Magic-Users cast spells through the exercise of knowledge and will. They prepare spells by study of their spellbooks; each Magic-User has his or her own spellbook containing the magical formulae for each spell the Magic-User has learned. Spellbooks are written in a magical script that can only be read by the one who wrote it, or through the use of the spell read magic. All Magic-Users begin play knowing read magic, and it is so ingrained that it can be prepared without a spellbook.
A Magic-User may only prepare spells after resting (i.e. a good night's sleep), and needs one turn per each three spell levels to do so (rounding fractions up). Spells
prepared but not used on a previous day are not lost. For example, a 3rd level Magic-User preparing all three of his or her available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up).
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CHARM MONSTER |
RANGE: 30' |
MAGIC-USER 4 |
DURATION: SPECIAL |
This spell has an effect similar to charm person, but it is able to affect living creatures of any size or type. Undead monsters are unaffected, as are constructs such as golems and any creature which is functionally mindless (such as any kind of jelly). This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice, or one creature of more than 3 hit dice. Saving throws are made just as for charm person.
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CONFUSION |
RANGE: 280'+10' LEVEL |
MAGIC-USER 4 |
DURATION: 2 ROUNDS+1/LEVEL |
This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused, making them unable to independently determine what they will do. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does.
d10 |
BEHAVIOR |
1 |
Act normally. |
2 |
Move toward the caster, and attack if possible. |
3-5 |
Take no action except possibly to babble. |
6-7 |
Move swiftly away from the caster. |
8-10 |
Attack the nearest creature, regardless of whether it is a friend or foe. |
If the target cannot perform the action indicated, the GM should move down the table (going back to the top if the table runs out) until an action is found that the target can perform. If a confused creature is attacked, it returns the attack on its next initiative number (later in this round or in the next round if it has already acted) regardless of what is rolled on the table.
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DIMENSION DOOR |
RANGE: 10' |
MAGIC-USER 4 |
DURATION: INSTANTANEOUS |
The caster of this spell or any single target creature within range is transported instantly, to any location within 200 feet plus 20 feet per caster level. The caster may give distance and direction or may choose to visualize the target location, and the target will be transported unerringly to that place. An unwilling target may save vs. Spells to avoid being transported. Anything worn or carried by the caster or target creature will be transported also, including another character or creature if the transportee can lift it. If the target area is within a solid object, the spell fails automatically.
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HALLUCINATORY TERRAIN |
RANGE: 400'+40'/LEVEL |
MAGIC-USER 4 |
DURATION: 12 TURNS/LEVEL |
This spell makes one 10 yard cube per level of outdoor terrain appear to be a different type (i.e. field into forest, grassland into desert, or the like). This spell requires a full turn to cast.
The affected terrain looks, sounds, and smells like another type of normal terrain. The magic does not affect creatures nor any sort of fabricated item; such things retain their appearance and visibility. A save vs. Spells is allowed to see through the illusion, but only if the creatures or characters viewing the area actively attempt to do so.
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ICE STORM |
RANGE: 300'+30'/LEVEL |
MAGIC-USER 4 |
DURATION: 1 ROUND |
This spell causes a powerful storm of sleet and hail to fall in a 20' radius around the target spot for a full round. This effect causes 5d6 points of damage to every creature within the area, with a save vs. Spells allowed to reduce damage by half. The ice storm fills a vertical volume of 40', so creatures higher than that distance above the target spot are unaffected. Any creature naturally resistant to cold takes half damage (or one-quarter damage if it makes its save).
Visibility within the storm is very poor, such that most creatures will attack with a penalty of -2 on the attack roll. Walking movement is reduced to half speed, and running is not possible within the storm; anyone who tries will fall down and be forced to remain on the ground until the spell ends. Flying is likewise impossible, and any flying creature within the area will be driven to the ground. A penalty of -20% is applied to any Listen rolls made by those in the storm's area.
When the spell ends, the hail and ice deposited by the storm disappears as if it had never existed.
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IMPROVED INVISIBILITY |
RANGE: TOUCH |
MAGIC-USER 4 |
DURATION: 1 ROUND/LEVEL |
This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
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MAGIC MIRROR |
RANGE: 10' |
MAGIC-USER 4 |
DURATION: 1 ROUND/LEVEL |
Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.
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MASSMORPH |
RANGE: 100'+10'/LEVEL |
MAGIC-USER 4 |
DURATION: 1 HOUR/LEVEL |
With this spell the caster causes 1d4+1 man-sized (or smaller) creatures per four caster levels to appear as if they are natural effects of the terrain (for example, trees in a forest, stalagmites in a cave, coral underwater, boulders in a cavern, etc.). All creatures to be affected must be within a 120' radius of the caster at the time the spell is cast. Only those creatures the caster wishes to hide are affected, and then only if they are willing to be concealed. The caster may choose to be included among the affected creatures.
Those affected are thus concealed from other creatures passing through the area for so long as they remain still. If an affected creature chooses to move or attack, the illusion is dispelled for that creature, but those who remain still continue to be hidden. The caster may end the spell early if they wish by speaking a single word. The illusion can also be ended by dispel magic.
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POLYMORPH OTHER |
RANGE: 30' |
MAGIC-USER 4 |
DURATION: PERMANENT |
This spell allows the caster to change one living creature which is not incorporeal or gaseous into another form of living creature. The assumed form can’t have more hit dice than caster’s level, or be incorporeal or gaseous. Unlike polymorph self, the transformed target also gains the behavioral and mental traits, any physical attacks, special, supernatural or spell-like abilities of the new form, in addition to the physical capabilities and statistics of such. If the new form is substantially less intelligent, the target may not remember its former life.
The target creature will have the same number of hit points it previously had, regardless of the hit dice of the form assumed. A creature with the ability to transform or change shape such as a doppleganger is changed, but can assume a different form after a single round.
Equipment worn or carried will be dropped if the new form is unable to wear or carry the items. If any such items would be constricting or physically harmful to the new form, the transformation slows and alters such that they are dropped without damage to the items nor harm to the target creature. If the GM determines that any items cannot be removed in this way, they must decide on the exact results.
Unwilling targets which successfully save vs. Paralysis are not affected. The spell is permanent until dispelled or the creature is slain, at which time the target resumes its original form.
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POLYMORPH SELF |
RANGE: SELF |
MAGIC-USER 4 |
DURATION: I HOUR/LEVEL |
This spell allows the caster to change into a different form of living creature. The form assumed may not have more hit dice than the caster has levels, nor be incorporeal or gaseous.
The caster assumes the physical nature of the assumed form while retaining their mental and spiritual characteristics. They gain the Armor Class and all physical attacks possessed by the form but does not gain any special, supernatural or spell-like abilities. Dragon breath is a special ability, for instance, so were the caster to assume the form of a dragon they could use the dragon's normal claw, bite, and tail swipe attacks, but not the dragon's breath.
If the form assumed is capable of speaking and making appropriate gestures (as determined by the GM) the caster may use their own spells in the assumed form.
Equipment worn or carried will be dropped if the new form is unable to wear or carry the items. If any such item would be constricting or physically harmful to the new form, the transformation slows and alters such that the item is dropped without damage to the items nor harm to the target creature. If the GM decides that any such item cannot be removed in this way, the spell fails.
The caster can remain transformed up to one hour per level of ability, or may choose to end the spell before that point if they wish.
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REMOVE CURSE |
RANGE: 30' |
MAGIC-USER 4 |
DURATION: INSTANTANEOUS |
This spell removes any and all ordinary curses afflicting a creature. It does not generally remove the curse from a magic item such as a sword or suit of armor, but a character afflicted by a cursed item of this type will be freed of it long enough to discard the item (a turn, at least).
Some special curses are more difficult to remove, and may require a caster of a certain minimum level. A very few curses created by godlike beings cannot be removed by this spell at all.
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SHRINK PLANTS |
RANGE: 120' |
MAGIC-USER 4 |
DURATION: PERMANENT |
This spell causes normal vegetation of any sort within range to render overgrown areas passable. The area of effect is determined by the caster, but cannot exceed 1,000 square feet (a 10'x100' area or equivalent) per 5 caster levels.
This spell cannot take effect in an area that does not already have some plants present. Animated plant creatures are normally unaffected by this spell, but if such creatures have already been enlarged by growth of plants this spell will reverse the effect. In the latter case, a saving throw vs. Spells is allowed to resist.
This spell is permanent until countered, either by the reverse of the spell or by dispel magic.
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WALL OF FIRE |
RANGE: 180' |
MAGIC-USER 4 |
DURATION: 1 ROUND/LEVEL(OR SPECIAL) |
This spell creates a vertical sheet of flames in an area indicated by the caster, which is either a wall of flame up to 20' in length per caster level, or a ring with a radius up to 5' per caster level. The caster may choose to make the wall smaller if desired. The wall may be up to 20' tall (as desired by the caster and/or constrained by the ceiling). The entire wall must lie within the range given above. One or both sides of the wall may be hot, as determined by the caster at the time of casting. Once created, the wall cannot be moved or changed.
Any creature within 20 feet of a hot side of the wall will suffer 1d4 points of damage each round, or 2d4 points if within 10 feet. Damage is applied on the round the spell is cast and each round thereafter. Actually passing through the wall causes 2d6 points of damage, plus 1 per caster level, even if the side the character or creature entered from was not a hot side.
Undead creatures are particularly susceptible to this spell, and suffer twice the damage described above.
If the caster evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall; a save vs. Spells is allowed, with success indicating that damage is rolled as if the creature is within 10' of the wall.
The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration, or may cast it with the standard duration of 1 round per level, at their option.
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WIZARD EYE |
RANGE: 240' |
MAGIC-USER 4 |
DURATION: 6 TURNS |
With this spell the caster creates an invisible magical "eye" through which they can see. The eye has Darkvision with a range of 30 feet, but otherwise sees exactly as the caster would. It can be created in any place the caster can see, up to a range of 240 feet away, and thereafter can move at a rate of 40 feet per round as directed by the caster. The eye will not move more than 240 feet away from the caster under any circumstances. The eye cannot pass through solid objects, but as it is exactly the size of a normal human's eye, it can pass through holes as small as 1 inch in diameter. The caster must concentrate to use the eye.