Animal Growth✦580 Feet2 Rounds/LevelThis 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.
Animal Diminution†580 Feet2 Rounds/LevelThis spell reduces up to eight animals to half their normal size,
mass, hit dice, attack, and damage within a 20x20 foot area. Effects are the inverse of Animal
Growth.
Animate Rock740 Feet1 Round/LevelThis 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 Plant-Based Dead360 FeetSpecialThis 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.
Anti-Animal Shell6Caster1 Turn/LevelAnti-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-Plant Shell5Caster1 Turn/LevelAnti-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.
Barkskin2Touch4 Rounds/1 per LevelBarkskin 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).
Call Lightning3010 Rounds/1 per LevelBy 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.
Chariot of Fire710 feet5 Turns/1 Turn per LevelThe 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 Person or Mammal125 Feet/5 Feet per LevelSpecialThis 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 Plants525 Feet/5 Feet per LevelPermanentThrough 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.
Commune with Nature5One Half Mile/LevelSee belowThrough 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.
Confusion710 Feet1 Round/LevelThis 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).
Conjure Earth Elemental710 Feet1 Turn/LevelThrough 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 Fire Elemental640 feet1 Turn/LevelThe 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)
Control Temperature404 Turns/1 Turn per LevelThrough 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 Weather604d12 hoursThis 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: 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)704d12 hoursThis 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 Winds501 Turn/LevelThis 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 Water✦210 FeetPermanentThis 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.
Destroy Water†210 FeetPermanentEvaporates up to 4 gallons of water per caster level in a 3-foot
cube or container. Cannot target water inside a living creature.
Creeping Doom704 Rounds/LevelThrough 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)x (+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 Critical Wounds✦5TouchPermanentBy 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.
Cause Critical Wounds†5TouchPermanentInflicts 4d8 +1 per caster level damage on a successful touch
attack.
Cure Disease✦3TouchPermanentThrough 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.
Cause Disease†3TouchPermanentInflicts a deadly blood disease reducing Constitution by 4, and -1
to attack and damage. Victim falls into a coma in 2d6 days unless a save is made. Cannot be healed except by
Cure Disease.
Cure Light Wounds✦2TouchPermanentBy 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.
Cause Light Wounds†2TouchPermanentInflicts 1d8 +1 per caster level damage on a successful touch
attack.
Cure Moderate Wounds✦3TouchPermanentThrough 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.
Cause Moderate Wounds†3TouchPermanentInflicts 2d8 +1 per caster level damage on a successful touch
attack.
Cure Serious Wounds✦4TouchPermanentBy 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.
Cause Serious Wounds†4TouchPermanentInflicts 3d8 +1 per caster level damage on a successful touch
attack.
Darkvision2Touch12 Turns/6 Turns per LevelThe caster or touched subject can see 60 feet in the dark for the
duration of the spell.
Detect Magic110 Feet/10 Feet per Level1 TurnThis 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 Snares110 Feet/10 per Level4 Rounds/1 per LevelThrough 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.
Dispel Magic45 Feet/5 Feet per LevelPermanentThis spell negates magic effects. The caster instantly dismisses
all spells and spell-effects, regardless of class, of 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%.
Dragon Mist230 FeetPermanentDragon 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.
Elderberry✦2Not applicable1 HourUpon 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.
Poisonberry†2Not applicable1 HourCreates enchanted berries that deal 2 damage if eaten and cause
intense hunger. Max eight berries consumed in 24 hours.
Entangle180 Feet1 TurnThrough 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, slows movement to half speed (+2
to hit).
Face of the Forest1N/ASee belowBy 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 Fire110 Feet4 Rounds/LevelThis spell casts a colored outline around two medium- sized 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.
Feeblemind640 FeetIndefiniteThis 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.
Feign Death2Touch6 Rounds/1 Round per LevelThis 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.
Find Plants201 Turn/LevelThrough this spell the caster may locate a specific plant within a
10 foot radius per level. The spell is caster- centered. The caster may choose a different plant type every
round, and the radius moves with the caster.
Finger of Death710 FeetPermanentThrough 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 Seeds640 FeetSee belowThrough 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 Storm✦7100 Feet1 RoundWhen 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).
Quench Fire†7100 Feet1 RoundExtinguishes mundane fires in a large area and has a chance to
snuff magical fire (5% per caster level).
Fire Trap3TouchPermanent until TriggeredThis 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.
Fistfang1N/A2 Rounds/LevelBy 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 Blade201 Round/LevelUpon 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 Charm310 Feet2 Rounds/LevelThis 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 standard- sized campfire causes 1d4 points of damage.
Flash Inferno✦440 Feet1 RoundThis 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.
Flash Freeze†440 Feet1 RoundExtinguishes fires in a 10x10 area and inflicts 1d4 cold damage per
caster level.
Fungus Shape206 Turns/1 Turn per LevelBy 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.
Hallucinatory Forest430 FeetSee belowThrough 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.
Heat Metal✦240 Feet7 RoundsHeat 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:
Freeze Metal†240 Feet7 RoundsCauses metal objects or armor to freeze, dealing cold damage and
risking frostbite or limb loss (at DM discretion).
Herne's Blessing104 Rounds/1 Round per LevelBy 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).
Hold Animals320 Feet2 Rounds/LevelThis 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 Plant410 Feet1 Round/LevelThis spell immobilizes all fungus and plant life in a 30x30 radius,
or a maximum of four plant or fungus- based 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).
Ice Storm4See below1 RoundThrough 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.
Insect Plague (Greater)530 Feet1 Turn/LevelThis 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)330 Feet1 Round/LevelUpon 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 (Animal)1Touch1 Turn/1 Round per LevelA druid may turn a willing animal invisible. All other aspects of
this spell are the same as Invisibility.
Locate Animal101 Round/LevelThrough 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.
Lower Water410 Feet/10 Feet per Level5 Rounds/LevelThis spell allows the caster to lower 11,000 square feet of water
per level for the spell's duration.
Mist of the Glen2N/A3 Rounds/LevelA 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.
Mold to Moldmen350 Feet4 TurnsThrough 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.
Moldskin2Touch4 Rounds/1 Round per LevelMoldskin 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 impervious 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.
Neutralize Poison✦3TouchPermanentThis 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 clerics, druids, and monks), requires a successful touch attack.
If the target fails a save versus Death, it dies.
Poison†3TouchPermanentOn a successful touch attack, kills the target unless they save
versus Death. Can also poison a creature or object.
Part Water520 Feet/Level1 Turn/LevelThis 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 Trace1Touch1 Turn/LevelThis 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.
Plant Growth320 feetSee belowThis 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.
Predict Weather1012 TurnsThe 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.
Produce Flame202 Rounds/LevelFlames 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.
Protection from Fire3TouchSee belowThrough 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 Lightning4TouchSee belowThrough 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.
Purify Water✦110 FeetPermanentThis 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.
Contaminate Water†110 FeetPermanentPollutes water, making it undrinkable. Can render holy or unholy
water ineffective.
Pyrotechnics✦3160 FeetSee belowSubject 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. 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.
Cryotechnics†3160 FeetSee belowEither extinguishes a fire with freezing mist or creates a blinding
cold burst, launching icy shards. Mimics Pyrotechnics.
Ray of Decay240 FeetInstantaneousThrough 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.
Read Magic (Divine)1N/A2 Rounds/LevelBy means of Read Magic (Divine) , a cleric, druid, or monk can
decipher unintelligible divine magical writing (on scrolls, books, 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).
Reincarnate70PermanentThrough 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:
Shield of the Sylvan6Caster3 Rounds/LevelThe 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.
Shillelagh1Touch1 Round/LevelThe 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.
Snake Charm230 FeetSee belowThis 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.
Snare3Permanent until TriggeredSee belowThis 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 Animals130 Feet2 Rounds/LevelThis 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 Plants430 Feet1 Round/LevelThrough 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.
Spore Cloud230 Feet4 Rounds/1 Round per LevelSpore 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.
Sticks to Snakes530 Feet2 Rounds/LevelThis 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.
Stone Shape3TouchPermanentThe 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.
Stone Tell5Touch1 TurnStone 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.
Summon Animals I440 Feet/Level3 Rounds/1 per LevelThis 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 II560 Feet/Level4 Rounds/1 per LevelThis 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 5 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 III680 Feet/Level5 Rounds/1 per LevelThis 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 Plants and Funguses440 Feet3 Rounds/1 Round per LevelThis spell summons plants or funguses to grow out of the ground
before the caster. Summoned vegetation serves the caster for a specific task (i.e., battle) for the spell's
duration. The druid may release the summoned plants or funguses at any time. Use the following chart to
determine the result:
Summon Plants and Funguses 1d10 HD Result 1-4 HD: 1 Vegepygmie (1d4) 5-6 HD: 1
Vegepygmie (1d6+1) 7-9 HD: 3 Plant-Based Dead (1d4)* 10 HD: 4 Shambling Mound (1d3)** Vegepygmie AL: N, AC:
4, HD: 1, HP: 4, MV: 20, #AT: 1, DMG: 1d3 (Fist).
*See the spell Animate Plant-Based Dead. **See
Shambling Mound (half all monster stats).
Summon Treant7TouchT Turn/1 Turn Every Two LevelsBy means of this ritual, a druid may awaken a tree into a treant
(see Monster Entry). The treant will follow the instructions of the caster for the duration of the spell. At
the conclusion, the treant either wanders off (50%) or reverts back to a tree (50%). A large tree must be
present to cast the spell.
Summon Woodland Beings4120 Feet/10 Feet per LevelSee belowThis spell beckons sylvan beings to the caster's aid. The spell
must be cast outdoors. The casting ends upon the appearance of woodland beings, or none appear after two
turns. The Maze Controller decides the availability and type of woodland creature summoned, based on
environment and terrain. Refer to the table below for the sylvan type and number appearing: Sylvan Number
Sylvan Number Centaur 1d4 Pixie 1d6 Dryad 1d4 Sprite 1d6 Nixie 1d4 Treant 1 Satyr 1d4 Unicorn 1 Woodland
beings are allowed a saving throw (Spell) with a +4 bonus to ignore the summons. If any member of the
caster's party is evil, woodland beings receive a second save upon arrival. Sylvan beings that fail their
save may refuse the summons (50%) or remain and serve the caster (50%). If their summoner asks them to fight
on his or her behalf, the sylvan are allowed a morale check or flee (based on the druid's morale). This
number may be adjusted (+ or -) by the Maze Controller subject to the individual circumstances and past
experience with local woodland beings. If cast in a stone circle or henge, the sylvan cannot ignore the
summons.
Transmute Metal to Wood✦780 FeetPermanentThis incantation allows the caster to transmute one metal item into
wood. A metal magic item has a slight chance (10%) of being changed by this spell. The druid may alter 10
pounds of metal into wood per experience level. The transmutation is permanent. Only a Wish or Limited Wish
will reverse the effect.
Transmute Rock to Mud✦580 FeetPermanentThis spell transmutes 800 square feet of rock (10 feet deep) into
mud per level. Movement rate through mud is reduced by 3/4. Transmute Mud to Rock (reverse of the spell)
alters an equal volume into rock. Both transmutations are permanent.
Transmute Mud to Rock†580 FeetPermanentThis spell transmutes 800 square feet of mud (10 feet deep) into
rock per level. Transmute Mud to Rock (reverse of the spell) alters an equal volume into rock. Both
transmutations are permanent.
Transmute Wood to Metal†780 FeetPermanentThis incantation allows the caster to transmute one wooden item
into
metal. A wooden magic item has a slight chance (10%) of being changed by this spell. The druid may alter 10
pounds of wood into metal per experience level. The transmutation is permanent. Only a Wish or Limited Wish
will reverse the effect.
Transport via Plants6TouchSee belowThrough this spell the caster transports him/herself between two
living plants. The caster enters one plant and emerges from another across any distance in one round. The
caster need not have knowledge of the exit plant. Instead, the caster indicates the distance and compass
direction desired, and the spell facilitates the transport to the closest available plant. If the
destination plant is dead, Transport via Plants fails and transports the caster 1d100 miles in a random
direction to a plant of the same species.
Tree Shape306 Turns/1 per LevelBy means of this spell, the caster assumes the form of a living
tree, shrubbery, or fallen tree trunk. A close inspection will not reveal the tree's true nature. While in
tree shape, the caster may hear and observe his/her surroundings. The spell alters the caster's equipment
and clothing. The caster can dismiss the spell as desired, and attack or cast spells in the same
round.
Wall of Fire530 Feet/10 Feet per LevelSee belowThis spell conjures an immobile, blazing curtain of fire into
existence. A Wall of Fire is 1/4 inch thick and 10 feet long per caster level. The caster can shape the wall
in any manner desired such as curved, straight, or a protective circle. All those that attempt to pass
through it take 2d6 points of damage +1 per level of the caster. The wall scores double damage on cold-based
monsters or monsters that use cold-based attacks. Fire, or fire- using creatures take no damage. The wall
can be extinguished by white dragon breath, Cone of Cold , Ice Storm , or similar spells.
Wall of Thorns680 Feet1 Turn/LevelA Wall of Thorns spell creates a briar barrier of needle- sharp
thorns 10x10x10 feet per level. Any being that passes through, or is pushed into, a Wall of Thorns takes
eight points of damage plus its armor class rating. All those within the wall area when cast take the above
damage. Edged weapons (such as axes) can cut a path through a Wall of Thorns at a rate of 10 feet/five
turns. The wall is immune to mundane fire. Magical fire will burn through the wall in two turns.
Warg Companion11 Mile/2 LevelsSee belowBy casting this spell, the druid calls a temporary wolf or hawk
companion within a one-mile radius. The spell is subject to the terrain type. Ultimately, the Maze
Controller decides the probability of which companion will respond to the spell. If the terrain is
unsuitable for either, it is possible that neither will heed the beckon. Once a hawk or wolf responds, the
druid and the animal share a telepathic bond. The druid may warg (see and hear through the animal's senses)
for a period equal to one turn (per caster level) and in a radius of one mile. To do so, the druid must
enter a catatonic state and concentrate exclusively on the telepathic bond and take no other action. If the
druid sustains damage, the spell ends.
Once a bond is created between a druid and a warg companion,
it is more likely (55%) that subsequent castings in the same area will call exactly the same hawk or wolf to
aid the druid. Each time the same hawk or wolf is called, the familial and telepathic bond between them
grows (+5% more likely). This also increases the radius of the bond of the hawk by one mile and the wolf by
one-half mile. If a hawk or wolf dies while telepathically linked to a druid, the druid takes 1d3 points of
damage permanently.
The hawk provides superior far vision and radius and the wolf superior smell and
hearing. From the standpoint of attack and damage, both are considered standard monster types (see monster
entry). The spell may only be attempted once per week.
Warp Wood210 Feet/LevelPermanentThrough this ritual prayer the caster bends and warps wood. The
caster could warp a door open/stuck or sink a boat by warping its hull. The caster could also warp missile
weapons to uselessness. The caster can warp 1x1x1 foot per experience level. For instance, a Level 2 Druid
could warp the equivalent of two arrow quivers or four weapons with wooden handles.
Water Breathing3Touch3 Turns/LevelThrough this spell the caster (or a recipient) can breathe water.
The recipient can still breathe air. Water breathing does not provide the ability to swim.
Wyrd Refuge4Touch1 Turn/LevelThis spell has two options. First, the druid can take refuge within
a tree for the duration of the spell. While inside, the druid bonds with the tree telepathically. S/he can
see and hear all that transpires within 40 feet. The druid can exit the tree and thereby dismiss the spell
at any time. At the end of the spell's duration, the druid is expelled in a random direction. If the tree is
cut down, the druid dies. Second, the druid can use this spell as a lesser version of Transport via Plants.
In this example, the druid can choose to pass between trees of the same type. This happens instantaneously
as the two portals open and close at the same time. The druid may open a door to another tree 30 feet away
(per caster level).
SpellLvl.RangeDurationDescription
Abner's Faithful Hound510 Feet2 Rounds/LevelThis spell summons a spectral guard-dog. The dog guards a 30x30
foot area designated at the time of casting. The hound barks incessantly if an intruder approaches (larger
than rat-sized). The hound senses and sees ethereal, invisible, and phased beings or creatures. Abner's
Faithful Hound attacks as HD: 10 for 3d6 points of damage if the trespasser turns and flees. The dog's bite
is equivalent to a magic weapon (+3). The hound is immune to attack, but may be dispelled. The caster
dismisses the spell when s/he leaves area of effect.
Abner's Magic Sword730 Feet1 Round/LevelThe caster conjures a glowing sword of energy (6d4 damage). While
using the sword, the magic-user attacks as a fighter (at half the caster's level, round up) and always hits
on a natural attack roll of 19-20. The energy sword strikes as a magical weapon, and may hit
phased-creatures or opponents on the Astral or Ethereal planes. Dispel Magic will dismiss Abner's Magic
Sword.
Affect Normal Fires15 Feet/Level1 Round/LevelThrough this spell the caster can alter a mundane fire. The flame
can be as small as a torch, or up to, and including, a bonfire. The caster can only manipulate the fire's
brightness. For example, a wizard could reduce the fire to a candle or increase the brightness to the spell
Light. However, the heat emitted never changes beyond its original size. Shrinking, or growing, a fire
reduces/increases fuel consumption by 50% or 100%, respectively.
Airy Water5N/A1 Turn/LevelThis spell conjures a bubble of breathable atmosphere in water (or
liquid-based medium). The bubble is centered on, and moves with, the caster. The area of effect is a 20x20
foot sphere, or a 40 foot radial 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 Lapse2Sight of target1 Round/LevelAmbasse's Absent Lapse is a powerful dweomer that targets an
opposing magic-user in the midst of spell- casting. 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.
Animate Dead560 FeetPermanentThis 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 Statue41 Inanimate Statue (Touch)1d10 Rounds/+1 per LevelThrough 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-Magic Shell6Caster1 Turn/LevelThrough this dweomer, the caster conjures an anti- magic 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.
Antipathy✦8See below12 Turns/LevelThis 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.
Sympathy†8See below12 Turns/LevelThis spell causes a location or object to radiate an attraction
effect for a specific type of intelligent being, drawing them toward it. Area: 10x10 feet per caster level.
If cast on an object, targets save at -2.
Anttiliam's Necromantic Drain2TouchSee belowBy 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.
Astral Spell9TouchSee belowThis 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.
Audible Glamer260 Feet/10 Feet per Level2 Rounds/LevelThis 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.
Aztazibar's Acrid Finger1Special1 Round/LevelBy 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.
Baltron's Beguiling Birdseed3One Bag of SeedSpecialBaltron'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 Sheen110 Feet/Level1 TurnThis 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 Bloodboil2One Target within 30 Feet3 RoundsBy 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.
Blink3Self1 Round/LevelBy 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 faced: Roll 1d8: 1) Forward, 2) Backward,
3) Right, 4) Left, 5) Forward Left, 6) Forward Right, 7) Backward Left,
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.
Breath of the Dragon2See below1 TurnBreath 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 Hands1See below1 RoundBy 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.
Chandra-Kar's Charm of Disciplinary Jargon2See below2 Rounds/1 per LevelThis 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.
Charm Monster425 Feet/5 Feet per LevelSpecialThis 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 Person125 Feet/5 Feet per LevelSpecialBy 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.
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 Plants725 Feet/5 Feet per LevelPermanentThrough 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 Resistance8Touch1 Turn/LevelThrough 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, high- level mind-affecting spells like Geas. The caster may
confer spell resistance on one being per four levels of experience, but must divide the duration.
Clairaudience3N/A1 Round/LevelClairaudience 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.
Clairvoyance3N/A1 Round/LevelClairvoyance 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.
Clone8TouchPermanentThis 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.
Cloudkill506 TurnsThis 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 - 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.
Comprehend Languages✦1Touch5 Rounds/LevelBy 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.
Obfuscate Languages†1Touch5 Rounds/LevelNegates Comprehend Languages or renders a known spoken or written
language incomprehensible. The caster must touch the target or the text.
Cone of Cold50InstantaneousThis 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.
Confusion410 Feet1 Round/LevelThis 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).
Conjure Elemental510 Feet1 Turn/LevelThrough 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.
Contact Other Plane50SpecialThrough 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.
Continual Light✦210 FeetSee belowThis 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.
Continual Darkness†210 FeetSee belowCreates magical darkness in a 60-foot radius that blocks all normal
and darkvision sight. Can blind a creature (save negates) if cast at the eyes. Only Continual Light or
Dispel Magic counters it.
Control Weather604d12 hoursThis 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: 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.
Dancing Lights110 Feet2 Rounds/LevelThe 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)230 Feet1 Turn/1 Round per LevelThe 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.
Darkvision3Touch12 Turns/6 Turns per LevelThe caster or touched subject can see 60 feet in the dark for the
duration of the spell.
Death Spell610 Feet/5 Feet per LevelInstantaneousThis 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 Fireball710 Feet/10 Feet per LevelSee belowThis 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 Soup31 Target3 TurnsBy 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 Evil✦210 Feet/10 Feet per Level1 TurnThrough 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 Good†210 Feet/10 Feet per Level1 TurnReveals good-aligned creatures or objects within 10 feet, glowing
white to the caster.
Detect Invisibility210 Feet/10 Feet per Level5 Rounds/LevelBy 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 Magic110 Feet/10 Feet per Level1 TurnThis 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.
Dimension Door4See below1 RoundThis 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.
Disintegrate610 FeetPermanentA 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 Magic35 Feet/5 Feet per LevelPermanentThis spell negates magic effects. The caster instantly dismisses
all spells and spell-effects, regardless of class, of 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%.
Djriixim's Purple Haze230 FeetPermanentThis 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.
Duo-Dimension703 Rounds/1 per LevelThrough 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 two- dimensional
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 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).
Enchanted Weapon4Touch5 Rounds/LevelThis 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.
Enlarge✦15 Feet/Level1 Turn/LevelThis 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 medium- sized 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 - adjustment to a minimum of 3). These spells counter each
other. Both Enlarge and Shrink allow a save (Spell) to negate (if unwilling).
Shrink†15 Feet/Level1 Turn/LevelReduces a creature or object to half its size and mass, with
corresponding penalties. Save versus Spell negates if unwilling.
Erase130 FeetPermanentErase 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).
ESP220 Feet/10 Feet per Level1 Round/LevelAfter 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.
Explosive Runes3TouchPermanent until TriggeredThis 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.
Extension I40See belowThis 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 II50See belowExtension II is the same as Extension I. The incantation lengthens
spell duration (Levels 1-4) by 50%.
Extension III60See belowExtension 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%.
Fear40Round/Caster LevelA 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 Fall110 Feet/Level1 Round/LevelBy 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.
Feeblemind540 FeetIndefiniteThis 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.
Feign Death3Touch6 Rounds/1 Round per LevelThis 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 Strangulation120 Feet/5 Feet per 2 Levels2 Rounds/1 per levelThis 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 Praise125 Feet/5 Feet per LevelSpecialThrough 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 Familiar11 Mile/LevelSee belowThrough 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. 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.
Fire Shield402 Rounds/1 Round per LevelThis 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. 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 cold- based attack save, s/he takes
double damage. Chill Shield flames are blue and burn cold.
Fire Trap4TouchPermanent until TriggeredThis 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.
Fireball310 Feet/5 Feet per LevelInstantA Fireball is a searing ball of 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.
Flame Arrow3Touch1 RoundThis 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 Charm410 Feet2 Rounds/LevelThis 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 standard- sized campfire causes 1d4 points of damage.
Flesh of Fire2Self3 Rounds/1 Round per LevelThis 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.
Fly30See belowThis 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.
Fool's Gold210 Feet6 Turns/LevelThis 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.
Forget230 FeetPermanentThis 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.
Fumble410 Feet1 Round/1 per LevelFumble 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.
Galaxina's Gorgonic Glyph3A doorPermanentThis 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 Apostate21 Target1 Round/LevelThrough 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 Form4Touch2 Rounds/LevelBy 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.
Gate930 FeetSee belowA 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).
Geas630 FeetSee belowThis 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.
Glassysteel8TouchPermanentThrough 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 Invulnerability601 Round/LevelThis 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)401 Round/LevelA 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.
Gregvard's Green Tentacles3See below3 Rounds/1 Round per LevelThis 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 Arrow230 Feet/5 Feet per LevelVariesThis 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 Wards6N/A6 Turns/LevelThis 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 Wind301 RoundThis 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 Forest430 FeetSee belowThrough 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✦310 Feet3 TurnsThis 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.
Slow†310 Feet3 TurnsHalves the target's movement and number of attacks per round. Does
not affect spellcasting. Cancels Haste.
Hitzemun's Blue Feet1Touch1 Turn/1 Round per LevelAs 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 Monster520 Feet1 Round/LevelThrough 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 Person320 Feet4 Rounds/1 Round per LevelBy 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 mind- influencing
spells.
Hold Portal110 Feet1 Round/LevelBy 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.
Ice Storm4See below1 RoundThrough 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.
Identify1Touch1 Round/Level per StageThis 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.
Imprisonment✦9TouchPermanentImprisonment 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.
Freedom†9TouchPermanentFrees a creature trapped by Imprisonment, ending their suspended
animation and restoring them.
Incendiary Cloud830 Feet4 Rounds/Plus 1d6 RoundsAn 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 in the fourth and fifth
round (if necessary).
Invisibility2TouchSee belowThrough 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.
Invisibility (10 Feet)3TouchSee belowThis 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 (Mass)710 Feet/LevelSpecialThis spell affects all subjects in a 30 foot radius. Otherwise, the
incantation functions as per Advanced Invisibility.
Jump1Touch1 TurnThrough 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.
Knock25 Feet1 RoundThis 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.
Koweewah's Clenched Fist85 Feet/Level1 Round/LevelThrough 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 Hand95 Feet/Level1 Round/LevelThrough 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.
Koweewah's Forceful Hand610 Feet/Level1 Round/LevelThis 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 Hand710 Feet/Level1 Round/LevelThis 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 Hand510 Feet/Level1 Round/LevelKoweewah'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 Hand240 Feet/2 per Level2 Rounds/LevelThis 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 Lore60See belowThe 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.
Levitate20See belowThrough 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✦112 Feet6 Turns/1 per LevelThis 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.
Darkness†112 Feet6 Turns/1 per LevelCreates magical darkness in a 20-foot radius. Can blind a creature
if cast at their eyes. Cancels Light.
Lightning Bolt35 Feet/5 Feet per LevelInstantaneousElectrical 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 Wish7UnlimitedSee belowThrough 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 Object✦25 Feet/5 Feet per Level1 Round/LevelThrough 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 ).
Obscure Object†25 Feet/5 Feet per Level1 Round/LevelHides an object from magical detection or location spells like
Locate Object or Crystal Ball.
Lower Water610 Feet/10 Feet per Level5 Rounds/LevelThis spell allows the caster to lower 11,000 square feet of water
per level for the spell's duration.
Magic Jar530 FeetSpecialThrough 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.
Magic Missile130 Feet/5 Feet per LevelSpecialAn 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 Mouth2See belowSee belowThis 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.
Mass Charm85 Feet/LevelSpecialThis 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.
Massmorph410 FeetSee belowThis 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 Facsimile130 FeetPermanent until TouchedBy 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 Panic140 Feet3 Rounds/1 per LevelBy 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: 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 Effluvium110 Feet/5 Feet per Level (Max 30 feet)1 RoundBy 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
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.
Maze85 Feet/LevelSpecialThe 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
Mending130 FeetPermanentMending 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.
Message140 Feet/10 Feet per Level1 Round/1 Round per 2 LevelsThrough 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 Swarm940 Feet/10 Feet per LevelInstantaneousMeteor 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 half-
damage.
Mikda-Err's Practical Tilt2See Below1 RoundThrough 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 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 Blank8Touch1 DayThis 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.
Mirror Image2N/A2 Rounds/LevelThis 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.
Mnoricar's Mnemonic Enhancer4N/A1 DayBy 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.
Mordril's Excavation430 Feet1 Round/LevelThe 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 Excavation610 FeetSee belowFor 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.
Ool's Broiling Exhalation3N/ASee belowThis 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 Sphere6See belowSee belowWhen 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.
Ool's Irresistible Safety Dance8Touch1d4+1 RoundsThis 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.
Part Water620 Feet/Level1 Turn/LevelThis 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.
Passwall530 Feet6 Turns/LevelThis 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.).
Permanency8See belowPermanentThis 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 Force310 Feet/5 Feet per LevelSee belowThrough 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.
Phase Door7Touch1 Door/2 LevelsLike 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.
Plant Growth420 feetSee belowThis 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 Object85 Feet/LevelVariableThis 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.
Polymorph Other410 Feet/LevelPermanentThrough 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 Self402 Turns/LevelThrough 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)8See belowSee TableThe 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)95 Feet/LevelPermanentThis 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)75 Feet/LevelSee belowThe 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
Prismatic Sphere901 Turn/LevelThe 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
Projected Image6100 Feet/10 Feet per Level1 Round/LevelThe 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
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 Evil1Touch3 Rounds/LevelThis 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)3N/A1 Turn/LevelThis 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 Normal Missiles3Touch1 Turn/LevelThis 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.
Pyrotechnics✦2160 FeetSee belowSubject 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. 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.
Cryotechnics†2160 FeetSee belowEither extinguishes a fire with freezing mist or creates a blinding
cold burst, launching icy shards. Mimics Pyrotechnics.
Ray of Enfeeblement225 Feet/5 Feet per 2 Levels1 Round/LevelThis 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)1N/A2 Rounds/LevelBy 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).
Reincarnate60PermanentThrough 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:
Repulsion610 Feet/Level1 Round/2 LevelsA 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.
Reverse Gravity75 Feet/Level1 RoundThis 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 Trick2Touch2 Turns/LevelThis 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.
Scare21 Creature3d4 RoundsBy 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 Steed1N/A1d6 Turns/1 Turn per LevelThrough 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 Chest5See below60 DaysThrough 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 Hut306 Turns/LevelThis 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. 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 Trap2TouchPermanentThis 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 Sigil35 FeetPermanent until TriggeredThis 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.
Shape Change9N/A1 Turn per LevelThrough 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.
Shatter225 Feet/5 Feet per 2 LevelsPermanentThis 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).
Shield105 Rounds/LevelShield 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.
Shocking Grasp1TouchInstantUpon a successful touch attack, the caster inflicts 1d8 points of
electrical damage (+1 per level). The caster must make a successful touch attack roll.
Simulacrum7TouchPermanentThis 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.
Sleep130 Feet/10 Feet per Level5 Rounds/LevelSleep 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
Spider Climb1Touch1 Round/LevelSpider 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.
Spiritwrack610 Feet/1 Foot per LevelSee belowThrough 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.
Statue7Touch6 Turns/LevelStatue 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).
Stinking Cloud230 Feet1 Round/LevelStinking 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 Shape5TouchPermanentThe 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.
Stone to Flesh✦610 Feet/LevelPermanentThis 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.
Flesh to Stone†610 Feet/LevelPermanentPetrifies a creature and all gear. Target gets a saving throw
versus Stone.
Strength2Touch1 TurnThis 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 Summons7InfiniteInstantaneousThrough this dweomer, the caster calls a material item from
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.
Suggestion330 Feet6 Turns/LevelThrough 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.
Summon Cacodemon710 FeetSee belowThis 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%.
Summon Invisible Stalker60See belowThis 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 I330 Feet2 Rounds/1 Round per LevelThis 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 II440 Feet3 Rounds/1 Round per LevelThis 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 III550 Feet4 Rounds/1 Round per LevelThis 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 IV660 Feet5 Rounds/1 Round per LevelThis 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 V770 feet6 Rounds/1 Round per LevelThis 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 VI880 Feet7 Rounds/1 Round per LevelThis 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 VII990 feet8 Rounds/1 Round per LevelThis 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.
Summon Phantom Stalker60See belowThis spell summons a phantom stalker to undertake a task or quest.
The stalker will try to complete the task until destroyed. Although the creature is bound to serve, it is
not loyal to the conjurer. The stalker will resent complex missions or prolonged tasks, and will try and
subvert its instructions. Dispel Magic will send a phantom stalker back to the Elemental Plane of Fire, if
it fails a save (Spell).
Symbol8TouchSee belowThis spell inscribes a powerful rune of protection on a surface.
Eight different symbols are possible and each possesses a unique effect. A symbol is activated when it is
read, touched, or through proximity. Proximity symbols are activated within 10 feet and have a 30x30 radius,
unless otherwise stated. Thus, passing under an archway would trigger the spell.
Symbol of Discord:
When triggered, all those in the immediate area quarrel and bicker incessantly for 5d4 rounds. Those of
opposed alignment may (50%) battle for 2d4 rounds.
Symbol of Death : When triggered, a Symbol of
Death kills all beings with less than 80 hit points.
Symbol of Despair : All those in the area must
save (Spell) or wander away, utterly hopeless. The effect lasts for 3d4 turns. While under this effect,
subjects refuse to fight and instead will cower and surrender.
Symbol of Fear : All those in the
immediate area must save (Spell) at -4 or suffer Fear effects as per the spell of the same
name.
Symbol of Insanity : All those with total hit points below 120 turn insane (as per the spell
Confusion ). Only Heal , Restoration , or Wish can negate the effect.
Symbol of Pain : All those in
range are stricken by pain. The pain imposes a -2 to Dexterity and a -4 on all attack rolls (2d10
turns).
Symbol of Sleep : Beings of eight or fewer hit dice fall into a magical sleep for 2d6+4
turns. Unlike the spell Sleep , slumbering beings cannot be wakened prior to spell expiration.
Symbol
of Stunning : A Symbol of Stunning causes all those within the area, with less than 160 hit points, to be
stunned for 3d4 rounds. All hand-held items are dropped by stunned targets.
Telekinesis510 Feet/Level2 Round/1 Round per LevelBy solely concentrating on this spell and taking no additional
action whatsoever, the caster may move objects or beings with his/her mind vertically or horizontally. The
caster can transport 25 pounds per level (20 feet per round). The caster can move unwilling beings (within
the weight allotment), but they may save (Spell) to avoid the effect.
Teleport5TouchInstantaneousBy means of this spell the caster instantly transports him or
herself (or another being of choice) to a specific destination, across any distance. The spell does not
allow transport between planes or planets. Any unwilling recipient receives a save versus Spell to negate.
The mage must have a clear mental image of the desired destination. The clearer the image, the greater the
chance of success. To determine the success of the spell, consult the chart below. Knowledge High On Target
Low Very Familiar 01-02 03-99 00 Familiar 01-04 05-98 99-00 Viewed Casually 01-08 09-96 97-00 Viewed Once
01-32 33-84 85-00 Magic-users and Maze Controllers should consult the following term definitions in the
application of the spell: Very Familiar: The caster has been repeatedly. Familiar: The caster has visited
the place more than once, can see it currently, or has scried the location. Viewed Casually: The caster has
viewed the place once but is not familiar. S/he may have scried it once. Viewed Once: The caster has viewed
the place once through scrying but has not physically been to the location. High: The wizard or subject
materializes 2d6x10 feet above the intended location. If occupied by matter, the wizard or subject dies. On
Target: Teleports to the location desired. Low: The wizard or subject appears in solid ground matter and is
instantly killed. Note the caster cannot teleport him/herself or the subject intentionally into solid
matter.
Temporal Stasis910 FeetPermanentThrough a successful touch attack, this spell places a target in
suspended animation. For the target, time stops completely. This suspension persists until the dweomer is
removed ( Dispel Magic ). The spell permits no saving throw.
Tenneal's Expeditious Retreat1Touch1 Round/LevelBy means of this spell, the caster may double his or her movement
rate for one round per level. This includes doubling a fleeing double-move. The verbal component for the
spell is “Let's Go!”
Tenneal's Floating Disc12 Feet3 Turns/1 Turn per LevelThe caster conjures a circular, slightly concave, weight- bearing,
translucent disc of force. The disk follows the caster and is three feet in diameter and one inch deep. It
can hold 1,000 gold pieces in weight. The disc can hold two gallons if used to carry liquid.
The disk
hovers exactly horizontal and three to four feet off the ground. The disc accompanies the caster within its
range and matches his/her movement rate. If left undirected, Tenneal's Floating Disc maintains an interval
of six feet from the wizard. When the spell ends, whatever the disc supported falls to the ground.
Tenneal's Magic Aura1Touch1 Day/LevelThis spell allows the caster to temporarily enchant an item. The
item registers a radiance to Detect Magic (or any spells with similar detection ability). If the item
bearing Tenneal's Magic Aura is closely examined by touch, the scrutineer sees the aura as false if s/he
saves versus Spell. Otherwise, s/he is convinced the aura is proof of a magic item
Time Stop902 RoundsThrough this spell, the caster stops time. The caster is protected
from the passage of time in a fixed, gleaming, magical globe 30x30 feet. The wizard can act for two rounds
inside the globe, while all other beings are suspended in time. As soon as the wizard exits the globe, the
spell terminates. If beings or monsters enter the globe, they are suspended in time.
Tongues✦3Touch1 TurnThis incantation allows the caster to comprehend the language of
one intelligent being for the spell's duration. The reverse, Garble , will negate a Tongues spell. It can
also be used, with touch, to make language incomprehensible. The spell does not provide a saving
throw.
Garble†3Touch1 TurnNegates Tongues or makes a target's speech incomprehensible. No
save.
Transmute Ice to Flesh✦6TouchPermanentThis spell allows the transmutation of a frozen being to its
natural state, restoring both life and equipment. The spell is reversible and allows the caster to freeze a
living humanoid target if a save versus Stone is failed.
Freeze Flesh†6TouchPermanentFreezes a living humanoid target solid. Target must save versus
Stone or be frozen.
Transmute Rock to Mud✦580 FeetPermanentThis spell transmutes 800 square feet of rock (10 feet deep) into
mud per level. Movement rate through mud is reduced by 3/4. Transmute Mud to Rock (reverse of the spell)
alters an equal volume into rock. Both transmutations are permanent.
Transmute Mud to Rock†580 FeetPermanentThis spell transmutes 800 square feet of mud (10 feet deep) into
rock per level. Movement rate through mud is reduced by 3/4. Transmute Mud to Rock (reverse of the spell)
alters an equal volume into rock. Both transmutations are permanent.
Trap the Soul810 FeetPermanentTrap the Soul forces a being's soul and body into a gemstone. The
gem traps a being indefinitely. Before casting Trap the Soul , the mage must purchase a gem of not less than
1,000gp for each hit die possessed by the target. If the gem breaks, the soul is released and allows the
physical body to materialize. The spell can be activated in two manners:
Spell Completion: Upon
completing the spell the target is allowed a saving throw (Spell) for no effect. If successful, the gemstone
disintegrates into dust.
Trigger Object: This method tricks the target into taking an item inscribed
with his/her name and the final word of the spell. The caster could also place Sympathy on the item or
object. When the final word is read, the spell imprisons the being's soul (no save).
True Sight✦5Touch1 Round/LevelTrue Sight confers the ability to see the truth. The subject may
perceive all things in normal or magical darkness, see invisible beings and objects, see illusions or
displacements, notice secret doors, and can identify the true nature of transmutations, polymorphs, and
altered states. Further, the recipient can see astral or ethereal beings. False Sight makes things, beings,
and monsters appear the “opposite” to their true nature. A save versus Spell negates False Sight.
False Sight†5Touch1 Round/LevelMakes targets perceive things as their opposite nature (good looks
evil, treasure looks worthless, etc.). Save negates.
Unseen Servant106 Turns/1 Turn per levelAn Unseen Servant is a vaguely-humanoid, invisible force from the
Elemental Plane of Air that undertakes simple tasks bidden by the caster. The servant can move or retrieve
items, open unstuck doors, chests, coffers, hold chairs, mend, and clean. The servant can drag a maximum of
40 pounds and lift a maximum of 20 pounds. The servant is a non-combatant. An Unseen Servant can be
dismissed or dispelled, but cannot be slain.
Vanish7TouchSee belowBy means of this spell, a wizard can Teleport an object (as the
spell of the same name). Alternatively, the caster can banish an item to the Ethereal Plane. This spell
replaces the item with a stone of equal weight on the wizard's plane of existence. The caster may Vanish a
maximum of 50 pounds per level of the caster. The banished item can be returned by casting Dispel Magic on
the stone replacement.
Ventriloquism160 Feet2 Rounds/1 per LevelThrough this incantation the caster makes his or her voice, or
someone else's, sound like it originated from any direction (or source) within the range of the spell for
the spell's duration.
There is a 10% chance per point of Intelligence above 12, that the listener may
detect the deception.
Vitharia's Vengeful Visage20See belowThis spell is as a lesser version of the Level 4 Magic-User spell
Fear. This spell creates an illusion that deforms the face of the caster (or accentuates a preexisting
deformity) and inspires terror in living humanoid creatures within an invisible cone (5 feet wide origin, 20
feet long, and 15 feet in diameter at the end). Those who behold the Vengeful Visage panic and flee in fear
of the caster (save versus Spell to negate). Targets flee the caster as fast as their speed allows, for a
number of rounds equal to half the caster's level (rounded up). This spell is ineffective against blind
creatures or creatures of four or greater hit dice. Vitharia was a young elven magic-user of great promise
who was defaced when pummeled in the street by thugs. He was later bludgeoned and eaten by a mimic.
Wall of Fire430 Feet/10 Feet per LevelSee belowThis spell conjures an immobile, blazing curtain of fire into
existence. A Wall of Fire is 1/4 inch thick and 10 feet long per caster level. The caster can shape the wall
in any manner desired such as curved, straight, or a protective circle. All those that attempt to pass
through it take 2d6 points of damage +1 per level of the caster. The wall scores double damage on cold-based
monsters or monsters that use cold-based attacks. Fire, or fire- using creatures take no damage. The wall
can be extinguished by white dragon breath, Cone of Cold , Ice Storm , or similar spells.
Wall of Force530 Feet/10 Feet per Level1 Turn/1 Round per LevelA Wall of Force creates a fixed and invisible wall (10 feet long
per level of the caster). The wall is immobile, immune to damage, and immune to most spells (including
Dispel Magic). Disintegrate or a Rod of Cancellation immediately destroys a Wall of Force. The wall provides
complete protection against spells, missile weapons, breath weapons, thermal and electrical attacks, in
either direction. Upon casting, the wizard can choose to form the Wall of Force into a globe or hemisphere
with a 10x10 foot radius per caster level.
Wall of Glass130 Feet/10 Feet per LevelPermanentBy means of this spell, the caster conjures a 10x10 foot pane of
1/4 inch glass. The caster must merge the glass, at least in part, with surrounding walls or floors to
provide support. The caster may choose to conjure transparent, opaque, mirrored, or frosted glass at the
time of casting. The spell cannot create one- way glass or mirrors. The wall has AC: 10 and HP: 1. When
destroyed, the wall shatters into glass shards. Any creature running through the glass takes 1d4 points of
damage and must save versus Stone or be stunned for one round (unable to act). A missile fired through the
wall breaks the glass and renders the attack ineffective. The wall can support 15 pounds of weight before it
collapses. Any creature falling through the glass takes the same damage outlined above. The spell can also
be cast in the air and fall on targets with the same effect.
Wall of Ice430 Feet/10 Feet per Level1 Turn/LevelThrough this spell the caster conjures an immobile, translucent
Wall of Ice. A Wall of Ice is 1/4 inch thick and 10 feet long per caster level. The caster can shape the
wall in any manner desired such as curved, straight, or a protective circle. All those that attempt to pass
through it take 2d6 points of damage +1 per level of the caster.
The wall scores double damage
against fire-based monsters or those that use fire-based attacks. Cold, or cold-using creatures take no
damage. Dragon fire or spells such as Fireball melt the wall in one turn. If conjured horizontally, and
dropped on opponents, the spell functions as per Ice Storm.
Wall of Iron55 Feet/LevelPermanentThrough this spell a magic-user conjures a wall of iron. The wall
automatically connects to any surrounding solid matter (a wall, for example) if sufficient length. The
caster cannot materialize the wall into an a space already occupied by an object or creature. The caster
must ensure a flat plane in order to stand the wall upright. If unsupported, the wall may (50%) fall and
crush those underneath it (1d6 damage per level). A Wall of Iron is 1/4 inch thick/per level and its length
is 10 feet per caster level. The length can be doubled but the thickness of the wall will be halved. Like
all iron, the wall is subject to rust and the elements.
Wall of Stone55 Feet/LevelSee belowThe caster conjures a granite stone wall (1/4 inch thick and 10
feet long per level). A Wall of Stone is permanent unless destroyed or dispelled. The wall can be used to
breach gaps, form a bridge, or as a ramp.
Water Breathing3Touch3 Turns/LevelThrough this spell the caster (or a recipient) can breathe water.
The recipient can still breathe air. Water breathing does not provide the ability to swim.
Web210 Feet/Level1 Turn/LevelWeb creates a net of strong, sticky, web-like strands. All those
caught in the Web are entangled and cannot move. A being with Strength: 13-17 can extricate himself in one
turn and Strength: 18+ in three rounds. A save versus Spell (-2) is allowed to avoid, or partially avoid,
the web. A successful save results in one of two options. Either the target avoids the Web , or, if
insufficient space exists, the Maze Controller can rule a partial entanglement. Partial Web entanglements
are half strength. A Web is flammable. All those caught within a flaming Web take 2d4 points of damage for
two rounds before the net burns away.
Welnard's Wizard Window6Touch1 Round/LevelBy means of this spell, the caster may see through walls. The spell
creates a three-foot square, one-way window for the spell's duration. The caster can create windows in more
than one wall but this requires one round to manifest a new portal. The caster may allow others to see
through Welnard's Wizard Window , if desired. However, if made visible to another the mage is limited to one
wall only. A window can be made in wood (20 feet thick), stone (6 feet thick), or metal (4 inches thick).
Welnard's Wizard Window cannot penetrate platinum, gold, or lead.
Wish9UnlimitedSee belowWish harnesses the cosmic power of the universe and is the greatest
of all magic-user spells. By simply speaking his or her desire, the caster alters reality. The spell can
facilitate all the same effects described under Limited Wish , and can imitate Level 9 spells (or manifest
comparable effects).
The Maze Controller adjudicates the limits of a Wish. The spell could accomplish
the raising of the dead, reversing past events, or healing an army of damage or pestilence. The spell could
teleport a party to any desired location without error. Ability scores and powers can be altered at the Maze
Controller's judgment. Wishes will only manifest according to the exact wording of the request.
Wizard Eye401 Round/LevelThis spell conjures an invisible arcane eye that provides visual
information to the caster. The eye possesses darkvision of 60 feet and travels 30 feet per round. The eye
can move in any manner for the duration of the spell. Solid barriers block the eye's vision and
passage.
Wizard Lock2TouchPermanentWizard Lock magically locks a chest, portal, or door. A mage can
bypass his/her own Wizard Lock at any time. Dispel Magic or Knock will open a secure Wizard Lock , as well
as breaking a chest or door. Dispel Magic removes a Wizard Lock , while Knock allows one-time passage.
Moreover, any magic-user or illusionist may bypass a Wizard Lock at-will if four levels higher than the
caster.
Write106 Turns/LevelThis spell allows an illusionist or magic-user to transpose a spell
into his or her spellbook. The spell allows the inscription of new spells the wizard cannot currently cast
due to level. The inscription process requires six turns per spell level. The caster must make an
Intelligence Check (modifier applies) to inscribe the new spell. The check is adjusted by the difference
between the caster's level and the level of the spell. A bonus of +2 is applied to the Intelligence Check if
the spell is the same level as the caster, +1 if one level higher, and 0 if two levels higher. If the spell
copied is three levels or greater than the wizard's current casting ability, a -1 penalty is applied. For
each level beyond three, an additional penalty of -1 is applied. In many instances, spells may be learned
automatically. However, a wizard can only attempt to learn a spell twice. If both checks fail, s/he cannot
learn the spell in question.
Zozomir's Stentorian Shout330 FeetSee belowThe caster emits a thunderous yell that deafens and damages all
those within its cone of effect (10 feet to 30 feet at the terminal end). Any creature caught within is
deafened for 2d6 rounds and takes 1d6 points of damage per level of the caster. A successful save (Spell)
negates the deafness and reduces the damage by half. Beings or monsters made of crystal take double damage
from the spell. Fragile objects are outright destroyed. Shout cannot penetrate a Silence spell.
Zu-Pang's Protracting Eyeball130 Feet/10 Feet per Level1 Round/LevelThrough this spell a magic-user may stretch and extend the muscles
of his or her eye from its socket to a range of 30 feet plus 10 feet per level. The Protracting Eyeball is
completely silent and serves as an means of scouting unknown environments. The caster may turn the eyeball
any direction (left, right, up, down, etc.) but may only see what is directly in front (no peripheral vision
is provided unless the eyeball is turned to look in a given direction). If the muscles of the eyeball are
severed, for any reason, the magic-user loses the eye and 1d2 hit points permanently. Note that Zu-Pang's
Protracting Eyeball does not provide darkvision but stacks with spells that magically enhance sight if cast
in advance of the spell (such as True Sight, Darkvision etc.). The eye can be recoiled by the magic-user at
any time.
Zurgosmel's Heeded Echo360 Feet/10 per Level2 Rounds/LevelThis spell is a variation of Audible Glamer. Through this spell the
caster creates a false sound that monstrous humanoids will hear as a command issued from a warband leader,
tribal chieftain, warlord, king, etc. The caster can center the spell anywhere within range. The caster may
also fluctuate the sound to appear as approaching or receding. The spell affects four medium-sized monsters
plus one per level of the caster within the range of the spell. Monsters of four or more hit dice are
unaffected. Monsters of three hit dice or lower are allowed a saving throw (Spell at -2) to realize the
effect is false, but only if the orders issued make no logical sense in the context of the situation and
thus prompt an attempt to disbelieve.
SpellLvl.RangeDurationDescription
Astral Spell7TouchSee belowThis 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.
Audible Glamer160 Feet/10 Feet per Level2 Rounds/LevelThis 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.
Blindness230 FeetSee belowThe 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.
Blur2Caster3 Rounds/1 per LevelThis 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 Dragon2See below1 TurnBreath 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.
Color Spray13 Feet/1 per LevelInstantA 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.
Confusion410 Feet1 Round/LevelThis 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)5See below2 Rounds/LevelAdvanced Confusion is indistinguishable from the lesser spell,
except it affects 3d4 beings in a 30x 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.
Continual Light✦310 FeetSee belowThis 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.
Continual Darkness†310 FeetSee belowCreates magical darkness in a 60-foot radius that blocks all normal
and darkvision sight. Can blind a creature (save negates) if cast at the eyes. Only Continual Light or
Dispel Magic counters it.
Dancing Lights110 Feet2 Rounds/LevelThe 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)130 Feet1 Turn/1 Round per LevelThe 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.
Deafness210 FeetSee belowIf 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.
Detect Illusion110 Feet/10 Feet per Level3 Rounds/2 Rounds per LevelThis 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 Invisibility110 Feet/10 Feet per Level5 Rounds/LevelBy 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 Magic110 Feet/10 Feet per Level1 TurnThis 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.
Dispel Phantasmal Force310 Feet/LevelPermanentAn 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.
Dragon Mist230 FeetPermanentDragon 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.
Eaiggard's Wizard Vizard102d6 rounds/2 rounds per levelThis 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.
Emotion410 Feet/LevelSee belowThrough 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.
Fear30Round/Caster LevelA 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.
Find Familiar11 Mile/LevelSee belowThrough 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. 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.
Fog Cloud210 Feet4 Rounds/1 Round per LevelThrough 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.
Gaze Reflection1N/A1 Round/LevelBy 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.
Hallucinatory Forest330 FeetSee belowThrough 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.
Hypnotic Pattern20See belowThrough 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 on the spell. The spell does not
provide a saving throw.
Hypnotism130 Feet1 Round/1 Round per LevelThe 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.
Invisibility2TouchSee belowThrough 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.
Invisibility (10 Feet)3TouchSee belowThis 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)4Touch4 Rounds/1 Round per LevelThis 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 (Mass)710 Feet/LevelSpecialThis spell affects all subjects in a 30 foot radius. Otherwise, the
incantation functions as per Advanced Invisibility.
Light✦112 Feet6 Turns/1 per LevelThis 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.
Darkness†112 Feet6 Turns/1 per LevelCreates magical darkness in a 20-foot radius. Can blind a creature
if cast at their eyes. Cancels Light.
Limited Wish7UnlimitedSee belowThrough 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.
Magic Mouth2See belowSee belowThis 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 Creation5Touch6 Turns/1 per LevelMajor Creation is like Minor Creation. The caster may create
mineral objects (stone, crystal, metal, etc) in addition to non-living organic objects.
Massmorph410 FeetSee belowThis 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 Imperfect Panic140 Feet3 Rounds/1 per LevelBy 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: 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*
Maze55 Feet/LevelSpecialThe 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
Mikda-Err's Practical Tilt2See Below1 RoundThrough 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 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.
Minor Creation4Touch6 Turns/LevelThe 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 Image2N/A2 Rounds/LevelThis 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.
Misdirection230 Feet1 Round/LevelBy 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.
Non-detection301 Turn/LevelThrough 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.
Paralyzation310 Feet/LevelSee belowThis 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.
Phantasmal Force110 Feet/5 Feet per LevelSee belowThrough 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)210 Feet/5 Feet per LevelSee belowThis 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. 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 Killer45 Feet/Level1 Round/LevelThrough 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.
Prismatic Spray70InstantThis 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
Projected Image5100 Feet/10 Feet per Level1 Round/LevelThe 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
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.
Read Magic (Arcane)1N/A2 Rounds/LevelBy 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).
Rope Trick3Touch2 Turns/LevelThis 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.
Secumund's Phantasmal Steed1N/A1d6 Turns/1 Turn per LevelThrough 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.
Shadow Door510 Feet1 Round/LevelThe 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 Magic5See belowSee belowThrough 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)6See belowSee belowAdvanced 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 I430 Feet1 Round/LevelThe 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 II530 Feet1 Round per LevelThis 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).
Shadow Monsters III630 Feet1 Round/LevelThis 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).
Sleep230 Feet/10 Feet per Level5 Rounds/LevelSleep 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
Spectral Force310 Feet/10 per LevelSee belowThis 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.
Suggestion330 Feet6 Turns/LevelThrough 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)630 Feet6 Turns/LevelThis 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.
Summon Phantom Stalker60See belowThis spell summons a phantom stalker to undertake a task or quest.
The stalker will try to complete the task until destroyed. Although the creature is bound to serve, it is
not loyal to the conjurer. The stalker will resent complex missions or prolonged tasks, and will try and
subvert its instructions. Dispel Magic will send a phantom stalker back to the Elemental Plane of Fire, if
it fails a save (Spell).
Summon Shadow510 Feet1 Round/1 Round per LevelBy means of this spell, the caster brings forth one Shadow per
three caster levels (see Monster Entry). The undead serve, and will fight for, the caster. They follow
commands until destroyed or the spell duration ends.
True Sight✦6Touch1 Round/LevelTrue Sight confers the ability to see the truth. The subject may
perceive all things in normal or magical darkness, see invisible beings and objects, see illusions or
displacements, notice secret doors, and can identify the true nature of transmutations, polymorphs, and
altered states. Further, the recipient can see astral or ethereal beings. False Sight makes things, beings,
and monsters appear the “opposite” to their true nature. A save versus Spell negates False Sight.
False Sight†6Touch1 Round/LevelMakes targets perceive things as their opposite nature (good looks
evil, treasure looks worthless, etc.). Save negates.
Veil610 Feet/Level1 Turn/LevelThis spell alters the appearance of a 20x20 foot square area
including all those within the caster's party, if desired.
The caster may alter the appearance of the
recipients in any manner and they will look, smell, and feel exactly as expected. Recipients revert to their
original appearance if killed.
This incantation can be cast to imitate Hallucinatory Forest , but
close physical inspection will reveal the illusion. The spell True Sight or similar magics will reveal the
mirage.
Ventriloquism260 Feet2 Rounds/1 per LevelThrough this incantation the caster makes his or her voice, or
someone else's, sound like it originated from any direction (or source) within the range of the spell for
the spell's duration.
There is a 10% chance per point of Intelligence above 12, that the listener may
detect the deception.
Vision70See belowThis spell allows the caster to ask one question of a supernatural
entity and receive an answer. The spell requires the sacrifice of a 3,000gp item. The spell does not
guarantee a response. Consult the table below when the spell is cast:
1d20 Vision Result 16-20 The
vision is complete and specific 9-15 The vision vague, unclear, and contradictory 1-8 Entity places the
wizard under Geas
Vitharia's Vengeful Visage20See belowThis spell is as a lesser version of the Level 4 Magic-User spell
Fear. This spell creates an illusion that deforms the face of the caster (or accentuates a preexisting
deformity) and inspires terror in living humanoid creatures within an invisible cone (5 feet wide origin, 20
feet long, and 15 feet in diameter at the end). Those who behold the Vengeful Visage panic and flee in fear
of the caster (save versus Spell to negate). Targets flee the caster as fast as their speed allows, for a
number of rounds equal to half the caster's level (rounded up). This spell is ineffective against blind
creatures or creatures of four or greater hit dice. Vitharia was a young elven magic-user of great promise
who was defaced when pummeled in the street by thugs. He was later bludgeoned and eaten by a mimic.
Wall of Fog130 Feet2d4 Rounds/1 Round per LevelThe caster of this spell conjures a thick, fog-like mist in a 20x20
foot area (per level of the caster). Visibility in the fog is limited to two feet. A strong wind, natural or
magical, disrupts a Wall of Fog prior to its full duration.
Write106 Turns/LevelThis spell allows an illusionist or magic-user to transpose a spell
into his or her spellbook. The spell allows the inscription of new spells the wizard cannot currently cast
due to level. The inscription process requires six turns per spell level. The caster must make an
Intelligence Check (modifier applies) to inscribe the new spell. The check is adjusted by the difference
between the caster's level and the level of the spell. A bonus of +2 is applied to the Intelligence Check if
the spell is the same level as the caster, +1 if one level higher, and 0 if two levels higher. If the spell
copied is three levels or greater than the wizard's current casting ability, a -1 penalty is applied. For
each level beyond three, an additional penalty of -1 is applied. In many instances, spells may be learned
automatically. However, a wizard can only attempt to learn a spell twice. If both checks fail, s/he cannot
learn the spell in question.
Zggyg's Phantasmal Man-Catcher115 Feet4 Rounds/1 per LevelThrough this spell an illusionist conjures a spectral man-catcher
15 feet in length. The illusionist may use the phantasmal polearm to make an attack roll at +2. If the
medium-sized or smaller target is struck, the target is immobilized with arms pinned inside the man-
catcher, unable to act.
To maintain the phantasmal polearm, the illusionist must concentrate
exclusively for one round. Once maintained for one round, the caster may break concentration and perform
other tasks while the target remains immobilized for the duration of the spell.
Zggyg was an
arch-mage of great renown in the Northern Reaches. He inspired a generation of budding young wizards.
Zurgosmel's Heeded Echo360 Feet/10 per Level2 Rounds/LevelThis spell is a variation of Audible Glamer. Through this spell the
caster creates a false sound that monstrous humanoids will hear as a command issued from a warband leader,
tribal chieftain, warlord, king, etc. The caster can center the spell anywhere within range. The caster may
also fluctuate the sound to appear as approaching or receding. The spell affects four medium-sized monsters
plus one per level of the caster within the range of the spell. Monsters of four or more hit dice are
unaffected. Monsters of three hit dice or lower are allowed a saving throw (Spell at -2) to realize the
effect is false, but only if the orders issued make no logical sense in the context of the situation and
thus prompt an attempt to disbelieve.
SpellLvl.RangeDurationDescription
Animate Dead360 FeetPermanentThis 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 Object630 Feet1 Round/LevelThis 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 (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 Statue31 Inanimate Statue (Touch)1d10 Rounds/+1 per LevelThrough 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.
Astral Spell7TouchSee belowThis 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.
Atonement5TouchPermanentThis 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.
Augury2N/ASee belowThrough 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.
Blade Barrier630 Feet3 Rounds/LevelThrough 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✦110 Feet6 RoundsBless 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.
spell, Blight , penalizes enemies –1 to morale, attack and damage rolls. A save versus Spell negates the
effect.
Blight†110 Feet6 RoundsPenalizes enemies within a 20x20 foot area with -1 to morale,
attack,
and damage rolls. A save versus Spell negates the effect.
Command110 Feet1 RoundThrough 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 mind- influencing
spells, undead are immune to Command.
Commune503 TurnsThrough 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.
Conjure Animals630 Feet2 Rounds/LevelThrough 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.
Continual Flame2TouchPermanentA 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✦310 FeetSee belowThis 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.
Continual Darkness†310 FeetSee belowCreates magical darkness in a 60-foot radius that blocks all normal
and darkvision sight. Can blind a creature (save negates) if cast at the eyes. Only Continual Light or
Dispel
Magic counters it.
Control Weather704d12 hoursThis 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: 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.
Create Food and Water✦310 FeetPermanentThis spell allows a cleric, per experience level, to create
enough
food and water for 12 medium-sized humans.
Create Water✦110 FeetPermanentThis 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.
Destroy Food and Water†310 FeetPermanentThis spell allows a cleric, per experience level, to spoil enough
food and water for 12 medium-sized humans.
Destroy Water†110 FeetPermanentEvaporates up to 4 gallons of water per caster level in a 3-foot
cube
or container. Cannot target water inside a living creature.
Cure Blindness✦3TouchPermanentThrough 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.
Cause Blindness†3TouchPermanentOn a successful touch attack, blinds the target. Save versus Spell
negates. Blinded targets suffer -4 to attack rolls.
Cure Critical Wounds✦4TouchPermanentBy 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.
Cause Critical Wounds†4TouchPermanentInflicts 4d8 +1 per caster level damage on a successful touch
attack.
Cure Disease✦3TouchPermanentThrough 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.
Cause Disease†3TouchPermanentInflicts a deadly blood disease reducing Constitution by 4, and -1
to
attack and damage. Victim falls into a coma in 2d6 days unless a save is made. Cannot be healed except by
Cure
Disease.
Cure Light Wounds✦1TouchPermanentBy 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.
Cause Light Wounds†1TouchPermanentInflicts 1d8 +1 per caster level damage on a successful touch
attack.
Cure Moderate Wounds✦2TouchPermanentThrough 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.
Cause Moderate Wounds†2TouchPermanentInflicts 2d8 +1 per caster level damage on a successful touch
attack.
Cure Serious Wounds✦3TouchPermanentBy 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.
Cause Serious Wounds†3TouchPermanentInflicts 3d8 +1 per caster level damage on a successful touch
attack.
Detect Charm220 Feet1 Round/LevelBy 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✦110 Feet/10 Feet per Level1 TurnThrough 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 Good†110 Feet/10 Feet per Level1 TurnReveals good-aligned creatures or objects within 10 feet, glowing
white to the caster.
Detect Lie✦420 Feet1 Round/LevelThis 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.
Imperceptible Lie†420 Feet1 Round/LevelNegates Detect Lie or enables the caster to tell a lie that cannot
be
detected as false by magical means.
Detect Magic110 Feet/10 Feet per Level1 TurnThis 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.
Dispel Evil✦5Touch1 Round/LevelWhen 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 Good†5Touch1 Round/LevelFunctions like Dispel Evil but affects summoned creatures of good
alignment or good intent. Banishes them or weakens their attacks.
Dispel Magic35 Feet/5 Feet per LevelPermanentThis spell negates magic effects. The caster instantly dismisses
all
spells and spell-effects, regardless of class, of 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%.
Divination40See belowLike 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.
Earthquake7120 Feet1 RoundThis 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 c liff 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/ for 7 days. Creatures may get sucked down into the mud
to
their death (Death save negates).
Exorcise41 FootPermanentThis 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).
Feign Death3Touch6 Rounds/1 Round per LevelThis 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.
Find the Path✦6Touch1 Turn/LevelThis 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.
Get Lost†6Touch1 Turn/LevelTarget touched becomes utterly unable to find their way to a
specific
destination. Lasts until dispelled or effect ends.
Find Traps230 Feet2 TurnsThis 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.
Flame Strike560 FeetInstantaneousThrough 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.
Flesh of Fire4Self3 Rounds/1 Round per LevelThis 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.
Gate730 FeetSee belowA 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).
Glyph of Warding320 FeetPermanent until TriggeredA 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.
Heal✦6TouchPermanentThrough 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.
Harm†6TouchPermanentReduces target’s hit points to 1d4 and inflicts disease as per
Cause
Disease.
Hold Person220 Feet4 Rounds/1 Round per LevelBy 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 mind- influencing
spells.
Holy Strike3Touch3 Rounds/LevelThrough 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✦70See belowUpon 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%
Unholy Word†70See belowFunctions as Holy Word but affects good-aligned or good plane
creatures. Applies effects based on HD.
Insect Plague (Greater)530 Feet1 Turn/LevelThis 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).
Know Alignment210 Feet1 RoundThrough 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).
Light✦112 Feet6 Turns/1 per LevelThis 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.
Darkness†112 Feet6 Turns/1 per LevelCreates magical darkness in a 20-foot radius. Can blind a creature
if
cast at their eyes. Cancels Light.
Locate Object✦35 Feet/5 Feet per Level1 Round/LevelThrough 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 ).
Obscure Object†35 Feet/5 Feet per Level1 Round/LevelHides an object from magical detection or location spells like
Locate
Object or Crystal Ball.
Lower Water410 Feet/10 Feet per Level5 Rounds/LevelThis spell allows the caster to lower 11,000 square feet of water
per
level for the spell’s duration.
Neutralize Poison✦4TouchPermanentThis 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 clerics, druids, and monks), requires a successful touch attack. If the
target
fails a save versus Death, it dies.
Poison†4TouchPermanentOn a successful touch attack, kills the target unless they save
versus Death. Can also poison a creature or object.
Part Water620 Feet/Level1 Turn/LevelThis 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.
Plane Shift5TouchPermanentThrough 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.
Prayer310 Foot Radius1 Round/LevelPrayer 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.
Protection from Evil1Touch3 Rounds/LevelThis 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)4N/A1 Turn/LevelThis 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.
Purify Food and Drink✦110 FeetPermanentThrough 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.
Putrefy Food and Water†110 FeetPermanentRenders enough food and water for 12 medium creatures rotten and
poisonous.
Quest✦520 FeetSee belowThrough 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 to the original caster’s level. For each level
below the original caster there is a cumulative 5% chance of failure.
Remove Quest†520 FeetSee belowNegates an ongoing Quest spell. May fail if caster’s level is
significantly lower than the original priest.
Raise Dead✦5TouchPermanentThis 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.
Eternal Demise†5TouchPermanentPrevents a humanoid corpse from being raised by anything short of a
Wish.
Read Magic (Divine)1N/A2 Rounds/LevelBy means of Read Magic (Divine) , a cleric, druid, or monk can
decipher unintelligible divine magical writing (on scrolls, books, 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).
Regenerate✦7TouchPermanentThis 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.
Necrosis†7TouchPermanentWithers a body part, causing it to fall off in one round and
disintegrate. Touch attack required.
Remove Curse✦3TouchPermanentThis 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.
Bestow Curse†3TouchPermanentInflicts a harmful curse chosen by the DM, such as penalties to
saving throws, attacks, or halving an ability score.
Remove Fear✦1Touch2 turnsThis 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.
Cause Fear†1Touch2 turnsInstills magical fear in the target. Causes them to flee
hysterically
for rounds equal to the caster’s level.
Resist Cold1Touch1 Turn/LevelThis 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 Fire2Touch1 Turn/LevelThis 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.
Restoration7TouchPermanentThrough 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✦7TouchPermanentThis 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.
Destruction†7TouchPermanentKills the target instantly, reducing them to dust. Weakens the
caster
afterward.
Sacred Chant2N/ASpecialBy 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.
Sanctuary1Touch2 Rounds/1 per LevelThis 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 recipient
remains susceptible to area effect damage. The cleric cannot use offensive spells or attack, lest the
spell
be broken. This excludes non- offensive spell-casting.
Silence (15 Feet)240 Feet2 Rounds/LevelThis 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.
Slow Poison2Touch6 Turns/LevelThis 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 Charm230 FeetSee belowThis 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.
Speak with Animals230 Feet2 Rounds/LevelThis 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 Dead31 FootSee belowThis 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. 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 Monsters630 Feet1 Round/LevelThis spell is a more powerful iteration of Speak with Animals , but
the cleric may speak with any monster.
Speak with Plants430 Feet1 Round/LevelThrough 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.
Spiritual Armor1Caster1 Round/LevelThis 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 Hammer230 Feet1 Round/LevelThis 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.
Sticks to Snakes430 Feet2 Rounds/LevelThis 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.
Stone Tell6Touch1 TurnStone 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.
Summon Aerial Servant610 FeetSee belowThis 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.
Symbol7TouchSee belowThis spell inscribes a powerful rune of protection on a surface.
Eight different symbols are possible and each possesses a unique effect. A symbol is activated when it is
read, touched, or through proximity. Proximity symbols are activated within 10 feet and have a 30x30 radius,
unless otherwise stated. Thus, passing under an archway would trigger the spell.
Symbol of Discord:
When
triggered, all those in the immediate area quarrel and bicker incessantly for 5d4 rounds. Those of opposed
alignment may (50%) battle for 2d4 rounds.
Symbol of Death : When triggered, a Symbol of Death kills all beings with less than 80 hit points.
Symbol of Despair : All those in the area must save (Spell) or wander away, utterly hopeless. The
effect
lasts for 3d4 turns. While under this effect, subjects refuse to fight and instead will cower and
surrender.
Symbol of Fear : All those in the immediate area must save (Spell) at -4 or suffer Fear effects as
per
the
spell of the same name.
Symbol of Insanity : All those with total hit points below 120 turn insane (as per the spell
Confusion ).
Only Heal , Restoration , or Wish can negate the effect.
Symbol of Pain : All those in range are stricken by pain. The pain imposes a -2 to Dexterity and a
-4 on
all attack rolls (2d10 turns).
Symbol of Sleep : Beings of eight or fewer hit dice fall into a magical sleep for 2d6+4 turns.
Unlike the
spell Sleep , slumbering beings cannot be wakened prior to spell expiration.
Symbol of Stunning : A Symbol of Stunning causes all those within the area, with less than 160 hit
points,
to be stunned for 3d4 rounds. All hand-held items are dropped by stunned targets.
Tongues✦4Touch1 TurnThis incantation allows the caster to comprehend the language of
one
intelligent being for the spell’s duration. The reverse, Garble , will negate a Tongues spell. It can also
be
used, with touch, to make language incomprehensible. The spell does not provide a saving throw.
Garble†4Touch1 TurnNegates Tongues or makes a target’s speech incomprehensible. No
save.
True Sight✦5Touch1 Round/LevelTrue Sight confers the ability to see the truth. The subject may
perceive all things in normal or magical darkness, see invisible beings and objects, see illusions or
displacements, notice secret doors, and can identify the true nature of transmutations, polymorphs, and
altered states. Further, the recipient can see astral or ethereal beings. False Sight makes things, beings,
and monsters appear the “opposite” to their true nature. A save versus Spell negates False Sight.
False Sight†5Touch1 Round/LevelMakes targets perceive things as their opposite nature (good looks
evil, treasure looks worthless, etc.). Save negates.
Wind Walk7Touch6 Turns/LevelThrough this spell the caster alters his or her body to a
vapor-like
cloud and flies through the air at high speed. The caster can transform and carry additional beings (one per
eight levels of experience). A wind walker carries a flight speed of 60 feet per level per turn (to a
maximum
of 600 feet per turn). Subjects are near invisible and appear as a semi-translucent vapor. If completely
garbed in white, the subjects are likely to be confused for fog, clouds, or vapor.
Word of Recall60InstantaneousUpon utterance, a Word of Recall instantly teleports the caster
back
to his or her sanctuary. The caster must identify the specific sanctuary when casting the spell, and the
location must be familiar. The spell teleports across any distance and without error. Further, for each
experience level the cleric may teleport an additional 25 pounds.