Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
0 V,S 1 round/turn per level 1 Special 1/2
This spell creates a small tongue of flame at the tip of the wizard's index finger. The flame grows hotter each round it is allowed to burn, although the wizard takes no damage from the flame which can be dispelled at any time. The flame's heat will burn as dictated below:
1 round: paper and oil ignites, wood darkens, 1 point of damage to creatures.
2 rounds: wood smokes, metals become hot, 1d4 points of damage to creatures.
3 rounds: wood burns, metals scorch, water boils, 1d6 points of damage to creatures.
4 rounds: steel softens, 2d4 points of damage to creatures.
5 rounds or more: steel melts, 2d6 points of damage to creatures.
If the flame is used to harm creatures a successful attack roll must be made.
Stepping Stones (Alteration)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
0 V,S 1 round/turn per level 1 Special None
This spell causes the air at the feet of the wizard to solidify into misty clumps, to the extent that it can be safely stepped upon. One stepping stone is created for each level of the caster. The stones appear as desired under the wizard's feet as he walks. With sufficient stones wide gaps can be crossed, depths plumbed or heights scaled. Other people and creatures may use the stones for as long as they exist. Anyone standing on the stones when the spell's duration ends or they are dismissed by the wizard, will fall to the ground.
2nd Level
Clawed Hand (Alteration)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
0 V,S,M 1 round/turn per level 1 Caster None
This spell transforms either of the wizard's hands into a large, scaled and clawed hand similar to a dragon's. The hand inflicts 2d6 points of damage on a successful attack roll at the wizard's normal THAC0. Due to the nature of the hand it is not good for normal use and can only hold larger items.
The material component for this spell is a lizard's foot.
Stagger (Enchantment/Charm)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
60 yards V,S,M 1 round/turn per level 3 1 to 4 creatures in a 20-foot cube Neg.
This spell causes up to four named creatures in the area of effect to stagger about uncontollably. Those affected may make a saving throw vs. spells each round/turn to avoid the effect, otherwise they will lurch 10 feet in a random direction, possibly colliding with other creatures, objects, etc. Victims of this spell may not attack or cast spells whilst staggering. This spell does not affect undead or magical creatures.
The material component for this spell is a small amount of wine.
3rd Level
Blade Fire (Evocation)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
30 yards V,S,M 3 rounds/level 3 Special None
This spell causes magical fire to appear on the metal blades of melee weapons such as swords and axes. This fire does not damage the weapon in any way and the flame's power will enable non-magical weapons to be treated as +1 weapons in all respects. The fire will inflict and additional 1d4 points of fire damage on a successful hit, and does double damage against cold based creatures. The caster can enchant one weapon for every three experience levels. Additionally the light given off is the same luminance as a normal torch, and the fire can be used to ignite wood, cloth, etc. The flames can be extinguished at the caster's command, by a successful dispel magic spell or dousing them in water.
The material component for this spell is a pinch of sulphur.
Magic Follower (Evocation)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
0 V,S,M 1d4 + 1 turn per level 2 1 object None
This spell can be used to enchant a single object which will follow behind the caster wherever he goes. The enchanted item magically floats roughly 5 feet behind the wizard and approximately 6 inches above the ground. The object is usually a container such that additional items can be carried by the magic follower. The maximum combined weight of the follower item and any carried objects is 200 lbs.
The material component for this spell is a piece of string.
4th Level
Scarab Servant (Alteration, Enchantment)
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
0 V,S,M 1 hour/level 9 1 object None
This spell enchants a small precious stone, which has been carved into the likeness of a beetle, and creates a minor construct. The stone scarab servant will obey the caster and can understand and carry out simple commands. The scarab has the following abilities:
The scarab's statistics are Hit Dice:1, AC:7, THAC0:19, Movement:3, Fl 18 (A), Attacks:1, Damage:1.
It is immune to all sleep, charm, hold and mind control magic.
It is immune to all poisons and gases.
It can pick up and carry, either walking or flying, an item weighing 1coin or less, e.g. a ring, small gem, etc.
It can push an item weighing up to 1lb at a movement rate of 1.
Once per casting the scarab can be commanded to grow. This creates a large construct the size of a giant beetle. The duration of this size increase is 1 round/level of the caster. The enlarged scarab has the same movement and combat abilities as a giant stag beetle.
Note that the scarab is not a familiar and does not grant or enjoy any of the abilities of a familiar. If the scarab is destroyed or killed while animated then a new stone beetle must be created before the spell can be cast again. If a successful dispel magic is cast then the scarab reverts back to it's stone form.
The material component for this spell is precious stone, of value not less than 5,000gp, which has been carved into the shape of a beetle. The stone is not consumed during casting though must be replaced if the enchanted beetle is ever killed/destroyed.
Priest Spells
1st Level
Reverence (Enchantment/Charm)
Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
Charm 120 yards V,S,M 1 turn/level 1 1 person Neg.
This spell induces a feeling of awe and respect within the target for the caster. A victim of this spell will not attack the caster as they regard them to be a wise, powerful and venerable figure against whom they must not act. The target will also be inclined to protect the caster from harm, for example shouting warnings or pushing them from harm's way, although it does not make them into a mindless bodyguard who will turn on former comrades. Any attack or hostile magic by the caster on a recipient of this spell will immediately cancel it's effect. When the spell ends the target will be confused for 1 turn. The target is permitted a saving throw vs. spells to resist the effect. This spell does not affect undead, magical or planar creatures.
This spell requires the priest's holy symbol.
2nd Level
Detect Life (Divination)
Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
With this spell the priest detects life of any kind in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The priest becomes aware of the number and location of living beings in the area of effect. This spell does not detect undead.
This spell requires the priest's holy symbol.
Strong Sphere (Abjuration)
Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
This spell creates an invisible magical barrier around the caster. This barrier prevents creatures from approaching the caster, although distance weapon and magical attacks are unhindered. The strength of the barrier is determined by adding the half the priest's experience level (rounded down) to their Strength attribute. This is the effective strength of the boundary and any creatures with a strength less than this cannot approach the priest, unless a successful bend bars roll is made. Any creatures within the boundary when the spell is cast are pushed away to the limit of the barrier unless they have sufficient Strength to overcome the spell or make a successful bend bars roll. The caster can permit free access within and through the boundary to friends and allies. The effect of this spell moves with the caster and the caster is not hindered by any encountered creatures although these creatures are subject to the spell's effect. This spell cannot be used to crush creatures that are caught between the sphere and, for example, a wall and the victim is merely pushed back as far as environmental limitations allow. Note, however, the sphere could push a creature over the edge of a cliff or off a bridge, etc.
Due to the draining effect of this spell the priest's Strength drops 2 points for 1d4 hours after casting. This spell does not affect undead.
This spell requires the priest's holy symbol.
3rd Level
Dancing Shield (Invocation/Evocation)
Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
This spell creates a glowing blue disc of energy somewhat similar to a round shield. Each round this shield will position itself in front of the caster or any of his friends/allies but, due to the nature of the capricious magic summoned, the protection is granted at random, e.g. if there are eight people/creatures then roll 1d8, if there are eleven then roll 1d12 and ignore results of 12, etc. The shield confers, regardless of any magical protections currently in place, an additional armour class bonus of +5 to the target creature against all physical attacks for the round that it helps defend the target. It is possible to have multiple dancing shields in effect though multiple shields will never defend the same target. The effect of the spell moves with the caster so it is possible for creatures to enter and leave the area of effect causing changes to the number of targets to defend.
This spell requires the priest's holy symbol.
Healing Circle (Necromancy)
Sphere: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw:
Healing Touch V,S Permanent 5 Creatures forming the circle None
This spell is similar to the 3rd level priest spell cure serious wounds in effect, but the healing can be distributed between up to six people. The priest may join hands with up to five others and the circle must be complete for the spell to work. Each person within the circle, including the caster, receives an equal proportion of the healing damage rolled. All recipients gain at least 1 point even if the total roll is less than the number of people within the circle. Excess healing points must be allocated as evenly as possible but may be directed to particular individuals. For example, there are four people in the circle and the healing roll is 10. Each person receives 2 points of healing and the other 2 points must be allocated evenly, so two people, of the caster's choice, will each receive another 1 point of healing. This spell is not reversible.