. Ignore 8 Prismatic Wall Level: 7 (illusionist) Duration: 1 Turn/Level Range: Wall 5 Feet/Level Wide and 2 Feet/Level High Prismatic Wall conjures an immovable, opaque, multicolored, wall of protection. The shimmering wall protects the caster from all attack forms. The wall functions identical to Prismatic Sphere. All those that behold the wall with less than HD: 8 are Blinded for 2d4 turns (-4 to attack rolls). Produce Flame Level: 2 (Druid) Duration: 2 Rounds/Level Range: 0 Flames burst forth as the caster’s opens his hand (for 2 rounds per level or until dismissed). The flames do not harm the caster or his/her equipment. However, they ignite other flammables. The flames provide illumination as a torch (30 feet) but can also be thrown at targets up to 40 feet away (1d2+1 damage per level with a successful attack roll), and will ignite flammable materials in a two foot radius. Projected Image Level: 5 (Illusionist) / 6 (Magic-User) Duration: 1 Round/Level Range: 100 Feet/10 Feet per Level The caster creates an illusory version of him or herself. The projected image is intangible but appears, smells, and sounds exactly like the caster. The projected image
94 matches the caster’s actions exactly, including speech and spells. The illusion dispels immediately if touched or struck by a melee weapon. Note that missile weapons and spells pass through the illusion with no effect. Protection from Evil Level: 1 (Cleric) / 1 (Magic-User) Duration: 3 Rounds/Level Range: Touch This spell protects the caster from attacks by evil beings and monsters. Specifically, the spell calls forth a magical barrier that wards against forms of mental control as well as contact with summoned creatures. The protection moves with the recipient. The spell provides two protective bonuses: the recipient receives a +1 to saving throws and armor class. Next, the spell prevents evil beings and summoned creatures from touching the recipient and causes them to recoil in fear. The spell does not preclude missile attacks. The protection from contact by summoned beings terminates if the subject of the spell makes a physical attack. Protection from Evil (10 Feet) Level: 4 (Cleric) / 3 (Magic-User) Duration: 1 Turn/Level Range: N/A This spell is identical to Protection from Evil, except that the protection extends 10x10 feet around the caster and wards all those within the area of effect. Protection from Fire Level: 3 (Druid) Duration: See below Range: Touch Through this spell, the caster (or a recipient) is rendered immune to damage from normal fire. The caster is also provided immunity to magical fire for an unlimited period or until s/he absorbs 12 hit points of damage (per level). Once the damage has been absorbed, the spell ends. If cast on another being, the duration is one turn per level of the caster. The recipient receives immunity to all non-magical fire and takes only half damage from magical fire. The recipient also saves against magical fire with a +4 bonus. Protection from Lightning Level: 4 (Druid) Duration: See below Range: Touch Through this spell, the caster (or a recipient) is rendered immune to damage from normal electricity. The caster is provided immunity to magic electricity, regardless of source, for an unlimited period or until s/he absorbs 12 hit points of damage (per level). Once the damage has been absorbed, the spell ends. If cast on another subject, the duration is one turn per caster level. The recipient is immune to all non-magical lighting. Further, the subject takes only half damage from magical or other lightning. The recipient also saves against magical lightning with a +4 bonus. Protection from Normal Missiles Level: 3 (Magic-User) Duration: 1 Turn/Level Range: Touch This spell protects against all small, non-magical projectiles, missiles, and hurled weapons. The spell protects, and moves with, the caster only. The protection excludes hurled boulders, magical arrows, bolts, sling stones, etc. Purify Food and Drink (Reversible) Level: 1 (Cleric) Duration: Permanent Range: 10 Feet Through this spell, a cleric decontaminates rotten, spoiled, or poisonous food and water. The spell affects enough food and water for twelve medium-sized beings. This spell does not preserve against natural decay. The reverse of this spell, Putrefy Food and Water, spoils a similar amount of food and water. Purify Water (Reversible) Level: 1 (Druid) Duration: Permanent Range: 10 Feet This spell decontaminates poisoned or undrinkable water for consumption. The druid can convert one cubic foot of water per caster level. Contaminate Water, the reverse of the spell, contaminates drinkable water. A caster can use Contaminate Water to make holy or unholy water ineffective. Pyrotechnics (Reversible) Level: 3 (Druid) / 2 (Magic-User) Duration: See below Range: 160 Feet Subject to the caster’s wishes, Pyrotechnics can either transform a fire into a brilliant display of fireworks or a cloud of thick black smoke. Cryotechnics is the reverse of the spell.
95 Fireworks: This iteration results in a momentary burst of aerial pyrotechnics. The effect blinds all those within 120 feet. The display is fully ten times the magnitude of the source flame. Only those with a clear line of sight are affected. The reverse of the spell, Cryotechnics, causes a burst of blinding cold energy that extinguishes a fire and sends explosive, colorful, ice shards into the air with the same area and effect. Smoke Cloud: This version causes thick black smoke to pour from a fire. The smoke obscures all vision in a 20 foot radius and lingers for one round per caster level. The reverse of the spell, Cryotechnics, extinguishes the fire and causes a thick, freezing, icy mist with the same area and effect. Quest (Reversible) Level: 5 (Cleric) Duration: See below Range: 20 Feet Through this spell a priest can compel a player character to undertake a quest. The PC is allowed a saving throw (Spell) to negate. This quest may involve danger but the priest cannot instruct the PC to harm him/herself. If the target of the spell resists the Quest, s/he will be affected by a curse, chosen by the Maze Controller. The PC must complete the quest to terminate the spell. Alternatively, a priest may cast the spell in reverse, Remove Quest, to dispel an active Quest. Similar to Dispel Magic, the cleric’s ability to Remove Quest is tied original caster’s level. For each level below the original caster there is a cumulative 5% chance of failure. Raise Dead (Reversible) Level: 5 (Cleric) Duration: Permanent Range: Touch This spell imbues life into the deceased body of a human or demi-human. The caster can raise a deceased being only as many days as the cleric’s experience level plus his/her Wisdom Modifier. The body of the deceased must be intact. Returning from the dead is an extraordinary trial of suffering. The recipient of the spell is raised with one hit point, and for three weeks the player character’s movement is halved and s/he suffers from debilitating weakness. In addition, the character cannot engage in combat, physical activity, or spell-casting. The three week period cannot be shortened. If the spell is cast on an undead creature, it must save (Spell) or die instantly. The reverse of the spell, Eternal Demise, prevents a deceased humanoid from being raised, short of a Wish. Ray of Decay Level: 2 (Druid) Duration: Instantaneous Range: 40 Feet Through this spell a druid directs a beam of green energy at a single target. The druid must have line-of-sight. The Ray of Decay dehydrates and sickens exposed flesh and infects the victim with mold. The target takes 1d8 points of damage (save versus Death for half damage). If the first save is failed, the target takes an additional 1d4 the next round. If the target saves the first time, s/ he takes 1d2 the second round. Ray of Enfeeblement Level: 2 (Magic-User) Duration: 1 Round/Level Range: 25 Feet/5 Feet per 2 Levels This spell releases a beam from the caster’s hand. The target weakens and suffers a reduction of Strength by 1d4 (plus one every other level to a total maximum of six points of Strength, cannot be reduced below 3). The penalty affects the target’s to-hit and damage modifiers (if applicable). A successful save (Spell) negates. Read Magic (Arcane) Level: 1 (Illusionist) / 1 (Magic-User) Duration: 2 Rounds/Level Range: N/A By means of Read Magic (Arcane), a wizard (illusionist or magic-user) can decipher unintelligible arcane writing (on scrolls, books, weapons, etc.). The spell does not activate magic on an item, but it can if cursed. Once cast, the mage can read that specific item at-will without the need for Read Magic (Arcane). Read Magic (Divine) Level: 1 (Cleric) / 1 (Druid) Duration: 2 Rounds/Level Range: N/A By means of Read Magic (Divine), a cleric, druid, or monk can decipher unintelligible divine magical writing (on scrolls, books, scrolls, weapons, etc.). The spell does not activate magic on an item, but it can if cursed. Once cast, the priest can read that specific item at-will without further need for Read Magic (Divine).
96 Regenerate (Reversible) Level: 7 (Cleric) Duration: Permanent Range: Touch This divine ritual regenerates a subject’s severed appendage (such as an arm, hand, tail, finger, leg, foot, or head, etc.). The process of regeneration takes one round if the severed part is touching at the point of dismemberment. Otherwise, the incantation requires 2d4 turns. Necrosis (reverse of the spell) causes a body part to wither, turn black, and fall off in one round (and turn to dust in 2d4 rounds). The cleric must make a successful touch attack against the target. The Maze Controller randomly determines the body part affected. Reincarnate Level: 7 (Druid) / 6 (Magic-User) Duration: Permanent Range: 0 Through this spell the caster raises a player character from the dead in a different body. This transformation heals all afflictions and ailments. The spell functions regardless of the condition of the deceased. The spell requires a portion of existent bodily remains. Reincarnate creates a new, healthy, young adult body. The options on the table below provide playable races. Roll 1d6 to select the left (1-3) or right column (4-6). Then roll 1d6 to determine experience level (cannot exceed the original PC). A reincarnated PC must play the new player character race or retire: 1d12 Incarnation 1 Orc 1 Werewolf 2 Half-Orc 2 Pixie 3 Centaur 3 Bugbear 4 Neanderthal 4 Half-Elf 5 Kobold 5 Human 6 Lizardman 6 Elf 7 Goblin 7 Dwarf 8 Hobgoblin 8 Dryad 9 Orc 9 Half-Orc 10 Ogre 10 Cyclopsman 11 Bullywug 11 Ogre Mage 12 Player’s Choice 12 Player’s Choice Remove Curse (Reversible) Level: 3 (Cleric) / 4 (Magic User) Duration: Permanent Range: Touch This spell instantaneously removes a curse. The spell does not remove a curse from a weapon, item, or armor. Instead, the spell allows the afflicted being the ability to discard it. Remove Curse counters and dispels Bestow Curse. The Maze Controller, in concert with the player, determines the effect of Bestow Curse. Possibilities could include a saving throw penalty (maximum -2), a to-hit penalty (maximum -4), or halving an ability score. A successful save (Spell) allows the target to avoid Bestow Curse. Remove Fear (Reversible) Level: 1 (Cleric) Duration: 2 turns Range: Touch This spell removes magical Fear by inspiring courage in the recipient. The spell provides a +4 bonus against magical fear for one turn. In the example of a failed save, this spell provides a target with an additional saving throw opportunity to remove a fear effect. In this instance, the recipient receives a save bonus of +1 per caster level. Remove Fear counters and dispels Cause Fear. The spell requires the caster to touch the subject. Cause Fear will frighten a touched target to flee, hysterically, at full movement rate for rounds equivalent to the level of the caster. Remove Paralysis Level 2 (Cleric) Duration: Permanent Range: Touch By touch, the caster removes all mundane and/or magical effects of paralyzation (i.e., ghoul touch or Hold Person). The cleric can free three subjects, but the spell requires touch. Each paralyzed subject receives a new saving throw. If one subject, the save is +3. If two, the save is +2, and if 3, each receives a +1.
97 Repulsion Level: 6 (Magic-User) Duration: 1 Round/2 Levels Range: 10 Feet/Level A near invisible, immobile force-field is conjured 10 feet before the caster. The field prevents all beings from approach. All those that contact the field are repulsed and cannot advance toward the caster. Resist Cold Level: 1 (Cleric) Duration: 1 Turn/Level Range: Touch This spell grants immunity to non-magical cold. The spell also grants a saving throw bonus of +3 versus magical cold-based or cold breath attacks. Further, damage is halved if the saving throw is failed and quartered if successful. The bonus lasts for the duration of the spell. Resist Fire Level: 2 (Cleric) Duration: 1 Turn/Level Range: Touch This spell grants immunity to non-magical fire. The spell also provides a +3 bonus to all saves versus magical fire or fire breath attacks. In addition, damage is halved if the save is failed and quartered if successful. The bonus lasts for the duration of the spell. Restoration Level: 7 (Cleric) Duration: Permanent Range: Touch Through this spell, a cleric restores one level of experience from an energy drain attack. The caster can only use the spell within a number of days equal to his/her level. The spell restores experience points to the minimum number required to bring the recipient to their previous level. The reverse of the spell, Energy Drain absorbs one level of experience (or hit dice) away from a touched target. Resurrection (Reversible) Level: 7 (Cleric) Duration: Permanent Range: Touch This spell raises the dead and restores the recipient to maximum hit points and health, including prepared spells (if applicable). The spell functions regardless of the condition of the deceased (to a maximum of 10 years per level of the caster). The spell requires bodily remains. Destruction (reverse of Resurrection) causes the target, through touch, to die and disintegrate into dust. In both cases the spell weakens the caster to bed-rest for one day/level of the resurrected character. During the recovery period, the caster cannot engage in combat or cast spells. Reverse Gravity Level: 7 (Magic-User) Duration: 1 Round Range: 5 Feet/Level This spell reverses the flow of gravity in a 30x30x30 foot square area. All unattached things (objects or beings) within the area fall upward. All those that strike a physical barrier take damage as if they fell the same distance (1d6 for every 10 feet). Any unattached object or being that reaches 30 feet without contacting anything or taking damage remains suspended and slowly oscillates until the end of the duration. At the conclusion of the spell, all affected beings and objects fall downward and take damage as outlined above. Rope Trick Level: 3 (Illusionist) / 2 (Magic-User) Duration: 2 Turns/Level Range: Touch This spell enchants a 5-30 foot long rope. The rope slowly snakes upwards until its entire length stands suspended in the air just off the ground. The top of the rope provides entry into an extradimensional hideout. PCs can climb the rope and access the secret hideaway. The hideout is large enough to hold five medium-sized beings or their equivalent. Once in the hideout, the rope can be pulled up with no trace or it can hang perpendicular to the floor. At the end of the spell’s duration, all those inside the hideout drop to the ground. Only one person can climb the rope at a time.
98 Sacred Chant Level: 2 (Cleric) Duration: Special Range: N/A By means of continuous chanting in Ancient Common (similar to Latin), a cleric invokes divine favor within a 30-foot radius. Allies within the area of effect receive a +1 to attack, damage, and saving throws. Opponents receive a -1 to attack rolls within the established radius. As long as the cleric remains motionless and concentrates solely on the Sacred Chant, the effect continues. If the cleric takes damage, or is distracted, the spell ends. Silence negates the spell. Sanctuary Level: 1 (Cleric) Duration: 2 Rounds/1 per Level Range: Touch This spell protects a single being. An enemy that physically attacks the recipient must save versus Spell or attack an alternative target (determined randomly by the Maze Controller). If successful, the target is unaffected and may attack normally. Note that the caster remains susceptible to area effect damage. The cleric cannot use offensive spells or attack, lest the spell be broken. This excludes nonoffensive spell-casting. Scare Level: 2 (Magic-User) Duration: 3d4 Rounds Range: 1 Creature By means of this spell, the caster inspires terror in a single target of fewer than six hit dice (save versus Spell for no effect). The target runs away, cowers, and may take no action. The spell has no effect on undead, elves, half-elves, or clerics. Secumund’s Phantasmal Steed Level: 1 (Illusionist) / 1 (Magic-User) Duration: 1d6 Turns/1 Turn per Level Range: N/A Through this spell a magic-user conjures a phantasmal steed. At Levels 1 through 4 the steed appears like a riding horse (with equivalent movement rate). However, when cast at Level 5 the phantasmal steed appears like a ghostly wyvern and can fly with a maximum movement of 120 feet per round. The steed can bear a second rider, but this halves its duration and speed. It cannot attack and a Dispel Magic disperses the phantasm. Whether horse or wyvern, a physical attack ends the spell. The caster may dismiss the steed at any time. Secumund’s Secret Chest Level: 5 (Magic-User) Duration: 60 Days Range: See below Through this spell a wizard conceals a chest for a maximum of nine weeks on the Ethereal Plane. The caster may access the chest at any time. The chest is a 1x1x1 foot space per level of the caster and cannot hold a living being. The caster must commission the construction of a chest of 5,000gp value. This cost includes the construction of a miniature replica. The wizard is allowed only one set of chests. The chests are mundane and can include any manner of additional locks, traps, and/or wards. To secret the chest away, the wizard casts the spell and touches both chests. The large chest fades away to the Ethereal Plane. In order to recall the chest, the caster uses the replica. After the nine weeks have elapsed, there is a 7% probability the chest disappears on the Ethereal Plane and cannot be recovered. Further, if the replica is destroyed or lost, the hidden chest cannot be recovered. In these examples, even the casting of a Wish will not retrieve the lost chest. There is a Dumb and Dumber chance (1% per week) that an ethereal being, or some other entity, may happen upon the chest. In this event, consult the table below: 1d20 Secumund’s Secret Chest Result 17-20 Chest is empty 10-16 Chest has one new random item 4-9 Chest is missing one item 1-3 Chest includes 1d3 random items Secumund’s Tiny Hut Level: 3 (Magic-User) Duration: 6 Turns/Level Range: 0 This spell creates an unmoving, opaque 10x10x10 foot sphere of force centered on the caster. The sphere projects half above, and half below, the ground. Secumund’s Tiny Hut provides shelter against inclement weather. The hut protects against wind speeds of 50 miles per hour. Windstorms above this speed dispel it. The caster of the spell can adjust illumination inside the hut at any time. The interior is transparent and the outside is opaque (occupants can see outside but those on the outside cannot see in). The hut does not provide protection from missiles, weapons, or spells.
99 The hut accommodates six medium-sized beings or their equivalent. All beings may enter and exit, as desired. As soon as the caster exists, the spell terminates. As long as the external temperature is between 0-100 Fahrenheit, the internal temperature remains 72 degrees. If the external temperature rises above or falls below the aforementioned, the temperature inside adjusts on a 1-to-1 basis. Secumund’s Trap Level: 2 (Magic-User) Duration: Permanent Range: Touch This enchantment creates a false impression that a valued item or small device is trapped. If Detect Traps is used, a small box, chest, lock, spellbook, etc., is likely (80% chance, -5% per level of the thief) to appear trapped. Further, if a thief attempts to Remove Traps, there is a 20% chance (+5% per level of the thief) that the trap appears removed. Sepia Snake Sigil Level: 3 (Magic-User) Duration: Permanent until Triggered Range: 5 Feet This dweomer is a form of magical trap. By means of the spell, a magic-user inscribes a rune (typically on a scroll, spellbook, or door) that, when read, conjures a brownish phantasmal force resembling a snake. The sepia snake attacks with the same hit dice as the caster. If a successful hit is rolled, the reader of the rune will be engulfed in a brownish force field. The force field completely immobilizes the victim. The victim will remain in a state of suspended animation, unable to breathe, age, sleep, or function in any way, until a Dispel Magic is cast. If the sepia snake misses the reader of the rune, it dissipates with a loud crackle of energy and brown smoke. The noise may incur a random monster roll, subject to the Maze Controller. Shadow Door Level: 5 (Illusionist) Duration: 1 Round/Level Range: 10 Feet The caster of this spell conjures an illusory door. S/he then appears to enter the portal and all observers will believe the caster stepped through the door. In truth, the caster steps beside the door invisibly, as per the spell Invisibility. The caster may then slip away. The invisibility lasts for spell’s duration. All those who attempt to follow the illusionist through the portal believe they entered a featureless 10x10 foot room for the duration of the spell. Shadow Magic Level: 5 (Illusionist) Duration: See below Range: See below Through this spell, the caster draws energy from the Plane of Shadow to cast a seemingly-real, phantasmal magic-user spell. The spells include Fireball, Lightning Bolt, Cone of Cold, or Magic Missile. These spells have standard ranges and effects unless the target(s) succeeds in an Intelligence Check. A disbelieving target takes only one hit point of damage per level of the caster from the spell. Shadow Magic (Advanced) Level: 6 (Illusionist) Duration: See below Range: See below Advanced Shadow Magic allows the caster to draw from the Plane of Shadow to cast Cloudkill, Wall of Fire, or Wall of Ice. This incantation is also capable of casting all the spells listed in Shadow Magic. These spells have standard ranges and effects unless the target(s) succeed in an Intelligence Check. A disbelieving target takes only two hit points (per level), and Wall of Fire and Wall of Ice inflict 1d4 hit points of damage (per level). Shadow Monsters I Level: 4 (Illusionist) Duration: 1 Round/Level Range: 30 Feet The caster conjures semi-real, phantasmal shadow monster(s). The monster(s) cannot surpass the illusionist’s hit dice and must be of the same type. The monsters possess two hit points per hit die. Targets are provided an Intelligence Check to disbelieve. Failure to check allows the phantasmal monsters to attack and score damage, as per their monster entry. The phantasmal monsters possess Armor Class 10 and their damage is reduced by 3/4 (round up). Shadow Monsters II Level: 5 (Illusionist) Duration: 1 Round per Level Range: 30 Feet This spell is identical to Shadow Monsters, but with stronger monsters. Monsters have four hit points per die. On a successful Intelligence Check to disbelieve, each creature possesses Armor Class 8 and all damage is reduced by 2/4 (round up).
100 Shadow Monsters III Level: 6 (Illusionist) Duration: 1 Round/Level Range: 30 Feet This spell is identical to Shadow Monsters I and II, but with stronger monsters. Monsters have three hit points per hit dice. On a successful Intelligence Check to disbelieve, each creature possesses Armor Class 6 and all damage is reduced by 1/4 (round up). Shape Change Level: 9 (Magic-User) Duration: 1 Turn per Level Range: N/A Through this spell, the caster changes shape and transmutes into a being or creature. Unique, individualized forms or beings, such devils, demons, or deities, are not possible. The form does not alter the hit points of the caster. The caster acquires all the abilities of the new shape (supernatural or extraordinary, including attacks and damage). The transmutation excludes knowledge, mental abilities, or the intelligence of the form assumed. For the duration of the dweomer, the magic-user can transmute once per round. Shatter Level: 2 (Magic-User) Duration: Permanent Range: 25 Feet/5 Feet per 2 Levels This spell generates a thunderous clap that shatters non-magical objects made of glass, crystal, porcelain, or ceramic within a 20x20 foot radius centered on the caster. Monsters made of these materials, or related materials, take 1d4 points of damage per level of the caster (such as a Crystal Statue). Shield Level: 1 (Magic-User) Duration: 5 Rounds/Level Range: 0 Shield creates a shimmering energy field that moves with and protects the caster (from the front only). The spell provides the caster AC: 2 against all missile attacks, and AC: 4 from all other attacks. Shield absorbs the spell Magic Missile for no damage. Shield of the Sylvan Level: 6 (Druid) Duration: 3 Rounds/Level Range: Caster The caster conjures a semi-translucent green energy shield with a 20x20 foot radius that moves with the caster. The shield blocks all weapons made of wood, or weapons with wooden shafts or hafts (including axes, hammers, spears, crossbow bolts and arrows, etc.) resulting in no damage for the duration of the spell. Shillelagh Level: 1 (Druid) Duration: 1 Round/Level Range: Touch The caster enchants his or her own non-magical club or knobby quarterstaff as a +1 magical weapon (to hit only) for the duration of the spell. The weapon scores 2d4 damage. The caster must wield the weapon. Shocking Grasp Level: 1 (Magic-User) Duration: Instant Range: Touch Upon a successful touch attack, the caster inflicts 1d8 points of electrical damage (+1 per level). The caster must make a successful touch attack roll. Silence (15 Feet) Level: 2 (Cleric) Duration: 2 Rounds/Level Range: 40 Feet This spell completely neutralizes all sound in a 30 foot radius including voices, spells, etc. The spell may be cast on a specific location but the radius is fixed and cannot move. The spell can be used on an object and the radius will move with the item. The spell may be cast on a being and the effect will move with it. Unwilling targets receive a save (Spell) to negate. If successful, the incantation takes effect at the target’s location but s/he may move outside radius of the spell. Simulacrum Level: 7 (Magic-User) Duration: Permanent Range: Touch This spell creates a duplicate of any being or creature. The simulacrum appears as the original, but possesses half the original’s hit points. The copy has a fragmentary recollection of life and may possess select memories (30% of the time). The caster retains control of the simulacrum through verbal command. A simulacrum cannot gain experience points or increase its abilities. If a simulacrum receives a Reincarnation spell, it gains (+2d20%) of the original’s memories and some of the original’s class abilities, subject to the Maze Controller. If reduced to zero hit points or slain, a simulacrum melts into a puddle of goo. Detect Magic or True Sight always reveals a simulacrum.
102 Sleep Level: 2 (Illusionist) / 1 (Magic-User) Duration: 5 Rounds/Level Range: 30 Feet/10 Feet per Level Sleep causes an eldritch slumber to overtake beings with less than 4+1 hit dice. The spell radius is 30x30 feet. All targets may save (Spell) to negate the effect. All those that fail fall asleep. Sleeping targets may receive a coup-de-grace without rolling to hit or damage dice. Undead and monsters immune to mind-influencing spells are unaffected. Hit Dice Number Affected Up to 1 4d4 1+1 to 2 2d4 2+2 to 3 1d4 3+3 to 4 1d2 4+1 1 Slow Poison Level: 2 (Cleric) Duration: 6 Turns/Level Range: Touch This prayer temporarily alleviates exposure to poison. If a recipient has been poisoned (or may be poisoned during the spell’s duration) the toxin does not take effect until the spell expires. Unless the subject is cured before the end of the spell, saves and damage are rolled normally. The incantation does not cure damage previously incurred from poison. However, the spell can restore life (1 hit point) to a subject that died from poison (within one turn per caster level) for the duration of the spell. Snake Charm Level: 2 (Cleric) / 2 (Druid) Duration: See below Range: 30 Feet This spell makes snakes apathetic to the caster and his or her companions. A cleric or druid influences a number of snakes equal to the caster’s level for 1d4+1 turns. A Level 7 Cleric therefore affects seven hit dice (seven snakes of one hit die or two snakes of three hit dice, etc.). Snakes openly hostile to the caster are more difficult to influence. Hostile snakes, or those engaged in combat, are charmed for only 1d4+1 rounds. Snare Level: 3 (Druid) Duration: See below Range: Permanent until Triggered This spell creates a strong, magical snare-trap. The spell requires material such as a rope, cord, or vine, etc. When Snare is cast, the cord-like object blends into its environment (only 1 on d10 chance to detect by mundane means). The caster ties the rope in a loop. The loop tightens around the limb(s) of any creature that steps into it. The caster can fasten the looped Snare to a thin tree (if available). The spell enchants the tree to spring when triggered. The trap scores 1d6 points of damage and dangles the target in the air. If a tree is unavailable, the snare snaps tight around the target’s ankle but scores no damage. Snare is strengthened magically and constrains its target a for a period of 12 hours. A trapped creature must possess giant strength (19+) to break the bond. The bonds loosen as the spell dissipates, so after four hours Strength 18 is required, and after eight hours Strength 16 will break the trap, etc. Speak with Animals Level: 2 (Cleric) / 1 (Druid) Duration: 2 Rounds/Level Range: 30 Feet This spell allows the caster to communicate with normal or giant animals. The caster may query, and receive responses from, one specific animal type. The caster selects the animal type when cast. The animal may, if the caster is friendly, offer a favor or service. If the animal is unfriendly, it may demand help or food. The spell does not influence or make an animal more cooperative or friendly. Speak with Dead Level: 3 (Cleric) Duration: See below Range: 1 Foot This spell calls on the soul of the deceased for information. The spell duration is limited and is based on the level of the caster. The number of questions the cleric may ask of the dead is also limited (see below). The knowledge possessed by the deceased is restricted to its life experience and the cleric must speak its language. If the duration of the spell expires, unasked questions are lost.
103 Note that the deceased desire, above all else, to rest undisturbed. The dead never wish to return to the place of their death, re-inhabit their decayed remains, or answer questions of the living. The Maze Controller should role play Speak with Dead accordingly. The dead will attempt to delay, withhold, and/or obfuscate their responses - unless providing answers results in vengeance against their killer. The caster, on the other hand, must role-play authoritatively through the duration of the spell, demand the soul return, and answer questions: Experience Level Time Deceased Time Questioned # of Questions 7th or fewer 1 Week 1 Round 2 7th to 8th 1 Month 3 Rounds 3 9th to 12th 1 Year 1 Turn 4 13th to15th 10 Years 2 Turns 5 16th to 20th 100 Years 3 Turns 6 19th to 20th 150 Years 5 Turns 7 21st + 1,000+ 6 Turns 8 Speak with Monsters Level: 6 (Cleric) Duration: 1 Round/Level Range: 30 Feet This spell is a more powerful iteration of Speak with Animals, but the cleric may speak with any monster. Speak with Plants Level: 4 (Cleric) / 4 (Druid) Duration: 1 Round/Level Range: 30 Feet Through Speak with Plants the caster may communicate, albeit awkwardly and primitively, with plants, beings, or monsters, that are plant-based. The caster may ask questions and receive answers. The caster can also ask plants to clear an overgrown path. The spell does not predispose plants or plant creatures to the caster. If the caster presents a friendly disposition, and a plant creature desires aid, it may help or ask for a favor. Spectral Force Level: 3 (Illusionist) Duration: See below Range: 10 Feet/10 per Level This spell is identical to Phantasmal Force (Advanced), except the illusion includes auditory, olfactory, and thermal aspects, and persists for three rounds after the illusionist ceases concentration. Spider Climb Level: 1 (Magic-User) Duration: 1 Round/Level Range: Touch Spider Climb allows the caster (or the spell recipient) to climb like a spider on ceiling and walls. To climb, the subject must have free and bare hands and feet. All objects in excess of five pounds stick to the recipient’s hands. Therefore, spell casting is impossible while under the spell. The caster can use this spell on a willing recipient. The spell recipient can move through webs, normal or magical, at normal movement rate. Spiritual Armor Level: 1 (Cleric) Duration: 1 Round/Level Range: Caster This spell enhances the cleric’s mundane armor with a shimmering blue glow. For the spell’s duration the caster receives the blessing of their deity in the form of a +2 armor class bonus against undead. This bonus does not stack with other armor-related spells. Spiritual Hammer Level: 2 (Cleric) Duration: 1 Round/Level Range: 30 Feet This prayer manifests a weapon of force to attack an opponent in range. The weapon deals 1d6 points of damage (+1 to hit every three levels of experience). The weapon is not magical and cannot hit creatures or beings only struck by magic weapons. The weapon appears as the deity’s favored weapon or symbol (mace, hammer, etc.). The weapon attacks the cleric’s designated target. The weapon employs the cleric’s to-hit value, just like any melee weapon. The weapon manifests until the caster breaks concentration or takes damage, to its maximum duration.
104 Spiritwrack Level: 6 (Magic-User) Duration: See below Range: 10 Feet/1 Foot per Level Through this spell the magic-user creates a potent illuminated manuscript (scroll) designed to imprison or punish an infernal or abyssal entity. The spell also functions against a high-level lich or vampire. The caster must know the being’s true name and buy expensive gemstones equal to 1,500gp/HD of the target being. The gemstones are powdered for the ink and the caster’s protection circle. The spell also requires blood from the monster type. When the spell is cast the target entity receives a save (Spell). If successful, the entity flees. If unsuccessful, and because it has been named, the entity is rooted to the spot and paralyzed. During the initial phase of the incantation, the spell places the target under physical and emotional duress. During the second turn, the being loses one hit point (per hit die). After three turns, the target screams in pain and loses half hit points. The being is then banished back to its plane of existence (the Nine Hells, the Abyss, or the Negative Material Plane, etc.). The target entity is imprisoned for 666 days per level of the caster. During its imprisonment, the targeted being exists in a constant state of wracked pain. Once free, the being may seek revenge against the caster (or his/her allies). Powerful magic-users often use the spell to extort information or service from the targeted being and the spell may be halted at any point short of banishment. The illuminated manuscript functions as per a Scroll of Protection from attack by the entity. Spore Cloud Level: 2 (Druid) Duration: 4 Rounds/1 Round per Level Range: 30 Feet Spore Cloud, like the spell Stinking Cloud, creates a 20x20x20 foot cubed spore-based haze centered anywhere within range. The cloud makes those within helpless with gagging and retching. This lasts as long as the target(s) remain in the choking cloud and for 1d4+1 rounds after exiting. Any creature that succeeds on a save (Death) when leaving the cloud is unaffected for the additional rounds. Statue Level: 7 (Magic-User) Duration: 6 Turns/Level Range: Touch Statue transmutes the caster (or recipient) into stone, including equipment. The subject is alive and may still use his/her senses to apprehend the world. However, the subject does not breathe or require sustenance. The subject of Statue can return to flesh, act, and then transmute again instantly, as desired, for the remainder of the spell’s duration. See the monster entry for Animate Statue (Stone). Sticks to Snakes Level: 4 (Cleric) / 5 (Druid) Duration: 2 Rounds/Level Range: 30 Feet This spell transforms as many mundane sticks to snakes as the caster’s level of experience. The snakes then attack as commanded. There is a 1-2 on d6 chance that a snake is poisonous (save or die). When slain or at the conclusion of the spell, the snakes change back to sticks. Snake statistics are as follows: AL: N, MV: 20, AC: 7, HD: 1, #AT: 1, DMG: 1d3, SV: F1, ML: 7. Stinking Cloud Level: 2 (Magic-User) Duration: 1 Round/Level Range: 30 Feet Stinking Cloud creates a 20x20x20 feet fog-bank within the spell’s range. All those within the cloud are unable to act and become ill with nausea. Targets remain affected while in the cloud and for additional rounds (1d4+1) after leaving. A successful poison save (Death) results in no effect for the remaining rounds. Stone Shape Level: 3 (Druid) / 5 (Magic-User) Duration: Permanent Range: Touch The caster, through this spell, can modify and shape an existing stone for any purpose desired. The amount of stone shaped is 1x1x1 foot per caster level. The spell can only create crude shapes (chests, coffers, doors, etc). Fine detail is impossible.
105 Stone Tell Level: 6 (Cleric) / 5 (Druid) Duration: 1 Turn Range: Touch Stone Tell allows the caster to speak with stone. The stone can communicate, albeit in basic garbled terms. The stone can reveal who or what it has seen, or who or what is concealed near, under, or behind it. The stones can communicate descriptions, if asked. The caster can speak with either worked or natural stone. If a druid casts Stone Tell on a standing stone or henge stone, s/he can see images through the stone in addition to rudimentary communication. Stone to Flesh (Reversible) Level: 6 (Magic-User) Duration: Permanent Range: 10 Feet/Level This spell transmutes a petrified being to flesh (including equipment). The spell effects any petrified being, regardless of size. The reverse of the spell Flesh to Stone transmutes one being into stone, including all equipment. A saving throw (Stone) is permitted to negate the spell. Stonebeard Level: 1 (Dwarven Cleric) Duration: 1 Turn/1 Round per Level Range: Caster Through this spell the caster calls upon the mighty dwarven father of battle. It transforms his/her beard into granite thereby improving the armor class of the caster. Stonebeard provides a base unarmored AC: 4 and a +1 bonus if the caster is armored. The effect of this spell is so profound, it will increase the morale of dwarves who behold it (+1). The armor class and morale effect remain for the duration of the spell. Stonebeard is only available to dwarven clerics. Strength Level: 2 (Magic-User) Duration: 1 Turn Range: Touch This spell provides the recipient with temporary Strength. The bonus varies subject to the recipient’s class: clerics, druids, and monks, thieves, and assassins (+1d6), magic-users and illusionists (+1d4), fighters, barbarians, paladins, and rangers (+1d8). A player character’s Strength may not exceed 18. Sueddaht’s Instant Summons Level: 7 (Magic-User) Duration: Instantaneous Range: Infinite Through this dweomer, the caster calls a material item from any anywhere into his/her hand. The caster begins by placing a magical rune on the object. The item may not exceed three feet in length or weigh more than eight pounds. The caster must then inscribe the rune on a gemstone worth 5,000gp. Once inscribed the caster can call the item by pronouncing the rune and destroying the gemstone. The item immediately appears in the mage’s hand. The inscribed gem is useable by the caster only. The item may be called from other planes. If another being possesses the item at the time the spell is cast, it fails. Suggestion Level: 3 (Illusionist) / 3 (Magic-User) Duration: 6 Turns/Level Range: 30 Feet Through this spell, the caster influences the actions of a specific being. The Suggestion is limited to one sentence. The spell must be reasonably worded while suggesting a pleasant, desirable outcome. The incantation fails if the caster requests something harmful. The wording of the spell might suggest a harmless action, such as asking to drink something that might be poisonous. Suggestion continues for the spell’s duration and ends upon task completion. A very reasonable Suggestion might allow a save penalty of –1 or –2, but is subject to the discretion of the Maze Controller. A saving throw (spell) negates the effect. Suggestion (Mass) Level: 6 (Illusionist) Duration: 6 Turns/Level Range: 30 Feet This spell functions like Suggestion and influences one target per level of the caster within 30 feet. If used on a single being, the target saves (Spell) at a -2 penalty. The illusionist can cast but one Mass Suggestion per situation and cannot issue separate Suggestions to individuals.
106 Summon Aerial Servant Level: 6 (Cleric) Duration: See below Range: 10 Feet This spell summons an aerial servant (see monster entry). The priest first casts Protection from Evil followed by Summon Aerial Servant. The caster may command it to undertake tasks, such as fetch an item or being. The creature is a non-combatant and will refuse orders to engage in battle. If tasked to recover an object, the Aerial Servant will retrieve it even if the item is in another’s possession. Under these circumstances, the creature will attack with complete surprise and gain four rounds of action unless means to detect invisibility are available or previously cast. The spell concludes upon task completion, the caster dismisses the servant, or the cleric is slain. Summon Animals I Level: 4 (Druid) Duration: 3 Rounds/1 per Level Range: 40 Feet/Level This spell summons 1d8 normal or giant animals of 1 to 4 hit dice within range of the spell. The Maze Controller determines available animal types by ecosystem. The druid can try to summon three animal types prior to spell failure. Summoned animals serve the caster for a specific task. Tasks include combat, aid, or other purposes within their ability. The druid can dismiss the summoned animals as desired. Examples of 1-4 hit die animals include (but are not limited to) Baboons, Badgers, Giant Killer Bees, Giant Fire Beetles, Giant Frogs, Crocodiles, Giant Flies, Giant Crab Spiders, Wolves, Axe Beaks, Giant Badgers, Giant Carnivorous Beetles, Giant Boars, Mountain Lions, Giant Crabs, Giant Hawks, Hyenas, Giant Gecko Lizards, Giant Black Widow Spiders, Black Bears, Panthers, Giant Eagles, Giant Draco Lizards, Giant Scorpions, Giant Wasps, Giant Weasels, Giant Wolverines. Summon Animals II Level: 5 (Druid) Duration: 4 Rounds/1 per Level Range: 60 Feet/Level This spell is a stronger version of Summon Animal I. The caster can summon 3d4 animals from 1 to 4 hit dice or 1d6 animals of 1 to 8 hit dice. Examples of animals between 5-8 hit dice include: Grizzly Bears, Giant Boring Beetles, Lions, Giant Hyenas, Giant Horned Chameleon Lizards, Giant Pythons, Giant Ice Toads, Polar Bears, Large Crocodiles, Giant Tuatara Lizards, Cave Bears, Giant Stag Beetles, Sabre Toothed Tigers, Giant Octopus, Mudhorns, or Great White Sharks. Summon Animals III Level: 6 (Druid) Duration: 5 Rounds/1 per Level Range: 80 Feet/Level This spell is a more powerful version of Summon Animal I. The spell summons 4d4 animals of 1 to 4 hit dice, or 2d4 animals of 1 to 8 hit dice, or 1d4 animals of 1 to 16 hit dice. See Summon Animals I and II or the monster section for animals of 9-16 hit dice. Summon Cacodemon Level: 7 (Magic-User) Duration: See below Range: 10 Feet This complicated spell summons a demon from the lower planes (Upper or Middle Order). The caster first constructs a pentacle-bound circle of protection. The circle is constructed with magic runes, chalk, candles, human fat, and is 30 feet in radius. To summon an upper order demon, the caster must know the entity’s true name. The spell takes one turn per hit die of the summoned demon. The spell allows a save (Spell) to resist the summons. Wizards use the spell in combination with Spiritwrack to bind a demon into servitude. Summon Cacodemon creates an agreement wherein the demon must perform a task for the wizard. The task cannot exceed 6 months, 6 days, and 6 hours. As an alternative, the magic-user could engage the demon’s service through bribery (human sacrifice, etc). The spell could also be used with Trap the Soul. This spell traps the demonic entity in an object until it agrees to perform a task for the mage. Once the task is complete, the demon is dismissed to its plane of existence. Demon summonings are risky business, even for the most experienced of wizards. A magic-user has a 6% probability of mishandling the summons. If botched, the demon breaks free and engages in a destructive spree for 666 days. For every level of the caster above 15, the 6% chance is reduced by 1%.
107 Summon Invisible Stalker Level: 6 (Magic-User) Duration: See below Range: 0 This spell allows the caster to call forth an invisible stalker (see monster entry). The caster can command the being to undertake a mission. The stalker will accomplish the task or attempt it repeatedly until destroyed. Dispel Evil will return the creature to its home plane of existence. Summon Monsters I Level: 3 (Magic-User) Duration: 2 Rounds/1 Round per Level Range: 30 Feet This spell conjures 2d4 monsters (one hit die) that appear in 1d4 rounds within the spell’s range. Summoned monsters fight until destroyed or until the spell’s duration expires. The caster can also command the summoned creatures to undertake tasks within their abilities. The Maze Controller chooses the monsters summoned. Examples of one hit die monsters include (but are not limited to) Giant Centipedes, Normal Bats, Giant Frogs, Giant Rats, Giant Fire Beetles, Giant Killer Bees, Giant Ferrets, Stirges, or Skeletons. Summon Monsters II Level: 4 (Magic-User) Duration: 3 Rounds/1 Round per Level Range: 40 Feet This spell functions as per Monster Summoning I, with noted differences in range and duration but conjures 1d6 two hit die monsters. The creatures arrive within 1d4 rounds of casting the spell. Examples include (but are not limited to) Crocodiles, Giant Ants, Giant Flies, Giant Spitting Beetles, Giant Crabs, Giant Crab Spiders, Giant Frogs, Giant Toads, War Dogs, Wolves, or Zombies. Summon Monsters III Level: 5 (Magic-User) Duration: 4 Rounds/1 Round per Level Range: 50 Feet This spell functions like Monster Summoning I, with noted differences in duration and range, but conjures 1d4 three hit die monsters within 1d4 rounds. Examples include (but are not limited to) Crystal Statues, Giant Carnivorous Beetles, Giant Frogs (HD: 3), Giant Leeches (HD: 3), Gray Oozes, Boars, Harpies, Hell Hounds (HD: 3), Hyenas, or Insect Swarms (HD: 3). Summon Monsters IV Level: 6 (Magic-User) Duration: 5 Rounds/1 Round per Level Range: 60 Feet This spell functions as per Monster Summoning I, with noted differences in duration and range, but calls forth 1d3 four hit die monsters within 1d3 rounds. Examples include (but are not limited to) Ankhegs, Iron Statues, Dire Wolves, Black Bears, Panthers, or Giant Gecko Lizards. Summon Monsters V Level: 7 (Magic-User) Duration: 6 Rounds/1 Round per Level Range: 70 feet This spell functions as per Monster Summoning I, with noted differences in duration and range, but conjures 1d2 five hit die creatures within 1d2 rounds. Examples include (but are not limited to) Giant Horned Chameleon Lizard, Giant Ice Toads, Giant Boring Beetles, Giant Boars, or Giant Hyenas. Summon Monsters VI Level: 8 (Magic-User) Duration: 7 Rounds/1 Round per Level Range: 80 Feet This spell functions much like Monster Summoning I, with noted differences in duration and range, but calls forth 1d2 six hit die monsters in 1d2 rounds. Examples include (but are not limited to) Basilisks, Hydras, Tigers, Trolls, Large Crocodiles, Giant Tuatara Lizard, or Polar Bears. Summon Monsters VII Level: 9 (Magic-User) Duration: 8 Rounds/1 Round per Level Range: 90 feet This spell functions much like Monster Summoning I, with noted differences in duration and range, but calls forth 1d2 seven hit die monsters in one round, or one eight hit die monster in 2 rounds. Examples include (but are not limited to) Giant Stag Beetles, Babau Demons, Griffons, Groaning Spirits, Hydras, Otyughs, or Wyverns.