Low Magic

Low Magic

 

Low Magic spells are relatively simple spells with limited effects.  Low Magic spells and higher are organized by paths. The character must purchase spell casting in a particular path in order to cast low magic or higher spells from that path.  The target number to successfully cast a Low Magic spell is 11.  If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell.  This backlash counts against his total number of backlashes he may suffer per day.

 

1)       Affect Light

2)       Affect Normal Fires

3)       Air Blast

4)       Alter Appearance

5)       Amplify Sound

6)       Animate Animal

7)       Astral Projection

8)       Auditory Illusion

9)       Aura Reading

10)    Aura of Evil

11)    Aura of Good

12)    Bioelectric

13)    Blur

14)    Call Animals

15)    Call Winds

16)    Camouflage

17)    Charisma

18)    Charm Creature

19)    Charm Person

20)    Circle of Light/Dark

21)    Circle of Warning

22)    Claws

23)    Cooler

24)    Commune With Nature

25)    Compound Illusion

26)    Confusion

27)    Contact Other Plane

28)    Contemplation

29)    Create Food

30)    Create Visions

31)    Create Water

32)    Cure Minor Wounds

33)    Cure Disease

34)    Darkvision

35)    Dazzle

36)    Detect Curse

37)    Detect Demeanor

38)    Detect Intent

39)    Detect Invisibility

40)    Detect Undead

41)    Dictation

42)    Dig

43)    Dowsing

44)    Draw Poison

45)    Dream Image

46)    Dry Ink

47)    Emotion

48)    Empathetic Communication

49)    Enlarge

50)    Entangle

51)    Erase

52)    False Aura

53)    Familiar

54)    Far Speech

55)    Feathers

56)    Find Game

57)    Firelight

58)    Focus Sunlight

59)    Fog

60)    Fool's Gold

61)    Force Awareness

62)    Frost

63)    Fur Coat

64)    Gills

65)    Gray Mists

66)    Grow

67)    Harm Undead

68)    Heightened Perception

69)    Holding

70)    Hunt Magic

71)    Ice

72)    Identify

73)    Identify Potion

74)    Ignite

75)    Illusionary Force

76)    Illusionary Smell

77)    Inner Fear

78)    Invisibility

79)    Invisibility to Animals/Plants

80)    Leap

81)    Levitation

82)    Light Flash

83)    Limited Polymorph

84)    Locate Object

85)    Lock

86)    Luck

87)    Magic Instrument

88)    Magic Stories

89)    Manna Bolt

90)    Minor Healing

91)    Mirror

92)    Mosquito Net

93)    Mute Sound

94)    Necromantic Healing

95)    Night Vision

96)    Optical Illusion

97)    Pain

98)    Pass Thicket

99)    Personal Silence

100) Play Music

101) Predict Weather

102) Purify Body

103) Purify Food

104) Purify Water

105) Read Language

106) Reincarnation

107) Remove Fear

108) Remove Scar

109) Resist Fire

110) Ripen

111) Rune of Guarding

112) Running

113) Sanctuary

114) Seedling

115) Shatter/Repair

116) Shout

117) Shrink

118) Silence

119) Sleep

120) Sleep Mist

121) Smoke

122) Snake Charm

123) Speak with Creature

124) Speak with Dead

125) Spider Web

126) Spirit Guide

127) Spiritualism

128) Spotlight

129) Stinking Mists

130) Strength

131) Stone Sculpturing

132) Structural Analysis

133) Suggestion

134) Summon Insects

135) Thicket

136) Tongues

137) Transcend Thirst and Hunger

138) Transcend Pain

139) Vertigo

140) View Dreams

141) Voodoo Curse

142) Walk on Water

143) Ward of Watching

144) Weaken

145) Will

146) Windlash

147) Windsong

148) Witch Doctor

149) Whisper

150) Zen Vision

 

 

Affect Light:  This spell enables the caster to brighten the existing light in a room or area, to dim the light, or to darken the shadows in the area..

 

Affect Normal Fires: This spell has a number of effects. First it enables the caster to light a small fire in flammable materials by touch or secondly to extinguish a small fire. Third it can also be used to cause a small fire to temporarily flare up. A fourth effect would enable the caster to change the color of the flame from yellow or orange to violet, blue, green, red, or a combination of these colors. Duration is variable.

 

Air Gust:  Spell causes a powerful blast of wind to strike a particular target.  It is sufficient in strength to know a person down, knock someone off a horse, flip a small sailboat, or knock down a weak structure.

 

Alter Appearance: This spell enables the caster to create an illusion that alter his appearance or that of one other person to make him appear to be of another race or sex. Touching the person will reveal the illusion. Range is touch. Duration is one hour.

 

Amplify Sound:  The spell causes all sounds in the area of effect to become louder.  The amount of amplification  can vary at the discretion of the caster from a slight increase to almost deafening loudness.  Area of effect up to a fifteen foot radius circle.  Duration 10 minutes.

 

Animate Animal: This spell enables the caster to create skeletons or zombies from the bodies of dead animals. These creatures will have 2d10 body points. Skeletons will move at up to 120 feet per minute, and zombies will move at up to 60 feet per minute. Damage by bite, strike, or claw is variable at a maximum of 6 points damage per attack, plus possible disease. Number of attacks per round is as per number of attacks per that creature when alive. The necromancer can animate one creature per minute, for 1d 10 minutes.  The animated creature remains animate until destroyed.

 

Astral Projection: By using this spell the caster is able to leave his physical body and travel in his astral body to anywhere in the universe in one minute. The caster may take up to 2 other persons with him on the astral Journey. If the casters body is destroyed while on the Journey, he will be stranded in astral form until he can find a new body to replace his old one. Any persons traveling with him will similarly be stranded if their bodies are destroyed. They cannot return to their own body or to a replacement body without the casters help. While in astral form the caster and his companions are invisible and silent. They can however see, hear, taste, feel, and so forth as if they were physically present. Duration is one minute travel each way, plus ten minutes unless stranded.

 

Auditory Illusion: This spell enables the caster to create an auditory illusion that may consist of a series of words or sounds lasting for the duration of the spell. Duration is 10 minutes.  Range is 100 feet. The sounds or words are simply thought by the caster and no actual sound need be made while casting this spell.

 

Aura Reading: This spell enables the caster to read the aura of a person, creature, or object and determine if a person or creature is seriously ill or injured. It may also determine if the person or creature is being affected by a charm, geas, or similar magical influence as this can affect its aura. It will not detect a false aura as being false. Range is 100 feet.

 

Aura Of Evil: This causes an aura of evil to surround the spell caster for a distance of ten feet. This aura causes good creatures to fight at a penalty of -1 to attack rolls when within this circle. Creatures of good or neutral alignment will tend to avoid entering within this circle. Duration is 10 minutes.

 

Aura Of Good: This causes an aura of good to surround the spell caster for a distance of ten feet. This aura causes evil creatures to fight at a penalty of -1 to attack rolls when within this circle. Creatures of evil alignment will tend to avoid entering within this circle. Duration is 10 minutes.

 

Bioelectric: This spell enables the caster to cause 1d4 points of electrical damage to any creature or person touched.

 

Blur: This spell enables the caster to make himself or another person or creature to have a blurred form. This form will be impossible to focus upon when looked at directly. In a room or group of people this person will tend to not be noticed by casual observers. In combat all attacks are at a -2 penalty to the attack roll against someone protected by this spell. Gaze attacks are not effective against a blurred target. Range is touch. Duration is 10 minutes.

 

Call Animals: This spell enables the caster to call an individual of any animal type to his presence if it is found within one mile of his location. This animal will be friendly to the caster and will perform simple tasks given to it by the caster as long as these tasks suit its nature and are not harmful to the animal.  The animal will not respond if the intent of the caster is to harm it or entrap it.

               

Call Winds: This spell enables the caster with the use of a chant and drum, whistling stick or similar special devise to call winds to someplace. Winds will cover an area of up to 100 feet  in radius at a speed of up to 15 miles per hour. Duration is one hour.

 

Camouflage: This spell enables the caster to magically camouflage himself so that he will blend in with his surroundings. Duration is one hour. This spell may be cast on another.

 

Charisma: This spell enables the caster to raise his charisma with respect to all persons of low intelligence or higher within a 10 foot per rank radius of the spell caster. Those failing their saving throw will be greatly impressed by the spell caster and desire to befriend him, Those making their saving throw will find that the spell caster makes them uneasy or uncomfortable. Duration is 8 hours.

 

Charm Creature: This spell enables the caster to charm any creature with whom he can communicate.  The charmed animal will believe that the caster is his best friend and will do nothing to harm him. The charmed animal will usually do as the caster asks if he can understand the caster. Duration is one day.

 

Charm Person: This spell enables the caster to charm people of intelligent races, such as player character races among others. It will not charm intelligent animals or magical monster races. The charmed person will believe that the caster is his best friend and will do nothing to harm him. The charmed person will usually do as the caster asks. The spell is not reversible.            

Duration is one day.

 

Circle Of Light/Dark: This spell enables the caster to create a magical ball of light, of any color from infrared through ultraviolet, one foot in diameter that will illuminate an area up to 20 feet in radius from the ball itself. The brightness of the ball and the color of the ball is at the discretion of the spell caster. This ball of light will either float in a fixed position, can be cast on an object, or can be thrown as a ball by the spell caster. Circle of darkness will similarly cause a circle of darkness up to 20 feet in radius from a black, one foot in diameter ball. Glowing objects within this circle will still glow, but their light will not illuminate anything but themselves. Duration is 8 hours or until dispelled by the caster. The caster can control the motion of the ball up to a distance of 100 feet. At distances greater than 100 it winks out of existence.

 

Circle Of Warning: This spell creates a magic circle of warning 30 feet in radius around the spell caster. It is commonly used as protection while sleeping, Any creature crossing this circle will awaken the caster. Any creature of animal or lower intelligence will avoid the circle under normal circumstances. Duration is 8 hours. It will not affect areas beyond solid walls or doors.

 

Claws:  This spell enables the caster or person affected to grow bear-like claws extending from his fingertips.  These claws can be used to aid in climbing or in combat.  These claws will cause 1d6 points of unarmed combat damage plus strength bonuses.  Duration 30 minutes.

 

Cleanse:  This spell can be used to clean a soiled object, clothing, or someone’s person.  Range touch.

 

Cooler:  This spell causes a small closable container up to  8 cubic feet in volume to retain a cool temperature for 24 hours.  The temperature in the container may be specified any amount between slightly cool to several degrees below freezing.

 

Commune With Nature: This spell enables the caster to communicate with the minor spirits of nature known to inhabit wild areas away from developed villages and towns. The caster may ask questions of the spirits which they may answer if they know the answer and feel cooperative. Duration is 10 minutes.

 

Compound Illusion: This spell enables the caster to create an illusion that combines an Optical Illusion with either motion or sound components for the duration of the spell. Duration is hour. Range is 100 feet.  Area of effect is up to a circle 20 feet in diameter.

 

Confusion: This spell enables the caster to cause the confusion of one person or creature for one minute per rank of the spell caster. Save versus mind affects for no effect. The affected person or creature will stand unmoving, wander around, or may even attack randomly.

 

Contact Other Plane: This spell enables the caster to contact and communicate with beings on other planes of existence. Duration is ten minutes.

 

Contemplation: This spell enables the caster to place himself into an trance state. While in this trance the caster can contemplate his surroundings and within a ten foot radius detect any magical items, any invisible creatures or objects, hidden doors, panels, objects, and any traps. It takes one minute to achieve this trance state, and the contemplation lasts three minutes thereafter. All such items within the ten foot radius will be detected. If the spell is interrupted before its completion only some will be detected.

 

Create Food: This spell enables the caster to create up to 1 cubic foot of nutritious, edible, but bland tasting food per rank of the spell caster. One cubic foot of food would feed three normal humans for one day. The content of the food created would be tailored to the race of the spell caster. Range 10 feet.

 

Create Visions: This spell enables the caster to create a magical mist covering an area 10 feet high by 20 feet in radius. Within this mist the caster may create a vision of anything he has seen, or anything he wishes to appear in the vision.

 

Create Water: This spell enables the caster to create on cubic foot of pure fresh water per rank of experience.   It can be created within a container or used to dowse something. The reverse of this spell is destroy water. Destroy water will allow the caster to destroy up to one cubic foot of water, acid, or other liquid per rank of experience. Water can not be created or destroyed within a living creature. Range is 100 feet.

 

 

Cure Minor Wounds: This spell will cure 1d10 points of damage for any single creature or individual. Duration is permanent. Range is touch.

 

Cure Disease: This spell enables the caster to cure any disease in one individual caused by germs, viruses, or other infections. It will not cure parasites, poisons, or special diseases such as lycanthropy or vampirism. Range is touch.

 

Darkvision: This spell enables the caster or whoever the spell is cast upon to have darkvision for the duration of the spell. Duration is 8 hours.

 

Dazzle: This spell enables the caster to cause an arc of rainbow light to burst from his finger tips affecting all creatures in an arc of 90 degrees in front of his hand for a distance of 10 feet per rank of the spell caster. Those struck by the light will be dazzled and  be stunned for 1d6 round.

 

Detect Curse:  This spell will enable the caster to detect a curse placed upon a person, area or object and provide some general information about the nature of the curse.

 

Detect Demeanor: This spell enables the caster to determine the general demeanor of any single individual or creature. It will determine if they are hostile or friendly, honest or dishonest. The individual or creature must be clearly visible to the caster. Range is 100 feet.

 

Detect Invisibility: This spell enables the caster to see magically invisible objects or persons. it will not detect or penetrate illusions as such. Duration is one minute. Range is sight.

 

Detect Undead:  This spell enables the caster or person the spell is cast upon to detect any undead within 100 feet.  Intervening walls may shorten this distance, while powerful undead may be detected at greater distances. 

 

Dictation: Dictation will allow the caster or whomever the caster chooses to inscribe upon any book, scroll, or surface multiple pages of dictation for as long as the person speaks for a period of up to 10 minutes. The writings appear as the words are spoken.

 

Dig: This spell enables the caster to excavate a hole in loose material such as earth, sand, or mud 10 feet on a side and10 feet deep. The hole is excavated in one round.

 

Dowsing: This spell enables the caster to locate the presence of water at a depth of up to 100 feet through the earth from him or surface water at a distance of two miles. He will detect all water but will not be able to tell if a water supply is safe to drink or not. Duration is five minutes.

 

Draw Poison: This spell enables the healer to draw poison from a bite wound or sting. Base is 50% plus a percentage roll to determine how much is successfully removed. Values over 100 indicate all the poison has been removed.

 

Dream Image: This spell enables the caster to create an illusion in which each person in the area of effect sees before him what he most desires in the world. For each individual a different image is seen complete with sound and motion. The image retreats before him if he tries to approach it. The area of effect is 20 foot in radius centered at a distance of up to 100 feet from the spell caster. Leaving the area of effect does not negate the illusion.

 

Dry Ink:  This spell causes a vial of ink to become dry so that it will not spill.  When a pen is dipped into the ink it will fill the pen and act as a normal liquid ink.

 

Emotion: This spell enables the caster to cause any one person or creature to feel strong emotions.  Emotions may include happiness, sadness, fear, laughter, love, hate, and so forth. Duration is 10 minutes.

 

Empathetic Communication: This spell allows the caster to detect the feelings and emotions of any mind or minds within 10o feet radius of him unless specifically shielded against him. This spell also enables the caster to communicate empathetically on the most basic rank with any animal, creature, or being. Within that range.  Range is 100 feet. Duration is time of concentration.

 

Enlarge:  This spell causes the affected object to enlarge at the discretion of the caster to any size as small as 3 times its normal size.  The objects weight and mass are also proportionally increased.  The spell does not affect living creatures.

 

Entangle: This spell enables the caster to temporarily animate the plants in an area and cause them to attempt to grasp and entangle anyone or anything passing through that area. Area of effect is a circle 30 feet in radius. The animation will last 10 minutes. Any creature entangled will be held for a maximum of one hour.  An entangled subject may attempt to free himself every round after becoming entangled.

 

Erase: Spell allows the caster to erase one page of writing, including magical, from any book, scroll, or surface instantaneously.

 

False Aura: This spell will enable the caster to endow a non-magical item with a magical aura indistinguishable from a real aura. It may also be used to alter the aura of an object or creature to make it appear to be something different from its true aura. Duration permanent. Area of effect is object or creature touched.

 

Familiar: This spell enables the caster to summon a familiar, a creature that is intelligent and totally faithful to the caster. The familiar will serve as a companion and perform minor tasks at the bidding of the caster. A familiar can communicate telepathically with its master. Aside from these special abilities the familiar appears to be a normal one hit die or less creature. A magic user may only have one familiar at a time and this spell can only be cast once per year. The caster may choose his familiar from among the creatures he encounters.  The familiar gets a saving throw to avoid this service.

 

Far Speech: This spell enables the caster to speak to anyone personally known to him for a period of two minutes no matter what distance separates them. During this time the caster will also be able to hear that persons replies as if he were in the same room as the caster.

 

Feathers:  The spell causes the recipient to grow a thick covering of feathers over his body.  The color of the feathers is up to the spell caster.  They provide cover and warmth, but have no effect on the recipients ab ility to fly.  Duration up to 8 hours.

 

Find Game: The spell enables the caster to when concentrating to envision the location of game animals in the surrounding areas. It cannot be used to detect intelligent or magical creatures. Duration is time of concentration. Range is 2 miles.

 

Firelight: This spell enables the caster to create a magical fire which consumes no fuel. It may range in size from a small campfire to a large bonfire. It gives off light and heat with larger fires providing more light and more heat over a larger area. Maximum temperature of the fire itself is only 120 degrees Fahrenheit and does no damage to normal creatures. Duration is up to 8 hours as determined by the caster.

 

Focus Sunlight:  This spell enables the caster to focus the sunlight from a 6 foot radius area into a directed sharp beam that can be used to ignite or burn materials.  It can be used as a weapon, but an attack roll must be made using unarmed combat for the attack to be a success.  Saving throws still apply.

 

Fog: This spell enables the caster to create a bank of thick fog 1o feet high and 20 feet in radius. This fog may be created in any direction at a distance of up to 100 feet from the caster, Duration is ten minutes. The spell is reversible to Disperse Fog, Cloud, or Mist.

 

Fool's Gold: This spell causes a small container of stones or minerals to appear to be valuable coins and gems. If gathered by a monster or a player these will continue to appear valuable for twenty four hours, then revert back to their true form.

 

Force Awareness: This spell enables the caster to detect an imbalance between the forces of good and evil in an area, emotions of a crowd, the presence of powerful magic, or similar generalized forces or feelings. Duration is ten minutes. Other spells may be cast or other activities may take place while this spell is in effect.

 

Frost: This spell enable the caster to coat an area up to 20 foot radius with a thick slippery coating of frost. This area may be at a distance of up to 100 feet. This spell does no damage to living things, although it may entrap them. The frost lasts until it melts normally.

 

Fur Coat:  The spell causes the recipient to grow a thick covering of fur over his body.  The color of the fur is up to the spell caster.  They provide cover and warmth,and thick fur can potentially increase the armor rating by one or two points.  Duration up to 8 hours.

 

Gills:  The spell enables the recipient to grow functional gills in the neck region that allows him to breath water.  Duration is up to 8 hours.

 

Gray Mists: This spell enables the caster to create a gray cloud of fog up to 10 x 10 x 10 feet in volume per level of the spell caster. Anyone caught within the cloud will be unable to see more than one foot and sounds within the gray mist will be muffled. This mist can be created at up to 150 feet from the caster in any direction. Duration is ten minutes.

 

Grow:  The spell causes a living organism to increase in size up to three times its normal size.  Duration is one hour per level of the caster.

 

Harm Undead:  This spell will cause 1d6 points of damage to any undead target.  The spell always strikes a visible target.  Intelligent or free willed undead get a saving throw to counter any damage.  Non-intelligent undead do not receive a saving throw.

 

Heightened Perception: This spell allows the caster to temporarily heighten the abilities of his senses. For the duration of the spell his hearing will be very sensitive and he will be able to hear sounds at higher and at lower frequencies than normal. Sight will become very acute and allow clear sight of both far and very small objects. Sight in very dim light will also be possible. The senses of touch, taste, and smell will similarly be enhanced. On checks related to perception the character will receive a +2 bonus to all skill attempts. Duration is 5 minutes.

 

Holding: This spell enables the caster to keep any single creature or individual from being able to move for 5 minutes. If a held creature is attacked the spell is broken. Rang is 100 feet.

 

Hunt Magic: This spell provides up to four people with a plus 3 bonus on attempts to hunt, trap, or kill prey. It is ineffectual against creatures with more than animal intelligence. To cast the spell the caster must draw a picture or make a statue of the desired prey and cast the spell upon that image. Duration is twenty-four hours.

 

Ice:  This spell enables the caster to freeze up to one cubic foot of water into a block of ice.  Spell does not affect living creatures.  Range is touch.

 

Identify: This spell enables the caster to identify magical characteristics of an object or objects at a rate of one characteristic per minute. It will not detect false auras as false or detect cursed objects as cursed. Duration is time of concentration and requires an uninterrupted concentration period of 10 minutes before identifying the first property of a magic item. Range is1 foot. (Universal Spell)

 

Identify Potion: This spell enables the caster to identify one potion. The potion’s container must be held in the caster's hand. Range is touching the container.

 

Ignite: This spell will enable the caster to create a small very hot flame that will ignite flammable objects. It will do 1d4 points total of damage if used as a weapon. Range is 100 feet. Duration 1 action.

 

Illusionary Force: This spell enables the caster to create an illusion of a monster or object such that if a person is contacted by it and believes it to be real, it will cause real damage. It will not affect beings of animal or lower intelligence. For example an illusionary force of a dragon would be able to cause damage with its breath weapon to anyone who believed it to be real. Victims in a pool of illusionary force acid would get burned. Damage caused by weapons, claws, or bites damage will cause actual damage. Illusionary attacks will cause a maximum of 1d4 points of damage at the initial encounter if the victim fails their disbelieve check. After the initial damage when first encountered, the illusion will persist, but will not cause any additional physical damage. The victim will believe he is being harmed and may pass out from imaginary damage, but no additional physical damage will accrue. Duration is time of concentration plus ten minutes after the caster stops concentrating. After the caster stops concentrating any hit on the force, at target number of 20, would cause the illusionary force to disappear. The victims chance to disbelieve is variable as well. First an effort must be made to disbelieve the reality of the illusionary force. Then the characters intelligence, perception, experience, the situation, and detail of the illusion must be considered and an appropriate roll to disbelieve selected by the gamemaster. This process should be completed every time a character attempts to disbelieve whether it is an illusionary force or not. Only one attempt to disbelieve may be made per person per illusionary force. A successful disbelieve by one person will not make the illusionary force disappear for other members of a party.

 

Illusionary Smell: This spell enables the caster to cause anyone passing through a 20 foot radius circle to experience an illusionary smell of the casters choice. Duration is 24 hours. Range is 100 feet.

 

Inner Fear: This spell enables the caster to create an illusion in which each person or creature in the area of affect to see before him what he most fears in his mind. For each individual a different vision is seen complete with sound and motion. All will be frightened. Save or run away in fear for 5 minutes plus 1d10 minutes. Area of effect is a 20 foot radius circle centered at a distance of up to 100 feet from the caster.

 

Invisibility: The spell enables the caster, person, creature, or object touched to turn invisible. Duration is 1hour or until dispelled or broken. An invisible person, creature, or object becomes visible if they engage in any type of attack.  Invisibility means that intelligent creatures can not see the invisible person, creature, or object using normal vision, dark vision, infrared vision, or heat vision or any type of special eyesight or vision.  They may be detected by sounds they make, odors or through other means.  Creatures or monsters of animal intelligence or less can see through this illusion.

 

Invisibility to Animals/Plants: This spell enables the caster to make himself invisible to animals and plants of animal intelligence or lower. Attacks made while invisible will negate the spell. Duration is 1 hour.  Invisibility means that creatures or monsters of animal intelligence or lower can not see the invisible person, creature, or object using normal vision, dark vision, infrared vision, or heat vision or any other  type of special eyesight or vision.  They may be detected by sounds they make, odors or through other means.  People, creatures, or monsters of human intelligence or greater can see through this illusion.

 

Leap: This spell will enable the caster or whomever the spell is cast upon to be able to leap in any direction, or up or down for a distance of 30 feet once a round for the duration of the spell. Duration is ten minutes.

 

Levitation: This spell enables the caster to levitate himself and/or up to 200 pounds of additional weight. Levitation only allows movement straight up or down, however sideways motion can be gained by pushing or pulling on ropes, walls, and so forth. The rate of rise or fall can be up to 20 feet per minute. . The casters concentration is not needed to maintain the spell, only to change rate of rise or fall once cast.  Duration is ten minutes.

 

Light Flash: This spell enables the caster to cast from his fingertip a bolt of magical light that will do 1d4 points of damage per rank of the spell caster. The bolts may be reflected by a shinny surface. The bolt will always hit a visible target.

 

Limited Polymorph:  This spell allows the caster or recipient to alter his form in a limited manner.  They may change their height to appear shorter or taller, heavier or thinner up to 50%.  They may grow wings that allow limited flight, fins to improve swimming, or similar physical alterations.  Duration up to 1 hour.

 

Locate Object: This spell enables the caster to learn the direction and distance of any single object he has personally seen or object which he has seen a detailed drawing or picture. Range is 10 miles. Duration is one minute.

 

Lock:  This spell magically locks and holds shut a door, window, or other similar barrier so that it can not be opened by normal means.   Special conditions, such as operable only by good creatures, may be set by the spell caster. Magically locked doors may be forced open some of the time by strong creatures. Duration is as set by the spell caster, or until dispelled or broken. The magic lock must be dispelled or the barrier destroyed to bypass the magic lock.  A character with 6 or more ranks of lock picking may also potentially open the magic locked barrier.  Duration is permanent.

 

Luck: This spell enables the caster to make one person lucky or unlucky for 10 minutes. They may save versus spells for no affect to not be unlucky. The person affected will have minor amounts of luck or bad luck. Saving throws will be at +1 or -1 for the duration of the spell.

 

Magic Instrument: This spell enables the caster to create a magical instrument that will play any single song or musical piece familiar to the caster before disappearing. Range is 10 feet.

 

Magic Stories: This spell enables the caster to when storytelling to a receptive group to create illusions with color, sound, and movement that will play out the scenes or actions of the story. They can cause no physical damage but might frighten views. Duration is until the story or series of stories is completed or until dispelled by the caster.

 

Manna Bolt: This spell enables the caster to release a bolt of magic energy from his finger tips that does 1d4 points damage. Range is line of sight. These bolts will always hit a visible target. (Universal Spell)

 

Melt: This spell will cause any normal or magical ice within a circle 30 feet in radius to melt within one round. The Melt may be cast at a distance of up to 100 feet.

 

Minor Healing: This spell enables the caster to heal an unconscious character at -9 to 0 hit points back to 1 hit point. It is a form of magical first aid. Area of effect is character touched.

 

Mirror: This spell creates a magical mirror 4 feet in diameter that floats three feet away from the caster facing away from him. It will reflect all types of light and gazes of creatures such as basilisks. The caster can see through the mirror from behind. Duration is 10 minute.

 

Mosquito Net: This spell forms a weak circle of protection 20 feet in radius that will exclude mosquitoes, flies, and other annoying insects from the circle for a period of eight hours. It will not keep out concentrated attacks such as by insect swarms or magically directed attacks, but will protect against simple annoying insects.

 

Mute Sound:  The spell causes all sounds in the area of effect to become quieter.  The amount of muting can vary at the discretion of the caster from a slight decrease to almost total silence.  Area of effect up to a fifteen foot radius circle.  Duration 10 minutes.

 

Necromantic Healing: This spell enables the spell caster to heal 2d8 points of damage to himself by drawing a like number of body points from an opponent Range is touch. A successful unarmed combat attack must be made to draw the points from an opponent.

 

Night Vision: This spell enables the caster to gain night vision, the ability to see in very dim light. This spell may be cast on another person or creature. Duration is 8 hours.

 

Optical Illusion: This spell creates a simple illusion of an object, scene, or monster. The illusion has no

motion, sound, or touch components. Duration is 24 hours or until dispelled or broken. Attacking the illusion with a magical weapon will cause it to be broken if the attack would have been successful against a target number of 20. The spell is not reversible. Range is 100 feet.

 

Pain: This spell enables the caster to cause any individual excruciating pain. The victim is in such pain that he is unable to do little but roll on the ground in pain. Save versus mind effects each round. Duration is 10 minutes. Range is 50 feet.

 

Personal Silence:  This spell silences all sounds made by an individual and objects on his person.  A person could strike a bell or walk across a surface of dried leaves and no sound would be made.  Duration is 10 minutes.

 

Pass Thicket: This spell enables the caster to create a magic path through and thicket, tangle of plants, or briar patch allowing free passage for the duration of the spell. After the spell fades all traces of the path disappear. Duration is 10 minutes. The length of the path may be up to 300 feet.       

 

Play Music: This spell enables the caster to cause any musical instrument to play itself. The song played must be from songs played on the instrument in the past. Duration is one song or 20 minutes whichever is greater. Range is 100 feet.

 

Predict Weather: This spell enables the caster to feel weather patterns and thereby predict changes in the weather for a period of up to two days. It is not precognitive and is not 100% reliable.

 

Purify Body:  This spell removes any internal or external parasites, and expels any foreign materials such as splinters, barbs, quills from the recipients body.  It does not remove or cure diseases.   

 

Purify Food: This spell enables the caster to purify up to 3 cubic foot of food. The spell will remove harmful poisons, drugs, and disease organisms. It will not remove any bad taste, if the taste is not harmful. Duration is permanent. Range is 10 feet.

 

Purify Water: This spell enables the caster to purify up to 3cubic foot of water, 22 gallons. It will remove harmful poisons, drugs, salt, and disease germs. It will not remove bad tastes that are not harmful.

 

Read Languages: This spell enables the caster or person the spell is cast upon to read and write any unknown language for a period of 10 minutes. It does not allow them to read runes or codes. It will allow reading of a mixture of languages in a single text.

 

Reincarnation: This spell will enable the caster to reincarnate the spirit of a dead person into a new body. There is an 70% chance that he will be reincarnated in the form of some creature native to the vicinity of where the spell was cast, a 20% chance of being reincarnated as a random humanoid or player character race, and a 10% chance of being reincarnated in the form of the same race as the character. He cannot be reincarnated as a magical or monster class creature. The reincarnated person will appear a short distance away in 1d6 minutes. If in another form he will retain his intelligence, knowledge, and full mental capabilities as he previously had. He may continue to advance in this new form, although his physical abilities may have changed.

 

Remove Fear: This spell enables the caster to remove fear from one individual or creature that has been caused by mystical means or by the presence of a monster with the ability to cause fear. Range is creature touched.

 

Remove Scar: This spell enables the caster to cause any single scar to be turned into normal tissue. Duration is permanent. Range is touch.

 

Resist Fire: This spell enables the caster to protect one person, player, or creature from damage from fire based attacks by providing the recipient a +5 saving throw bonus  versus fire damage. Area of affect is creature touched. Duration is 10 minutes.

 

Ripen: This spell enables the caster to cause the fruits, nuts, or vegetables on any plant to ripen, flowers to form seeds, or spores to mature, within ten minutes. Range is plant touched.

 

Rune of Guarding: This spell enables the spell caster to magically place a rune on any portal or room. Anyone passing through the portal or entering the room without the proper password will take 1d6 points of electrical damage.  Duration is until the rune has activated.

Running: This spell enables the caster to run at his full speed for one hour without feeling tired.         

 

Sanctuary: This spell may make any single room or open area up to 30 feet in radius safe from hostile creatures for 1 hour per rank of the caster. No hostile creature may enter beyond the edge of the circle. The spell may not be cast while a hostile creature remains within the area of the spell effect. The area of effect may be any shape. Any hostile action taken by a party member while within the circle will dispel the sanctuary spell.

 

Seedling: This spell will cause any seed or spore to sprout and grow to a healthy small plant in ten minutes. It will also cause any mature plant to grow a flower, fruit, bud, or viable seed or spore in 10 minutes.

 

Shatter/Repair: This spell enables the caster to cause any one small object, such as a piece of pottery, a chair, or similar object to break. The reverse of this spell, Repair, enables the caster to repair a small broken object. For example the pieces of a broken pot, if all present, would reassemble and seal themselves back together. Range is 100 feet.

 

Shrink:  This spell causes the affected object to shrink at the discretion of the caster to any size as small as 1/8 its normal size.  The objects weight and mass are also proportionally decreased.  Creature and magical objects get a saving throw for the spell to not affect them.  Duration is permanent or until dispelled.

 

Shout:  The spell enables the caster to shout extremely loudly over any background noise for the duration of the spell.  Duration is 10 minutes.

 

Silence: This spell enables the spell caster to create an area of absolute silence for a radius of up to 20 feet around an object or creature or some chosen point. if cast upon a creature, it will get a save versus spells for it not to work. No sound can be made or heard within this area. Duration is 10 minutes. Range is 100 feet.

 

Sleep: This spell enables the caster to speak a word that will cause 1d6 individuals or creatures to fall asleep for ten minutes. Range is 10 foot radius circle at a distance of up to 100 feet.  No verbal component required.

 

Sleep Mist: This spell enables the spell caster to create a cloud of sleep fog 10 high and 20 feet in radius. Anyone caught within the cloud must save versus poison or fall asleep for 2d6 minutes.  Duration is 10 minutes Range is 150 feet.

 

Smoke: This spell enables the caster to create a magical cloud of smoke up to a thousand cubic feet volume in any shape or form desired by the caster. It will change shape or move at the discretion of the caster for the range and duration of the spell. Range is 100 feet. Duration is 10 minutes.

 

Snake Charm: This spell enables the caster to charm a snake or group of snakes through a combination of magic and hand motions. The snakes will raise themselves up and sway back and forth oblivious to events around them for the duration of the spell. Range is twenty feet in the direction the caster is facing. Duration is ten minutes. 

 

Speak With Creature: This spell allows the recipient to speak with one creature for a period of up to five minutes. It does not necessarily mean the creature will be willing to communicate back.      

 

Speak With Dead: This spell enables the spell caster to speak with the dead. The dead may have been dead for any length of time. Answers given are generally, but no necessarily truthful. Also the long dead may have poor memories. Duration is ten minutes.

 

Spider Web: This spell enables the caster to create magically a spider web of sticky, one inch thick strands covering an area 10 foot radius circle.  Strong creatures have a chance to break free, while weaker creatures will remain entrapped, unless cut free, until the spell wears off.  Duration is one hour.

 

Spirit Guide: This spell enables the caster to acquire a spirit guide or totem to help him in his times of need. The spirit guide when summoned will be in the form of a small sized bird, animal, or non-magical creature, be intelligent, and have twenty hit points. This spirit guide is always with the caster in spirit and will offer advice or information if consulted and that information might reasonable be known to it. The spirit guide may be summoned into physical form three times per day and fight for or perform some specific task set to it by the caster. If killed in this physical form it will simply disappear until summoned again. The spirit guide may be in physical form for a maximum of ten minutes per summoning.

 

Spiritualism: This spell enables the caster to speak with the spirits of the dead by means of a seance. The seance requires at least ten minutes to complete, The caster puts himself into a trance and his body is temporarily taken over by the spirit of the dead he is seeking to contact. Others present may ask questions of the spirit of the dead if it appears. The answers given will not necessarily be truthful, if questions are answered at all. Whether a spirit answers or not is dependant on the relationships between those present and the spirit, whether the spirit was of a friend, enemy, or a stranger, alignment, and circumstances. Close friends or mortal enemies will almost always answer, strangers are less likely to answer, An unfriendly spirit has a 5% chance of taking over the casters body for 24 hours. During that time he may cause the body to do anything, including self injury, short of killing itself.

 

Spotlight:  This spell causes a bright beam of light to spring out from the casters hand that reaches out for a distance of up to 300 feet.  The beam can be directed by moving the hand.  Duration is ten minutes, less if the caster chooses to end the spell.

 

Stinking mists: This spell enables the caster to create a stinking cloud of fog up to10 high and 20 feet in radius. The foul odor of this cloud will cause all who are trapped in side to become helpless with nausea for 1d6 minutes unless they save versus poison. An additional save must be made for every minute spent within the cloud. The time the character is nauseated is cumulative. Any one trapped with in the cloud can not engage in combat. Duration is ten minutes.  The mist can be created in up to 150 feet in any direction from the spell caster.

 

Strength: This spell enables the caster to restore to full strength any individual that has become weakened magically or through drugs, poisons, potions, or fatigue. It will not restore strength loss caused by wounds or injuries. It will not make a normal character stronger. Duration is permanent. Range is touch.

 

Stone Sculpturing: This spell enables the caster to sculpt magically one cubic foot of rock per rank into any desired shape, such as a statue, useful tool, or similar item. It may also be used to cut holes through rock walls. Range is touch. Duration is one minute.

 

Structural Analysis: This spell enables the caster to analyze the structure of any small building, wall, or

tunnel and learn its physical details and detect any areas of weakness. Range is 100 feet.

 

Suggestion: This spell enables the caster to implant magically a suggestion of thing or some action into another individuals mind. That person will believe the suggestion to be his own idea and if not to unreasonable will act upon it.

 

Summon Insects: This spell enables the caster to summon 2d6 normal insects of any desired variety to his presence. These insects will follow any single simple command given to them by the caster, even to performing suicidal attacks. They will answer the summons in 1d4 minutes and the spell duration is 10 minutes thereafter. Range is 300 feet.

 

Thicket: This spell will enable the caster to cause any vegetated area to grow up into a dense thicket which makes movement through it almost impossible. Area of effect is a 30 foot radius circle. Range is 100 feet .

 

Tongues: This spell will enable the caster or person the spell is cast upon to effectively understand speech and to speak any  language for the duration of the spell.  The person affected by the spell will speak in his own language and those listening will hear the words in their language.  When other speak in their language, the person affected by the spell will hear the words in his own language. Written materials can not be read and things can not be written in unknown languages using this spell.  Duration is eight hours.

 

Transcend Thirst and Hunger: This spell allows the caster to go without food or water for up to one week with not ill effects. He must then eat and drink properly for at least one week before this spell can be cast again..

 

Transcend Pain: This spell enables the caster to stop intense pain felt by any single creature from wounds, burns, etc. It does not make the target unfeeling, just mutes the pain.  Duration is 24 hours. Range is creature touched.

 

Vertigo: This spell enables the caster to cause any single individual or creature to suffer from extreme dizziness for 5 minutes. Anyone suffering vertigo, if not sitting or lying down has a 50% chance of falling down every round of the spell duration. Range is 100 feet.

 

View Dreams: This spell enables the caster to view the dreams of a sleeping or unconscious individual for a period of one hour.

 

Voodoo Curse: This spell enables the caster to inflict minor aches and pains threw the use of a small doll into which has been incorporated a piece of clothing or a lock of hair or finger nail clippings or a drop of blood, etc, from the target.  The spell can be used but once a day and the effects cause the victim to be sore for no more then 2 hours.  During this time the victim will be unable to lift great deals of weight and will receive a -1 to his attack and damage rolls.

 

Walk On Water: This spell enables the caster to walk upon water or other type of liquid and not sink into it. The souls of the casters feet or shoes are separated by a magic field from the liquids surface, so that they would not actually touch the liquid. A shallow impression one-quarter inch deep is made in the liquids surface below the foot. Duration is ten minutes. Weight limit is the caster and whatever he can carry. The spell may be cast upon another person or creature with the same effects.

 

Ward of Watching: This spell enables the caster to place a ward upon any object or area that will detect if any single object is moved or touched by someone or if someone passes through a warded area.  Duration is until activated.

 

Weaken: This spell will cause any individual touched to drop to a strength of -2 for a duration of ten minutes.  Range is touch.

 

Will: This spell will protect the caster from any type of mind affecting spell or psionic influence for the duration of the spell once it is cast. The caster can do other things including cast other spells while this protection is in effect. Duration is ten minutes.

 

Windsong: This spell enables the caster to magically listen and smell the wind and determine what types of animals or fragrant plants are located in the upwind direction for a distance of one mile.

 

Witch Doctor: This spell enables the caster to cure any psychosomatic illness or minor illness in one individual.  It will remove curses, remove possessions, nullify charms and enchantments.  It will also speed the recovery from other illnesses by aiding the bodies own defenses in fighting the disease.

 

Whisper: This spell enables the caster to send a whispered message of up to 1 minutes duration to any person or creature within sight. The message can only he heard by the creature pointed at and cannot be intercepted.

 

Wind lash:  The spell creates a thread like column of air  that picks up small bits of sand and material from the ground and  then can be directed like a whip to strike a target up to 100 feet away.  The attack causes 1d4 points of damage. 

 

Zen Vision: This spell enables the caster to see clearly even though his vision may be obscured by such things as a cloud of fog, a blindfold, by blindness, or even in complete darkness. Duration is 10 minutes.