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Spells

This document contains 200 spells summarized in 3 sentences or less each. The spells cover a wide variety of magical effects including damage, defense, movement, illusion, mind control, healing and more. Each spell lists its name, duration, range and a brief description of its magical effect.

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0% found this document useful (0 votes)
84 views14 pages

Spells

This document contains 200 spells summarized in 3 sentences or less each. The spells cover a wide variety of magical effects including damage, defense, movement, illusion, mind control, healing and more. Each spell lists its name, duration, range and a brief description of its magical effect.

Uploaded by

Beggar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1 Absorb Potion 51 Colour Spray

2 Absorb Toxicity 52 Command


3 Absurdity 53 Command Construct
4 Acid Fog 54 Command Undead
5 Acute Senses 55 Comprehend Language
6 Adhesive Blood 56 Confession
7 Adhesive Spit 57 Confusion
8 Aggravate Thundercloud 58 Consecrate
9 Agony 59 Constricting Coils
10 Air Bubble 60 Continual Flame
11 Air Step 61 Corpse Lantern
12 Alarm 62 Corrosive Touch
13 Allure 63 Countless Eyes
14 Ant Haul 64 Create Armament
15 Antimagic Field 65 Create Pit
16 Anti-Life Shell 66 Create Treasure Map
17 Anti-Undead Shell 67 Cure Mutation
18 Aphasia 68 Cure Wounds
19 Apport 69 Darklight
20 Aqueous Orb 70 Darkness
21 Arcane Lock 71 Death Knell
22 Atavism 72 Deathless
23 Augury 73 Decollate
24 Aura of Doom 74 Delectable
25 Aversion 75 Desecrate
26 Babbling Curse 76 Dimension Door
27 Bane Weapon 77 Disintegrate
28 Banishment 78 Dispel Magic
29 Barbed Chain 79 Dominate
30 Barrier of Force 80 Dragon’s Breath
31 Battering Wind 81 Dream
32 Bestial Speech 82 Eagle Eye
33 Black Tentacles 83 Ear-Piercing Scream
34 Blight 84 Ear Send
35 Blindness 85 Earthquake
36 Blink 86 Ectoplasmic Hand
37 Blood Tentacles 87 Escape From Time
38 Bone Fists 88 Enervation
39 Burning Gaze 89 Enlarge
40 Cacophony 90 Entangle
41 Call Object 91 Eruptive Pustules
42 Call Vermin 92 Ethereal Jaunt
43 Calm 93 Etheric Shards
44 Carry Companion 94 Explode Corpse
45 Catatonia 95 Explosive Rune
46 Challenge 96 Faerie Fire
47 Charm 97 False Life
48 Clone 98 Feast of Ashes
49 Cloudkill 99 Feather Fall
50 Coldsnap 100 Fester
101 Finger of Death 151 Mirror Images
102 Fire of Judgement 152 Monkey Fish
103 Fire Snake 153 Named Bullet
104 Fireball 154 Paranoia
105 Flaming Sphere 155 Passwall
106 Flesh to Stone 156 Phobia
107 Floating Disc 157 Polymorph
108 Fly 158 Protection from Evil
109 Fog Cloud 159 Prying Eyes
110 Force Mutation 160 Rage
111 Freedom of Movement 161 Raise Skeleton
112 Frostfall 162 Raise Zombie
113 Gaseous Form 163 Ray of Exhaustion
114 Ghost Mouth 164 Reduce
115 Ghostbane Dirge 165 Remove Affliction
116 Ghoul Touch 166 Replicating Ammunition
117 Grease 167 Resist Element
118 Hallucinatory Terrain 168 Restoration
119 Halt Undead 169 Resurrection
120 Haste 170 Reveal Illusions
121 Heat Metal 171 Reverse Gravity
122 Healing Thief 172 Sanctuary
123 Hold 173 Sebacious Twin
124 Holy Smite 174 See Invisible
125 Ice Armour 175 Shadow Step
126 Icy Spears 176 Share Senses
127 Illusory Double 177 Silence
128 Illusory Image 178 Slow
129 Incorporeal Chains 179 Slumber
130 Inflict Wounds 180 Speak With Dead
131 Interplanetary Teleport 181 Spell Resistance
132 Invisibility 182 Steal Size
133 Isolate 183 Stinking Cloud
134 Jump 184 Stone To Flesh
135 Knock 185 Stoneskin
136 Levitate 186 Stunning Barrier
137 Light 187 Summon
138 Lightening 188 Suppress Curse
139 Lightning Conductor 189 Swarm of Wasps
140 Lipstitch 190 Telepathic Link
141 Locate Object 191 Teleport
142 Lock Gaze 192 True Form
143 Longarm 193 Unwilling Shield
144 Mage Armour 194 Vomit Twin
145 Mage Hand 195 Wall of Fire
146 Magic Circle 196 Wall of Force
147 Magic Jar 197 Wandering Flame
148 Magic Missile 198 Water Breathing
149 Meat Slave 199 Web
150 Memory Lapse 200 Zone of Truth
[ Absorb Potion ] D: [dice] hours R: touch [ Agony ] D: [dice] rounds R: sight
The target drinks a potion when the spell is cast. That Target experiences wracking pain. They must save each
potion is then suspended within their bloodstream. They round while afflicted or miss their turn.
can choose to activate it, instantly, at any point during the
duration. If they have not done so by the end of the [ Air Bubble ] D: [dice] minutes R: touch
duration, the potion dissolves without effect. Creates a bubble of air around the target, allowing them to
breathe even in environments that lack oxygen.
[ Absorb Toxicity ] D: [dice] hours R: self
You take no damage from poison for the duration. You can [ Air Step ] D: [dice] minutes R: touch
pass poison from yourself to creatures you touch. Target walks on air [dice] feet above any solid surface.

[ Absurdity ] D: 1 minute R: 30’ [ Alarm ] D: [dice] hours


Target saves vs. Charisma; on failure, they consider one Ward a single area up to [sum] square feet in size. If any
thing completely absurd. The caster chooses which things creature enters the area, you instantly know about it. If you
the victim considers absurd. The target does not fear, & so choose, a loud noise can also emanate when the alarm is
cannot be intimidated by, the absurd object. If 2 dice are triggered, heard up to [dice] x 100’ from the area. You can
invested, a person can be the absurd object; one additional designate up to [dice] creatures who will not set off the
person or object can be included per die. alarm. You are automatically excluded.

[ Acid Fog] D: [dice] minutes R: 100’ [ Allure ] D: [dice] rounds R: sight


Creates a cloud of fog with radius equal to 5’ times the Any creature that can see you saves vs. CHA (with penalty
highest die rolled (up to 30’). The cloud is opaque, and equal to [dice]) or is compelled to approach you. If they are
creatures in the cloud take [dice] acid damage per round. hostile, they will approach you with hostile intent.

[ Acute Senses ] D: [dice] minutes R: self [ Ant Haul ] D: 1 day R: touch


You have the sight of a hawk & the scenting ability of a Target can carry [dice] x 2 extra equipment slots without
hound for the duration. being encumbered.

[ Adhesive Blood ] D: [dice] minutes R: self [ Antimagic Field ] D: 1 minute R: self


Whenever an attack hits you & deals damage, the weapon The field emanates from you in a radius of 10’. Spells cast
sticks to your body. The attacker must make a STR save to with spell dice equal to or less than [dice] within this radius
pry their weapon loose. have no effect.

[ Adhesive Spit ] D: [dice] minutes R: self [ Anti-Life Shell ] D: 1 minute R: self


You can spit up to [dice] times, up to 30’. The target struck Living creatures with Hit Dice equal to or less than [dice]
saves vs. DEX or is tangled up & can’t move from the spot; cannot approach within 10’ of you. Creatures already in
they also take -2 to attack rolls. They must save vs. STR or the shell when the spell is cast are unaffected unless they
attack the slime with a slashing weapon to free themselves. leave the shell (or you move far enough away from them).

[ Aggravate Thundercloud ] R: 120’ [ Anti-Undead Shell ] D: 1 minute R: self


Can only be cast if there are clouds overhead. A bolt of Like Anti-Life Shell, but affects the undead instead.
lightning leaps from heaven and strikes the target, dealing
[sum] lightning damage. They take double damage if [ Aphasia ] D: [dice] minutes R: 120’
wearing metal armour. Target saves with penalty equal to [dice]. On failure, they
cannot speak or comprehend any language, written or
spoken, for the duration.
[ Apport ] R: [dice] miles [ Babbling Curse ] D: [dice] minutes R: 30’
You can teleport a small object (fits in your hand) up to the Target saves vs. CHA (with a penalty equal to [dice]) or
spell’s range. You can teleport an object to you - you must starts babbling incoherently and uncontrollably. Anyone
have seen the object before & be able to visualize its hearing the babbling saves or becomes fascinated & unable
location. You can teleport an object from you to to focus on anything else. Attacking the victim, or a
somewhere, in which case you must be touching the object fascinated creature, ends the spell prematurely.
and able to visualize its destination. If you invest at least 4
dice, you can teleport an object that is human-sized or [ Bane Weapon ] D: [dice] rounds R: touch
smaller (but it must be an object & not animate!). Touch the weapon and name a creature. The weapon
[sum] extra damage to that creature for the duration. You
[ Aqueous Orb ] D: [dice] rounds R: 60’ can lock the dice used to make the effect permanent.
Conjure an orb of water about 6’ in radius. If you spend
your turn concentrating, you can cause it to move up to 30’ [ Banishment ] R: 120’
in a direction of your choosing. It rolls along the ground - The target must be an extra-planar creature with Hit Dice
it can’t float. Anything smaller than the sphere in its path is equal to [sum] or less. They are instantly returned to their
caught up inside; creatures can save vs. DEX to avoid it or home plane and can’t be re-summoned for 24 hours.
to escape.
[ Barbed Chain ] D: [dice] rounds R: self
[ Arcane Lock ] D: permanent R: touch You conjure a lacerating length of chain, which protrudes
Touch a lock to magically enhance it. Only a Knock spell from your body. You can use it to lash creatures like a whip
with an equal or greater number of spell dice can open the - it inflicts bleeding and deals damage based on the number
lock thereafter; no key can open it. of dice invested: 1 die - d2; 2 dice - d4; 3 dice - d6; 4 dice -
d8; 5 dice - d10; 6 dice - d12. You can lock the dice to make
[ Atavism ] D: [dice] minutes R: 10’ the effect permanent.
Target animal reverts to a primeval, frenzied state; it gets +4
to all saving throws & attack rolls, & +2 to damage rolls. [ Barrier of Force ] D: [dice] rounds R: touch
A barrier of force surrounds the target. Nothing (except for
[ Augury ] air) can pass inward through the barrier, though anything
Consult the gods to learn whether an action will result in can pass outward. The barrier can be attacked; it breaks
weal or woe. The chance of a meaningful answer is equal to when [sum] points of damage are dealt to it.
50% + [sum]%, rolled in secret. State the course of action;
the answer will be either weal, woe, or uncertain. If the % [ Battering Wind ] R: 60’ + 10’ x [dice]
roll is failed, the answer will always be uncertain. Target saves or is thrown back 10’ per [dice]. You can affect
1 target per [die], so long as they’re fairly close together.
[ Aura of Doom ] D: [dice] rounds R: self
You exude an aura of terror. Creatures within 15’ of you [ Bestial Speech ] D: [dice] hours R: self
save vs. CHA (with a penalty equal to [dice]) or are You can communicate with animals for the duration. You
terrified of you (they roll Morale immediately). can lock the dice to make the effect permanent.

[ Aversion ] D: 1 day R: sight [ Black Tentancles ] D: [dice] rounds R: 60’


Target saves vs. CHA (with a penalty equal to [dice]) or Black tentacles surge from the ground. Affects one 5’
becomes profoundly averse to an object or location of your square per [dice]. Victims must save vs. STR to escape,
choice. The object can’t be something they’re currently with a penalty equal to [dice], and the tentacles deal 1d6
holding or touching. damage to each victim per round.
[ Blight ] R: self [ Calm ]
Plants in a radius of 1/2 mile per [dice] wither and die at Affects up to [sum] HD of creatures in your vicinity.
your touch. Strong emotions (such as fear, hatred, excitement) are
reduced to mildness and relaxation. Creatures may save to
[ Blindness ] D: permanent R: touch resist if they wish (with a penalty equal to [dice]).
Target is cursed with magical blindness.
[ Carry Companion ] D: [dice] hours R: touch
[ Blink ] R: 10’ x [dice] A target person or animal turns into a stone statue about
You teleport in a straight line to a point you can see. You 6’’ high. Target must be willing.
can’t move through solid obstacles.
[ Catatonia ] D: [dice] hours R: touch
[ Blood Tentacles ] D: [dice] minutes R: self Target appears, even on close inspection, to be dead. Only
Smear blood across your chest; [dice] blood tentacles burst magical means can expose the artifice.
forth. They can be used to attack any creature within 15’
for 1d6 damage; on hit, the tentacle is destroyed, and you [ Challenge ] D: [dice] minutes R: hearing
regain hp equal to damage dealt. The challenged creature is compelled to fight you. If they
don’t, they take a -2 penalty to all attack rolls & saving
[ Bone Fists ] D: [dice] minutes R: self throws.
Struts of bone burst from your fists - for the spell’s
duration, you can punch for d6 damage (d8 if 3 dice are [ Charm ] D: [dice] days R: touch
invested, and d10 if 5 are invested). You can lock the dice to The target saves (with penalty equal to [dice]) or regards
make the spell permanent. you as a trusted friend for the duration. They aren’t aware
that they’ve been charmed until the spell wears off.
[ Burning Gaze ] D: [dice] rounds R: self
Anything you look at for the duration catches on fire, if [ Clone ] R: touch
human-sized or smaller. For each invested die past 4, A perfect duplicate of the person touched sprouts from
double the maximum size of affected objects. their side, rapidly growing into a fully-formed copy. It has
HD equal to [dice] or the target’s HD, whichever is lower.
[ Cacophony ] D: [dice]x2 rounds R: 120’ The clone is essentially a mindless zombie, but if the target
A deafening cacophony fills an area up to [dice] x 10’ in dies, their consciousness is instantly transplanted into the
diameter. Nobody can hear each other speak. Spellcasters clone.
must save or fumble spellcasting.
[ Cloudkill ] D: d4 minutes R: 120’
[ Call Object ] R: 10’ x [dice] Cloud fills a 20’ radius sphere and lingers for 1d4 minutes.
Summon an object you’ve touched within the last 10 Creatures with HD less than [dice] within the cloud are
minutes to your hand. (It must fit in your hand to be killed instantly. Other creatures are unaffected.
eligible.)
[ Coldsnap ] R: 30’+30’x[dice]
[ Call Vermin ] D: 1 hour An area [dice] x 5’ in diameter is exposed to a sudden burst
A swarm of [sum] rats or similar vermin are magically of frigid cold. Creatures in the area take [sum] cold
called to you from the surrounding area (if there are no damage, water freezes, & so on. The area gradually returns
such vermin in the vicinity, the spell is useless). They will to its normal temperature over the course of an hour.
obey simple spoken commands you issue for the spell’s
duration.
[ Colour Spray ] R: 15’ cone [ Consecrate ] D: 1 day
Creatures with HD less than [dice] are are knocked Takes 10 minutes to cast & requires 25sp worth of silver
unconscious for 2d4 rounds and blinded for 1d4 rounds dust. You consecrate an area 60’ in diameter against the
after waking. Creatures with HD equal to [dice] are undead. Undead that enter the area take a penalty equal to
blinded for 1d4 rounds. Creatures with HD greater than [dice] to all d20 rolls. If they have HD less than [dice], they
[dice] save or are stunned for 1 round. are killed instantly. Undead can’t be created in the area,
except by spells with more [dice] invested than were used to
[ Command ] D: 1 round R: hearing cast Consecrate.
Target saves (with penalty equal to [dice]) or must obey a
1-word command you give. If you invest at least 4 dice, the [ Constricting Coils ] D: [dice] rounds R: 30’
command must be obeyed for 1d3+1 rounds instead. A false serpent rises from the earth beneath the target,
constricting the victim. Treat the serpent as having
[ Command Construct ] D: [dice] minutes Strength equal to [sum]. The victim is grappled by the
Target construct obeys your commands for the duration. serpent & takes [dice] damage each round. They can escape
You must be able to issue commands in a way the construct with a successful grapple roll or by dealing [sum] damage
will understand: usually speaking the language of its to the serpent, at which point in slinks back into the earth.
creator works. Some constructs may understand telepathic
commands too.
[ Continual Flame ] D: permanent R: touch
[ Command Undead ] D: [dice] hours A heatless flame is created at the point you touch. It can
Target undead creature obeys your commands for the only be put out by magical means. It illuminates an area of
duration. Intelligent undead get to save, with a penalty diameter equal to [dice] x 10’. If at least 4 dice are invested,
equal to [dice]. the light has all the properties of natural sunlight.

[ 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.

[ Cure Wounds ] R: touch [ Disintegrate ] R: 30’ + 15’x[dice]


The target is healed for [sum] points of hit point damage. Target turns to dust. Creatures with more than [sum] hit
points are immune. An apple-sized object can be
[ Darklight ] D: [dice] hours R: self disintegrated with 1 die; cat-sized with 2 dice; human-sized
You are surrounded by an illuminating aura that only you with 3; and so on, proportionately.
can see. Illuminates an area of diameter [dice] x 10’.
[ Dispel Magic ] R: 30’
[ Darkness ] D: [dice] hours R: 120’ Removes one magical effect, or counters one magical spell,
Fills an area [dice] x 10’ in diameter with total darkness. with invested [dice] less than or equal to the [dice] invested
Light sources within the area are snuffed out. If at least 3 in this spell.
dice are invested, torches and other light sources have no
effect in the area. If at least 5 dice are invested, even [ Dominate ] D: [dice] days R: 60’
creatures with darkvision can’t see in the area. Target saves or is subjugated utterly to your will for the
duration. Creatures with HD greater than [dice] may save.
[ Death Knell ] D: [dice] rounds R: 60’ Creatures with HD greater than or equal to [dice]x2 are
A creature with no more than [dice] hit points remaining is immune.
killed instantly. You heal [dice] damage.
[ Dragon’s Breath ] D: [dice] rounds R: self
[ Deathless ] D: [dice] rounds R: touch You can breathe fire for the duration. Each breath of fire
The target can’t be killed by hit point damage while the deals [sum] fire damage in a 15’ cone. The horribly hot
spell persists - their hp can be reduced to zero, but any blow breath deals [dice] fire damage to you each time it is used, if
that would kill them thereafter mysteriously misses or you’re not fire-resistant or something.
otherwise fails.
[ Dream ]
[ Decollate ] D: [dice] days R: touch Send a dream to any creature you have seen before & can
The target can safely remove their own head. They can still name or clearly visualize (& which is capable of dreaming).
see through their own eyes, & can move their body around The dream lasts up to [sum] minutes.
as usual. If you spend at least 4 dice on this spell, you can
lock them to make the spell permanent.
[ Eagle Eye ] D: [dice] minutes [ Eruptive Pustiles ] R: self
Creates a magical floating eye in the sky 200’ above you. It [Sum] acidic pustules sprout on your body. Each time you
follows you around. You can look through it with the are hit in melee, 1d6 of the pustules burst, spraying acid on
clarity of an eagle’s vision. everything within 5’ of you. Each pustule deals 1 point of
damage.
[ Ear-Piercing Scream ] R: 30’ cone
Creatures in the cone save or are struck deaf for [sum] [ Ethereal Jaunt ] D: [dice] rounds R: self
rounds. They also take [dice] damage thanks to ear-blasting You become incorporeal for the duration.
pain. If at least 4 dice are invested, they must also save or be
stunned for 1 round. [ Etheric Shards ] D: [dice] minutes R: 120’
An area 10’x[dice] in diameter is filled with tiny shards of
[ Ear Send] D: [dice] minutes etheric matter. They drive into the flesh of anything that
Your ear detaches and flies away. You can’t see through it moves too quickly through the area: if a creature moves
but you can still hear through it clearly, and you can more than 5’ per round through the region, they take 1d4
telepathically direct it to fly up to [dice]x100’ away. When damage per 5’ extra they move. You can lock the dice to
the duration expires, the ear teleports back to its proper make the spell permanent.
place on your head.
[ Explode Corpse ] R: 15’ + 15’x[dice]
[ Earthquake ] D: [dice] rounds R: 10’x[dice] All corpses in a radius of 60’ around the caster explode,
Affected area is subject to a violent earthquake for the dealing 1d6 damage per HD to victims within 10’. Corpses
duration: the ground shakes, stuff falls off shelves, people created by creatures with HD greater than [dice] are
are knocked over. unaffected.

[ Ectoplasmic Hand ] D: [dice] minutes R: self [ Explosive Rune ] R: touch


Your hand turns ectoplasmic. It can no longer interact with You write the rune on a surface. When a creature sees the
physical objects & creatures - in fact it passes right through rune, they take [sum] fire damage & the rune is destroyed.
them - but it can interact with incorporeal objects & You must lock the dice used; you get them back when the
creatures. rune is triggered, or you can expire the rune at will.

[ 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.

[ Enervation ] R: touch [ Feast of Ashes ] D: [dice] days R: 60’


Drain [dice] levels from the creature touched. Creatures Target experiences unassuageable hunger. They will not
with HD more than [dice]x2 may save to resist. die, but feel as though they are starving; worse, eating food
causes them horrible nausea.
[ Enlarge ] D: [dice] minutes R: touch
Touched object or person doubles in size. An unwilling [ Feather Fall ] D: [dice] minutes R: touch
creature may save to resist. The target falls slowly & lightly as long as the spell is active.
They won’t take any damage from falling.
[ Entangle ] R: 60’
Plants in the area move to entangle and grapple the target.
[ Fester ] D: 1 hour R: 30’ [ Fog Cloud ] D: [dice] minutes R: 120’
Any time the target recieves magical/alchemical healing, Summon a cloud of opaque fog with radius [dice]x10’.
they must roll a d20 greater than or equal to [sum] or
recieve no healing at all. You can lock the dice to make the [ Force Mutation ] D: permanent R: touch
spell permanent. Target gains a random mutation. You roll one mutation per
[dice] and choose which one to inflict. Unwilling creatures
[ Finger of Death ] R: 15’ can save to resist.
Target saves. They take [sum] x 5 damage on failure, or
[sum] damage on success. [ Freedom of Movement ] D: [dice] minutes R: touch
Target is immune to any effect that restricts movement for
[ Fire of Judgement ] D: [dice] rounds R: 30’ the duration, unless the effect has more dice invested than
Target takes [sum] fire damage each time they attack. were used in this spell.

[ Fire Snake ] D: [dice] rounds [ Frostfall ] D: [dice] rounds R: 120’


Every time you move, you leave a trail of fire behind you. Affects an area 5’x[dice] in diameter. A flurry of snow falls
Anything adjacent to the fire takes [sum]/2 fire damage, in the region for the duration, freezing everything within
and anything in the trail takes [sum] fire damage. The trail and making it impossible to see. Only works outside. At
burns away 1d4 rounds after the spell ends. the end of the duration, the snow will be subject to the
normal effects of temperature.
[ Fireball ] R: 120’
Blast of fire fills a 20’ radius sphere, dealing [sum] fire [ Gaseous Form ] D: [dice] minutes R: self
damage to everything within. Your body and equipment turns into gas. You can fit
through very small spaces and fly at a speed of 20’ per
[ Flaming Sphere ] D: [dice] rounds R: 30’ round. You’re immune to most damage, but vulnerable to
Summon a ball of fire, 5’ in diameter. You can use your being blown around by strong winds.
action to direct its movement, up to 30’ per turn; otherwise
it rolls 30’ in the direction it last moved. Anything the fire [ Ghost Mouth ] D: [dice] minutes R: 15’
passes through burns, taking 1d6 damage/round. You create an invisible mouth, which can gibber incoherent
sounds at your will. If you invest at least 3 dice, the invisible
[ Flesh to Stone ] D: [dice] hours R: touch mouth can speak coherent words.
The target saves or calcifies. Their maximum hit points are
reduced by [sum], and they take a penalty equal to [dice] to [ Ghostbane Dirge ] D: [dice] minutes R: 60’
any roll requiring agility or freedom of movement, such as A haunting dirge emanates from your body. Corporeal
attack rolls or Dex saves. If the spell reduces their hit points weapons within the 60’ radius of the spell affect
to zero, they are permanently turned into a stone statue. incorporeal creatures.

[ Floating Disc ] D: [dice] minutes [ Ghoul Touch ] D: [dice] rounds R: touch


Creates a flat disc, 5’ + 5’x[dice] in diameter, that levitates Target saves or is paralyzed for the duration. Paralyzed
5’ off the ground. It can support the weight of about 1 victims emit a hideous stench that sickens anything within
average human per [dice]. You can move it laterally at will. 15’ (-2 to all d20 rolls while nearby).

[ Fly ] D: [dice] hours R: touch [ Grease ] R: 30’


Target can fly at a rate of [dice]x20’ per round. Summon a blob of slippery, flammable grease. Enough to
cover one 5’ square per [dice].
[ Hallucinatory Terrain ] D: [dice] hours [ Illusory Double ] D: [dice] minutes
An area of terrain, up to 100 sq.ft. per [dice], appears to be Creates an illusory duplicate of you, which acts as you
a different type of terrain. Fine details are not possible. direct (but can’t actually interact with anything).

[ 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.

[ Hold ] D: [dice] rounds R: 10’+10’x[dice] [ Invisibility ] D: [dice] minutes R: touch


Target is paralyzed for the duration. Target is invisible. Unless 4 or more dice are invested, the
invisibility ends as soon as the creature attacks.
[ Holy Smite ] D: until death R: self
You indicate an undead/demonic/obviously evil creature [ Isolate ] D: [dice] minutes R: 120’
you can see to be the target of your holy smite. Until that The target cannot be seen or heard by their allies for the
creature dies, you add +[dice] to all attack and damage rolls duration.
against them. You can only smite one creature at a time.
[ Jump ] D: [dice] minutes R: touch
[ Ice Armour ] D: [dice] minutes R: touch The target can jump up to [dice] + 1 times their height for
Target is encased in magical armour of ice. They are the duration.
immune to cold damage, and the armour grants AC
equivalent to chain-mail. If [sum] fire or heat damage is [ Knock ] R: touch
dealt to the armour, it melts away completely. Instantly opens any mundane lock touched. Can open a
magically-enhanced lock if an equivalent number of spell
[ Ice Spears ] R: 60’ dice are invested. (A magician can tell how many dice are
[Dice] spears of ice burst from the ground at any point(s) invested in an arcane lock by touching it.)
within range that you designate. Each spear is 10’ long, and
creatures struck by the spears take 1d6 cold damage. [ Levitate ] D: [dice] minutes R: touch
The target levitates off the ground, like a balloon. You can
move them up to 10’ up or down each round. They can
move laterally by pushing against solid surfaces.
[ Light ] D: [dice] minutes R: touch [ Magic Circle ] D: [dice] hours
Object you touch glows with light, illumating an area You draw a circle with radius up to [dice]x5’ on the
[dice]x10’ in diameter. If you invest at least 4 dice, the light ground. You choose what type of creature the circle is
has all the properties of natural sunlight. against: good-aligned, evil-aligned, demonic, undead, or
similar. You also state whether the circle prevents such
[ Lightening ] D: [dice] minutes R: touch creatures from entering or exiting.
Object’s weight is halved for the duration. If you invest at
least 4 dice, you can affect a living creature human-sized or [ Magic Jar ] D: [dice] days R: 60’
smaller. You need an actual jar to cast this spell. The target saves, or
their consciousness is transported into the jar, your
[ Lightning Conductor ] D: [dice] minutes R: self consciousness is transported into their body, and your
You absorb up to [sum] points of damage from electricity body becomes a useless husk. When the spell expires,
without harm. At any point during the duration, you can everyeone’s consciousness goes back to its proper place.
end the spell & release all the stored damage, affecting Can’t affect creatures with HD greater than [dice].
everything with 10’ of you.
[ Magic Missile ] R: 100’+50’x[dice]
[ Lipstitch ] D: [dice] hours R: 30’ Fire one missile per [dice] that deals 1d6 points of magical
Target’s lips are sewn together. Their HD can’t be greater force damage to whatever it hits. You can direct each
than the [dice] invested. You can lock the dice to make the missile to a different target. The missiles never miss.
spell permanent. The victim can cut their lips open again,
but they take [dice] damage in the process. [ Meat Slave ] D: [dice] hours
You need a blob of dead meat (eg from a corpse) for this to
[ Locate Object ] R: [dice] miles work. The meat forms into a helpful servant, which will
You know the direction to an object - either a specific one obey your commands for the duration. The servant can’t
that you visualize & have seen before, or an object of a type wield weapons, but it can manipulate objects. It has [sum]
you designate. If no such object exists within the spell’s hp and Strength. If 4 dice are invested, it can speak. On
radius, you feel nothing. death or expiration, it turns back into meat.

[ Lock Gaze ] D: [sum] rounds [ Memory Lapse ] R: touch


At the start of each turn, the target must save or is forced to Target forgets everything that happened in the last [dice]
hold your gaze. The spell is broken if you leave their rounds.
line-of-sight.
[ Mirror Images ] D: [dice] minutes R: self
[ Longarm ] D: [dice] minutes Creates [dice] duplicates of you, which overlap with you
Your arms double in length. If you invest at least 4 dice, and confuse attackers. Any time you’re attacked, the attack
they triple in length instead. has an equal chance to hit you or any of your images. If an
image is hit, it is destroyed.
[ Mage Armour ] D: [dice] minutes R: self
A suit of magical force armour surrounds you. It acts as [ Monkey Fish ] D: [dice] minutes R: touch
leather armour; if at least 3 dice are invested, it acts as Target can climb like a monkey and swim like a fish.
chain; if at least 5 are invested, it acts as plate.
[ Named Bullet ] R: touch
[ Mage Hand ] D: [dice] hours R: 30’+10’x[dice] Name your enemy while touching a piece of ammunition
You can lift and move objects weighing no more than (arrow, sling bullet, etc). When the target is struck by this
[dice] x 5 lbs within 30’. piece of ammunition, roll damage [dice] additional times.
You must lock the dice used.
[ Paranoia ] D: [dice] rounds R: 120’ [ Raise Zombie ] R: touch
Target saves with penalty equal to [dice] or considers all Target corpse returns to life as a zombie with hit points
creatures their enemy for the duration. equal to [sum] and HD equal to [dice]. If you lock the dice
used, they are loyal to you; otherwise, they are neutral.
[ Passwall ] D: 1 minute R: touch Zombies can slam for d6 damage. They can’t wield
Creates a magical opening in a wall, up to [dice] x 5’ thick, weapons.
large enough for a person to pass through.
[ Ray of Exhaustion ]R: 30’ + 15’x[dice]
[ Phobia ] D: permanent R: touch Target saves with penalty equal to [dice] or is exhausted.
Target saves with penalty equal to [dice] or is permanently
and irrationally terrified of something you name. It can be [ Reduce ] D: [dice] minutes R: touch
a specific object; a type of object, with 2 dice; a specific Target halves in size. Unwilling creatures can save to resist.
creature with 3 dice; or a type of creature, with 4 dice.
[ Remove Affliction ] R: touch
[ Polymorph ] D: [dice] minutes R: touch Cures one affliction - blindness, deafness, sickness, disease,
Target is transformed into another type of creature. They poison, etc. If the affliction was caused by a spell, at least
can save if they wish. The polymorph form must be of a the same number of [dice] must be invested to cure it.
type you’ve seen before. Otherwise, the number of [dice] required should be based
on the severity of the affliction.
[ Protection from Evil ] D: [dice] minutes R: touch
Target can’t be attacked or targeted with spells by [ Replicating Ammunition ] D: [dice] rds R: touch
inherently evil creatures, such as demons or undead. The Touch a piece of ammunition. Whenever it leaves the
spell is broken if the target attacks or casts a spell. Evil quiver, a copy of it immediately appears where it was
creatures with HD greater than 2x[dice] can save to previously. The replicas vanish at the duration’s end.
attempt to overcome this protection.
[ Resist Element ] D: [dice] minutes R: touch
[ Prying Eyes ] D: [dice] minutes Target absorbs up to [sum] points of damage of an
Creates [dice] tiny flying eyes, which you can send out to elemental type you select (acid, cold, electricity, fire, etc).
scout for you. You can’t see through the eyes, but when
they return you can absorb them into your body and [ Restoration ] R: touch
recieve images of everything they saw. Restores levels lost to level drain. You must spend [dice]
equal to the levels lost - you can’t cure them bit by bit.
[ Rage ] D: [dice] rounds R: touch
Target flies into a rage (unwilling targets can save). They [ Resurrection ] R: touch
add +[dice] to all attack and damage rolls for the duration, Dead creature is returned to life. They must have died
and must make a melee attack each round - if no other within [dice]x10 minutes. If their HD was greater than
targets are available, they must attack themselves. [dice], they return to life with negative levels equal to the
difference.
[ Raise Skeleton ] R: touch
Target corpse returns to life as a skeleton with hit points [ Reveal Illusions ] R: 30’
equal to [sum] and HD equal to [dice]. If you lock the dice Strips away all illusions within 30’ of you, unless more
used, they are loyal to you; otherwise, they are neutral. [dice] were used in their casting than you invested in this
Skeletons can wield weapons. spell.
[ Reverse Gravity ] D: [dice] minutes R: 30’ [ Spell Resistance ] D: [dice] minutes R: touch
Affects 10 sq.ft. per [dice]. Gravity is reversed in the area. For the duration, any time a spell affects the target, the
You can lock the dice to make the effect permanent. caster must roll d20 greater than or equal to [sum] or the
spell has no effect.
[ Sanctuary ] D: [dice] rounds R: touch
Target is protected by an invisible bubble of force for the [ Steal Size ] D: [dice] minutes R: touch
duration. They can’t affect anything outside the bubble, You double in size. The target halves in size.
and nothing outside the bubble can affect them. Unwilling
creatures can save to resist. [ Stinking Cloud ] D: [dice] minutes R: 120’
Creates a cloud 20’ in diameter. Anything within the cloud
[ Sebaceous Twin ] D: [dice] rounds R: touch saves each round or is horribly sickened - they take a -2
A parasitic twin bursts from the victim’s midsection. At penalty to all rolls, and the sickness persists 1d4+1 rounds
the start of round, they save or lose 1 Strength. Each time after they leave the cloud.
they recieve healing, extend the duration. Each time they
take damage, reduce the duration by 1 round. If taking [ Stone to Flesh ] R: touch
damage reduces the duration to zero, the twin is violently Heals [sum] points of petrification (see the Flesh to Stone
excised and the victim starts bleeding. spell).

[ See Invisible ] D: [dice] minutes R: touch [ Stoneskin ] D: [dice] minutes R: touch


Target can see all invisible things, unless the invisiblity spell Target reduces all non-magical damage taken by 5 for the
used more [dice] than are invested in this spell. duration. They’re also immune to bleeding.

[ 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.

[ Share Senses ] D: [dice] minutes R: touch [ Summon ] D: [dice] rounds R: 30’


You and the creature you touch can freely exchange sensory Summon a creature you have seen before with HD up to
information for the duration - ie they can see through your [dice]. It serves you for the duration. You can lock the dice
eyes, feel what you touch, smell what you smell, etc; and to keep the summoned creature around.
vice-versa.
[ Suppress Curse ] D: [dice] hours R: touch
[ Silence ] D: [dice] minutes R: 20’ radius The target ignores the effects of a single curse of your
No sound can be emitted in the radius. choice for the spell’s duration.

[ Slow ] D: [dice] rounds R: 120’ [ Swarm of Wasps ] D: permanent


Target moves at half speed for the duration. Summon a swarm of wasps (about 10x[sum]) in number).
They won’t leave the approximate area in which they are
[ Slumber ] R: 60’ summoned, but they ruthlessly harass anything within.
Up to [sum] HD of creatures in the radius save or fall
asleep. [ Telepathic Link ] D: [dice] hours
Link up to [dice] + 1 willing creatures to one another; they
[ Speak With Dead ] D: [dice] minutes can communicate telepathically over any distance, so long
You can ask a dead creature up to [dice] questions, and it as they’re on the same plane. You can lock the dice to make
will answer - though it is not obligated to be truthful. the effect permanent.
[ Teleport ] R: [dice] miles [ Zone of Truth ] D: [dice] minutes
Teleport to a place you have been before and can visualize. You create an area 30’ in diameter, centred on you, in
Alternately, you can specify a direction and a distance, but which nothing can knowingly lie.
this is Not Recommended.

[ True Form ] R: 120’


Removes polymorph effects. Effects with more [dice]
invested than are used in this spell are unaffected.

[ Unwilling Shield ] D: [dice] rounds R: 120’


Any time you take damage, the target takes the same
amount of damage.

[ Vomit Twin ] D: [dice] rounds


You vomit up an oozy duplicate of yourself. Every time you
move, you can choose to either have the ooze-twin follow
you, or not. At any time during the duration, you can
instantly switch places with the twin. The twin is destroyed
if it takes [sum] damage.

[ Wall of Fire ] D: [dice] rounds R: 60’


Creates a wall of fire, 10’ across per [dice], 10’ high and 5’
thick. Anything within 5’ of the wall takes [dice] fire
damage, and anything inside the wall takes [sum] fire
damage.

[ Wall of Force ] D: [dice] rounds R: 60’


Creates a wall, 10’ across per [dice], 10’ high and 5’ thick.
Nothing can move through the wall, even incorporeal
creatures, and it can’t be damaged.

[ Wandering Flame ] D: [dice] rounds R: 30’


Flame embeds itself in the victim & they take [sum] fire
damage. At the start of the next round, the flame leaps to a
random creature within 30’, damaging them as well. This
continues until no new victims are available or the spell
expires. The caster & their allies are not immune!

[ Water Breathing ] D: [dice] hours R: touch


Target can breathe underwater.

[ Web ] D: [dice] rounds R: 120’


Fills an area 20’ in diameter with a sticky web, which
entraps anything within, and sticks to anything trying to
move across it.

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