Spells
Spells
[ Comprehend Language ] D: [dice] hrs R: self [ Corpse Lantern ] D: [dice] hours R: touch
You understand, speak, read, & write one language Touch a corpse of human-size or smaller. It immediately
perfectly for the duration. You must have an example of the begins to glow with a sickly light, & to float. It will drift
language present (eg a written sample or a speaker). after you for the spell’s duration, illuminating an area 10’ x
[dice] in diameter.
[ Confession] R: touch
Target must answer a question you give truthfully, or they [ Corrosive Touch ] R: touch
take [sum] damage. If you touch flesh, the target takes [sum] acid damage. If
you touch an object subject to corrosion, it is damaged
[ Confusion ] D: [dice] rounds R: 60’ instead.
Target saves or is confused for the duration. On their turn,
they roll 1d4; on (1), they act normally; on (2), they attack [ Countless Eyes ] D: [dice] hours R: touch
themselves with whatever is on hand; on (3) they attack the Countless eyes sprout all over the target’s head. They can
nearest creature, friend or foe; on (4) they do nothing but see through all the eyes at once.
babble incoherently.
[ Create Armament ] D: [dice] hours R: self
A mundage weapon or suit of armour, of your choice,
appears in your hand or in your vicinity. At the end of the
duration, it dissolves into nothingness.
[ Create Pit ] D: [dice] hours R: touch [ Delectable ] D: [dice] minutes R: 5’+5’x[dice]
A pit [sum]’ deep and 10’ in diameter appears at the point The target appears so delectable that everyone in the
you touch. The sides are smooth and difficult to climb. vicinity wants desperately to eat it.
Anything in the pit when the duration expires is summarily
disgorged. [ Desecrate ] D: 1 day
Takes 10 minutes to cast & requires 25sp worth of silver
[ Create Treasure Map ] R: touch dust. You desecrate an area 60’ in diameter, increasing the
You must carve off a section of the skin from a corpse dead power of undead within: they get +[dice] to all d20 rolls,
no more than 1 hour & cast this spell upon it. A map and any undead created in the area have +1 HD per [dice].
appears on the skin, guiding you to the location of [dice]
items or stashes of valuable that the creature knows about. [ Dimension Door ] R: 60’ + 30’x[dice]
You step through an extradimensional door & emerge at a
[ Cure Mutation ] R: touch point you can see or clearly visualize. The passageway is
Target loses [dice] mutations. If they have multiple open only for an instant, but with quick reflexes or
mutations, choose randomly which are removed. foresight it is possible for others to move through it as well.
[ Escape from Time ] D: [sum] days R: self [ Faerie Fire] D: [dice]x5 rounds R: 120’
You enter suspended animation for the spell’s duration. Target is outlined in bright light for the duration.
From your point of view, you fall asleep and wake up [sum]
hours later; you don’t need to eat, sleep, breathe, etc. in the [ False Life ] D: [dice] minutes R: self
interim. If any harm comes to you during the duration, you You gain [sum] temporary hit points for the duration. You
wake up immediately. count as undead as long as these hit points persist.
[ Halt Undead ] D: [dice] rounds R: 30’ [ Illusory Image ] D: [dice] hours R: 120’
Undead within 30’ of you are paralyzed for the duration. Creates an illusory image, as large as 10 cubic feet per
Intelligent undead get a save with a penalty equal to [dice]. [dice]. The image can’t move unless at least 4 dice are
invested. The image can’t make sound unless at least 6 dice
[ Haste ] D: [dice] rounds R: touch are invested. You can lock the dice to make the illusion
Target moves twice as fast for the duration. If at least 3 dice permanent.
are invested, they can take any extra action each round
instead, such as making another attack. [ Incorporeal Chains ] D: [dice] rounds R: 120’
Chains grapple [dice] incorporeal creatures with strength
[ Heat Metal ] D: 1d6 rounds R: 10’+10’x[dice] equal to [sum]. Has no effect on corporeal creatures.
Metal object becomes unbearably hot. A 1-handed weapon
can be affected; a 2-handed weapon with at least 2 dice; a [ Inflict Wounds ] R: touch
suit of human-sized armour with at least 4 dice. A Target you touch takes [sum] damage and saves or starts
wearer/wielder takes 1d6 points of damage per round in bleeding.
contact with the object.
[ Interplanetary Teleport ]
[ Healing Thief ] D: [dice] minutes R: 30’ Teleport yourself and up to [dice] willing others to a planet
Any time the target is healed, you steal half the healing. within [dice] parsecs.
[ Shadow Step ] D: [dice] minutes R: self [ Stunning Barrier ] D: [dice] rounds R: self
During the spell’s duration, you can teleport from a Any time a creature attacks you in melee, they must save
shadow to any other shadow you can see. (before rolling the attack) or be stunned for 1 round.