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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ANALYZE MAGIC |
RANGE: 5' |
MAGIC-USER 2 |
DURATION: SPECIAL |
This spell permits the caster to discover information about a magic item or a permanently enchanted area. For each turn spent studying the enchanted item or area, the caster may learn one feature of the enchantment. Features include spell effects, bonuses, and command words or activating conditions. The GM will choose the order in which the features are revealed, but command words or activating conditions should be last. Note that the number of charges remaining for a charged item is not revealed by this spell.
Each turn of study requires the caster to make a d20 roll, adding his or her Intelligence bonus and level. The total result must be 16 or higher to succeed; any failure ends the spell. A natural 1 is always a failure.
The item or area to be studied must be within 5' of the caster for the full duration of scrutiny, and he or she must maintain moderate concentration.
Even with the best rolls, the caster can only learn about one feature per level of ability. The caster does not initially know how many features an item has, but he or she knows when the last feature is discovered (if the caster makes it that far).
With respect to bonuses (for magic weapons, etc.) use the following table:
DESCRIPTION |
+1 |
+2 |
+3 |
+4 |
+5 |
WEAK |
1-18 |
1 |
1 |
- |
|
MODERATE |
19-20 |
2-19 |
2-7 |
1 |
|
STRONG |
- |
20 |
8-19 |
2-19 |
1-2 |
VERY STRONG |
- |
- |
20 |
20 |
3-20 |
So, for a Sword +1, +3 vs. Dragons, if the caster makes his or her first roll (learning about the first feature, the base +1), the GM rolls 1d20 secretly. If the GM gets 1-18, he or she describes the basic enchantment as "weak;" if he gets 19 or 20, it's "moderate." If the second roll is made (for the +3 vs. Dragons), the GM rolls again, but this time the most likely result is "strong" (or more precisely, "strongly enchanted against Dragons"). The caster will know at this point (but not before) that there are no further features to discover.
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DETECT EVIL |
RANGE: 60' |
MAGIC-USER 2 |
DURATION: 1 ROUND/LEVEL |
This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal characters, even "bad" characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the "evil" creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.
The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not "evil," and thus not detectable by this spell.
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DETECT GOOD |
RANGE: 60' |
MAGIC-USER 2 |
DURATION: 1 ROUND/LEVEL |
This spell allows the caster to detect good; specifically, the caster can detect creatures with good intentions, magic items with good enchantments, and possibly extraplanar creatures of good nature. Normal characters, even "good" characters, cannot be detected by this spell, as only overwhelming good is detectable. The caster sees the "good" creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.
The exact definition of good is left for the GM to decide.
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DETECT INVISIBLE |
RANGE: 60' |
MAGIC-USER 2 |
DURATION: 1 TURN/LEVEL |
By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as bright transparent outlines or shapes.
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FAMILIAR |
RANGE: TOUCH |
MAGIC-USER 2 |
DURATION: SPECIAL |
With this spell, the caster binds a single animal into his service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the GM and not revealed to the player). A saving throw vs. Spells is allowed to resist, and if this roll succeeds, the animal chosen is not compatible with the caster and cannot become his or her familiar.
The familiar will behave as if permanently charmed by its master, and will perform any task assigned to it to the best of its ability. The creature's morale is increased by 2 points (to a maximum of 11), and it receives improved intelligence equal to 3+1d4 points. Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at half the normal rate for their kind, so a cat familiar (for instance) might easily live forty years.
The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar with moderate concentration. He or she can also sense the direction and approximate distance to the familiar (in general terms, such as "northeast more than a mile away" or "south more than a hundred miles and underground") by concentrating fully upon it for 1d6 rounds.
The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Spells once per week with success meaning it has been freed from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master is affected as if his familiar has died. If the familiar was well treated by its former master it will be friendly toward him or her should they meet again, and the master may cast this spell (even if the normal time limit has not expired) to re-bind the animal as his or her familiar again.
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INVISIBILITY |
RANGE: TOUCH |
MAGIC-USER 2 |
DURATION: SPECIAL |
This spell causes the creature touched (who may be the caster) to become invisible, undetectable by normal vision or Darkvision. Invisible creatures may be detected by those with non-visual sensory abilities.
All items worn or carried by the target when the spell is cast become invisible as well. If the target lays down an invisible item, it instantly becomes visible again; on the other hand, items picked up do not automatically become invisible. If the target places a visible item entirely inside its invisible clothing, backpack, pouch, or other container so that if the target were visible the item could not be seen, it will become invisible just as if it were held when the spell was cast.
Note that casting this spell upon another makes the target invisible to the caster as well as everyone else. A party of invisible characters will likely experience problems with running into or tripping over each other.
The spell lasts at most 24 hours if not ended sooner. It ends instantly if the target attacks an opponent or casts any spell. Other actions do not normally end the spell. The target may end the spell at will.
Objects that shed light may be made invisible but the light itself will remain visible, and the source of that light (and the character carrying it) can thus be discovered. Rain, dust, paint, and any other visible substance thrown or applied to an invisible creature will also render it detectable.
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KNOCK |
RANGE: 30' |
MAGIC-USER 2 |
DURATION: SPECIAL |
This spell can undo a single means of securing a door, chest, or shackle. It negates hold portal, dispelling it; a wizard lock spell is deactivated for 1 turn but is not dispelled. A lock can be opened, a stuck door forced, a door barred or bolted can be unbarred or unbolted. These effects do not automatically restore themselves, except for the wizard lock. Knock cannot raise a portcullis or open any other portal which requires a mechanism to open (such as a winch for example).
Each casting undoes a single method of securing the door or item, so that for example a door which is both locked and stuck can be unlocked but will still be stuck; a second casting of knock will open such a door.
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LEVITATE |
RANGE: TOUCH |
MAGIC-USER 2 |
DURATION: 1 TURN/LEVEL |
When this spell is cast, the caster or any one creature or object they touch begins to levitate. Levitation allows the caster to cause the subject to rise or fall at a rate of as much as 20 feet per round.
If a target creature is unwilling, the caster must roll a successful attack roll in order to touch the target, and even if this roll succeeds the target is allowed a save vs. Spells to resist the magic. Likewise, if the target is an object being held by an unwilling creature, a similar attack roll and saving throw will be required. Unattended objects are automatically affected when touched.
The caster controls the levitating subject mentally. If the caster ceases to control the subject, it remains at its current altitude until the spell ends, at which point it falls.
Levitation does not provide any means of horizontal movement, but neither is the levitated subject fixed in place. It can be moved by pushing or by towing with a rope, for example. A creature being levitated can pull itself along a cliff face or across a ceiling, or pull itself with a rope fixed to a solid object. Movement of this sort is usually at half normal walking speed. The subject cannot, however, change its own altitude.
If a levitating creature attempts to attack with most weapons it will find that it is unstable. The first such attack is made at a penalty of -1 on the attack roll, and this penalty worsens by an additional -1 each round to a maximum penalty of -5. Should the creature refrain from making an attack for a full round, it is reduced to the -1 penalty level on the next round. This does not usually affect spellcasting while levitated, however.
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LOCATE |
RANGE: 360' |
MAGIC-USER 2 |
DURATION: 1 ROUND/LEVEL |
This spell grants the caster knowledge of the location of an object. The caster must know the object well or be able to clearly imagine it. (Viewing an accurate drawing or painting will suffice for the latter option.) A general item can be located; if more than one such item is in range, the spell will lead the caster to the nearest one.
Unique or unusual items can only be located if the caster has first-hand knowledge (not merely through divination such as clairvoyance or a crystal ball). The spell cannot be used to locate creatures of any sort. A layer of lead or gold no thicker than foil surrounding the item will prevent it from being located.
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MIND READING |
RANGE: 60' |
MAGIC-USER 2 |
DURATION: 1 TURN/LEVEL |
This spell, sometimes incorrectly called ESP, permits the caster to hear (and possibly see, if the target visualizes anything) the surface thoughts of one or more living creatures within range. The caster must designate a direction or select a visible target, and then concentrate for a turn in order to "hear" the thoughts. Each turn the caster may choose to "listen" in a different direction. The caster may stop listening, then resume again later, so long as the duration has not expired. The target creature is not normally aware of being spied upon in this way, though any creature already under the effect of this spell or any similar form of telepathy will instantly know and be able to sense the direction of the caster.
Rock more than 2 inches thick or even a very thin covering of lead or gold will block the spell. All undead creatures are immune to this effect, as are mindless creatures and constructs such as golems.
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MINOR WARDING |
RANGE: TOUCH |
MAGIC-USER 2 |
DURATION: 1 HOUR/LEVEL |
This spell cloaks an object of less than 10 cubic ft with an invisible aura of harmful energy. Thereafter, the first living creature touching the object sets off the ward, receiving 3d6 points of damage. No saving throw is allowed to avoid the damage. The object is unaffected by the discharge of the minor ward.
Non-living creatures, such as undead or golems, will not set off a minor ward. The caster is free to handle the object at will. The maximum duration of the spell is 1 hour per level of the caster.
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MIRROR IMAGE |
RANGE: SELF |
MAGIC-USER 2 |
DURATION: 1 TURN/LEVEL |
This spell allows the caster to create multiple illusory duplicates (called figments) which seem to swirl and move around and through each other as well as the caster more or less constantly, making it impossible for most creatures to determine which is the real one. A total of 1d4 images plus one image per three caster levels (maximum eight images total) are created.
The figments mimic the caster's actions, going through the motions of casting spells, drinking potions, levitating, and so on, just as the caster does. Figments always look exactly like the caster.
Any opponent who attacks or casts spells directly on the caster will always hit a figment instead. Attacking a figment destroys it, whether or not the attack roll is successful, as does any attack spell directed at one. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.
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PHANTASMAL FORCE |
RANGE: 180' |
MAGIC-USER 2 |
DURATION: CONCENTRATION |
With this spell the caster visualizes and projects the illusion of an object, creature (or small group of creatures), or other effect. The caster can project an illusion up to a maximum size of 20'x20'x20'. The illusion is purely visual, with no other sensory features. The image is not static, but can be animated as the caster desires so long as all images remain within the area of effect. The illusion persists so long as the caster concentrates upon it.
If used to create the illusion of one or more creatures, they will have an Armor Class of 11 and will disappear if hit in combat. Damage done by monsters, spells, etc. simulated by this spell is not real; those "killed" or otherwise apparently disabled will wake up uninjured (at least by this spell) after 2d8 rounds. The illusory damage done will be equal to the normal damage for any attack form simulated.
Attempting to animate more creatures than the caster's level grants viewing creatures with at least average Intelligence an immediate save vs. Spells to recognize the creatures as illusions; those making the save will be unaffected by any actions taken by the illusions from that point on. A similar save may be granted by the GM any time they feel the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.
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WEB |
RANGE: 10' PER LEVEL |
MAGIC-USER 2 |
DURATION: 2 TURNS/LEVEL |
This spell creates a volume of sticky strands resembling a spider's web but much larger and thicker. The spell fills a volume of up to 8,000 cubic feet (equivalent to eight 10'x10'x10' cubes). The webs must be attached to adjacent solid objects such as walls, pillars, and the like; any unsupported section of webbing collapses to the ground and disappears. Within this limitation, the caster may choose any arrangement of webs they wish, up to the limit of range and the given 8,000 cubic foot volume. The caster may choose to create a smaller volume if they wish.
Creatures within the web at the time the spell is cast, as well as anyone entering the area afterward, will become entangled. Each should roll a save vs. Death Ray, and any creatures who succeed at this save may move through the webbing but are reduced to one-half normal movement rate. Such creatures may not cast spells or perform normal attacks; whether other actions are possible is left to the GM to decide. Once an entangled creature leaves the area of effect of the web, it will be able to act normally again.
Those who fail the save are fully entangled and trapped. They cannot move, cast spells, or perform normal attacks or any other physical action. Speech remains possible, however. Creatures with Strength of 13 or higher (or 4 or more hit dice) may be able to break loose, however; each round, such creatures are allowed another save vs. Death Ray with results as given above. Creatures failing the initial save and having Strength of 12 or less (or fewer than 4 hit dice) are trapped until the duration expires or the webs are otherwise removed.
Attacks against an entangled creature by one outside the webbing will not normally entrap the attacker, so long as they do not need to venture into the web to reach the entangled target.
The web can be ignited; any application of fire to the webbing will cause a 10 foot cube to burn away in one round, with all 10 foot cubes adjacent to the destroyed one burning in the next round, and so on. If any part of the web becomes unsupported it will collapse and disappear as noted above.
Creatures trapped within the burning web suffer 2d4 points of damage when the cube they are trapped in burns, but they are thereafter completely free of the web.
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WIZARD LOCK |
RANGE: 20' |
MAGIC-USER 2 |
DURATION: PERMANENT |
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. The effect lasts indefinitely. Knock can be used to open the doorway without ending the spell, and dispel magic can be used to end it permanently. The caster of this spell can easily open the door or other portal without ending the spell, as can a Magic-User three or more levels higher than the caster.