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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ANTI-MAGIC SHELL |
RANGE: 10' RADIUS |
MAGIC-USER 6 |
DURATION: 1 TURN/LEVEL |
Within a 10' radius around the caster, all magic is negated for the full duration of the spell. Magical attacks will not affect the caster, magic items and spells within the radius are suppressed, and the caster cannot perform further magic until the spell has expired.
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DEATH SPELL |
RANGE: 240' |
MAGIC-USER 6 |
DURATION: INSTANTANEOUS |
This spell will kill 3d12 hit dice or levels of creatures in a 30' radius sphere centered wherever the caster wishes (within the range limit). Excess levels of effectiveness are lost. Each creature affected is allowed to save vs. Death Ray; those that fail the save die immediately. Creatures of 8 or more hit dice or levels are immune to the spell, as are undead monsters, golems, and any other "creature" that is not truly alive.
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DISINTEGRATE |
RANGE: 60' |
MAGIC-USER 6 |
DURATION: INSTANTANEOUS |
This spell causes a green laser-like beam of light to spring from the caster's pointing finger. Any single creature or object (up to a 10x10x10 foot cube of material) will be completely disintegrated. The target is allowed a save vs. Spells to resist. This spell can target just one creature per casting, so if the target makes its save the spell is wasted.
Equipment worn or carried by a disintegrated creature is not affected, and will naturally fall to the floor as if dropped.
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FLESH TO STONE |
RANGE: 30'/LEVEL |
MAGIC-USER 6 |
DURATION: PERMANENT |
This spell causes a living creature, along with all gear it wears or carries, to be petrified. This is the same effect caused by the gaze of a medusa or the touch of a cockatrice. A saving throw vs. Petrification is allowed to resist the spell.
The petrified victim becomes dormant; its mind cannot be contacted in any way, and it is neither properly alive nor dead. Damage inflicted on its statue-like form will apply to its fleshy form if it is ever restored; simply breaking off an arm or leg is probably enough to result in death due to blood loss. The GM should determine the effects of any such injury.
The reverse spell, stone to flesh, acts as a counterspell for flesh to stone, restoring the creature just as it was when it was petrified. It does nothing if applied to ordinary stone which is not the result of flesh to stone or a similar petrification effect.
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GEAS |
RANGE: 5' PER LEVEL |
MAGIC-USER 6 |
DURATION: SPECIAL |
By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action.
A saving throw vs. Spells will allow an unwilling target to resist a geas when it is first cast. However, the target may choose to accept the geas, typically as part of a bargain with the caster for some service. Once subjected to this spell the subject must obey the instructions given by the caster indefinitely, though if the geas is to perform some action the spell effectively ends when that action has been completed.
For every 24 hours that the subject chooses not to obey the geas (or is prevented from obeying it), it suffers a penalty of -2 to each of its ability scores, up to a maximum penalty of -8. No ability score can be reduced to less than 3 by this effect. If the subject resumes obeying the geas, all such penalties are removed after 24 hours.
If the task assigned to the subject of this spell is open-ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level.
Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts.
This spell can be ended by remove curse cast by a character of higher level than the caster of the geas, but is never affected by dispel magic.
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INVISIBLE STALKER |
RANGE: 0 |
MAGIC-USER 6 |
DURATION: SPECIAL |
The caster summons an invisible stalker to do their bidding. The spell persists until dispel evil is cast on the creature, it is slain, or the task is fulfilled. The GM is advised to review the monster entry for the invisible stalker (found on page 115) when this spell is used, as they may not always perform reliably.
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LOWER WATER |
RANGE: 20'/LEVEL |
MAGIC-USER 6 |
DURATION: 1 TURN/LEVEL |
Using this spell the caster lowers the level of the water in a river, a lake, or even the sea by up to 2 feet per caster level for the given duration, but to no less than 1 inch deep. The spell affects an area with radius of at most 10 feet per level centered on the caster's chosen location (within the range given).
There will be a steep slope up to the surface of any area of un-lowered water that falls outside the spell's radius. Ships which were already in the area of effect as well as any that dare to enter it will be unable to climb the slope and thus unable to leave the area (if not outright beached by the spell in the first place).
This spell has the effect of slow (the reverse of haste) when cast upon water elementals and other creatures formed from water; a save vs. Spells is allowed, with success negating the effect. It cannot be cast upon any other kind of creatures.
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PERMANENCY |
RANGE: 10' |
MAGIC-USER 6 |
DURATION: PERMANENT |
This spell is used to make another spell of 6th or lower level permanent. Only arcane magic can be affected: Clerical, Druidic, and other spells of divine nature can not be made permanent. No spell with a permanent or instantaneous duration can be made permanent.
A permanency spell lasts until dispelled. When it is dispelled, the other spell effect vanishes immediately. Casting a permanency spell causes the loss of 1 point of Constitution. Lost Constitution is recovered using the Constitution Point Losses rules from the Basic Fantasy RPG Core Rule Book.
No more than two spells can be made permanent on a single person, item or place. If a third permanency spell is cast it automatically fails, and there is a 50% that each of the two other permanency spells fails too.
A permanency spell is not necessary to make any magical item; using permanency to bind a spell to an object, person, or place is not the same as crafting a magic item.
Spells that are commonly made permanent on a creature: detect magic, protection from evil, read languages, read magic, tongues, detect invisible, and fly.
Spells commonly made permanent on items or locations include: alarm, animate objects, confusion, dancing lights, guards and wards, invisibility, phantasmal force, private sanctum, magic mouth, symbol, wall of fire, and web.
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PROJECTED IMAGE |
RANGE: 240' |
MAGIC-USER 6 |
DURATION: 6 TURNS |
This spell creates a quasi-real, illusory version of the caster. This illusory projected image looks, sounds, and smells like the caster, in addition to mimicking gestures and actions (including speech, which is projected from the caster to the illusory image as if by a form of ventriloquism). Any further spells cast seem to originate from the illusion, not the actual caster.
A line of sight between the caster and their illusory self must be maintained or the spell ends. Any effect or action that breaks the line of sight dispels the image, as does the illusionary caster being struck in combat. Note that this spell grants no special sensory powers to the caster; for example, if the illusory self is positioned so as to be able to see something the caster can't directly see, the caster does not see it. Also, all spell ranges are still figured from the caster's actual position, not the illusory self's position.
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REVEAL MAGIC |
RANGE: 5' |
MAGIC-USER 6 |
DURATION: 1 MINUTE |
This spell reveals all spell and magical properties of an object, creature, or permanently enchanted area examined with this spell. The caster must examine the object, creature, or location for an entire minute. In the case of a magic item, the caster will learn all of its functions, how to activate it (if required), and any charges left (if it has charges). If it is an object or creature with spells cast on it, or an enchanted area, the caster will learn what spells, their effects, and the caster level of those spells.
Any object or magic item that is held by someone who does not want the object or magic item examine may negate the spell with a successful saving throw vs. Spells. Likewise a creature that does not want to be examined may also negate the spell with a successful saving throw vs. Spells.
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WALL OF IRON |
RANGE: 90' |
MAGIC-USER 6 |
DURATION: PERMANENT |
Using this spell the caster creates an iron wall. The wall stands upright, and consists of up to one 10'x10' square section, one inch thick, per caster level. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The caster may choose to make the wall smaller than the maximum size if desired. The wall may not be made less than one inch thick, and must always be created in contact with the ground or floor beneath it. It is always a flat plate with no bends, but the edges do not have to be straight; indeed, the caster can cause the wall edge to mold itself around any obstructing object very closely. The wall cannot otherwise be created such that it occupies the space of any object or creature.
If the caster wishes, the wall edges will bond to any inanimate materials they touch (stone walls, soil, furnishings, and so on). If this is not done, the wall may be unsupported (as determined by the GM based on the situation) and will thus likely fall. If left unattended, there is an equal chance it will fall in either direction in 1d6 rounds, but it can be pushed in a specific direction by any character having a minimum of Strength score of 13, or any monster with 4 or more hit dice. Several creatures can work together to do so if desired. (If the optional Ability Roll rule is being used, a Strength roll at -3 is sufficient to topple the wall.)
When the wall falls, any creatures it falls upon are likely to be injured or killed. If it is possible for a character or creature to escape the area (i.e. it has sufficient movement rate and is not otherwise prevented from doing so), it is allowed to roll a save vs. Death Ray (with Dexterity bonus added). If this save is successful, the creature or character moves by the most direct route to the nearest safe space; if the save fails or it is for some reason impossible to flee, 10d6 points of damage are inflicted on that victim. Creatures larger than ogre-sized are immune to being crushed and will simply be knocked down if the save fails.
The wall is permanent, as indicated, but being made of iron is susceptible to rust and corrosion.