Magic-User
 
As they reach higher levels, Magic-Users become extremely powerful characters — but this advance is a difficult task. Their few weapons and spells (at low levels) balances the power they eventually achieve. Therefore, Magic-Users must be cautious at lower levels, as few will survive long without protection. Magic-Users may add more spells to their spell books through spell research. At 9th level or greater, a Magic-User may create magical items. Both of these activities are explained on the Research page.


MAGIC-USER EXPERIENCE TABLE

 Spells/Level
 
Level Hit Points XP 1 2 3 4 5 6

1 1d4 0    1 - - - - -
2 2d4 2,500    2 - - - - -
3 3d4 5,000    2 1 - - - -
4 4d4 10,000    2 2 - - - -
5 5d4 20,000    2 2 1 - - -
6 6d4 40,000    2 2 2 - - -
7 7d4 80,000    3 2 2 1 - -
8 8d4 150,000    3 3 2 2 - -
9 9d4 300,000    3 3 3 2 1 -
10 9d4+1* 450,000    3 3 3 3 2 -
11 9d4+2* 600,000    4 3 3 3 2 1
12 9d4+3* 750,000    4 4 4 3 2 1
13 9d4+4* 900,000    4 4 4 3 2 2
14 9d4+5* 1,050,000    4 4 4 4 3 2

*Constitution adjustments no longer apply.

Spells: Each spell has a listed Range, Duration, and Effect.

Range: The character should be sure that the target is within range before casting the spell. If the description says “Range: 0,” the spell may only be used by the magic user, and cannot be cast on others. If “Range: Touch” is given, the spell can be placed on any creature the magic user touches - including the magic user themself.

Duration: Duration is given either in rounds (of 10 seconds each) or turns (of 10 minutes each). If the description says “Duration: Permanent,” then the spell has an instant and permanent effect that does not go away after a given duration.

Effect: The Effect of the spell gives either the number of creatures or objects affected, or an area or volume of space. If an area is given, it is measured in square feet (a flat area). If a 3-dimensional volume is affected, it is either a round “ball” with a given diameter, or a square or rectangular “box” of a given size; both are measured in feet.

FIRST LEVEL MAGIC-USER SPELLSSECOND LEVEL MAGIC-USER SPELLSTHIRD LEVEL MAGIC-USER SPELLS
     
  1. Charm Person
  2. Detect Magic
  3. Floating Disc
  4. Hold Portal
  5. Light*
  6. Magic Missile
  7. Protection from Evil
  8. Read Languages
  9. Read Magic
  10. Shield
  11. Sleep
  12. Ventriloquism
     
  1. Continual Light*
  2. Detect Evil
  3. Detect Invisible
  4. ESP*
  5. Invisibility
  6. Knock
  7. Levitate
  8. Locate Object
  9. Mirror Image
  10. Phantasmal Force
  11. Web
  12. Wizard Lock
     
  1. Clairvoyance
  2. Dispel Magic
  3. Fireball
  4. Fly
  5. Haste*
  6. Hold Person*
  7. Infravision
  8. Invisibility 10' radius
  9. Lightning Bolt
  10. Protection from Evil 10' radius
  11. Protection from Normal Missiles
  12. Water Breathing
FOURTH LEVEL MAGIC-USER SPELLSFIFTH LEVEL MAGIC-USER SPELLSSIXTH LEVEL MAGIC-USER SPELLS
     
  1. Charm Monster
  2. Confusion
  3. Dimension Door
  4. Growth of Plants*
  5. Hallucinatory Terrain
  6. Ice Storm/Wall
  7. Massmorph
  8. Polymorph Others
  9. Polymorph Self
  10. Remove Curse*
  11. Wall of Fire
  12. Wizard Eye
     
  1. Animate Dead
  2. Cloudkill
  3. Conjure Elemental
  4. Hold Monster*
  5. Magic Jar
  6. Pass-Wall
  7. Teleport
  8. Wall of Stone
     
  1. Anti-Magic Shell
  2. Death Spell
  3. Disintegrate
  4. Geas*
  5. Invisible Stalker
  6. Lower Water
  7. Projected Image
  8. Stone to Flesh*

*Spell may be cast with reverse effects.

FIRST LEVEL MAGIC-USER SPELLS

(1) Charm Person

Range: 120'
Duration: See Below
Effect: One living “person” (see below)

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.

(1) Detect Magic

Range: 0
Duration: 2 turns
Effect: Everything within 60‘

When this spell is cast, the magic-user will see magical objects, creatures, and places within range glow. It will not last very long, and should be saved until the magic-user wants to see if something found during an adventure is, in fact, magical. For example, a door may be held shut magically, or a treasure found might be enchanted; in either case, the magic item, creature, or effect will glow when it is within the effect.

(1) Floating Disc

Range: 0
Duration: 6 turns
Effect: Disc remains within 6'

This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 5000 cn (500 pounds). It cannot be created in a place occupied by a creature or object. The floating disc is created at the height of the magic-user’s waist, and will always remain at that height. It will automatically follow the magic-user, remaining within 6’ at all times. It can never be used as a weapon, because it has no solid existence and moves slowly. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it.

(1) Hold Portal

Range: 10'
Duration: 2d6 turns
Effect: One door, gate or similar portal

This spell will magically hold shut any “portal” - for example, a door or gate. A Knock spell will open the Hold Portal. 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.

(1) Light*

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. A blinded creature may not attack. If the Saving Throw is successful, the Light appears in the air behind the intended victim.

When reversed, this spell, Darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it (but may itself be cancelled by another light spell). If cast at an opponent’s eyes, it will cause blindness until cancelled, or until the duration ends.

(1) Magic Missile

Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows

A Magic Missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (1d6 + 1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magicuser and hovers there until the magicuser 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 Magic Missile actually has no solid form, and cannot be touched. A Magic Missile never misses its target and the target is not allowed a Saving Throw.
For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th Level Magic-User may create three missiles. The missiles may be shot at different targets.

(1) Protection from Evil

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 (werecreature), 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 a Magic Missile spell. If the Magic-user attacks anything during the spell’s duration, the effect changes slightly. “Enchanted” creatures are then able to touch the magic-user, but the Hit roll and Saving Throw adjustments still apply until the spell duration ends.

(1) Read Languages

Range: 0
Duration: 2 turns
Effect: The Magic-User only

This spell will allow the magic-user to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends.

(1) Read Magic

Range: 0
Duration: 1 turn
Effect: The Magic-User only

This spell will allow the magic-user to read, not speak, any magical words or runes, such as those found on magic scrolls and other items. Unfamiliar magic writings cannot be understood without using this spell. However, once a magic-user reads a scroll or runes with this spell, that magic can be read or spoken later (without) using a spell. All spell books are written in magical words, and only their owners may read them without using this spell.

(1) Shield

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.
If a Magic.Missile is shot at a magic-user protected by this spell, the magic-user may make a Saving Throw VS. Spells (one Saving Throw per missile). If successful, the Magic Missile will have no effect.

(1) Sleep

Range: 240'
Duration: 4d4 turns
Effect: 2d8 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.

(1) Ventriloquism

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.

SECOND LEVEL MAGIC-USER SPELLS

(2) Continual Light

Range: 120'
Duration: Permanent
Effect: Volume of 60' diameter

This spell creates a globe of light 60‘ across. It is much brighter than a torch, but not as bright as full daylight. It will continue to glow forever, or until magically removed. It may be cast on an object,just as the first level light spell. If cast at a creature’s eyes, the victim must make a Saving Throw vs. S,pells. If the Saving Throw is failed, the victim is blinded. If the Saving Throw is successful, the globe will still appear, but will remain in the place it was cast, and the intended victim will suffer no ill effects.

(2) Detect Evil

Range: 60'
Duration: 2 turns
Effect: Everything within 60’

When this spell is cast, the magic-user will see all evilly enchanted objects within 60’ glow. It will also cause creatures that want to harm the magic-user to glow when they are within range. The actual thoughts of the creatures cannot be heard. Remember that “Chaotic” does not automatically mean Evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous.

(2) Detect Invisible

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. The range is 10’ for each level of the magic-user. For example, a Conjurer can use this spell to see invisible things within 30’.

(2) ESP

Range: 60'
Duration: 12 turns
Effect: All thoughts in one direction

This spell will allow the magic-user to “hear” thoughts. The magic-user must concentrate in one direction for six rounds (1 minute) to ESP the thoughts of a creature within range (if any). 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. If more than one creature is within range and in the direction concentrated on, the magic-user will “hear” a confused jumble of thoughts. The magicuser may only sort out the jumble by concentrating for an extra six rounds to find a single creature. The ESP will not be hampered by any amount of wood or liquid, and will penetrate as much as 2 feet of rock, but a thin coating of lead will block the spell.

(2) Invisibility

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.

(2) Knock

Range: 60'
Duration: See below
Effect: One lock or bar

This spell will open any type of lock. Any normal or magically locked door (by a Hold Portal or Wizard Lock spell), and any secret door, may be opened when found (but a secret door must be found before it can be Knocked open). 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.

(2) Levitate

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.

(2) Locate Object

Range: 60’ + 10‘ per Level of the magic-user
Duration: 2 turns
Effect: One object within range

For this spell to be effective in finding an object, the magic-user must know exactly what the object looks like. A common type of object, such as a flight of stairs, can also be detected by this spell. The spell will point to the nearest desired object within range, giving the direction but not the distance. The range increases as the magic-user gains Levels of experience. For example, a Seer can locate objects up to 80’ away; a Conjurer, up to 90‘.

(2) Mirror Image

Range: 0
Duration: 6 turns
Effect: The magic-user only

With this spell, the magic-user creates 1-4 (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).

(2) Phantasmal Force

Range: 240'
Duration: Concentration (see below)
Effect: A volume 20’x20’x20‘

This spell creates or changes appearances within the area affected. The magic-user should create the illusion of something he or she has seen. If not, the DM will give a bonus to Saving Throws against the spell’s effects. If the magic-user does not use this spell to attack, the illusion will disappear when touched. If the spell is used to “create” a monster, it will be AC 9 and will disappear when hit. If the spell is used as an attack (a phantasmal magic missile, collapsing wall, etc.), the victim may make a Saving Throw vs. Spells; if successful, the victim is not affected, and realizes that the attack is an illusion. The phantasmal force will remain as long as the magic-user concentrates. If the magic-user moves, takes any damage, or fails any Saving Throw, the concentration is broken and the phantasm disappears. This spell never inflicts any real damage! Those “killed” by it will merely fall unconscious, those “turned to stone” will be paralyzed, and so forth. The effects wear off in 1-4 (1d4) turns.

(2) Web

Range: 10'
Duration: 48 turns
Effect: A volume 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 a web in 2 rounds. A human of average Strength (a score of 9-12) will take 2-8 (2d4) turns to break through the web. Flames (from a torch, for example) will destroy the web in 2 rounds, but all creatures within the web will be burned for 1-6 (1d6) points of damage. Anyone wearing Gauntlets of Ogre Power (a magical treasure) can break free of a web in 4 rounds.

(2) Wizard Lock

Range: 10'
Duration: Permanent
Effect: One portal or lock

This spell is a more powerful version of a Hold Portal spell. It will work on any lock, not merely doors, and will last forever (or until magically dispelled). However, a Knock spell can be used to open the Wizard Lock. A wizard locked door may be opened easily by the magicuser casting the Wizard Lock, and also by any magic-using character or creature of 3 or more Levels (or Hit Dice) greater than the caster. Any such opening does not remove the magic, and the lock will relock when allowed to close (just as the Hold Portal spell).

THIRD LEVEL MAGIC-USER SPELLS

(3) Clairvoyance

Range: 60'
Duration: 12 turns
Effect: See through another’s eyes

With this spell, the caster may see an area through the eyes of any single creature in it. The creature must be in range, and in the general direction chosen by the caster. The effects of this spell may be blocked by more than two feet of rock or a thin coating of lead. “Seeing” through a creature’s eyes takes one full turn, after which the caster can change to another creature, possibly in another area entirely.

(3) Dispel Magic

Range: 120'
Duration: Permanent
Effect: Destroys spells in a 20‘ cube

This spell destroys other spell effects in a cubic area 20’ x 20’ x 20’. It does not affect magic items. Spell effects created by a caster (whether cleric, magic-user, or elf) of a level equal to or lower than the caster of the dispel magic are automatically and immediately destroyed. Spell effects created by a higher level caster might not be affected. The chance of failure is 5% per level of difference between the casters. For exumpk, a 5th level elf trylng to dispel a web spell cast by a 7th level magic-user would have a 10% chance of failure.

(3) Fire Ball

Range: 240'
Duration: Instantaneous
Effect: Explosion in a sphere 40’ diameter

This spell creates a missile of fire that bursts into a ball of fire of 20’ radius when it strikes a target. The fire ball will cause 1-6 points of fire damage per level of the caster to every creature in the area. Each victim may make a Saving Throw vs. Spells; if successful, the spell will only do half damage. For example, a fire ball cast by a 6th level magic-user will burst for 6-36 points of damage, or one half the total to those making the Saving Throw.

(3) Fly

Range: Touch
Duration: 1-6 turns + 1 turn per level of the caster
Effect: One creature may fly

This spell allows the recipient (possibly the caster) to fly. The spell will permit movement in any direction and at any speed up to 360’ per turn (120’ per round) by mere concentration. The recipient may also stop and hover at any point (as a levitate spell), which does not require concentration.

(3) Haste*

Range: 240’
Duration: 3 turns
Effect: Up to 24 creatures move double speed

This spell allows up to 24 creatures in a 60’ diameter circle to perform actions at double speed for a half hour. Those affected may move at up to twice normal speed and make double the normal number of missile or hand-to-hand attacks. This spell does not affect the rate at which magic works, so the casting of spells and the use of devices (such as wands) cannot be speeded up.
The reverse of this spell, slow, will remove the effects of a haste spell, or will cause the victims to move and attack at half normal speed for the duration of the spell. As with haste, spell casting is not affected. The victims may make a Saving Throw vs. Spells to avoid the effect.

(3) Hold Person*

Range: 120’
Duration: 1 turn / level
Effect: Paralyzes up to 4 creatures

This spell will affect human, demi-human, and human-like creatures (bugbear, dryad, gnoll, gnome, hobgoblin, kobold, lizard man, ogre, orc, nixie, pixie or sprite). It will not affect the undead or creatures larger than ogres. Each victim must make a Saving Throw vs. Spells or be paralyzed. The spell may be cast at a single person or at a group. If cast at a single person, a - 2 penalty applies to the Saving Throw. If cast at a group, it will affect up to 4 persons (at the magic-user’s choice), but with no penalty to their rolls.
The reverse of the spell, free person, removes the paralysis of up to 4 victims of the normal form of the spell (including one cast by a cleric). It has no other effect.

(3) Infravision

Range: Touch
Duration: 1 day
Effect: One living creature

This spell enables the recipient to see in the dark, to a 60’ range. (See the D&D Basic Set DM Rulebook, page 22, for notes on Infravision.)

(3) Invisibility 10‘ radius

Range: 120‘
Duration: Permanent until broken
Effect: All creatures within 10’

This spell makes the recipient and all others within 10’ (at the time of the casting) invisible. This is an area effect, and those who move further than 10‘ from the recipient become visible. They may not regain invisibility by returning to the area. Otherwise, the invisibility is the same as that bestowed by the spell invisibility (Basic Player’s Guide, page 41). All items carried (whether by the recipient or others within 10‘) also become invisible.

(3) Lightning Bolt

Range: 180‘
Duration: Instantaneous
Effect: Bolt 60‘ long, 5’ wide

This spell creates a bolt of lightning, starting up to 180’ away from the caster and extending 60‘ further away. All creatures within the area of effect take 1-6 points of damage per level of the spell caster. Each victim may make a Saving Throw vs. Spells; if successful, only half damage is taken. If the lightning bolt strikes a solid surface (such as a wall), it will bounce back toward the caster until the total length of the bolt is 60’.

(3) Protection from Evil 10’ Radius

Range: 0
Duration: 12 turns
Effect: Barrier 20‘ diameter

This spell creates an invisible magical barrier all around the caster, extending 10’ in all directions. The spell serves as protection from “evil” attacks (attacks by monsters of an alignment other than the caster’s). Each creature within the barrier gains a +1 to all Saving Throws, and all attacks against those within are penalized by -1 to the attacker’s Hit roll while the spell lasts.
In addition, “enchanted’ creatures cannot attack those within the barrier hand-to-hand. Enchanted creatures can attack with missile or magical attacks however. An “enchanted” creature is any creature that is magically summoned, animated or controlled (as with a charm spell) or can only be hit by a magical weapon. Creatures that can be hit by silver weapons are not enchanted.
If anyone within the barrier attacks an enchanted creature, the barrier will no longer prevent the creature from attacking hand-to-hand, but the bonus to Saving Throws and penalty to Hit rolls will still apply.

(3) Protection from Normal Missiles

Range: 30’
Duration: 12 turns
Effect: One creature

This spell gives complete protection from all small non-magical missiles, causing them to miss. Thus, a catapult stone or a magic arrow would not be affected. Any one creature within range may be the recipient.

(3) Water Breathing

Range: 30’
Duration: 1 day
Effect: One air-breathing creature

This spell allows the recipient to breathe while under water (at any depth). It does not affect movement in any way, nor does it interfere with the breathing of air.

FOURTH LEVEL MAGIC-USER SPELLS

(4) Charm Monster

Range: 120'
Duration: Special
Effect: One or more living creatures

This spell effect is identical to that of a charm person spell, but any creature except an undead may be affected. If the victims have 3 Hit Dice or less, 3-18 may be charmed. Otherwise, only one monster will be affected. Each victim may make a Saving Throw vs. Spells to avoid the effects.

(4) Confusion

Range: 120'
Duration: 12 rounds
Effect: 3-18 creatures in an area 60’ across

This spell will confuse several creatures, affecting all within a 30’ radius. Victims with less than 2 + 1 Hit Dice are not allowed a Saving Throw. Those with 2 + 1 or more Hit Dice must make a Saving Throw vs. Spells every round of the spell’s duration, if they remain in the area, or be confused. Each confused creature acts randomly. The DM should roll 2d6 each round to determine each creature’s action, using the following chart:

 2-5 Attack the spell caster’s party
 6-8 Do nothing
9-12 Attack the creature’s own party

(4) Dimension Door

Range: 10'
Duration: 1 round
Effect: Safely transports one creature

This spell will transport one creature up to 10’ from the caster, to a place up to 360’ away. The caster picks the desired destination. If the location is not known, distances not exceeding a total of 360’ may be given (for example, 200’ west, 60’ south, 100’ down). If this would cause the recipient to arrive at a location occupied by a solid object, the spell has no effect. An unwilling recipient may make a Saving Throw vs. Spells to avoid the effect.

(4) Growth of Plants*

Range: 120'
Duration: Special
Effect: Enlarges 3000 square feet of plants

This spell causes normal brush or woods to become thickly overgrown with vines, creepers, thorns, briars. An area of up to 3000 square feet may be affected (the dimensions chosen by the caster). The plants to be affected must be entirely within the spell’s range. The affected area is impassable to all but giant-sized creatures. The effect lasts until removed by the reverse or by a dispel ma&c spell.
The reverse of this spell, shrink plants, causes all normal plants within a similar area of effect to shrink and become passable. It may be used to negate the effects of the normal spell. Shrink plants will not affect plant-like monsters (such as treants).

(4) Hallucinatory Terrain

Range: 240'
Duration: Special
Effect: Changes or hides terrain

This spell creates the illusion of a “terrain feature,” either indoors (such as a pit, stairs, etc.) or outdoors (hill, swamp, grove of trees, etc.), possibly hiding a real feature. The entire terrain feature must be within the range of the spell. The spell lasts until the illusion is touched by an intelligent creature, or until dispelled.

(4) Ice Storm/Wall

Range: 120'
Duration: Storm 1 round or Wall 12 turns
Effect: : Storm in 20’ x 20’ x 20’ volume or wall of 1200 square feet

This spell may be cast in either of two ways: either as an icy blast, ice storm, or a wall of ice.
An ice storm fills a 20‘ x 20’ x 20’ cube. If cast in a smaller area, it will remain 20’ long at most. The storm inflicts 1-6 points of cold damage per level of the caster to every creature in the area. Each victim may make a Saving Throw vs. Spells; if successful, the spell only does half damage. Firetype creatures (red dragon, flame salamander, etc.) have a -4 penalty on their Saving Throws, but cold-type creatures (frost giant, frost salamander, etc.) are not affected by the spell.
A wall of ice is a thin vertical wall of any dimensions and shape determined by the magic-user totalling 1200 square feet (such as 10’ x 120’, 20’ x 60’, 30’ x 40’, etc.). The wall is opaque and will block sight. Creatures of less than 4 Hit Dice cannot break through the wall. Creatures of 4 HD or more can break through, but take 1-6 points of damage in the process. Fire-type creatures each take twice the amount points of damage (2-12) while breaking through. The wall must be cast to rest on the ground or similar support, and cannot be cast in a space occupied by another object.

(4) Massmorph

Range: 240'
Duration: See Description
Effect: Causes illusion of trees

This spell will affect up to 100 human or man-sized creatures in a 240‘ diameter, making them appear to be the trees of an orchard or dense woods. Unwilling creatures are not affected. Creatures larger than man-size (such as horses) may be included, counting them as 2 or 3 men each. The illusion will even hide the recipients from creatures moving through the area affected. The spell lasts until a dispel magic is cast on it or until the caster decides to drop the illusion. The appearance of each disguised creature returns to normal if the creature moves out of the affected area. However, movement within the area does not destroy the illusion.

(4) Polymorph Other

Range: 60'
Duration: Permanent until dispelled
Effect: Changes one living creature

This spell changes the victim into another living creature. The new form may have no more than twice as many Hit Dice as the original, or the spell will fail. The number of hit points remains the same. Unlike the polymorph self spell, the recipient actually becomes the new creature, gaining any and all special abilities of the new form, plus its tendencies and behavior. For example, a hobgoblin polymorphed into a mule will think and act like a mule.
This spell cannot create a duplicate of a specific individual, only a race or monster type. For example, a creature polymorphed into a “9th level fighter” will indeed become a human, but not necessarily a fighter and no higher than 1st level.
The victim of this spell may make a Saving Throw vs. Spells to avoid the effect. The effect lasts until dispelled, or until the creature dies.

(4) Polymorph Self

Range: 0
Duration: 6 turns + 1 turn per level of the caster
Effect: Caster may change shapes

This spell allows the caster to change shape, taking the physical form of another living creature. The Hit Dice of the new form must be equal to or less than the Hit Dice of the caster. The caster’s Armor Class, hit points, Hit rolls, and Saving Throws do not change. Special abilities and special immunities of the new form are not gained, but physical abilities are acquired. For example, a magic-user polymorphed into a frost giant has the strength of a frost giant and the ability to hurl boulders, but not immunity from cold. A magic-user polymorphed into a dragon could fly but would not be able to use any breath weapons or spells.
Spells cannot be cast while polymorphed into a different form. The spell lasts for the given duration, or until dispelled, or until the caster is killed. This spell will not enable the caster to take the form of a specific individual (see polymorph other).

(4) Remove Curse*

Range: Touch
Duration: Permanent
Effect: Removes any one curse

This spell removes one curse, whether on a character, item, or area. Some curses - especially those on magic items - may only be temporarily removed, DM’s discretion, requiring a clerical dispel evil spell for permanent effect (or possibly a remove curse cast by a high level magic-user).
The reverse of this spell, curse, causes a misfortune or penalty to affect the recipient. Curses are limited only by the caster’s imagination, but if an attempted curse is too powerful, it may return to the caster (DM’s discretion)! Safe limits to curses may include: -4 penalty on Hit rolls; -2 penalty to all Saving Throws; prime requisite reduced to 1/2 normal. The victim may make a Saving Throw vs. Spells to avoid the curse.

(4) Wall of Fire

Range: 60‘
Duration: Concentration
Effect: Creates 1200 square feet of fire

This spell creates a thin vertical wall of fire of any dimensions and shape, determined by the magic-user, totalling 1,200 square feet (for example, 10’ x 120‘, 20‘ x 60’, 30’ x 40‘, etc.). The wall is opaque and will block sight. Creatures of less than 4 Hit Dice cannot break through the wall. Creatures of 4 HD or more can break through, but take 1-6 points of damage in the process. Undead and cold-using creatures (white dragons, frost giants, etc.) each take double damage while breaking through. The wall cannot be cast in a space occupied by another object. It lasts as long as the caster concentrates on it, without moving.

(4) Wizard Eye

Range: 240‘
Duration: 6 turns
Effect: Creates movable invisible eye

This spell creates an invisible eye through which the caster can see. It is the size of a real eye and has infravision (60’ range). The wizard eye floats through the air at up to 120’ per turn, but will not go through solid objects nor move more than 240’ away from the caster. The magic-user must concentrate to see through the eye.

FIFTH LEVEL MAGIC-USER SPELLS

(5) Animate Dead

Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons

This spell allows the caster to make animated skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the magic-user until they are destroyed by a cleric or a dispel magic spell. For each level of the magic-user, one Hit Die of undead may be animated. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Character levels are not counted (the remains of a 9th level thief would be animated as a zombie with 2 HD). Animated creatures do not have any spells, but are immune to sleep and charm effects and poison.

(5) Cloudkill

Range: 1'
Duration: 6 turns
Effect: Creates a moving poison cloud

This spell creates a circular cloud of poisonous vapor, 30‘ across and 20’ tall, which appears next to the magic-user. It moves away at the rate of 60‘ per turn (20‘ per round) in any one direction (with the wind, if any; otherwise, in the direction chosen by the caster). This cloud is heavier than air and will sink when possible (going down holes, sliding downhill, etc.). The cloud will be destroyed if it hits trees or other thick vegetation’. If cast in a small area (such as in a 10’ tall dungeon corridor), the cloud may be of smaller than normal size.
All living creatures within the cloud take 1 point of damage per round. Any victim of less than 5 Hit Dice must make a Saving Throw vs. Poison or be killed by the vapors.

(5) Conjure Elemental

Range: 240'
Duration: Concentration
Effect: Summons one 16 HD elemental

This spell allows the caster to summon any one elemental (AC: - 2, HD: 16, Damage: 3-24; see page 49). Only one of each type of elemental (earth, air, fire, water) may be summoned in one day. The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half normal speed, or the control is lost. If control is lost, it cannot be regained. An uncontrolled elemental will try to slay its summoner, and may attack anyone in its path while pursuing him. A controlled elemental may be returned to its home plane simply by concentration. An uncontrolled elemental may also be sent back by the use of a dispel magic or dispel evil spell.

(5) Hold Monster*

Range: 120'
Duration: 6 turns + 1 turn per level of the caster
Effect: Paralyzes 1-4 creatures

This spell has an effect identical to that of a hold person spell, but will affect any living creature (not undead). Each victim must make a Saving Throw vs. Spells or be paralyzed. The spell may be cast at a single creature or a group. If cast at a single creature, a -2 penalty applies to the Saving Throw. If cast at a group, it will affect 1-4 creatures (the magic-user’s choice), but with no penalties.
The reverse of this spell, free monster removes the paralysis of up to 4 victims of hold person or hold momter spells. It has no other effect.

(5) Magic Jar

Range: 30'
Duration: See Description
Effect: Possess one body

This spell causes the caster’s body to fall into a trance, while the caster’s life force is placed in an inanimate object (magic jar) within range. From this object (a gem or vial, for example), the caster’s life force may attempt to possess any one creature within 120’ of the magic jar. If the victim makes a successful Saving Throw vs. Spells, the possession fails and the caster may not try to possess that victim again for one turn. If the victim fails the Saving Throw, the creature’s body is possessed and is under the caster’s control. The life force of the possessed victim is placed into the magic jar.
The caster may cause the body to perform any normal actions, but not special abilities (similar to a polymorph self effect). A dispel evil spell will force the magic-user’s life force out of the possessed body and back into the magic jar. When the magic-user returns to his or her real body, the spell ends.
If the possessed body is destroyed, the victim’s life force dies, and the caster’s life force returns to the magic jar. From there the caster may try to possess another body or return to the original body. If the magic jar is destroyed while the caster’s life force is within it, the caster is killed. If the magic jar is destroyed while the caster’s life force is in a possessed body, the life force is stranded in that body. If the caster’s original body is destroyed, his life force is stranded in the magic jar until the caster can possess another body! The possession of another’s body is a Chaotic act.

(5) Pass-Wall

Range: 30'
Duration: 3 turns
Effect: Creates a hole 10’ deep

This spell causes a hole 5‘ diameter, 10’ deep to appear in solid rock or stone only. The stone reappears at the end of the duration. The hole may be horizontal or vertical.

(5) Teleport

Range: 10'
Duration: Instantaneous
Effect: Transports one creature with all equipment

This spell instantly transports the magicuser or other recipient to any unoccupied ground-level destination on the same plane of existence! An unwilling victim may make a Saving Throw vs. Spells to avoid the effect. The recipient arrives at the destination with all equipment carried. The destination may not deliberately be one known to be occupied by a solid object, or above ground level. The chance of arriving safely depends on how carefully the caster has studied the area. Any creature teleporting into a solid object is instantly killed.

Knowledge of Destination
 Result
Casual General Exact  
01-50 01-80 01-95 Success
51-75 81-90 96-99 Too High
76-00 91-00 00 Too Low

“Casual Knowledge” means that the caster has been there once or twice, or is visualizing the aiming point from descriptions or magical means. "General Knowledge" means the caster has been to the area often, or has spent several weeks studying the area magically (via crystal ball, etc.). "Exact Knowledge" means the caster has made a highly detailed personal study of the landing point.
For each teleport, the DM rolls d%. If the result is other than “Success,” the recipient arrives 10-100 (ld10x10) feet above or below the desired destination. If “Too High,” the recipient falls, taking damage on impact (1-6 points of damage per 10‘ fallen). If the result is “Too Low,” death occurs unless a vacant area (such as a cave or dungeon) lies conveniently at that point.

(5) Wall of Stone

Range: 60'
Duration: Special
Effect: Creates 1000 cubic feet of stone

This spell creates a vertical stone wall exactly 2‘ thick. Any dimensions and shape may be chosen by the caster, but the total area must be 500 square feet or less (10’ x 50’, 20’ x 25‘, etc.), and the entire wall must be within 60’ of the caster. The wall must be created so as to rest on the ground or similar support, and cannot be cast in a space occupied by another object. It lasts until dispelled or physically broken.

SIXTH LEVEL MAGIC-USER SPELLS

(6) Anti-Magic Shell

Range: 0
Duration: 12 turns
Effect: Personal barrier which blocks magic

This spell creates an invisible barrier around the magic-user’s body (less than an inch away). The barrier stops all spells or spell effects, including the caster’s. The caster may destroy the shell at will; otherwise, it lasts until the duration ends. Except for a wish, no magical power (including a dispel magic spell) can cancel the barrier.

(6) Death Spell

Range: 240’
Duration: Instantaneous
Effect: Slays 4-32 Hit Dice of creatures within a 60’ x 60‘ x 60’ area

This spell will affect 4-32 Hit Dice of living creatures within the given area. Normal plants and insects are automatically slain, and those with no hit points are not counted in the total affected. Undead are not affected, nor are creatures with 8 or more Hit Dice (or levels of experience). The lowest Hit Dice creatures are affected first. Each victim must make a Saving Throw vs. Death Ray or be slain.

(6) Disintegrate

Range: 60’
Duration: Instantaneous
Effect: Destroys one creature or object

This spell causes one creature or non-magical object to crumble to dust. A victim may make a Saving Throw vs. Death Ray to avoid the effect. (Examples: A dragon, a ship, or a 10’ section of wall may be disintegrated.) The spell does not affect magic items or spell effects.

(6) Geas*

Range: 30’
Duration: Until completed or removed
Effect: Compels one creature

This spell forces a victim either to perform or avoid a stated action. For example, a character may be geased to bring back an object for the caster; to eat whenever the chance arises; or to never reveal certain information. The action must be possible and not directly fatal or else the geas will return and affect the caster instead! The victim may make a Saving Throw vs. Spells to avoid the effect. If the victim ignores the geas, penalties (decided by the DM) are applied until the character either obeys the geas or dies. Suitable penalties include minuses in combat, lowered ability scores, loss of spells, pain and weakness, and so forth. Dispel magic and remove curse spells will not affect a geas.
The reverse of this spell, remove geas, will rid a character of an unwanted geas and its effects. However, if the caster is a lower level than the caster of the original geas, there is a chance of failure (5% per level difference).

(6) Invisible Stalker

Range: 0
Duration: Until mission is accomplished
Effect: Summons one creature

This spell summons an invisible stalker (page 52), which will perform one task for the caster. The creature will serve whatever the time or distance involved, until the task is completed or until the creature is slain. A dispel evil spell will force the creature to return to its home plane.

(6) Lower Water

Range: 240’
Duration: 10 turns
Effect: Cuts depth to 1/2 normal

This spell will affect an area up to 10,000 square feet, as noted above. If cast around a boat or ship, the vessel may become stuck. At the end of the duration, the sudden rush of water filling the “hole” will sweep a ship’s deck clear of most items and cause 21-32 (ld12+20) points of hull damage.

(6) Projected Image

Range: 240’
Duration: 6 turns
Effect: Creates one image

This spell creates an image of the caster up to 240’ away which will last without concentration. The projected image cannot be distinguished from the original except by touch. Any spell cast will seem to come from the image, but the caster must still be able to see the target. Spells and missile attacks will seem to have no effect on the image. If touched or struck by a hand-to-hand weapon, the image disappears.

(6) Stone to Flesh*

Range: 120’
Duration: Permanent
Effect: One creature or objec

This spell turns any one statue (or quantity of stone up to 10’ x 10’ x 10’) to flesh. It is usually used to restore a character turned to stone (by gorgon breath, for example).
The reverse of this spel1, flesh to stone, will turn one living creature, including all equipment carried, to stone. The victim may make a Saving Throw vs. Turn to Stone to avoid the effect.