OSE Extended A5 - Spells v005
OSE Extended A5 - Spells v005
OSE Extended A5 - Spells v005
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS Detect Magic Booby Trap
Humble Pebbles ※ Booby Trap Climate Blade ※ Duration: 2 turns Duration: Permanent (until triggered)
Detect Magic Charm Person or Mammal Cure Disease Range: 60’ Range: Touch
Purify Water Feign Death ↶ Cause Disease ------------------------------------------------ ------------------------------------------------
↶ Contaminate Water Goodberry Drag from Death’s Door Enchanted objects, areas, or creatures are Affects any closable item (book, box, bottle,
Shillelagh Transmute Metal to Wood Fire Mantle ※ caused to glow. Both permanent and chest, door, etc) to become a bomb that burst
Insect Swarm temporary enchantments are revealed. in a magical explosion when triggered.
Litoform
▶ Do not work: On an item already affected
Neutralise Poison Humble Pebbles
with Hold Portal or Wizard Lock spells (the
Thunder Mantle ※ Duration: Permanent
same spells do not affect an item already
Range: Touch
affected with a Booby Trap Spell).
------------------------------------------------
▶ Triggering: Any other creature than the
Consecrate 1d6 sling stones to be used
caster touching the affected item, causing a
4th LEVEL SPELLS 5th LEVEL SPELLS against a certain type of creature (e.g.
magical explosion in a 5' radius sphere.
Conjure Fire Elemental Conjure Earth Elemental goblins, kobolds, undead).
▶ Damage: Creatures caught in the magical
Hallucinatory Forest Cure Critical Wounds ▶ Against the chosen creature: Gains the explosion suffer 1d6 damage per level of the
Hold Plant ↶ Cause Critical Wounds following if used by the caster: caster, with a successful save versus spells
Repel Vermin Gaea’s Regeneration ※ a. +1 on missile attack roll. indicating half damage.
Sticks to Snakes ↶ Gaea’s Decayment ※ b. +3 on damage roll. ▶ Enchanted item: Is not harmed by the
Insect Plague c. Considered as a magical attack. magical explosion.
Return to Nature ※
▶ Loses effectiveness: After 1 day. ▶ Detection and removal: There is a 50%
Sacrificial Resurrection
chance of being detected by any means.
Purify Water Failing to remove it triggers the Booby Trap.
Duration: Permanent
Knock spell: Opens the item, but triggers the
Range: 10’
explosion.
------------------------------------------------
Poisoned, spoiled, or contaminated water is
purified. .
▶ Drink: 6 quarts.
↶ Contaminate Water
Causes a 6 quarts of drink to be spoiled, or
contaminated.
Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
------------------------------------------------
The caster's club or staff is enchanted:
▶ Weapon: Treated as a magical:
1. Mace +2: Against human-sized or smaller
creatures.
2. Club or staff +1: Against greater than
human-sized creatures.
Charm Person or Mammal Goodberry 3rd LEVEL SPELLS Drag From Death’s Door
Duration: One or more days (see below) Range: Touch Duration: Instant
Range: 80’ Duration: 1 day +l per level Climate Blade Range: Creature touched
------------------------------------------------ ------------------------------------------------ Duration: 3 turns ------------------------------------------------
A single person or mammal must save versus Caster enchants 8 berries, where 2d4 of them Range: 60’ A subject killed by damage (i.e. not by poison,
spells or be charmed, as follows: have magical effects when eaten: ------------------------------------------------ disintegration, etc.) within the last 3 rounds
This spell wards the caster and all allies is dragged back from the brink of death.
▶ Friendship: The subject regards the caster 1. Nourishment: Provides enough sustain for
within 10’ in an aura of fire:
as a close friend and will come to the caster’s a person for that day (no need to eat). ▶ Weakness: Returning from death is an
defence. 2. Healing: Restores 1 hit point of damage. ▶ Bonuses: Those warded gain a +1 bonus ordeal. Until the subject gets two full weeks
▶ Commands: If they share a language, the to saving throws against fire. of bed rest, they have 1 hit point, move at half
▶ Identifying: Divine spell casters with
caster may give the charmed creature ▶ Barkskin: When the spell is active, the the normal rate, cannot carry heavy items,
access to druidic magic can identify the
commands, which they will obey. subject gains a +1 bonus to AC. and cannot attack, cast spells, or use other
berries. A Detect Magic spell may also be
▶ Subject’s nature: The subject may resist ▶ Monsters with fewer than 4 HD within class abilities. This period of weakness may
used to identify the berries.
commands that contradict their habits or 10': Suffer 2d6 damage. not be shortened by any magical healing.
▶ Frequency: A creature can eat up to 8
alignment. ▶ Monsters with 4 or more HD within 10': ▶ Bargain: In return for cheating death, the
magical berries within a day.
▶ Suicidal commands: Are always refused. Suffer 1d6 damage. cleric suffers 1d6 damage and the subject
Restrictions: Undead and monsters of ↶ Badberry (Reverse) suffers a permanent loss of one point from a
Cure Disease
greater than 4+1 HD are not affected. Contaminates 8 berries. If ingested, poisons a random ability score (if using the optional
Duration: Instant
creature, inflicting 1 point of damage per rule for returning from death).
Duration: The charm lasts indefinitely, but Range: 30’
the subject is allowed to make further saves berry eaten (no saving throw is required). ------------------------------------------------ Fire Mantle
versus spells at intervals, depending on their This spell has two usages: Duration: 1 turn +1 per level
Transmute Metal to Wood
INT score. If one of these saves succeeds, the 1. Cure a subject of any disease: Including Range: 10’ around the caster
Duration: Permanent
spell ends. those of magical origin. ------------------------------------------------
Range: 120’
INT 3–8: New save once every month. ------------------------------------------------ 2. Kill Green slime: This monster is killed This spell wards the caster and all allies
INT 9–12: New save each week. This spell turns a metal object into wood. instantly. within 10’ in an aura of fire:
INT 13–18: New save once every day. ▶ Bonuses: Those warded gain a +1 bonus
▶ Transmutes: Up to 80 coins of weight per
↶ Cause Disease to saving throws against fire.
level of the caster.
Feign Death The victim must save versus spells or be ▶ Barkskin: When the spell is active, the
Duration: 6 turns +1 per level ▶ Magic items: Have a 10% chance to be
afflicted with a horrid disease of withering: subject gains a +1 bonus to AC.
Range: The caster or a creature touched affected by this spell.
▶ Death: Within 2d12 days. ▶ Monsters with fewer than 4 HD within
------------------------------------------------ ▶ Attack penalty: -2 to attack rolls. 10': Suffer 2d6 damage.
A willing subject falls into a cataleptic state, ▶ Natural healing: Takes twice the usual ▶ Monsters with 4 or more HD within 10':
indistinguishable from death. amount of time. Suffer 1d6 damage.
▶ Hit Dice limit: The subject may not have ▶ Magical healing: Is utterly ineffective.
higher HD than the caster’s level. ▶ Curing: This disease can be cured with a Insect Swarm
▶ Senses: The subject retains their senses of casting of Cure Disease. Duration: 1 round per level
hearing and smell, but cannot see or feel. Range: 30’
▶ Damage: Any damage inflicted on the ------------------------------------------------
subject is halved. Engulfs a victim with biting, pinching, and
▶ Immunities: The subject is unaffected by stinging insects.
paralysis and energy drain. ▶ 50% chance: Of a flying or crawling swarm
▶ Poison: The effects of any poison in the that inflicts 2 points of damage per round.
subject’s system are suspended while the ▶ Victim: Can only try to get rid of the
spell lasts. Once the duration ends, poison swarm.
has its normal effect once more. ▶ Caster: Can direct the swarm to attack
▶ Ending: The caster can end the spell at any different opponents. Insects take one round
time. The subject requires 1 round to awaken. to disengage and move to another opponent.
▶ Movement: Flying insects move at 180'
(60') and crawling insects move at 120' (40').
Neutralise Poison 4th LEVEL SPELLS Hold Plant 5th LEVEL SPELLS
Duration: Instant Duration: 1 turn per level
Range: 10’ around the caster Conjure Fire Elemental Range: 180’ Conjure Earth Elemental
------------------------------------------------ Duration: Permanent (until dismissal or ------------------------------------------------ Duration: Permanent (until dismissal or
This spell wards the caster and all allies slain) This spell causes one or more plants to be slain)
within 10’ in an aura of lightning: Range: 240’ paralysed if they fail a saving throw versus Range: 240’
------------------------------------------------ spells. ------------------------------------------------
1. Characters: Neutralise the effects of
A 16 Hit Dice Fire Rlemental—a being formed A 16 Hit Dice Earth Rlemental—a being
poison on a character. A character who has ▶ Number of targets: Up to 1 Hit Die of
of pure elemental matter—is summoned from formed of pure elemental matter—is
died from poisoning can be revived, if plants per level of the caster may be targeted.
fire elemental plane to do the caster’s summoned from earth elemental plane to do
Neutralise Poison is cast within ten rounds. ▶ Affects: Normal or magical plants, fungi.
bidding. the caster’s bidding.
2. Items: Remove poison from an item. Plant and fungi-based creatures that are
▶ Materials: The summons requires a large fantastical, or magically conjured, controlled, ▶ Materials: The summons requires a large
Litoform volume of the appropriate element. or summoned are also affected. volume of the appropriate element.
Duration: Permanent ▶ Concentration: Is required to command ▶ Concentration: Is required to command
Range: Touch an elemental. Repel Vermin an elemental.
------------------------------------------------ ▶ Dismissing: While control over the Duration: 1 turn per level ▶ Dismissing: While control over the
Up to 1000 cubic feet of stone is rearranged as elemental is maintained, the caster may Range: 10' radius around the caster elemental is maintained, the caster may
the caster wishes. dismiss it at any time, sending it back to its ------------------------------------------------ dismiss it at any time, sending it back to its
plane of origin. Prevent all ordinary insects, rats, spiders, etc. plane of origin.
▶ Stone size: Up to a 5’ cube area.
▶ Disruption: If the caster moves at more from approaching. ▶ Disruption: If the caster moves at more
▶ Examples of uses: Caster can make
than half speed or their concentration is than half speed or their concentration is
weapons, doors, sculptures out of stone. ▶ Vermins with 2 or more HD: Must save
disturbed, the command over the elemental disturbed, the command over the elemental
versus spells to approach, but suffer 1d6
Thunder Mantle ends. It is, henceforth, a free-willed entity ends. It is, henceforth, a free-willed entity
damage.
Duration: 1 turn +1 per level and will immediately try to kill the caster and and will immediately try to kill the caster and
any who get in its way. Restriction: Intelligent vermins are not
Range: 10’ around the caster any who get in its way.
▶ Dispelling: A conjured elemental may be affected.
------------------------------------------------ ▶ Dispelling: A conjured elemental may be
This spell wards the caster and all allies dispelled by Dispel Magic or Dispel Evil. dispelled by Dispel Magic or Dispel Evil.
Sticks to Snakes
within 10’ in an aura of lightning: Restrictions: The caster may summon at Duration: 6 turns Restrictions: The caster may summon at
▶ Bonuses: Those warded gain a +1 bonus to most one fire elemental in a single day. Range: 120’ most one earth elemental in a single day.
saving throws against lightning. ------------------------------------------------
▶ Barkskin: When the spell is active, the Hallucinatory Forest 2d8 normal sticks are miraculously Cure Critical Wounds
subject gains a +1 bonus to AC. Duration: Permanent Duration: Instant
transformed into snakes that follow the
▶ Monsters with fewer than 4 HD within Range: 240’ Range: The caster or a creature touched
caster’s orders.
10': Suffer 2d6 damage. ------------------------------------------------ ------------------------------------------------
Hallucinatory Forest conjures an illusory ▶ Reversion: The snakes become sticks once The caster’s touch heals 3d6+3 hit points of
▶ Monsters with 4 or more HD within 10': more if killed or when the duration ends.
Suffer 1d6 damage. forest feature (e.g. a thicket, wood, a grove, damage in one living subject. This cannot
etc.) to hide an existing terrain feature. raise the subject’s hit points above their
Conjured Snakes
▶ Area: The illusion must fit completely normal maximum.
------------------------------------------------
within the spell’s range.
AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
▶ Perceiving: Druids, rangers and creatures ↶ Cause Critical Wounds
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 Inflicts 3d6+3 hit points of damage to a
of Sylvan forests (e.g. dryads, green dragons,
B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if touched creature. In combat, a melee attack
pixies, treants) are the only ones able to
poisonous) roll is required.
perceive the illusion.
------------------------------------------------
▶ Poison: There is a 50% chance of the
snakes being poisonous.
▶ When killed: Revert back to sticks.
Gaea’s Regeneration Return to Nature ILLUSIONIST SPELLS
Duration: 1 turn Duration: Permanent
Range: Touch Range: 120’ 1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
------------------------------------------------ ------------------------------------------------ Analyse ESP Haste
Potentializes the healing of a living being. Artificial items and structures pointed by the Beast of Burden Knock ↶ Slow
caster in a 30’ radius area crumble in rust and Message Levitate Clairvoyance
▶ Rate: Regains 1 hit point per round. Wizard Hand Ray of Enfeeblement
▶ Severed limbs: Can be reattached if moss, with branches, mushrooms and leaves
blooming through it. Wizard Lock
severed in less than 1 hour. Takes 1 turn to
reattach and heal. ▶ Magic items: Have a 75% chance to be 4th LEVEL SPELLS 5th LEVEL SPELLS
▶ Fire or acid damage: Cannot be affected by this spell. Wizard Eye Faithful Hound
regenerated. ▶ Non-magical armours and weapons: Are Feeblemind
utterly ruined. Telekinesis
↶ Gaea’s Decayment ▶ On constructs and metallic creatures: Teleport
Creature loses 1 hit point per round and loses Suffer 1d6 damage per level of the caster,
body parts for every 6 hit points lost this way. with a successful save versus spells
In combat, a melee attack roll is required. indicating half damage.
Some kinds of magic (e.g. Cure Disease or
Remove Curse) stops decaying. Sacrificial Resurrection
Duration: Instant
Insect Plague Range: 120’
Duration: Concentration (up to 1 day) ------------------------------------------------
Range: 480’ By making a bargain with the powers of
------------------------------------------------ netherrealm, the caster can exchange one
Cast above ground, this spell conjures a 60’ soul for another, bringing a dead creature
diameter swarm of flying insects (Insect back to life in return for a sacrifice of equal
Swarm) with the following properties: magnitude.
▶ Movement: 20’ per round. While the ▶ Time limit: The caster can raise a person
swarm is within range, the caster is able to that has been dead for no longer than four
direct its movements. days per level of the caster above 6th. For
▶ Vision: Within the area of the swarm is example, a 7th. For example, a 10th level
obscured. caster can revive a character that has been
● Creatures of 2 HD or less: Are driven dead for twelve days (three levels above 7th ×
away, if caught within the swarm. four days).
● Concentration: If the caster moves or loses ▶ Ritual sacrifice: The spell is cast as a
concentration, the swarm dissipates, ending ritual lasting 1 turn, during which a number
the spell. of intelligent beings must be sacrificed,
Restrictions: The spell has no effect if cast whose total Hit Dice equal that of the
underground. creature to be resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
1st LEVEL SPELLS 2nd LEVEL SPELLS Levitate 3rd LEVEL SPELLS
Duration: 6 turns +1 per level
Analyse ESP Range: The caster Clairvoyance
Duration: 1 round Duration: 12 turns ------------------------------------------------ Duration: 12 turns
Range: Touch Range: 60’ This enchantment allows the caster to move Range: 60’
------------------------------------------------ ------------------------------------------------ up and down through the air: ------------------------------------------------
The caster can handle an item to understand This spell grants the caster the ability to The caster gains the ability to see through the
▶ Vertical: Vertical movement as desired, at
the enchantment on it. perceive and understand the thoughts of eyes of other living creatures.
up to 20’ per round.
▶ Handling: Caster suffers consequences if other living creatures. ▶ Focus for 1 turn: To establish a
▶ Horizontal: The caster can move laterally
the item is cursed or boobytrapped. ▶ Focus for 1 turn: To pick up thoughts, the by pushing against solid objects. connection with a creature, the caster must
▶ Chance of success: 15% +5% per caster caster must focus their concentration in one ▶ Weight: A normal amount of weight can focus their concentration in one particular
level to determine the magical characteristic direction for one turn. be carried while levitating. direction for one turn.
of the item. ▶ After this turn: The thoughts of all ▶ After this turn: The visual perceptions of
▶ Uncertainty: About exact information of creatures within range in that direction can Ray of Enfeeblement one creature within range in that direction
the item, but knowing the number of pluses be perceived. Duration: 30' are relayed to the caster.
and an estimate of charges an item has. ▶ Multiple creatures: If multiple creatures Range: 1 round per level ▶ Switching: Once a connection is
are within range in the direction being ------------------------------------------------ established, the caster may choose to
Wizard Hand focused on, the caster perceives an Reduces the strength of a single creature. maintain it or to change to another subject.
Duration: 6 turns incomprehensible mix of all their thoughts. If ▶ Obstructions: Clairvoyance is obstructed
▶ Enfeeblement: Creature making an attack
Range: 30’ the caster focuses for an additional turn, they by a thin layer of lead or by rock of 2’ thick or
gets a -2 penalty on attack and damage rolls.
------------------------------------------------ can filter out and understand a single greater.
The victim may save versus spells to negate.
A floating hand to help its conjurer. creature’s thoughts.
▶ Useful: The magical hand can perform ▶ Meaning: The caster can magically Haste
Wizard Lock
various tasks (e.g. hold a torch, open a door). understand thoughts in languages they do Duration: 3 turns
Duration: Permanent
▶ Can’t: Attack, use magic items or hold not speak. Range: 240’
Range: 10’
more than 100 coins of weight. ▶ Obstructions: ESP' is obstructed by a thin ------------------------------------------------
------------------------------------------------
▶ Within a day: The hand can be convoked layer of lead or by rock of 2’ thick or greater. Up to 24 creatures in a 30’ radius area are
A Wizard Lock spell magically locks a door,
and dismissed at will, but when its duration enchanted to be able to move and act twice as
gate, similar portal, or any item that has a
ends, it needs to be casted again. Knock quickly as normal:
lock. The magical lock is permanent but may
Duration: 1 round ▶ Movement: Subjects’ maximum
be bypassed as follows:
Range: 60’ movement rates are doubled.
------------------------------------------------ ▶ The caster: Can freely pass through any
▶ Attacks: Subjects may make double the
Causes locked, barred, secured, or stuck portals locked by their own spell.
normal number of attacks per round.
doors, gates, chests, and so forth to open. ▶ A Knock spell: Allows passage.
▶ Spells: The number of spells a subject may
▶ Higher level casters: Magic-using
▶ Magically held doors: Are affected (e.g. cast per round is not doubled.
characters 3 or more levels higher than the
Hold Portal, Wizard Lock). ▶ Magical devices: The use of devices such
caster of wizard lock may pass.
▶ Secret doors: May be opened, but they as wands is also not doubled.
▶ Temporary: Bypassing does not destroy a
must be known to the caster.
Wizard Lock.
↶ Reversed: Slow
Can dispel an active Haste spell. Creatures
affected moves at half speed or attacks each
round. Spellcasting and use of magical
devices are not affected. The victim may save
versus spells to resist. Initiative always loses
(no roll).
4th LEVEL SPELLS 5th LEVEL SPELLS Teleport ▶ Scant: A location that the caster has
Duration: Instant visited once or twice, has seen by magical
Wizard Eye Faithful Hound Range: 10’ scrying, or has heard of from descriptions.
Duration: 6 turns Duration: 2 rounds +1 per level ------------------------------------------------ ▶ Moderate: A location that the caster has
Range: 240’ Range: 5’ The caster or a chosen creature vanishes and visited often or has studied via scrying for
------------------------------------------------ ------------------------------------------------ reappears at a location of the caster’s several weeks.
An invisible, magical eye is conjured that Summons a phantom hound to serve as a choosing. ▶ Exact: A location that the caster has made
allows the caster to see at a distance. watchdog to guard a passage, room, door, or
▶ Gear: The subject is teleported with all its a detailed study of, in person.
similar space or portal designated by the
▶ Movement: The eye can be directed to gear, up to its maximum load.
caster:
move within range at up to 120’ per turn. ▶ Unwilling subjects: May save versus
▶ Seeing through the eye: By ▶ Unseen: The hound is invisible to any spells to prevent the teleportation.
concentrating, the caster can see through the other than its master. Cannot be attacked. ▶ Destination: May be at any distance, but
eye. ▶ Detects: Invisible, ethereal, concealed or must be known to the caster. The destination
▶ Types of vision: The magical eye grants any similar hard to find creature. must be an open space at ground level. (It is
infravision to 60’ as well as normal vision. ▶ Barks if: Any suspect creature approaches not possible to intentionally teleport the
▶ Barriers: Though invisible, the eye is its guarded place. subject into mid-air or into solid matter.)
tangible and cannot pass through solid ▶ Bites: Any intruders who enter its range, ▶ Risk: There is a risk, when teleporting, of
barriers. dealing 3d6 damage. The bite is considered a accidentally arriving above or below ground
▶ Size: The eye is as big as a normal human magical melee attack with THAC0 11 [+8]. level. The chance of a successful teleportation
eye. ▶ Dispelling: The hound may be dispelled by depends on the caster’s knowledge of the
Dispel Magic or if the caster is more than 5' destination (see below). Roll d% and consult
away from the hound's guarded place. the table below.
Feeblemind
Duration: Permanent Teleport Result
Range: 240’
------------------------------------------------ Knowledge Ground Too Too
An arcane spell caster within range must save of Dest. Level High Low
versus spells (at a -4 penalty) or become an
imbecile, unable to think clearly or cast Scant 01–50 51–75 76–00
spells.
Moderate 01–80 81–90 91–00
Telekinesis
Duration: Concentration (up to 6 rounds) Exact 01–95 96–99 00
Range: 120’
------------------------------------------------ Ground level: The subject appears at the
By concentrating, the caster is able to move intended destination.
objects or creatures by the power of thought. Too high: The subject appears 1d10×10’
▶ Weight: Up to 200 coins of weight per level above the intended destination. If this causes
of the caster may be targeted. the subject to appear inside solid matter, they
▶ Movement: The target may be moved up die instantly. Otherwise, the subject falls
to 20’ per round, in whatever direction the from a height.
caster wishes (including vertically). Too low: The subject appears below the
▶ Save: If a creature is targeted, it may save surface of the ground and dies instantly.
versus spells to resist the spell. Knowledge of destination: The caster’s
▶ Concentration: If the caster’s knowledge of the destination is rated as
concentration is broken, the target will fall. follows:
1st LEVEL SPELLS Dancing Lights
Duration: 1 turn
Analyse Range: 40’ + 10’ per level
Duration: 1 round ------------------------------------------------
MAGIC-USER SPELLS Range: Touch Lights under the caster’s control are conjured
------------------------------------------------ and may be directed to move anywhere within
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS The caster can handle an item to understand range. The caster may choose to conjure one
Analyse Amnesia Blink the enchantment on it. of the following types of light:
Beast of Burden Electric Shield ※ Booby Trap ▶ Handling: Caster suffers consequences if 1. Torches: 1–4 lights that resemble torches
Burning Hands Ice Shield ※ Clairaudience the item is cursed or boobytrapped. or lanterns, casting the appropriate volume of
Cold Scrunch ※ Fake Trap Cone of Cold ▶ Chance of success: 15% +5% per caster light.
Ember Flick ※ Fire Shield Explosive Runes level to determine the magical characteristic 2. Spheres: 1–4 glowing spheres, resembling
Erase Flame Lash ※ Feign Death of the item. will-o-the-wisps.
Feather Fall Frost Lash ※ Gust of Wind ▶ Uncertainty: About exact information of 3. Humanoid: A single, glowing, humanoid
Frost Fingers Magic Mouth Fool’s Gold the item, but knowing the number of pluses form.
Jump Minor Repairing Haste and an estimate of charges an item has.
Mending Phantom Sword ↶ Slow Ember Flick
Message Ray of Enfeeblement Suggestion Beast of Burden Duration: Instant
Scribe Rope Trick Summon Monster: Lv1 Duration: 2 hours per level Range: 60’
Shocking Grasp Shatter Tiny Hut Range: 30' ------------------------------------------------
Spark Crackle ※ Shock Lash ※ ------------------------------------------------ Casts blazing energy in a 10’ radius sphere.
Spider Climb Spellblade ※ Partially lightens weight placed upon a single
▶ Damage: Creatures caught suffer 1d4
Summon Familiar Strength mount.
damage per four experience levels the caster
Unseen Servant Tongues
▶ Mount's encumbrance and load of coins: has gained (5th, 9th,13th levels) with a
Wizard Hand ※
Are doubled. successful save versus spells indicating half
▶ Overloaded mount: At end of duration of damage.
4th LEVEL SPELLS 5th LEVEL SPELLS 6th LEVEL SPELLS
the spell, cannot move and have a 50%
Arcane Window Faithful Hound Globe of Invulnerability
chance to fall and suffer 1d6 points of Erase
Blazestorm Litoform Summon Monster: Lv4
damage. Duration: Permanent
Dig Summon Monster: Lv3
Range: 30’
Fear Burning Hands ------------------------------------------------
Fire Charm Duration: Instant Removes magical or mundane writings from a
Frost Charm ※ Range: Touch scroll, one or two pages of paper, parchment,
Fumble ------------------------------------------------ or similar surfaces.
Hailstorm Unleashes blazing energy when touching a
Lesser Globe of Invulnerability ▶ Cannot remove: Explosive Runes or Glyph
creature.
Spark Charm ※ of Warding.
▶ Damage: 1d6+1 point of damage per level ▶ Success Probability:
Summon Monster: Lv2
of the caster (no saving throw). 1. For magical writings: 50% chance +2%
Thunderstorm ※
per level of the caster.
Cold Scrunch
2. For non-magical writings: 50% chance
Duration: Instant
+4% per level of the caster.
Range: 60’
------------------------------------------------ ▶ In hold: If the writing is in the hands of a
Casts freezing energy in a 10’ radius sphere. creature, the creature may also save versus
spells the effects of Erase spell.
▶ Damage: Creatures caught suffer 1d4
damage per four experience levels the caster
has gained (5th, 9th,13th levels) with a
successful save versus spells indicating half
damage.
Feather Fall Message Shocking Grasp Summon Familiar
Duration: 1 round per level Range: 60’ +10' per level Duration: Instant Duration: Up to 24 hours (at referee’s
Range: 10’ per level Duration: 1 round Range: Touch description)
------------------------------------------------ ------------------------------------------------ ------------------------------------------------ Range: 10’ per level
A creature or object falls slowly like a feather. Caster can whisper a message to a pointed Unleashes electric energy when touching a ------------------------------------------------
▶ Falling damage: 1 point of damage per 50’ target creature. creature. Allows the caster to obtain a familiar with an
fallen. ▶ Message travels: In a straight line. ▶ Damage: 1d6+1 point of damage per level AC 7 [12] and 2d4 hp.
▶ Messages shorter than 10 seconds: The of the caster (no saving throw). ▶ Cost: Rare herbs and materials worth
Frost Fingers target creature may use the remaining time to 100gp, consumed during a ritual.
Duration: Instant answer the caster. Spark Crackle ▶ Summon: Referee determines the
Range: Touch ▶ Obstruction: Between the caster and the Duration: Instant probability of a creature responding to the
------------------------------------------------ target creature cancels the spell (e.g. pillar, Range: 60’ spell and the type of creature summoned.
Unleashes freezing energy when touching a lead). ------------------------------------------------ ▶ Familiar Abilities: Caster can sense
creature. Casts electric energy in a 10’ radius sphere. through its familiar and can communicate
▶ Damage: 1d6+1 point of damage per level Run ▶ Damage: Creatures caught suffer 1d4 with it.
of the caster (no saving throw). Range: The caster or a creature touched damage per four experience levels the caster ▶ Behaviour: Familiar is loyal and follows
Duration: 6 hours has gained (5th, 9th,13th levels) with a orders until death.
Jump ------------------------------------------------ successful save versus spells indicating half ▶ Intelligence: Higher than ordinary
Range: The caster or a creature touched A humanoid creature can move at twice its damage. animals.
Duration: 1 turn movement rate. ▶ HP: Familiar grants additional hit points to
------------------------------------------------ ▶ Rest: Afterwards, the creature must rest Spider Climb the caster when within 120’. If the familiar is
This enchantment allows a creature to make for 1d6 hours. Duration: The caster or a creature touched slain, the caster loses the familiar's maximum
an improved jump. ▶ Higher level casters: May affect more Range: 1 round +1 per level hit points from their own current hit points.
▶ Leap: Up to 10’ high and 30’ horizontally. creatures: One additional creature per three ------------------------------------------------
▶ Higher level casters: One more leap on experience levels the caster has gained (i.e. This enchantment allows a creature to move
like a giant spider: Familiars table
4th level, two on 7th level, three on 10th two creatures at 3rd–4th level, three
level and four on 13th level. creatures at 5th–6th level, etc.). ▶ Climb: Can walk on walls and ceilings d8 Familiar Improved senses
surfaces: 120’ (40’).
Mending Scribe ▶ Sticky fingers: The subject must have bare 1 Bat Hearing
Duration: Instant Range: The caster’s spell book hands and feet and cannot hold anything in
Range: The object touched Duration: 6 turns per level its hands while climbing. 2 Cat Hearing and
------------------------------------------------ ------------------------------------------------ ▶ Spell casting: Not possible while climbing. infravision
This spell has two usages: Allows the caster to copy spells into their
1. Fix: An adventure gear item or another spell book for the spell duration, regardless of 3 Hawk Distance vision
common object that’s broken. level or intelligence restrictions.
2. Polish: Cleans and makes an adventure ▶ Scribing: Takes 1 hour per spell level of 4 Lizard Smell
gear item or another common object looks the spell. Caster must save versus spells to
like new. copy a spell with success. In a failed save, 5 Owl Hearing and
suffers 1d4 damage per level of the spell. infravision
▶ Higher level spells: Caster suffers a -1
6 Raven Vision
penalty for each spell level higher than
usable.
7 Toad 180’ vision
▶ Caster: Will always be surprised during
scribing.
8 Weasel Hearing, smell