Equipment & Spells
Mage Spells

Level 1 

Basts' Repose
 
 Range: 240‘
Duration: 4d4 turns
Effect: 2-16 Hit Dice of living creatures within a 40’ square area

This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4+1 Hit Dice or less - generally, small or man-sized creatures. All the creatures to be affected must be within a 40’ x 40’ area. The spell will not work against Undead or very large creatures, such as dragons. Any sleeping creature can be awakened by force (such as a slap or kick). A sleeping creature may be killed with a single blow of any edged weapon, regardless of its hit points. The victims get no Saving Throw.
Blight of Set
 
 Range: 120’
Duration: 6 turns + 1 turn per Level of the magic-user
Effect: Volume of 30’ diameter

This spell creates a large ball of darkness. If the spell is cast on an object (such as a coin), the darkness will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the darkness until the duration ends. If the Saving Throw is successful, the darkness appears in the air behind the intended victim.
Cat Call
 
 Range: -
Duration: Special
Effect: 1 Cat

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are cats sent by Bast. A familiar can benefit a magic-user, conveying its sensory powers, conversing and serving as a guard/scout/spy as well. Only one familiar can be possessed at a time, however. The cat is always more intelligent than others of its type (typically possessing 5 Intelligence points), and the magic-user receives the heightened senses of the familiar, which grants a +1 bonus to all perception checks. The cat has 1d4 hit points plus 1 hit point per caster level, and an Armor Class of 7.
The magic-user has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic - able to communicate simple thoughts, which might be overwhelmed by instinctual responses. Thus, a familiar spying on a band of bandits might lose its train of thought upon sighting a mouse. Certainly its communications to would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar's eyes.
When the familiar is in physical contact with its magic-user, it gains the magic-user's saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the magic-user must successfully roll an immediate Constitution check or die. Even if he survives this check, the magic-user loses 1 point from his Constitution when the familiar dies.
Note that the familiar is not inherently magical, nor does a dispel magic spell send them away.
Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its magic-user. Purposely arranging the death of one's own familiar incurs great disfavor from Bast, with dire results.
Cat Fall
 
 Range: 10 yds/level
Duration: 1 r/level
Effect: Special

When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The cat fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon freefalling, flying, or propelled objects (such as missiles).
Charm Person
 
 Range: 120’
Duration: See below
Effect: One living “person”

This spell will only affect humans, demihumans, and certain other creatures. The victim is allowed a Saving Throw vs. Spells. If the Saving Throw is successful, the spell has no effect. If it is failed, the victim will believe that the magic-user is its “best friend,” and will try to defend the magic-user against any threat, whether real or imagined. The victim is “Charmed.”
As a general rule, the “persons” affected by this spell are all creatures which look similar to humans in various ways. It will not affect animals, magical creatures (such as living statues), or human-like creatures larger than ogres.
You will learn, through trial and error, which monsters can be charmed.
If the magic-user can speak a language that the Charmed victim understands, the magic-user may give orders to the victim. These orders should sound like suggestions, as if "just between friends." These orders will usually be obeyed, but orders that are contrary to the victim’s nature (alignment and habits) may be resisted. A victim will refuse to obey if ordered to kill itself.
A Charm may last for months. The victim may make another Saving Throw every day, week, or month, depending on its Intelligence. If you are Charmed, your DM will tell you when to make the new Saving Throw.
The Charm is automatically broken if the magic-user attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the magic-user’s allies.
Isis' Fury
 
 Range: 150’
Duration: 1 round
Effect: Creates 1 or more bolts

Isis' Fury is a glowing bolt, created and shot by magic, which inflicts 1d4+1 points of damage to any creature it strikes. After the spell is cast, the bolt appears next to the magic-user and hovers there until the magic-user causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The bolt actually has no solid form, and cannot be touched. The bolt never misses its target and the target is not allowed a Saving Throw. For every two levels of experience of the caster, one more missile is are created by the same spell, up to five missiles. Thus a 3rd Level Magic-user may create two missiles, a 5th Level Magic-user may create three missile, etc. The missiles may be shot at different targets.
Isis' Projection
 
 Range: 60’
Duration: 2 turns
Effect: One item or location

This spell will allow the magic-user to make the sound of his or her voice to come from somewhere else, such as a statue, animal, dark corner, and so forth.
Isis' Whisper
 
 Range: 0
Duration: 5 r/level
Effect: Special

When this spell is cast, the magic-user can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the magic-user secretly or openly points their finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the magic-user whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.
Fire of Ra
 
 Range: 0
Duration: Instantaneous
Effect: The Caster

When the magic-user casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Hand of Ra
 
 Range: Touch
Duration: Special
Effect: The creature touched

When the magic-user casts this spell, they develop a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the magic-user (for example, a 2nd Level magic-user would discharge a shock causing 1d8+2 points of damage). While the magic-user must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Ptahs' Lock
 
 Range: 10’
Duration: 2d6 turns
Effect: One door/gate/portal

This spell will magically hold shut any “portal” - for example, a door or gate. A Knock spell will open the Ptahs' Lock. Any creature 3 or more hit dice greater than the caster (including characters) may break open a held portal in one round’s time, but the portal will relock if allowed to close within the duration of the spell.
Renenets' Blessing
 
 Range: 0
Duration: 2 turns
Effect: The magic-user only

This spell creates a magical barrier all around the magic-user (less than an inch away). It moves with the magic-user. While the duration lasts, the magic-user becomes Armor Class 2 against missiles, and AC 4 against all other attacks.
This spell allows a saving throw against an Isis' Fury bolt.
Sekers' Glory
 
 Range: 120’
Duration: 6 turns + 1 turn per Level of the magic-user
Effect: Volume of 30’ diameter

This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the light until the duration ends. If the Saving Throw is successful, the light appears in the air behind the intended victim.
Shield of Set
 
 Range: 0
Duration: 6 turns
Effect: The magic-user only

This spell creates an invisible magical barrier all around the magic-user’s body (less than an inch away). All attacks against the magic-user are penalized by -1 to their Hit rolls, and the magic-user gains a +1 bonus to all Saving Throws, while the spell lasts.
In addition, “enchanted” creatures cannot even touch the magic-user! If a magic weapon is needed to hit a creature, that creature is called “enchanted.” However, a creature that can be hit by a silver weapon - a lycanthrope, for example - is not an “enchanted” creature. The barrier thus completely prevents all from attacks from those creatures unless they use missile weapons.
This spell will not affect an Isis' Fury bolt.
Taunt
 
 Range: 60 yds
Duration: 1 round
Effect: 30' radius

A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.
Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM's discretion.
If used in conjunction with a Isis' Projection spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.
Vision of Horus
 
 Range: 60 yds +10 yds/level
Duration: Special
Effect: Special

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the magic-user ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Creatures that disbelieve the illusion see it for what it is can add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects.
The DM has to rule on the effectiveness of this spell.

Level 2 

Anhurs' Blessing
 
 Range: Touch
Duration: 1 hr/level
Effect: Creature touched

Application of this spell increases the Strength of the character by a number of points. Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient's group and is subject to the characters' class.
Multiclass characters use the best die.
    Class & Strength Gain
  • Priest 1d6 points
  • Rogue 1d6 points
  • Warrior 1d8 points
  • Wizard 1d4 points
The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.
Apeshs' Treasure
 
 Range: 10 yds
Duration: 1 hr/level
Effect: Volume of 10 cu. in./level

Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is 10 cubic inches per level - i.e., a 1-inch x 1-inch x 10-inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the "gold" is entitled to a saving throw vs. spell, which can be modified by the creature's Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools' gold will be detected if created by a high-level caster.
Apshais' Bonds
 
 Range: 10’
Duration: 48 turns
Effect: Volume of 10' x 10' x 10'

This spell creates a mass of sticky strands which are difficult to destroy except with flame. It usually blocks the area affected. Giants and other creatures with great strength can break through in 2 rounds. A human of average Strength (a score of 9-12) will take 2-8 (2d4) turns to break through the Bonds. Flames (from a torch, for example) will destroy the Bonds in 2 rounds, but all creatures within the Bonds will be burned for 1-6 (ld6) points of damage. Anyone wearing Gauntlets of Ogre Power (a magical treasure) can break free in 4 rounds.
Cloak of Nephtlys
 
 Range: 240’
Duration: Permanent until broken
Effect: One creature or object

This spell will make any one creature or object invisible. When a creature becomes invisible, all items carried and worn also become invisible. Any invisible item becomes visible again when it leaves the creature’s possession (dropped, set down, etc.). If the magic-user makes an object invisible that is not being carried or worn, it will become visible again when touched by any living creature. An invisible creature will remain invisible until he or she attacks or casts any spell. A light source (such as a torch) may be made invisible, but the light given off will always remain visible.
Curse of Apshai
 
 Range: 30 yds
Duration: 1 r/level
Effect: 20' cube

When cast, this spell creates a billowing, thick mass of flies up to 30 yards away from his position. Any creature caught within the mass must roll a successful saving throw vs. poison or be reeling and unable to attack for 1d4+1 rounds due to confusion after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.
Dust of Shu
 
 Range: 10 yds per Level of the Magic-user
Duration: Special
Effect: 20' cube

This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level magic-user lasts for four to seven rounds.
Eyes of Bast
 
 Range: 10‘ per Level of the Magic-user
Duration: 6 turns
Effect: The magic-user only

When this spell is cast, the magic-user can see all invisible creatures and objects within range.
Isis' Mindlink
 
 Range: 60’
Duration: 12 turns
Effect: One creature in sight

This spell will allow the magic-user to “hear” thoughts. The magic-user must concentrate in one creature for six rounds (1 minute) to ESP the thoughts of a creature. Any single living creature’s thoughts may be understood, regardless of the language. The thoughts (if any) of Undead creatures cannot be “heard” with this spell.
Night of Nephtlys
 
 Range: 120’
Duration: Permanent
Effect: Volume of 60’ diameter

This spell creates a large ball of pure darkness. It will continue to be dark forever, or until magically removed. If the spell is cast on an object (such as a coin), the darkness will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded. If the Saving Throw is successful, the light appears in the air behind the intended victim.
Ptahs' Portal
 
 Range: 60’
Duration: See below
Effect: One lock or bar

This spell will open any type of lock. Any normal or magically locked door, and any secret door, may be opened when found (but a secret door must be found first). Any locking magic will remain, however, and will take affect once again when the door is closed. This spell will also cause a gate to open, even if stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, both will be opened.
Ras' Glory
 
 Range: 120’
Duration: Permanent
Effect: Volume of 60’ diameter

This spell creates a large ball of light, as bright as daylight. It will continue to glow forever, or until magically removed. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded. If the Saving Throw is successful, the light appears in the air behind the intended victim.
Shield of Horus
 
 Range: 0
Duration: 6 turns
Effect: The magic-user only

With this spell, the magic-user creates 1d4 additional images which look and act exactly the same as the magic-user. The images appear and remain next to the magic-user, moving if the magic-user moves, talking if the magicuser talks, and so forth. The magic-user need not concentrate; the images will remain until the duration ends, or until hit. The images are not real, and cannot actually do anything. Any successful attack on the magic-user will strike an image instead, which will merely cause that image to disappear (regardless of the actual damage).
Sigil of Shu
 
 Range: 0
Duration: 6 turns + 1 turn per Level of the magic-user
Effect: The magic-user only

When this spell is cast, the magic-user may move up or down in the air without any support. This spell does not, however, allow the magic-user to move from side to side. For example, a magic-user could levitate to a ceiling, and then could move sideways by pushing and pulling. Motion up or down is at the rate of 20‘ per round. The spell cannot be cast on another person or object. The magic-user may carry a normal amount of weight while levitating, possibly another man-sized creature if not in metal armor. Any creature smaller than man-size can be carried, unless similarly heavily laden.
Tefnuts' Bolt
 
 Range: 180 yds
Duration: Special
Effect: 1 target

By means of this spell, the magic-user creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the magic-user. No modifiers for range, non-proficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.
Voice of Isis
 
 Range: 10 yds
Duration: Special
Effect: 1 object

When this spell is cast, the magic-user imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.
The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak "to the first creature that touches you," or "to the first creature that passes within 30 feet." Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: "Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot." Such visual triggers can react to disguised characters. Command range is 5 yards per level of the magic-user, so a 6th-level magic-user can command the magic mouth to speak at a maximum encounter range of 30 yards ("Speak when a winged creature comes within 30 yards."). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.