Middle Magic

Middle Magic spells are more complex spells with more powerful 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 Middle Magic spell is 16.  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)       Air Walk

2)       Airy Water

3)       Animate Minor Undead

4)       Animate Plant

5)       Awaken

6)       Ball Of Light

7)       Bands of Force

8)       Bend Metal

9)       Blessed Circle

10)    Blindness

11)    Breath Water

12)    Bridge

13)    Call Woodland Beings

14)    Charm Plant

15)    Circle of Fire

16)    Control Temperature

17)    Copy

18)    Creation

19)    Crystal Scrying

20)    Crystallize

21)    Cure Major Wounds

22)    Cure Mind

23)    Curse/Uncurse

24)    Deafness

25)    Desecrate

26)    Dispel Charm

27)    Dispel Illusion

28)    Dispel Magic

29)    Divine Tree

30)    Doorway

31)    Dream Sending

32)    Enhancement

33)    Entrapment Mist

34)    Exorcize Minor Spirit

35)    Explosive Runes

36)    Extinguish

37)    False Death

38)    Feeblemind

39)    Fire Trap

40)    Fire

41)    Flame Arrow

42)    Floating Disk

43)    Force Dome

44)    Forget

45)    Free Action

46)    Free Will

47)    Ghost Steed

48)    Hallucinatory Forest

49)    Heat Metal

50)    Hiding

51)    Hold Creature

52)    Hold Plant

53)    Hypnosis

54)    Ice

55)    Inscription

56)    Know Creature

57)    Lightning

58)    Living Picture

59)    Locate Person

60)    Magic Mouth

61)    Magic Rope

62)    Magic Script

63)    Matchmaker

64)    Mend Bone

65)    Merge Creatures

66)    Minor Teleport

67)    Multiple Images

68)    Music of Spheres

69)    Neutralize Poison or Potion

70)    Outline

71)    Part Water

72)    Passage

73)    Patterns

74)    Permanent Light/Dark

75)    Photograph

76)    Pouch of Storing

77)    Preserve

78)    Projection

79)    Protection From Animals

80)    Protection From Insects

81)    Protection From Plants

82)    Protection From Spirits

83)    Purify Body

84)    Rain Dance

85)    Raise Dead

86)    Read the Past

87)    Reattach Limb

88)    Restore Senses

89)    Rot

90)    Servant

91)    Sight

92)    Slow Time

93)    Sounding

94)    Speak with Plant

95)    Spring Flow

96)    Stone Wall

97)    Stop

98)    Storm

99)    Summon Item

100) Summon Plant

101)       Summon Undead

102)       Sunlight

103)       Suspended Animation

104)       Sweet Air

105)       Tactile Illusion

106)       Thunder

107)       Translucence

108)       Transmute Metal to Wood

109)       Truth

110)       Turn Summoned Creature

111)       Unburn

112)       Vibration

113)       Visualize

114)       Ward

115)       Warp

116)       Water Jet

117)       Wizard Eye

118)       Wounding

119)       X-ray Vision

 

 

Air Walk:  This spell enables the caster to walk on air in whatever direction he chooses for the duration of the spell.  The air in effect can be considered to form a solid surface below his feet wherever the caster treads.  Duration is 10 minutes.

 

Airy Water: This spell enables the caster to create a tunnel of airy water three feet wide, 10 feet high, and 100 feet long per rank of the spell caster. Those within the airy water area, if air breathing, can move and breath normally. Aquatic organisms can similarly swim, move, and breathe as if the airy water were normal water. Only spells usable underwater will work within an airy water spell. Duration is 10 minutes per rank of the spell caster.

 

Animate Minor Undead: This spell enables the spell caster to create the lowest of undead, skeletons and zombies. The caster can animate one undead per rank of the spell caster. The undead can be created from any human, demi-human, humanoid, or player character races. The undead are non-intelligent but will obey any simple commands given to it by its creator.

 

Animate Plant:  This spell will cause any plant it affect to become animate, able to move.  This motion can be directed by the caster and will last for the duration of the spell.  Range is 100 feet.  Duration is 10 minutes.

 

Awaken: Any complex animal, plant, or creature that is non-intelligent or of animal intelligence or lower can be awakened by this spell to full sentience giving it a base intelligence of 1d4. The result is permanent, but is not passed onto offspring. For example a tree would be considered a complex plant, while a patch of moss would not. A mammal, bird, or lizard would be considered complex, while a worn or normal insect would not. Interpretation is left to the gamemaster.

 

Ball Of Light: This spell enables the caster to create a ball of magical light that will flash and do 1d6 points per rank of the spell caster of light damage to anything within 20 foot radius of the ball when it flashes. In addition anyone looking at the ball of light within that thirty feet will be temporarily blinded for 3d6 minutes. Range is 100 feet.

 

Bands of Force: This spell enables the caster to create magical bands of force that will surround and entrap creatures, individuals, or objects. It may hold one large or giant sized creature, up to three medium sized creatures, or up to six small sized creatures. Only one saving throw is allowed.  Failure means they will be entrapped for the duration of the spell. Range is 100 feet. Duration is 5 minutes plus one minute per rank of the spell caster.

 

Bend Metal:  This spell enables the caster to cause metal objects of small to medium thickness within the line of sight to bend.  Magical objects and objects carried by a sentient being get a saving throw.  The gamemaster can set a target number that must be achieved on a separate attack roll (1d20 + attribute + ranks of spell path) to determine if a particular object can be bent.

 

Blessed Circle: Allows the spell caster to create a charmed circle 30 feet in diameter. Anyone within

this area can easily fall asleep and will awaken after four hours refreshed and healed as if he had a full nights sleep, Spells and psionic points are regained as if it were a full nights sleep as well. Those sleeping can easily be awakened. The area tends to repel creatures of evil alignment.  Benefits of the circle do not work for evil creatures or persons. Duration is 24 hours.    

 

Blindness: This spell enables the caster to cause any single creature to become temporarily blind for 5 minutes. Range is 100 feet.

 

Breath Water: This spell enables the caster to breath either air or water for the duration of the spell. At the end of the spell the caster must again reach air to breath or they will drown within five minutes. Duration is one hour.

 

Bridge: This spell creates a magical invisible bridge up to 100 feet in length and 4 feet wide to appear. This bridge can be used to span chasms, bridge rivers, etc. It may be titled at an angle of up to 45 degrees. The surface is non slippery. The bridge must be grounded at one end. Duration is 10 minutes.

 

Call Woodland Beings: This spell enables the caster to call woodland beings and fairies from the surrounding area. It must be a wild area that is not inhabited by a village or community. The spell will affect only one individual of one type of woodland being or fairy. A summoned woodland being will if there are no evil beings in the party feel favorable toward the spell caster and may at his option help him if ask to do so by the spell caster.

 

Charm Plant: This spell enables the caster to charm any intelligent plant, The charmed plant will feel the caster is his best friend and will not harm him. The plant will generally do as the caster asks so long as it does not involve harming itself or doing something against the basic nature of the plant such as harming a close friend.  Duration is one day.

 

Circle Of Fire: This spell enables the caster to create circle of fire surrounding himself filling a circle with a radius of 10 feet. The flames will not effect the caster, but anyone else attempting to pass through the flames unprotected will receive 1d6 hit points of damage per minute spent within the flame. Save versus spells for half damage. The circle will move with the spell caster as he moves. Duration is ten minutes.

 

Control Temperature: This spell enables the caster to alter the air temperature within a radius of up to 20 feet of himself by up to 30 degrees Fahrenheit.

 

Copy:  This spell magically copies the writing from a scroll, page, or other surface to a fresh scroll or piece of paper or parchment.  Range is touch.

 

Creation: This spell enables the caster to conjure, or create from nothing magically, non-living common items of small to medium size. Small objects are those up to 1 cubic foot in size, medium up to 10 cubic feet in size (treat creating medium sized objects as a high magic spell with respect to target number).  Common items only can be conjured, not precious stones, metals, foods, or magic items. The items will fade out of existence after 1- 2 hours.

 

Crystal Scrying: This spell enables the caster to use an crystal as a scrying device allow him for the duration of the spell to view distant areas. Crystals under 10 pounds have a range limit of 100 miles. Larger crystals are not limited in range. The more perfect the crystal, the clearer the image gained through the scrying device.

 

Crystallize: Change any non-living material to crystal. Only affects non-magical objects. Volume 1 cubic foot per rank of spell caster.

 

Cure Major Wounds: This spell will cure 2d10 points of wound damage of any type for any single creature or individual. Range is touch.

 

Cure Mind: This spell enables the caster to cure the effects of insanity or a feeblemind  attack and restore that one individual to his former intelligence. Range is touch.

               

Curse/Uncurse: This spell enables the caster to place a curse or remove a curse from any individual. The curse may take several forms including; excruciating pain or illness during which the victim will be unable to perform only the simplest of tasks; ugliness causing the victim to become extremely ugly; other forms are possible at the discretion of the gamemaster. Duration of the spell is 24 hours per rank of the spell caster. Uncurse will remove any curse cast at an equal or lower rank than the person casting the uncurse. Range is 100 feet.

 

Desecrate:  This spell enables the caster to desecrate or counter the effects of a blessing on a particular individual, object, or area.  

 

Deafness: This spell enables the caster to cause any single creature to become temporarily deaf  for 5 minutes. Range is 100 feet. 

 

Dispel Charm: This spell enables the caster to dispel a charm placed upon a person or creature. Range is touch.

 

Dispel Illusion: This spell enables the caster to dispel any low rank (below fourth rank) illusion including optical illusions, compound illusions, and auditory illusions among others. It does not dispell  Illusionary Force spells or complex illusions.

 

Dispel Magic: This spell enable the caster to dispel low magic spells of any field. (Universal Magic)

 

Divine Tree: This spell enables the caster to use any living tree or dead tree still in place, to divine information about the surrounding area or information about past events in the area. A specific bit of information may be determined every Minute. Duration is one minute per rank of the spell caster.

 

Doorway: This spell enables the caster to create a 10 foot square doorway between any two planes of existence. Duration is one hour.

 

Dream Sending: This spell enables the caster to send a dream to any single sleeping individual or group of sleeping individuals within a 20 foot radius of some particular individual, Duration is time of concentration or until recipient awakens. Range is 100 feet plus 10 feet per rank of the spell caster. The individual to which the spell is directed must be visible to the caster. The spell will also affect any intelligent creature.

 

Enhancement:  This spell enables the caster to enhance one physical, mental or perceptive aspect of a person or creature temporarily.  Range is creature touched.  Duration is 1 hour.

 

Entrapment Mist: This spell is similar to the other mist spells except those that are caught within it must save versus mind effects or be held unable to move for 2d6 minutes. The area of effect is up to10 high and 20 feet in radius.  The mist lasts for 2d6 minutes before dissipating. The mist can be created at up to 150 feet from the caster in any direction.

 

Exorcize Minor Spirit: This spell enables the caster to Exorcize any minor spirit from a place or who has possession of a body back to the spirit plane.

 

Explosive Runes: Explosive runes are magical writings that can be placed upon a book, scroll, map, or similar writings to protect them from unauthorized reading. Any unauthorized attempt to read something so guarded, will cause the runes to explode doing 5d6 points of damage to the reader and half that damage to any creature within 10 feet of the blast. There is no saving throw. The item protected is not destroyed by the blast.

 

Extinguish allows the caster to extinguish any magical or non magical fire within a circle thirty feet in radius at a distance of up to 100 feet.

 

False Death: This spell enables the caster to cause any one individual to appear to be dead to all appearance. Examination will not detect that the individual is not dead. Duration is hour. Range is touch.

 

False Detection: This spell enables the caster to place upon an object, person, or area an aura of false detection so that any attempt to use a magical detection or information gaining spell on that object, person, or area will provide only false, inaccurate, or misleading information. Range is object or person touched, or an area 10 feet in radius. The spell is dispelled after one detection or information spell has been cast on the object, person, or area upon which the spell has been cast.

 

Feeblemind: This spell enables the caster to cause an individual to become feebleminded. The feebleminded character will have an effective intelligence of -2. Range is touch.

 

Fire Trap: This spell enables the caster to place a magical trap on any door or lid so that when opened those within 10 feet of the door or lid will receive 5d4 points of fire damage. The object so protected will not be affected by the trap.  Flammable objects may be set on fire by this fire trap. Range is touch.

 

Fire: This spell enables the caster to create a ball of magic flame that will explode and do 1d6 points of damage of fire damage to anything within 30 feet of the ball when it explodes. It can be hurled forth a distance of up to 100 feet.

 

Flame Arrow: Casting this spell causes a misty bow and string to appear in the casters hands. Drawing the string causes an arrow of magic flame to appear ready to fire. These arrows shoot as normal missiles and do 2d6 points of damage.  One arrow may be shot from the bow every minute for the duration of the spell, Duration is ten minutes.

 

Floating Disk: This spell enables the caster to create a magical floating disk three feet in diameter that floats three feet above the ground. This disk can carry up to 250 pounds of weight will follow the caster  or designated target around staying within 10 feet at all times. Duration is eight  hours.

 

Force Dome: This spell enables the caster to create a hemisphere of force 30 feet in radius that can be used to keep out rain, noxious insects, and small creatures. Anything over 30 pounds in weigh can force its way in through the wall of force, there is no restriction to things leaving the sphere of force. Duration is eight hours.

 

Forget: This spell causes the person or creature touched to forget the events that have happened in the last hour or to forget any single event, person, or similar circumstance that has recently happened to him. Duration is permanent. Range is touch.

 

Free Action: This spell enables the caster to negate the effects of any type of slow or entanglement spell cast upon himself.  It also will allow normal movement rates through mud, swamp, or similar natural hazards for 10 minutes for himself or for any other one person or creature the spell is cast upon.

 

Free Will: This spell will enable the caster to remove mind controls such as hypnosis, charms, quests, holds, and similar effects for one individual. It has no effect on possessions or domination. No saving throw. Range is touch.

 

Ghost Steed: This spell enables the caster to summon a ghost steed that he can ride and who will serve him for a period of 24 hours then depart. The ghost steed will not tire when running, it will not require food, but will not fight on behalf of the caster. The ghost steed can be turned according to the affecting undead table, thus breaking the spell.  In combat the steed will have the same number of hit points as it did in life. Losing those hit points will break the spell and allow the ghost steed to flee.                       

 

Hallucinatory Forest: This spell enables the caster to create an illusion of a forest or other wilderness setting complete with optical, sound, smell, touch, and motion components. The illusion will occupy a circle 300 feet in radius. Duration is 24 hours.

 

Heal Senses:  This spell will restore to normal a person or creatures senses that have been damaged by physical or magical means.  Range is touch.

 

Heat Metal:  This spell will cause a small to medium sized metal object to become progressively warmer at a rate of 50 degrees per minute for the duration of the spell or until ended by the caster.  Cooling will take place at normal rates after the spell has ended.  Range is 50 feet.  Duration is 10 minutes.

 

Hiding: This spell enables the caster to not only make himself invisible but will keep any sound he makes from being heard. The hide spell also makes the caster invisible to magical and psionic detection as well. Duration is one hour.

 

Hold Creature: This spell enables the caster to keep any single creature from being able to move for ten minutes.  The spell does not affect humanoid or player character races. If the held creature is attacked the spell is broken. Range is 100 feet.

 

Hold Plant: This spell enables the caster to keep any single animated plant from being able to move for 10 minutes. Intelligent plants may save versus mind affects for no effect. If the held plant is attacked the spell is negated. Rang is 100 feet.

 

Hypnosis: This spell enables the caster to hypnotize any single intelligent creature or individual who meets his gaze. The caster is then able to direct the hypnotized individual or creature to perform whatever acts he desires for the duration of the spell. It will do nothing to purposefully harm itself, to harm its friends, or similar acts against its nature. It may be tricked into doing something it cannot be specifically instructed to do. Duration is ten minutes.

 

Ice: This spell enables the caster to create a ball of magic ice that will explode and do 1d6 points of cold damage to anything within 30 feet of the ball when it explodes. It can be thrown for a distance of up to 100 feet.

 

Inscription: This spell enables the caster to inscribe upon any surface any type of non-magical or magical writing, symbols, or drawings. Up to 300 words, several small or one large drawing, or one magical spell or symbol may be inscribed in the duration of the spell. Range is 10 feet.

 

Know Creature: This spell enables the caster to know any single creature he encounters. This spell will identify the creature and provide information on its life history, characteristics of the species, personality, and life style. It will work on any animal, plant, or monster. Range is 100 feet. The caster  may remember this information thereafter to the best of his memory abilities.

 

Lightning: This spell enables the caster to create an electrical charge which can be hurled from the spell casters hands in the form of a lightning bolt. The lightning bolt will do 1d6 points of damage. The lightning bolt may be directed at a single target. When hitting a target secondary bolts will branch out from the target and strike all creatures or objects within 30 feet doing 1d4 points of damage to those secondary targets.

 

Living Picture: This spell enables the caster to create a magic picture of a creature on a scroll or in a book that shows a live image of that creature as if viewed from a moderate distance.  The image will follow the creature as it moves.  The ink or paint used to draw this picture must incorporate some tissue, such as blood or ground bone, from the target creature. Sliding your finger along the edge of the page will allow you to scroll through and view events in the life of the creature from its time of birth until its death, or if the creature is alive its present circumstances in real time.  The spell is only effective on creatures of animal intelligence or lower.   A saving throw is not applicable as this is not an offensive spell.

 

Locate Person: This spell enables the caster to determine the location of any person personally known to him . The location is in the form of direction and distance. Duration is 1 minute.

 

Magic Mouth: This spell enables the caster to create a magic mouth that will pass on a message of up to thirty words at some specified future time or if f a given set of events take place. The spell may or may not be dispelled upon reciting its message at the discretion of the spell caster when the spell is created. The mouth may appear in the air, from a wall, or whatever is designated by the caster. Range is 10 feet.

 

Magic Rope: This enables the caster to temporarily turn any rope, cable, or vine into a magic rope that will move to his command to reach into the air or across crevasses or pits. It will not move fast enough to serve as a means of entanglement. Range is one continuous strand. Two ropes knotted together will be treated as one, but if they are untied from each other the spell is broken. Duration is 30 minutes.

 

Magic Script: This spell enables the caster to create a magical script that can only be read by himself or if a message by the person to whom the message is sent. To all others it will appear to be some unreadable scribbling, not readable by any means. The script may be made to magically appear on any surface.

 

Matchmaker: This spell may be cast on a couple of different species who wish to produce offspring. Temporary physical changes will occur in their bodies that will allow them to mate and produce a family. The offspring will share some of the physical and mental capabilities from each of the parents, and often will be able to shapechange from one parents form to the others.

 

Mend Bone: This spell will enable the caster to cause all broken bones, or exoskeleton, if set to grow back together again and return to health. Range is touch.

 

Merge Creature:  This spell allows the caster to magically merge two creatures into a single being. Which of the characteristics from each of the original creatures is incorporated into the merged creature (a chimera) is up to the spell caster.

 

Minor Teleport: This spell enables the caster and all that he can carry to be teleported to another point up to 50 feet distant. The direction and distance must be stated by the spell caster. If the designated space is occupied by another object, the caster will appear at the nearest open area large enough to accommodate him.

 

Multiple Images: This spell enables the caster to create up to one duplicate image of himself or one other that will move as he does for the duration of the spell. These images will appear at locations individually designated by the caster at a distance of up to 100 feet from himself. These images will be dispelled if successfully hit by an attack as if they were armor rating of 20.

Music Of Spheres: This spell enables the caster to create an area filled with music 20 feet in radius per rank of the spell caster. Anyone hearing this music must save versus mind affects or fall into a deep trance. Duration is 10 minutes. Range is 100 feet.

 

Neutralize Poison or Potion: This spell will neutralize any poison, potion, or drug  ingested, injected, or inhaled into a creature's or person's body so that it will no longer cause harm.  Range is touch.

 

Outline:  This spell outlines the target in a glowing light that is easy to see.  It will always strike a visible target, and may hit an invisible target with a successful attack roll.  Range is line of sight.  Duration is 10 minutes.

 

Part Water: This spell enables the caster to part a body of water or river and create a dry path three feet wide across the bottom. The length of this path is 100 feet per rank of the caster. Duration is 10 minutes.

 

Passage: This spell enables the caster to temporarily create a passage ten feet high, by ten feet wide, by ten feet deep, through any type of non-magical, non-living substance. Range is touch.  Duration is 1 hour.

 

Patterns: This spell will enable the caster to detect if some pattern has been responsible for a series of events or whether the apparent series of events were pure chance. For example it might detect if something is a result of a curse, illness, or actions of an individual or group of individuals. If a pattern is detected whatever is causing the pattern will become known to the caster.

 

Permanent Light/Dark: This spell enables the caster to create a permanent area of light or dark as per the description of Circle of Light/Dark spell. A variation of this spell would allow the caster to set a pattern of light and dark or color changes that the glowing ball would cast. Range 100 feet.

 

Photograph:  This spell magically transfers an image as seen by the caster to a scroll, parchment, or piece of paper.  The copied image is drawn in black ink.

 

Pouch Of Storing: This spell enables any small container to temporarily become a pouch of storing. The container will retain its outward form and size, but the interior of the container will grow in size and be able to hold 10 cubic feet of volume with no limit on weight. The weight felt by someone carrying the pouch will only be one pound no matter how much it holds. Duration is 24 hour. At the end of the spell the contents will return to this dimension and burst the container if not removed.

 

Preserve: This spell enables the caster to prevent time from passing within a one cubic foot or less volume. Food placed inside this area will not spoil. Plants or animals inside this area will stop their body processes and will not age, They will suffer no effects when removed and will not be aware of time having passed. It takes two minutes for the spell to take effect when something is placed inside. Duration is permanent for ranks 6 unless dispelled.

 

Projection: This spell enables the caster to create a duplicate of himself at the place where the spell is cast. This duplicate will spring into existence at some predetermined time, upon a specific command, or if a given set of circumstances takes place. When this projection springs into existence it will be psychically linked to the spell caster and really be an extension of the caster himself. The caster can experience things experienced by the projection. The projection will move, speak, and so forth at the command of the caster. The caster can cast spells through this projection. Duration is until dispelled at will by the caster or 10 minutes once activated. per rank of the caster once activated.

 

Protection From Animals: This spell enables the caster to create a sphere 10 feet in radius around himself through which animals cannot enter. It is not effective versus beings of higher than animal intelligence, plants, or monsters. Duration is ten minutes.

 

Protection From Insects: This spell enables the caster to create a sphere ten feet in radius around himself through which insects are repelled and cannot enter. It is also effective against spiders and other arthropods. Duration is 10 minutes.

 

Protection From Plants: This spell enables the caster to create a sphere 10 feet in radius around himself through which animated plants cannot enter. Duration is ten minutes.

 

Protection From Spirits: This spell enables the caster to create about himself in a 10 foot radius that will protect him from attacks by spirits and non corporeal beings. Any attacks made by the caster while within the barrier will negate the spell. Similarly any spirit related spells castable by the shaman will not work within the barrier.

 

Purify Body: Spell will remove any and all parasitic animals from the recipients body, both internal and external.  Range touch.

 

Rain Dance: This spell enables the caster to call a rainstorm to him that will appear within one hour (1d6 x 10 minutes) and wet an area equal to 1 mile in radius for three hours. A dance must be performed to activate the spell.

 

Raise Dead: This spell will enable the caster to raise from the dead any human, demi-human, humanoid, or player character that has been dead for less than one week plus one day per rank of the spell caster. Animals and monsters can not be raised by this spell. Given the game situation, the gamemaster may allow the raising of non-player character manlike races. The raise character will have all of his original characteristics, skills, memories, and abilities. Initially the raised character will have 1 hit point as if he were wounded and will regain his normal total through healing and rest. Any character brought back to life the first time will gain 10 character points experience points immediately from the experience of being dead.  All wounds are closed by the spell, but broken bones, poison, insanity, feeblemind and similar problems are not affected by the spells. Range is touch.

 

Read the Past: This spell enables the caster to view as if he were there the past events that have taken place in a particular area or events which have happened to a particular object or person, The entire history can be reviewed in the one minute of the spell duration. Range is touch.

 

Reattach Limb: This spell enables the caster to reattach any single severed limb to its body and restore it to full function. A clean and fresh cut is needed on both the limb and body for adequate restoration. It will also reattach a severed head to its body but will not restore a dead body back to life. The limbs that are reattached need not be the original ones belonging to that body.

 

Resist Cold: This spell enables the caster to protect one person, player, or creature from damage from cold based attacks. Area of affect is creature touched. Duration is ten minutes. 

 

Resist Magic: This spell enables the caster to better protect himself or one other person or creature from any type of magical attack. Someone protected by this spell gains a +4 to all saving throws versus magical attack forms for ten minutes.  Range is touch, duration is ten minutes.

 

Restore Senses: This spell enables the caster to restore all of the senses of a single creature whose senses have been damaged physically or magically, such as blindness, deafness, loss of smell, loss of taste, loss of feeling, etc. It will not restore brain damage such as insanity, senility, or feeblemindedness.

 

Rot: This spell enables the spell caster to speed up the decay process so that any dead creature will rot at a rate of 2 years per minute. Duration is on minute per rank of the spell caster. Range is 100 feet.

 

Secret Conversation:  This spell will create a shield of privacy that will allow two to four people to converse privately.  This conversation also can not be overheard,  lip read, or intercepted by any normal or magical means.  Duration is until end of single conversation.  Range is people participating, to a maximum of 4.

 

Servant: This spell enables the caster to create a magical invisible servant that will perform personal tasks at the casters bidding. It can carry objects of up to twenty pounds in weight, open doors, fetch small objects. It is in effect a magic butler. It cannot be used offensively in attacks. The servant is spherical and one foot in diameter. Pseudopod arms are grown to carry out assigned tasks. When not being directed it follows the caster about. It cannot be harmed. Duration is 24 hours.

 

Sight: This spell enables the caster to see illusion, invisibility, and to detect hidden spell may be cast on one other person instead caster. Duration is one minute per rank of caster. Range is touch.

 

Slow Time: This spell allows the caster to slow the passage of time to 1/5 normal for everyone but himself for an area up to 100 feet in radius from him when the spell is cast. Duration is two minutes.

 

Sounding: This spell allows the spell caster to use sound waves to penetrate walls to determine their thickness, measure the depth of water, and to locate voids in solid walls or stone. Range is 10 feet solid thickness or up to 100 feet water depth.

 

Speak With Plant: This spell enables the caster to communicate telepathically with any intelligent plant. Duration is one minute per rank of the spell caster.

 

Spring Flow:  This spell causes a spring tapping underground water to emerge and begin to flow at the surface of the earth.  Duration is permanent or until the water source dries.

 

Stone wall: This spell enables the caster to build a wall of stone up to 1000 cubic feet in size from any pile or scattering of stone of sufficient size.

 

Stop: This spell causes all antagonistic creatures within hearing to stop for a moment upon hearing the command. Save versus will for no affect. Spell casting will always be disrupted whether a save is made or not.

Storm: This spell enables the spell caster to create a storm in the form of a heavy rainstorm or snowstorm complete with high winds. The area of effect is a circle 100 feet in radius. Range of the spell is 200 feet. Duration is one hour.

 

Summon Animal: This spell enables the caster to summon one medium to large sized normal animal from the surrounding area. The type of animal answering the summons cannot be selected by the caster. If the spell caster is able to communicate with the summoned animal, he will be able to set one task the animal must perform. If the caster is unable to communicate with the animal it will simply depart. Range is one mile. Duration is until the task is completed, one day, or the caster dies.

 

Summon Item: This spell enables the caster to summon any item owned by him into his presence. This item will appear instantaneously upon his command.

 

Summon Plant: This spell enables the caster to summon up to six animated mobile plants if present from an area 1 mile in radius from the caster. They may save versus mind affects or answer the summons. They will move at their own pace answering the summons and when arriving will do one task set to it by the spell caster. Duration is 24 hours, until the set task is completed, until the plant dies, or until the spell caster dies.

 

Summon Undead: This spell enables the spell caster to summon 1d12 non-intelligent undead from an area 200 feet in radius from the caster. If more than 12 are present, those closest will respond. The summoned undead will be taken from the area description or rolled on the following random table:

Random Undead Summoning Table

1-2 Skeleton

3-4 Zombie

5-6 Ghoul

7- 8 No undead within spell range.

 

Sunlight:  This spell will fill a room or an area of up to 30 foot radius with bright light equivalent to sunlight.  This light will affect creature affected by sunlight as if it were true sunlight.

 

Suspended Animation: This spell enables the place himself or someone else in a trance-like state of suspended animation for a set period of time. During this time the body processes slow down almost to a stop. Aging and similar processes are also virtually stopped. Durations are fixed at one of the following:: 1 hour, 1 day, 1 week, 1 month, 1 year, 1 decade, or one century. Time spent in suspended animation is not variable from these set times and must be set at the time of spell casting. Range is touch.

 

Sweet Air:  This spell drives any noxious, poisonous, foul gases or mists from the area of effect and replaces it with sweet smelling breathable air.  Duration is 10 minutes.

 

Tactile Illusion: This spell enables the caster to create an illusion not to exceed 40 cubic feet in size that has both optical and tactile components. The illusion will feel real to the touch. An ice cube for example would feel hard, wet, and cold. Range is 100 feet. Duration is 24 hours..

 

Thunder: This spell causes a thunderous explosion of sound to take place at a distance of up to 200 feet from the spell caster in whatever direction he points. All creatures within 20 feet of the thunder will be deafened for 1d6 minutes. They also must save versus constitution or be stunned for 1d6 minutes. Glass or other fragile items within 20 feet of the thunder have a 50% chance of being broken.      

 

Translucence: This spell enables the caster or whomever the spell is cast upon and all that they are carrying to become translucent or ghostlike in form. In dim light translucence is virtually invisible to the eye.  Attacking while translucent does not break the spell.   Duration is one hour. Range is touch.

 

Transmute Metal To Wood: This spell enables the caster to transmute up to one cubic foot of metal per rank to soft wood. Gold, silver, platinum, and copper are not affected by this spell. Magic items save versus spells to not be affected.

 

Travel To Spirit Realm: This spell enables the caster to travel to any of the other planes inhabited by spirits and to be able to live there. He will be able to walk, speak, and so forth although some of his magical abilities may work differently on these other planes. Duration is one day or until he wishes to return to his own plane. At the end of the spell duration or upon wishing to return the caster is returned to the exact spot from which he left.

 

Truth: This spell when spoken will enable the caster to force any one creature or being to answer any single question truthfully. The creature or person will always answer, although the answer must be truthful it need not always be complete and may be misleading. The caster will be able to tell if the spell was successful. An undetectable lie spell or ability overrides the word of truth spell.

 

Turn Summoned Creature: This spell enables the caster to turn any single summoned creature or group of summoned creatures within 30 foot radius. A turned creature will not approach the caster or attack him for 24 hours. If cornered however a turned creature will fight to defend itself.

 

Unburn:  This spell when cast upon the ashes of an object that has be burned, will cause the object to unburn and become whole again.  The ashes, smoke, and gases formed by the original fire will be drawn back to reconstruct the object.  Creatures killed by fire will not be returned to life, although their burns may be healed by the spell.  The magic will produce a severe chill in the surrounding area as byproduct of the unburning process.   The unburning will require exactly as much time as the fire took to burn the materials originally.  Rang is touch.

 

Vibration: This spell enables the caster to cause an area 30 feet in radius and anything within it to undergo a severe vibration. Any creature caught within the area will take 1d6 points of internal damage from the vibrations. Fragile or brittle objects within the area are likely to break and crumble to dust. Range is 100 feet.

 

Visualize: This spell enables the caster to see and hear a current image of any single known object or person and its immediate surrounding area. A bowl of water a crystal ball or similar item must be used to focus the divination spell. A general impression of direction and distance is also felt by the caster. Range is 100 miles. Duration is ten minutes.

 

Warp: This spell enables the caster to warp any piece of wood or object made of wood of up to 10 cubic feet volume.  Magical items save versus spells for no effect.

 

Ward: This spell enables the caster to magically inscribe a ward that can prevent passage through a doorway, portal, or over a bridge of any hostile creature or specified creatures or individuals. Those creatures or individuals may save versus spells to allow them to pass the ward. The ward will ward against 100 creatures, successfully or not, then vanish.

 

Water Jet:  This spell enables the caster to cause a jet of water to emerge from a body of water that can be directed against an opponent.  It causes 1d4 points of damage per round, and may knock the target or other objects it hits to the ground.  Duration is 5 rounds.

 

Wizard Eye: This spell enables the caster to create a magical eye three inches in diameter. This eye can fly at a rate of 100 feet per round and can see in normal light and darkness. The vision is very acute and can see distant objects as if a hawk and very small objects equally well. The caster can see everything that this magic eye can see and can command its movements. Duration is one hour.

 

Wounding: This spell will cause a series of small cuts to open on the bodies of persons or creatures within the area of the spells effect causing them each 1d6 points of wound damage. The spell will affect an area up to 30 feet in radius. Range is 100 feet.

 

X-Ray Vision: This spell enables the caster to see through 1 foot of stone, 6 inches of metal, or 3 feet of wood. Duration is ten minutes.