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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CLAIRAUDIENCE |
RANGE: 60' |
MAGIC-USER 3 |
DURATION: 12 TURNS |
This spell enables the caster to hear sounds in another area through the ears of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
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CLAIRVOYANCE |
RANGE: 60' |
MAGIC-USER 3 |
DURATION: 12 TURNS |
This spell enables the caster to see into another area through the eyes of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
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DARKVISION |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 HOUR/LEVEL |
The subject receives Darkvision with a range of 60' for the duration of the spell.
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DISPEL MAGIC |
RANGE: 120' |
MAGIC-USER 3 |
DURATION: INSTANTANEOUS |
This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area.
If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure.
Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.
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FIREBALL |
RANGE: 100'+10'/LEVEL |
MAGIC-USER 3 |
DURATION: INSTANTANEOUS |
Casting this spell causes a tiny glowing ember about the size of a pea to fly forth from the caster's pointing finger, by which the direction of flight is indicated. The ember flies as fast as an arrow and explodes into flames filling a 20' radius sphere when it reaches a distance chosen by the caster (up to its maximum range), or sooner if it impacts any solid or liquid surface. Those within the area of the flames suffer 1d6 points of damage per caster level, with a saving throw vs. Spells allowed for half damage.
No roll is normally required when casting this spell, but if the caster wishes to project the ember through a slit or other small opening they must roll a missile attack (without range adjustments) to hit it; failure indicates the fireball hits an adjacent surface and detonates there.
Combustible objects or substances within the area of effect will generally catch fire and possibly be destroyed (as determined by the GM). Metals with low melting points such as gold, silver, lead, copper, or bronze may be softened briefly and thus deformed, but the flames do not persist long enough to actually melt the metal items unless they are very small (such as a thin gold neck chain for example).
While the fireball exerts little if any force or pressure when exploding, it may still destroy weak or flammable barriers; if such a thing happens (in the determination of the GM, of course), the fireball completes its expansion in the space beyond the destroyed barrier.
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FLY |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
The subject of this spell can fly at a speed equal to their normal ground movement rate (as adjusted by encumbrance). The subject can ascend at half their movement rate and descend at twice normal movement rate, with the same maneuverability as the subject has when moving on the ground. Flying under the effect of this spell requires no more concentration than walking, so the subject can attack or cast spells normally. The subject of a fly spell can neither charge nor run, nor carry more weight than their normal maximum load.
If the spell duration expires while the subject is still airborne, the magic fails slowly such that the subject descends at a rate of 120 feet per round for 1d10 rounds. If the subject reaches the ground in that time they land safely; if not, the subject falls the rest of the distance and suffers normal falling damage. However, if this spell is ended by dispel magic or similar outside forces, the subject falls immediately. For any such fall, see Falling Damage for details of the consequences.
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GASEOUS FORM |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
The subject of this spell and all of their gear become insubstantial, misty, and translucent. He or she becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The subject can’t attack or cast spells while in gaseous form. The subject also loses supernatural abilities while in gaseous form. A gaseous creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the spell persists. The gaseous creature is subject to the effects of wind, and can’t enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the spell was cast. The subject can resume material form at will, but that will end the spell.
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HASTE/SLOW |
RANGE: 30'+10'/LEVEL |
MAGIC-USER 3 |
DURATION: 1 ROUND/LEVEL |
This spell accelerates the actions of 1 creature per caster level. The affected creatures move and act twice as fast as normal, having double their normal movement rates and making twice the normal attacks per round, for the duration of the spell. Spellcasting is not accelerated, nor is the use of magic items such as wands, which may still be used just once per round. Multiple haste or speed effects don’t combine; only apply the most powerful or longest lasting effect.
In combat, the subject of this spell performs a full round of actions (movement followed by attacking) on their normal Initiative; after all combatants have acted, the subject may perform another round of actions as before. If two or more combatants are under the effect of this spell, use the same Initiative numbers to determine the order of their actions in each of their "extra" rounds.
Reversed, haste becomes slow; affected creatures move at half speed, attacking half as often (generally, every other round) and making half a normal move each round. Naturally, target creatures may save vs. Spells to avoid the effect. Haste and slow counter and dispel each other.
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HOLD PERSON |
RANGE: 180' |
MAGIC-USER 3 |
DURATION: 2d8 TURNS |
This spell will render any living (not undead) humanoid creature (as defined in charm person) paralyzed. Creatures larger than ogres will not be affected by this spell. Targets of the spell are conscious and able to breathe, but cannot move, act, or speak in any way. A successful save vs. Spells is allowed to resist the effect. The spell may be cast at a single person, who makes their save at -2, or at a group, in which case 1d4 of the creatures in the group may be affected.
A paralyzed swimmer can’t swim and may drown. A character who has somehow gained wings and is then paralyzed while airborne will not be able to move its wings to fly and will thus fall.
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IMMUNITY TO NORMAL WEAPONS |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 5 ROUNDS+1/LEVEL |
This spell temporarily makes the target immune to non-magical weapons. Anyone affected by this spell is treated as an enchanted creature for the purpose of magic which specifically affects them (for instance, a sword +1, +3 vs. enchanted creatures applies its special bonus to a creature protected by this magic).
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INVISIBILITY 10' RADIUS |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
The target of this spell becomes invisible just as with invisibility, but in addition all other creatures within 10 feet of the target at the time of casting (referred to as members of the group) also become invisible. Unlike with normal invisibility, all members can see each other and themselves normally.
If any member negates the effect by attacking or casting a spell, it becomes visible but all other members remain invisible. However, if the original subject takes an action that negates the invisibility, it ends for the entire group. If a member negates its own invisibility, that member will no longer be able to see the still-invisible group members. Moving further than 10 feet from the target also causes a group member to become visible; returning to the area does not reinstate the invisibility.
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LIGHTNING BOLT |
RANGE: 100'+10'/LEVEL |
MAGIC-USER 3 |
DURATION: INSTANTANEOUS |
Casting this spell causes a bright thin spark about the thickness of a string to fly forth from the caster's pointing finger, which indicates the direction. The spark stretches as fast as an arrow's flight until it reaches the caster's chosen distance (but not more than the range given above) or strikes a solid or liquid surface, at which point it explodes into a full-fledged bolt of lightning extending another 60 feet further. The lightning bolt passes through an area 5 feet wide, arcing and jumping, so that while it is not actually 5 feet wide, for game purposes it is treated as if it were.
Those within the area of the lightning bolt suffer 1d6 points of damage per caster level, with a saving throw vs. Spells allowed for half damage.
If a lightning bolt is targeted at a body of water it explodes at the point of impact, as described above, but within the water volume struck it expands like a fireball to a maximum radius of 20 feet instead of performing as it does in the air. If a lightning bolt is cast underwater it explodes in the same way, but at the tip of the caster's outstretched finger.
The lightning bolt sets fire to combustibles and damages objects in its path. It can damage metals with a low melting point; metals such as gold, silver, lead, copper, or bronze may be softened briefly and thus deformed, but the lightning does not persist long enough to actually melt the metal items unless they are very small (such as a thin gold neck chain for example).
If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it may reflect from the barrier back toward the caster, or in a random direction at the GM's option. Creatures already affected by the lightning bolt do not take additional damage if struck by the reflection of the same bolt.
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PROTECTION FROM EVIL/GOOD 10' RADIUS |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
This spell functions exactly as protection from evil, but with a 10' radius rather than a 1' radius. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
Reversed, this spell becomes protection from good 10' radius, and functions exactly as the reversed form of protection from evil, except that it covers a 10' radius around the target rather than the normal 1' radius.
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PROTECTION FROM NORMAL MISSILES |
RANGE: SELF |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
The caster is completely protected from small sized, non-magical missile attacks. Therefore, magic arrows, hurled boulders, or other such are not blocked, but any number of normal arrows, sling bullets, crossbow bolts, thrown daggers, etc. will be fended off. Note that normal missiles projected by magic bows count as magical missiles for the purposes of this spell.
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TONGUES |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 1 TURN/LEVEL |
This spell allows the creature touched to speak and understand any language or dialect. Only one language can be spoken at a time, but any number can be understood. This spell does not alter other creatures’ dispositions and does not allow the affected creature to speak to creatures that cannot understand language.
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WATER BREATHING |
RANGE: TOUCH |
MAGIC-USER 3 |
DURATION: 2 HOURS/LEVEL |
This spell grants living creatures touched by the caster (including the caster, if desired) the ability to breath in water as a fish does. The duration may be divided evenly if the caster touches multiple targets one after another. Affected targets do not lose the ability to breathe air.