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Holmes to BECMI conversion: spells
by ParzivalDancing Lights is re-introduced as Faerie Lights in the Alfheim Gazetteer.
I’ve got a bunch of “missing spells” from Holmes and AD&D 1e re-imagined for Classic, as well as a few original spells. I took it all the way up to 9th level, and worked up missing/additional Cleric and Druid/Elf spells.
Since Holmes only goes to 3rd level on spells (the latter all for opposing NPCs), I’ll share my takes up to there (hold on because, there’s a LOT to cover— most are, understandably, 1e equivalents, and include Illusionist spells):
1st Level Spells
Blaze Control
Range: 10’ per caster level
Target: 1 normal flame source
Duration: 6 rounds per caster level
Effect: Fire no larger than 30’ diameter. Caster may reduce or increase light from a non-magical flame or fire.
This spell allows the caster to cause the light from any non-magical fire or burning object to increase or decrease. A blazing fire could be made to give off the light of a single spark. A candle could be made to glow as brightly as a light spell. The light may be changed as often as the caster wishes during the duration of the spell. Note that the fire will double its fuel consumption or halve its fuel consumption according to whether the light is increased significantly or decreased significantly (GM’s ruling). Regardless of light emitted, the amount of heat neither increases or decreases— a smithy fire in a forge will remain as hot as ever, while a candle will be no hotter than its normal feeble flame.Blazing Arc
Range: 0 (originates from caster’s fingertips)
Target: Anything in a 120° arc 5’ or less from the front of the caster.
Duration: 1 round
Effect: Fire shoots from caster’s fingertips for 1 hp damage per caster level.
The caster spreads his fingertips wide in a horizontal arc in front of him, thumb touching thumb, and flames shoot forth, hitting anything and anyone within five feet of the caster’s hands, inside a 120° arc. Creatures will take fire damage of 1 hit point per caster’s level. Flammable objects will be set alight and burn as normal.
There is no saving throw for this spell!Dazzling Beam
Range: 10’ per caster level
Target: All creatures in a cone 100’ long by 40’ wide
Duration: 1 round per caster level
Effect: Produces a dazzling spray of brilliant colors that stun onlookers.
Save vs. Spell
This spell creates a wide beam of brilliant, flashing light and color that the caster may direct at any targets within the volume of the beam. Victims of the spell may attempt to save to suffer no ill effects. Otherwise, victims of equal or less level/hit dice than the caster are knocked unconscious and collapse, and do not recover until the combat is over. Targets of no more than 3 levels superior to the caster are instead stunned by the spell and unable to take action for one round. Higher level/hit dice beings of 4 or more levels superior are unaffected. The save may be made every round up to the duration of the spell or it is dismissed by the caster. This spell does not affect undead or planar creatures or magical constructs, or plants.Disguise Self
Range: Self
Duration: 2 turns per caster level
Effect: Alters visual appearance of the caster.
Save: Special
The caster may disguise himself to look like another human, demi-human or humanoid. The alteration may include height (no taller than 7’, no smaller than 3’), facial features, skin color and appearance (even producing fur, scales or other skin types), hair and beard, gender, age, and even race, as well as clothing and items worn or carried. The disguise is thus total, but only of appearance. The spell does not alter voice, odor, or physical size, shape, or equipment. The caster retains his actual size and equipment, and the space they take up, even if he appears larger or smaller. Therefore, physical contact with the caster or his equipment or even just the spell’s illusory magic will end the spell instantly.
The caster may make himself resemble a specific person, but only if he has known and dealt with the other person for more than a month, or has studied the person’s features for at least 3 turns. When mimicking another person in this manner, anyone familiar with that person who encounters a so disguised spell caster will gain a Save vs. Spell to see through the spell. These people gain a +1 bonus if they have lived closely with the person being copied for more than a month. If the disguised caster speaks to any such an intimate, that person gains an immediate save at +2, even if they’ve already failed a save.Enlarge (*Shrink)
Range: 5’ per caster level
Target: 1 object or creature (including possessions)
Duration: 1 turn per caster level
Effect: Causes the target to increase 1-3 size levels (see description)
Save vs. Spell if the target does not wish to be so altered.
When cast on any one object or creature, this spell causes the creature to instantly expand to a much larger size— which will also increases its Strength and weight. A Tiny creature (as an insect or mouse) would become a Small creature (as a cat); an ordinary knife would become a dagger; a dagger, a sword, and so forth. A human would become the size of an ogre; an ogre the size of a hill giant. At 9th level the caster may choose to enlarge the object two levels— from Small to Large, for example. At 18th level, the size may be increased three levels— from Small to Giant. The spell cannot make a target larger than Giant size, or reduce a target smaller than the size of a mouse.
Essentially at each size level the target’s height and breadth goes up half again (rounding up) and its weight doubles from the previous level (so a 200 pound, 6’ tall man would become a 400 lb, 9’ tall ogre-sized person if increased to Large size. If to Giant size, he would be a 800lb, 15’ tall giant-sized person). Strength increases accordingly— If the creature is now Large, assume Str 18. If Giant, treat as the results of a Potion of Giant Strength: Double damage on all attacks, can throw boulders 60/130/200 for 3d6 damage (assuming the enlarged being has humanoid arms and hands).
Objects will likewise go up in size and weight in the same manner. For animals, find the closest beast in the Monster Lists for your classic game and treat the enlarged animal as that beast in terms of Hit Dice, hit points and Armor Class (if better— otherwise the AC remains the same) and damage done by any attacks.
Note that this spell could be declared to be cast on a missile in flight— for example, if successfully cast on a sling stone as it travels, it will strike its target as a small boulder, similar to a Hill Giant. In this case, the caster must make an Intelligence Check to successfully enchant the stone before it hits. This attempt must be declared before initiative is rolled, as magic effects normally occur after missile attacks are completed.
The reverse of this spell, Shrink, will take things the other direction— making the target smaller (and thus also proportionally lighter and weaker). The target must make a Save vs. Spell to avoid the effect, even if the target wishes to be so shrunk!Erase
Range: 10’ and line of sight
Duration: Permanent
Effect: Causes mundane or magical writing, engraving or other inscriptions to vanish.
By casting this spell, the caster may instantly and permanently erase up to one visible spellbook-sized page’s worth of written text. This will include magical scrolls and spell book texts— such magical writings will receive a Save vs. Spell equal to their original scribe (if known; if not assume 11th level). Note that a book will have to open to the page being erased, and a scroll will have to be unrolled, and the text must be visible to the caster (so this spell will not prevent the reading of a cursed scroll). This spell will not erase a Symbol. The writing does not have to be in a book or even on paper or parchment— it could be on a wall or object, even if letters carved or engraved in wood, stone or metal. The spell will erase a similarly sized drawing or painting, but not a sculptured work (as a relief or bas-relief panel).False Magical Aura
Target: One object.
Range: Touch.
Duration: 1 day per caster level
Effect: Makes an object appear magical to a detect magic spell or ability.
The caster may give any ordinary object an aura of magic, even though it actually has no magic capability at all. The object may only weigh 50cn (5 lbs.) per level of caster. Attempts to analyze or identify the magic will prove unfruitful— however, spell-casters of at least 9th level or higher may see through the magic on a successful Intelligence check, but only if they concentrate for one round.Familiar Quest
Target: Self
Range: N/A
Duration: N/A
Effect: Guides caster in quest to find a familiar spirit and its animal form
This very desirable spell is both a spell, a ritual, and an adventure, for it guides the caster to a familiar spirit— an extra planar being who will inhabit an animal form and aid and support the caster in all his endeavors as long as either it or the caster lives. The familiar appears only to the caster as a vision, which offers clues as to the nature and worldly location of the spirit. It is then up to the caster to accept the challenge to find and claim his would be companion. This will take the form of a short solo adventure, which will involve a journey to a relatively remote location (no more than few days away on foot) and the deciphering of the clues in the vision to “capture” (really meet and commune with) the familiar.
In addition to the special abilities bestowed by the familiar (see the list below), the master gains a boost to hit points equal to half the familiar’s maximum amount (as rolled, not potential). This is immediately lost if the familiar is slain— and thus could result in the master’s death as well! The master and familiar are telepathically linked; with concentration the master may access all of the creature’s senses as if looking through its eyes, hearing through its ears, etc., at unlimited range. The caster can also send mental commands to the creature at this distance, which it will obey if possible, as long as it is not unreasonably endangered by the command. Assume that the familiar can otherwise behave exactly as the creature it appears to be, only with an intelligence level equivalent to a human being. The loyalty of the familiar is perfect and unbending (well, except for an Imp, which has no loyalty at all). It will defend its master if ordered to do so (the Imp will not); otherwise it avoids combat. However, if the master undergoes an alignment change for whatever reason, the familiar instantly vanishes.
If the master is slain, the familiar instantly vanishes. If the familiar is slain or vanishes for other reasons, the original caster of the spell cannot perform the ritual to seek a new familiar for exactly a year and a day. If the slain or vanished familiar is a Special familiar (see below), the caster may not seek a Special familiar ever again.
Deliberately causing one’s own familiar to suffer harm or be slain is a gross alignment violation for Lawful and Neutral spell casters, and will result in suitable consequences as determined by the GM; it will also prevent the spell caster from ever gaining any other familiar except an Imp (see below).
The following creatures are potential earthly forms for the companion, and the benefits it offers its master so long as it is within 60’ of its master (although Ability Stat bonuses have unlimited range):
1 Bat (improved hearing, limited echolocation/ability to find direction or “see” in the dark)
2 Cat (improved night vision, Dexterity +1 or -1 to AC)
3 Crow (improved sight, sense presence of magic within 60’, but not direction or amount)
4 Dog or Elven Dog (Elf casters only) (Dog: improved sense of smell; gain Tracking skill at level 2 OR Elven Dog: sense the presence of invisible, concealed, or fae creatures within 60’, but not direction)
5 Lizard (Iguana: Detect danger within 60’ including general direction, or Chameleon: Ability to see in Ultraviolet to 60’)
6 Owl (Improved eye sight and hearing, Wisdom +1 or +1 to Save vs. Spell)
7 Rat (Improved sense of smell— can detect odors and identify possible sources if familiar, and distance to the source)
8 Raven (Improved sight, sense undead or enchanted creatures within 60’, but not direction, Intelligence +1 or +1 1st level spell slot)
9 Snake (Improved smell, infravision to 30’, sense ground vibrations or moving creatures within 60’, including direction. Surprised only on a 1)
10 Tarantula (Spider. +2 to saves vs. poison, sense moving creatures within 60’ including direction, surprised only on a 1)
11 Toad (Can sense the presence of reptilian or amphibious creatures of any size within 60’, but not direction. Trance: Once per week can treat 4 hours of sleep as a full 8, Constitution +1 or +1 hit point)
12 Weasel (Improved sense of smell, Dexterity +1 or -1 to AC)Note that all of the above are animals of slightly unusual size (but still Small) and otherwise do not evidence any additional magical abilities— they can be easily mistaken for the natural beings they appear to be.
The number in front of each creature allows for a spell caster to accept a random creature as a companion by rolling a d12. Otherwise, the selection of any specific creature requires the sacrifice of gemstone of 250 gp value, which is magically consumed in the process.
All familiars above which have HD lower than 2 become 2 HD creatures. HD above 2 remain as listed in the Monster Lists.Special— the following can only be found with the sacrifice of a gem stone of not lest than 1,000 gp value, and are restricted by alignment:
Lawful— Blink Dog (as per Expert, RC) (+1 Dexterity or -1 to AC, +1 Wisdom or +1 to Save vs. Spell, on Concentration can see Ethereal creatures, surprised only on a 1, +3 spell levels per day, either as three 1st level spells, or one 1st level and one 2nd level spell, or one 3rd level spell; extra spell levels can only be used for spells the magic-user may learn and cast at his current level.) Gem stone must be a diamond.
Neutral— Faerie Dragon— Small dragon, less than 2’ long, which has multiple hues ranging from metallic red to metallic violet, across the spectrum. It is considered both a dragon kin and a fae creature: 3HD, AC 0, Size Small, Flight 180’ (60’), 2 attacks (bite 1d4, stinger 1d4+paralysis poison). Intelligence: 12 Breath weapon: Cause euphoria to targets within 20’ x 20’ cloud in front of dragon— target cannot attack or cast spells for 2d6 rounds. The Faerie Dragon can become invisible at will. Can cast Dancing Lights, Ventriloquism and Cantrips: Dazzle, Bell, Siren Song. Speaks faerie and elven tongues as well as common and draconic (Master gains all spells listed, +2 Dexterity or -2 to AC, and the ability to speak draconic). Gem stone must be an emerald.
Chaotic— Red Imp (as per GAZ 3 The Principalities of Glantri)— AC -5, HD 1/2, Size Small, move 120’ (40’) or Flying 180’ (60’), Attacks: 1 bite, 1 tail, or 1 weapon. Damage 1-3, 1-3 or 3-6. Save as MU 21. Morale 7. Charm monster once per day. Dimension door 3 times per day. Telekineses on objects 500 cn or less, ranger 100’. Invisibility at well (self only). Immune to fire, cold and mind spells. It will use its ability to get its “master” into serious trouble aid the magic-user in the service of Chaos— yeah, that’s it. That’s what it does. The creature extends no abilities whatsoever to the master; just its “assistance.” No gemstone required, just a signature in blood on a nefarious document that smells like sulfur and brimstone. But, hey, the Imp lets you keep all your money! Go on… sign it!
Note that all ability score bonuses cannot take a score above 18. Instead, the specific advantage applies.Feather Drop (*Lead Balloon)
Range: 240’, line of sight.
Target: One person, creature or object of Large size or smaller, including the caster.
Duration: One round per level of caster
Effect: Slows the target’s fall to a safe speed.
When cast on any target, including the caster, the object or creature will fall at a slow, non-accelerating rate of 50’ per round— roughly 3 mph, give or take a bit. The target will not be harmed when the descent ends (if within the duration), and if alive and/or of at least animal intelligence may land upright, on its feet, paws, or whatever applies. The spell takes effect immediately. If the target has already been falling at the natural rate, the spell gently ends that acceleration, and the target will again take no damage (so it’s possible to catch someone “at the last second”— really, the last round— and have them survive with no damage). However, this technique requires a successful Intelligence Check by the caster. Otherwise the object will be slowed, but a little too late, and will take half damage from the fall.
Any equipment or other accoutrements the target carries will be considered covered by the spell as well. The spell may also be cast in anticipation of a fall, or for a simple descent. (Despite the spell’s name, the recipient is not actually reduced to either the weight or density of a feather— thus wind and other forces would effect it only as normal.*Lead Balloon
The reverse of Feather Drop, Lead Balloon, will cause the target to fall at twice the normal rate, suffering four times the normal damage for the distance dropped. It will also cause flying creatures of small size or larger to instantly lose the ability to stay aloft or for that matter launch into flight. Creatures so targeted by this spell gain a Save vs. Spell to avoid this effect.Leap
Target: One living creature with functioning legs, or self
Range: 60’ (line of sight)
Duration: 1 turn
Effect: Allows the target to spring straight up 30’, or forward 20’, or backward 10’ (height of forward or backward jump at top of arc is 5’ or the target’s own height, if greater.
This spell gives the target the ability to jump prodigiously. Only living creatures with actual legs can benefit from this spell— a snake cannot be enabled to leap, but a turtle can. Only one leap may be made, but it may occur anytime during the spell’s duration.
The spell does not guarantee a safe landing, or the ability to grasp anything; these must be ruled on by the GM— a simple Dexterity check to do either might be a way to handle things.
1 additional leap may be gained for every 6 levels of the caster— so at 6th, 12th, 18th, 24th, 30th, and 36th. These extra jumps can be assigned to the same target or spread among many targets— so at 12th level, one target could be enabled to jump 3 times, or 3 targets could jump 1 times each.Magical Mend
Target: One broken, non-living small object (never a creature).
Range: 60’ (line of sight).
Duration: Instantaneous.
Effect: Repairs at least one break or similar damage.
By use of this spell, the caster may permanently and seamlessly repair a broken object, including a weapon or armor or a simple, handheld device. For metal objects, only one break (or bend or similar damage) may be repaired per casting of the spell (but multiple castings could repair multiple breaks). For more fragile items as wood, glass, pottery and the like, multiple breaks can be instantly fixed with a single casting (so a shattered glass could be restored, and so forth). This spell can be used on larger objects, but these require a separate casting for each damaged portion greater than 1 cubic foot (1 foot per side). (So, for example, a large stained-glass window could take a significant number of spells to repair; a perfume jar only one.)
The repair is undetectable, even with magic.
This spell cannot be used to repair a magic item; attempting such a thing causes the spell to “fizzle” and be lost.Message
Target: One creature.
Range: 60’ + 10’ per caster level (line of sight).
Duration: 1 round
Effect: Sends a brief whispered, audible message to a single distant creature.
This spell allows the caster to point at any person or creature (capable of hearing), and whisper a message which only the target can hear. The message may be in any language known to the caster. Of course, the target would need to know that language to understand the message, though not to hear it.
The message must be communicable in ten seconds or less— a full round. The recipient must be visible to the caster when the message is cast, but could pass through transparent surfaces like glass.Mirror
Target: Self
Range: Self
Duration: 2 rounds per caster level
Effect: Creates a mirror effect between the caster and a chosen direction.
A shimmering, floating mirror, roughly the size of a small shield, appears between the caster and a direction chosen by the attacker, at a distance of 5’ from the caster. If a creature in that direction has a gaze attack, the attack is automatically reflected back on the target, triggering any save of that gaze attack’s effects, if there is a save. This will block a vampire’s charm gaze, but it will not affect the vampire, except to cause it to act in revulsion to the mirror and turn its attentions to someone else (the vampire has no save against this result).
The caster may have the mirror angle in any direction desired (including vertical or other angles. The mirror will otherwise act as a mirror, reflecting light and any visual objects or effects. It does not block the sight of the caster, who can even angle the mirror so as to look into it himself. On any round the caster chooses to concentrate, he can cause the mirror to change its position around him and its angle of reflection. The mirror is always flat; never concave or convex, and the reflection is always in one direction only.
The mirror is not physical, and cannot be broken, nor will it physically impede any attacks or other physical forces contacting the caster. However, it’s possible that its reflective qualities might have effects beyond those suggested here— such as blinding a foe, distraction, misdirection, etc.. This should never exceed a -2 to hit penalty, but must be ruled on by the GM given the circumstance, attempted effect, and the nature of the target of the effect.Mystic Servant
Range: 30’ radius sphere, +10’ per 3 caster levels
Target: N/A
Duration: 2 turns per level of caster
Effect: Generates magical force to manipulate objects.
This spell calls forth a magical force to perform various simple tasks. The force may carry objects, open (unstuck) doors , pull levers, etc.,— any basic task a normal human servant might be able to perform. The mystic servant may also perform more complicated common domestic tasks, as mending clothes, dusting the shelves, sweeping the floor, doing laundry, preparing tea, etc.. Only one task may be performed at a time and the materials and tools necessary for each task must be present. If the task is interrupted (such as by someone grabbing a tool), the force is disrupted and the spell instantly ends (in which case any remaining suspended objects immediately fall). The caster does not have to concentrate to guide the force, nor do the commands need to be expressed out loud by the caster— a mere thought is sufficient (though often a caster will “show off” by stating the command out loud, to amaze the “lesser” minds around them).
The force may only carry 20 lbs. (200 cn) or less, though it may drag objects of double that weight over relatively smooth surfaces (as a flagstone floor or a wooden floor). The force will manifest as and where the caster chooses, even out of his sight, but always only within the stated range. The force is not impeded by heights or obstacles, though obviously it cannot carry or drag an object through a solid physical or magical barrier. The force can lift objects within the full 30’ radius sphere of the spell’s range, even levitating them up or down 30’, and is not stopped or affected by pits, dangerous surfaces (lava, etc..), or furnishings. When carrying an object, the force can move at a rate of 60’/round, though never faster and never outside of the spell’s range. If told to follow along with the caster, it will move at a rate identical to the caster’s movement, so long as that speed is below 60’ per round. The force may not throw an object, only carry it as described.
The force has no material form or physicality— it is completely intangible and entirely impossible to be seen or detected in any way, save through its actions— it is a magical force, not a creature. As such it cannot “wear” clothes or be covered by anything, and will not disturb smoke, fog, water, etc., save with an object it might move through these conditions.
The force cannot use a weapon or attack, though it could be given indirect commands that might result in potential damage (as “drop the torch in that pool of oil,” though never “drop the torch on the oil-soaked orc”). In the case of potential damage, the target will at least have a saving throw or ability check to avoid the results of the servant’s actions. Likewise, the force may not be attacked, though if a magical effect which does more than 6 points of damage (as a fireball) occurs in the range in which the force operates, the force instantly ceases to function.
If the caster is entirely familiar with the task and surroundings, the servant’s instructions may be a bit loosely termed— “Fetch my favorite hat” will work, as the item in question is quite clear in the caster’s mind, even if the hat’s exact location is not known nor described. So too would a command to “bring me my copy of 1001 Things to Do with a Mystic Servant by Bohred Tateres”, even though technically the “servant” can neither see nor read. It is the desire and understanding in the caster’s mind when the command is expressed that guide the force’s actions. In less familiar surroundings, the servant’s instructions must be explicit, and it will follow them to the letter. However, it has no actual intelligence or inventiveness. If a step is required which is left out in the caster’s instructions, or exceeds a basic level of instruction or requires an act of judgment, the servant will be stymied and will cease to perform the requested action. For example, a command of “open that door,” will only have the servant attempt to pull the door open. “Unbolt and open that door,” will slide back the bolt and open the door. But if there is another impediment (such as a lock, bar, wedge, etc.) which is not mentioned or understood by the caster to be there, the servant will cease the attempt.
The force may be ordered to change tasks at any moment by the caster, and need not be doing anything at all during the duration of the spell, though it will instantly function if called upon during that time.Push
Target: One object or creature.
Range: 60’+10’ per level of caster (line of sight).
Duration: Instantaneous.
Effect: Hits the target with a non-damaging force
Save vs. Spell
This spell can strike a target selected by the caster with a significant level of force in a direction chosen by the caster. The force is not enough to inflict damage itself, but may cause an object or creature to fall over, or be moved away from the caster 10’ per caster level (or until a solid object is reached, whichever happens first). If the target encounters a solid obstruction, the force dissipates and the target stops moving. A push spell can be used to knock a distant lever, shove open a door, cause an object to start rolling, trip a creature, and so forth. At caster levels 1-6 the spell will affect creatures up to Large size or objects up to 5000 cn (500 lbs.); from 7th-12th level 10,000cn (1,000 lbs.), 13th-20th level 20,000cn (2,000 lbs.), 21st-25th level 40,000cn (4,000 lbs.), 26th-30th level 80,000cn (8,000 lbs.) and from 31st-36th 160,000cn (16,000lbs.). Note that even at high levels, the spell never inflicts damage itself (though a target might be pushed over a precipice or into hazardous situations or environments). The mass the spell can push is merely an upper limit of mass affected; the spell is not applying the maximum force implied to all objects— only the exact force needed to move that specific object.
If a hostile creature is successfully pushed, the creature suffers a -4 penalty to any action taken in the round of the push as well as the following round! A successful save means the creature is not pushed at all, and suffers no penalty.Scribe Magic— Evocation
Range: Not applicable
Target: Not applicable
Duration: 1 hour per level of spell being copied.
This powerful spell is sought by all would-be master mages, for it gives a magic-user the ability to transcribe spells into his spell book which are above his understanding. For example, with a successful casting of scribe, a 2nd level magic-user could copy fireball, a 3rd-level spell, to his spell book (presumably from a scroll or other spell book he has found or traded for). He still won’t be able to cast fireball until he attains 5th level, but it will be available for him to study and prepare when he does reach that goal.
The scribe spell is not guaranteed to be successful. First, the scribing process requires intense concentration, lasting 1 hour for every level of the spell being scribed. Any interruption will spoil the spell and the scribing. Also, the caster must make an Intelligence check, penalized by the difference between the highest level spell he can know and the level of the spell being scribed. And thirdly, the spell requires a special ink costing 200 gold pieces a bottle; the entire bottle is consumed for one casting of the spell (whether successful or not).
If the spell fails for any reason, the scribing will be unsuccessful, and the magic-user will not be able to scribe that particular spell until he achieves the level to cast it, even if he casts scribe again.
The caster must have a physical copy of any spell he wishes to scribe, either in another magic-user’s spell book or on a scroll or similar source, and must have cast Read Magic on that book or scroll at some point prior to casting Scribe Magic.Shimmering Veil (1st level Magic spell)
Range: Surrounds caster, radius 5’
Duration: 1 round + 1 round/caster level
Effect: Penalizes attacks against caster by -4
When Shimmering Veil is cast, the caster is instantly surrounded by a cylinder of shimmering gold sparkles which move rapidly about, obscuring the caster from easy sight. (The veil is sealed at the top, covering the caster from that direction as well.) All attacks made against the caster are at a -4 to hit penalty. The veil does not block or affect spell attacks or similar abilities of magic items.
The caster may see through the veil without penalty, and may freely cast spells through it, or even engage in missile attacks. However, if the caster strikes with a melee weapon of any kind the veil immediately vanishes.
The veil cannot move— if the caster alters his location by more than 5’ in any direction, the spell ends and the veil vanishes.Shocking Touch
Target: One creature or one conductive surface
Range: Touch (or via conductor to 30’)
Duration: Instantaneous.
Effect: Hits target(s) with electrical shock for 1d6 +1/level damage.
Save vs. Spell
The caster inflicts a powerful electric-like magical shock to a target he successfully strikes, either with his hand or with a metal object he holds (as a dagger or metal rod, etc.). If the object is a weapon, it will also do its normal damage in addition to the shock result . Any attack requires a successful attack roll— though a barehanded attacker may treat a metal-armored opponent as AC 9!
Note that the shock will travel through a conductive surface the caster touches with his hand, as a pool of water or a metal floor or grating, etc., to a distance of 30’ from the caster, automatically hitting all targets in contact with the conductor (including allies). No attack roll is required. However, in this case, the damage is divided equally amongst all targets in contact with the conducting surface. If there are more targets than damage done, no target takes any damage!Spider Climb
Target: One creature
Range: Touch or Self
Duration: 1 round + 1 round per caster level
Effect: Allows target to climb any surface or object at a rate of 40’/round.
The target of this spell is enabled to climb any surface or rope, tree, web, etc., in the same manner and ease as a spider. However, the spell’s recipient cannot cast spells when climbing with this spell until the duration ends or the caster willingly dismisses the spell’s power. Otherwise the recipient may use weapons or other items freely. The recipient may also perform such feats as clinging to the surface with only one hand or foot, or standing horizontally on the surface being climbed, or standing upside down on the ceiling, etc., etc.. The magic will work through gauntlets, gloves, shoes, and boots of any kind.2nd Level Spells
Audible Illusion
Range: 60’ + 10’ per caster level
Duration: 2 rounds per caster level with concentration.
Effect: All creatures capable of hearing who are within hearing range.
Save vs. Spell (but see below).
This spell creates an illusory sound which can appear to be any sound the caster wishes, even imagined sounds he has actually never heard. The sound can mimic any real sound— music, a voice speaking, animal noises, monster noises, whistles, bells, falling rock, creaking wood— whatever the caster can think of. It can even be a spoken message or repeated warning. There is no limit to the type of sound, but there is a limit to volume. The spell’s volume level can equal that of a single dog barking, multiplied by the caster’s level. (So a 3rd level magic-user could create a sound to a maximum equivalent of 3 barking dogs.) The caster determines the volume up to this level, and it may vary over the duration of the spell, to create effects as if the source of the sound is moving towards the hearer, or away from the hearer, or even in multiple directions, or for any other purpose.
The GM must gauge whether to roll a saving throw on behalf of a hearer based on the hearer’s behavior in response to the sound and general intelligence or wisdom (whichever is higher)— those of low or animal intelligence or less (Int 8 or lower), will believe the sound without question, and get no saving throw. Creatures of average or normal intelligence (Int or Wis 9-12) will only receive a saving throw if they verbally question the reality or specifically pause to consider the sound before acting (or some similar course of action or reaction which seems reasonable as “close examination”). Creatures of high Intelligence and/or Wisdom (13+ in either) will automatically gain a saving throw. All saving throws are rolled in secret by the GM. If successful, the GM informs the PC’s player that his character realizes there’s an unreality to the sound, after which it becomes tinny and of low volume to that hearer (though it can still be heard). If the save is failed, the GM says nothing. If the caster has never actually heard the sound he is trying to create and is simply relying on imagination, any saving throw is made at a bonus of +1, or +2 if a hearer is familiar with a sound the caster is trying to imitate.Mystic Mouth
Range: 60’
Duration: Permanent or until triggering event decided by caster
Effect: A magical mouth appears and speaks an audible message.
This classic spell allows the caster to create a magical mouth (in size anywhere from normal size to as big as 5’ across) which appears on a surface and speaks a message based on a triggering event established by the caster. The mystic mouth may be placed on any surface within 30’ of the magic-user when the spell is cast, including a statue, the ceiling, the wall, the floor, an architectural element, a tree, a stone, a waterfall— any imaginable non-intelligent surface— even an object no smaller than a closed fist (this object could be movable!). The voice may sound as male, female, young, old, distorted, monstrous, feeble, a whisper, a booming tone— but never to any painful level, or so distorted as to be unintelligible (although the caster could cause it to speak only gibberish).
The message may be 25 words long, plus 5 words per caster level. The message may be stretched or repeated for up to 1 turn, or simply speak and end when done.
The mystic mouth will only function upon a triggering event established by the caster, and is perceptive of such events within 60’ of the spell’s location. The trigger can be very precise— “Speak when an elf touches any part of the statue” or “Speak when anyone comes within 10’ of you,” or even by some specific series of actions by a creature within 60’ of the spell (but never more than 3 rounds to perform).
The mystic mouth is permanent unless the caster provides an ending trigger— as “Speak once, then vanish” or “Speak until someone places a diamond in the statue’s hand.” Otherwise only a dispel magic spell of sufficient caster level can end the function of the mystic mouth.Manipulate Fire
Range: 120’ (effect ranges differ)
Duration: 1 round per caster level
Effect: Caster may create firework-like effect or smoke effect from any one normal fire in range.
Save vs. Spell for certain effects.
The caster causes an existing fire source to produce one of two possible effects chosen by the caster:
1.) Create a dazzling display of blinding light similar to fireworks. Any one within 120’ of the effect must Save vs. Spell or be blinded for the spell’s duration.
2.) Produce billowing cloud of dense, black, choking smoke within a 30’ radius of the fire source. The smoke lasts for the duration of the spell. Any living beings caught in the radius must Save vs. Spell or be unable to speak or act as long as they remain inside the cloud.
The fire source is completely consumed when the spell is cast.Produce Flame
Range: Caster’s hand. (Can be thrown 30’.)
Duration: 3 turns
Effect: Creates a magical flame which can light objects or be tossed at any target.
Save vs. Spell if thrown at a creature.
With this spell the caster summons a small ball of flame into the palm of his hand. This flame may be used to ignite any flammable items the caster can reach during the duration of the spell. The caster can will the flame to reduce to nothing, or reappear again throughout the spell’s duration, and thus be able to handle objects without setting them alight.
The flame can also be thrown a distance of 30’, requiring a to hit roll. If the flame strikes a flammable target, the target will come alight as it would from contact with a normal flame. If the target is a creature, the creature gets a saving throw, which if successful will snuff the flame and interrupt the spell’s duration. Otherwise the flame burns out in one round, doing no damage, but leaving any flammable substance lit.
The flame may also be placed on a non-flammable surface (as stone or metal), where it will continue to burn throughout the spell’s duration, consuming no fuel but giving off light as a torch. The caster may will the flame to end and reappear in his hand at any time during the duration— this does not extinguish any fires started by the spell’s effect.Ray of Weakness
Range: 15’ per caster level
Duration: 1 round per caster level
Effect: Causes target to lose Strength and potential damage.
Save vs. Spell
When cast, an eerie green ray shoots from the caster’s fingertips to unerringly strike a target within range and line of sight. The target immediately drops to an effective Strength of 1/3 normal, rounding up, suffering the combat reductions of that result (Strength cannot fall below 3). For example, a fighter with Strength 18 would become Str 12, losing his normal attack and damage bonuses. A thief of Str 9 would become Str 3, suffering the resulting penalties on his combat actions! For monsters (who are typically not assigned a strength level), their damage is reduced to 1/4 normal, rounding up (damage will not fall below 1). Giants and similar foes will lose their ability to hurl boulders as well. The GM should rule on other effects regarding a monster or NPC’s Strength levels resulting from this spell.Rope Trick
Range: Touch
Duration: 2 turns per caster level
Effect: Creates rope leading to mystical refuge.
The caster touches a rope of at least 5’ length or greater. One end of the rope will magically rise into the air to a height of 5’ to 30’ as chosen by the caster. Anyone climbing the rope to its top will discover it enters a small chamber which is invisible and intangible to anyone outside. The chamber will hold up to 5 normal sized humans or demi-humans (with the rope pulled up) or 6 such beings with the rope left in place. Anyone inside the chamber is completely safe for the spell’s duration, and cannot be attacked from the outside by any means. The rope may be lowered at any time, and those inside may descend by it.
The exposed rope may be picked up and taken anywhere by anyone outside the chamber, but will rise to the chamber whenever summoned by anyone in the chamber— with the chamber now opening over the new location! If the duration expires with anyone inside, they appear suddenly at the original height the rope was set to, and fall immediately.Shatter
Range: 60’
Duration: Instantaneous/Permanent
Effect: Completely destroys fragile items.
Item Save.
When cast, this spell will cause up to 100cn (10lbs.) per caster level of non-magical glass, ceramic, crystal, porcelain, pottery, and the like to instantly shatter into tiny pieces, impossible to restore (at least without very significant magic). It will not affect magic items or enchanted beings made of these substances. Note that the contents of a container will spill or splash when it is broken.Skunk Cloud
Range: 30’
Duration: 1d6+1 rounds
Effect: 15’ radius spherical cloud of noxious fumes
Save vs. Poison
The spell produces a noxious, nauseating cloud which renders victims within its radius unable to do anything but cough and gag for the duration of the spell. Those who make their saves can stumble out of the cloud after 1 round, and then recover after a second round of choking and gagging. The cloud instantly vanishes at the end of the spell’s duration, and all effects cease.Strength
Range: Touch or Self
Duration: 6 turns per caster level
Effect: Grants target exceptional strength.
This spell improves the Strength abilities of the recipient, as follows:
Str 3-8 becomes Str 12
Str 9-12 becomes Str 14
Str 13-15 becomes Str 16
Str 16-17 becomes Str 18
Str 18 gains +4 to hit and damage; fails Strength checks only on a 20Veiling Mist (Also 2nd level Druid/Elf spell)
Range: Caster’s current location, radius 10’+ 5’/caster level.
Duration: 1 turn/caster level
Effect: Covers the caster and allies in an obscuring cloak of mist within a radius equal to 10’+ the 5’/caster’s level, extending to a height of 8 feet.
With this spell the caster summons up a mist of thin cloud which lightly obstructs the vision within its area, making it hard to judge the location of anything seen through or in the mists. All attacks into, within, through, or from this area are made at -2. Any creature, including the caster, may freely leave or enter the area; the mist does not impede movement or any other actions.
Note that this is similar to the 3rd level Elf/Druid spell Obscure, but is less effective, as those within it and out of it can still be seen— just not very well.3rd Level Spells
Explosive Runes
Range: Touch (one document or book)
Duration: Permanent until triggered or dismissed.
Effect: Produces an explosion when a protected document or book is read.
Save vs. Spell for half damage.
The Explosive Runes are an effective if nasty trap for unwanted examination of the caster’s spell book or other tomes or documents. The spell is cast on the book’s cover, or a specific page, or on a lone document or scroll. Anyone attempting to read the work will trigger a fiery explosion which does 4d6 damage to anything and anyone within a 10’ radius of the object. The object will itself also be destroyed, unless protected by some magical means.
The runes can be safely bypassed by the caster and any friends or allies to whom he has given a secret password to be spoken when the item is examined. This does not remove the runes, merely bypasses them for the person who spoke the password (but not for others).
There is a 25% + 1% per level chance that any magic-user or elf will recognize the presence of an explosive rune on an object. Noticing simply means they know it’s there and to avoid it. (A thief of high enough level to read a spell has a 20% +1% per level chance of noticing the danger.)
The caster may permanently dismiss the runes at any time when holding the protected item.
A sufficiently powerful dispel magic spell will safely remove the runes.False Death
Range: Touch or Self
Duration: 6 turns +1 turn per caster level
Effect: Causes recipient to appear dead.
When cast, this spell gives the recipient the appearance of being dead— no pulse, no breathing, no heartbeat, no life in the eyes— he or she will simply be dead as far as any examination can perceive.
During this time, any injuries or illnesses the target had received before the “death” are effectively suspended; this includes diseases, poisons and magical curses.
It is possible to treat these conditions with spells or magic sources during the duration the false death is maintained. Otherwise they resume their effects when the spell ends.
Attempts to harm the spell’s recipient will appear to do little or nothing, however the target will take half damage from the attack. Poisons injected in the apparent corpse will have no effect until the spell ends, at which point the victim gains a saving throw and may be treated (assuming the poisoning is known to have happened). Obviously fatal blows or significantly deadly actions will indeed kill the target— so better hope nobody hates you enough to cut off your head after you “died.”
The false corpse cannot see or feel anything, but is able to hear and retain knowledge gained from this experience, if people are conversing around or to him.
This spell may only be cast on a willing person.Flaming Missiles
Range: Touch
Duration: 1 round per caster level
Effect: Caster may ignite arrows, bolts, javelins or throwing spears just before firing.
With this spell the caster may either light the missiles shot by a nearby ally, or in the case of an elf caster, his own. The caster must be adjacent to the shooter, and must touch each missile before it is shot or thrown. The spell may only ignite one missile per round, but may do so up to the duration of the spell.
The burning missile will ignite flammable materials it strikes just as normal, and will do +1 damage to any creature struck who is not resistant or immune to fire attacks. However, this is not a magical attack, and the missile itself does not become enchanted.
Note that the missile itself does not have to be prepared in any way to be lit— the magical simply ignites the missile. It may even be used on magical missiles. Regardless, the missile itself is consumed by the fire after 1 round, whether shot or not.
This spell may not be used on missiles entirely made of metal or other non-flammable materials.Flicker
Range: Self
Duration: 1 round per caster level
Effect: Causes caster to randomly disappear and reappear in new location within 10’.
This powerful defensive spell causes the spell caster to flicker in and out of existence randomly throughout the duration of the spell, making him or her impossible to attack directly (as with a melee strike or missile attack). However, a spell or other special attack with a large area of effect (as dragon breath) may catch the flickering caster within it, and thus inflict damage or other applicable effects (saving throw against these attacks are done at +2. If there is no save, the flickering target gets a save).
The caster cannot cast spells while flickering, but may attempt melee strikes only when they “flicker” in, provided they appear next to a potential target. These attacks, however, are at -1 to hit.
The flickering spell caster will appear as follows on a d10 (roll at the start of each round):
1= 10’ north of starting location.
2= 10’ northeast of starting location.
3= 10’ east of starting location.
4= 10’ southeast of starting location
5= 10’ south of starting location
6= 10’ southwest of starting location
7= 10’ west of starting location
8= 10’ northwest of starting location
9= returns to starting location
10= directly opposite of current location
If the result would place in the caster inside a wall or into a space already occupied by another creature or object, the caster instead appears in the next position clockwise to the rolled location, continuing around if the next space is occupied, and so forth. If all possible locations are occupied, the caster immediately takes 1d6 damage and appears in the closest possible location to the last spot rolled, after which the spell ends immediately.Gust of Wind
Range: From caster’s hands + 10’ per caster level
Duration: 1 round per 1/5 caster level
Effect: Produces powerful wind blast.
A massive burst of wind springs forth from the caster’s outstretched hands, catching any and all objects or creatures in a path 20’ wide by 20’ high, to a distance of 10’ per caster level directly away from the caster’s hands. Normal insects (including magical swarms) will be blasted apart completely. Normal bats, birds, and Small flying monsters and other such creatures will be unable to fly and be thrown back twice the distance of the wind. Man-sized flying creatures will be held in place, unable to move forward (though they can move away or to the side)— if moving with the wind, their speed will double. Large flying creatures will be slowed by half towards the wind, and sped up by half if moving with the wind. Giant flying creatures will be slowed to 75% normal flying speed. (The caster may angle the spell upward when casting to target flying creatures, if desired.)
Small and man-sized creatures on foot will be bowled over and knocked prone, unable to rise or stand for the duration of the spell. Large creatures on foot will be slowed by half, and suffer a -2 to hit while in the wind gust. Giants on foot are unaffected by the wind (they’re used to such things).
The wind will extinguish unprotected small flames in its path (candles and torches), but stoke larger fires, pushing the flames into any flammable substances located in the direction the wind blows up to the spell’s listed range. (If there are no flammable substances in the winds path, the fire merely gains visibly in strength but no other effect happens.)
Extremely light objects as papers and flags and the like will be blown away by the wind and scattered within its area of effect— if attached to poles or brackets, flags will be torn off these.Marvelous Magical Tent
Range: Forms around caster
Duration: 6 turns per caster level
Effect: Creates a tent-like domed force field of 10’ radius around caster.
This ingenious spell produces a comfortable environment around a spell caster, regardless of exterior conditions— the wildest ice and snow and wind may rage, blistering desert heat my rise, rain may pour— but inside the marvelous tent it will be quiet, dry and comfortable.
From the outside the tent appears as a solid dome of dull gray color (although it gives off no external light). From the inside, the force field is entirely transparent— anyone inside the tent can see anyone around the tent, subject only to exterior light conditions and visibility.
The tent’s interior is lit as with a light spell, which the caster can turn on or off or simply fade.
While the tent protects against the elements (down to -50° F and up to 125°F), it offers no shielding against either magical or physical attacks— missiles can pass through the force field unhindered, as can spells. However, external attackers can’t see within the tent, giving the occupants the effect of soft cover.
The tent will not form in environments which exceed its temperature limits, or underwater, but otherwise even the strongest natural winds (including hurricanes and sandstorms) cannot affect the tent or its occupants while inside. (Note that magical winds or other magically generated weather effects can bypass the tent’s protection; it is only natural effects which cannot. The key standard is “intention”— if an effect is part of an intentional action against the tent or its occupants, then the tent does not offer protection. If the effect is merely the random result of natural weather events, the tent will block it.)
The tent will accommodate 6 occupants, and anyone can enter or leave simply by stepping through the force field. However, if the caster leaves, the tent vanishes instantly.Phantom Foes
Range: 60’
Duration: 2 rounds per caster level
Effect: Creates a group of semi-real monsters to attack selected targets.
This spell appears to magically summon a small force of creatures chosen by the caster to attack any targets he chooses. The number of HD worth of monsters are equal to the caster’s level, but may not exceed 3HD, and may not be larger than man-sized (or Medium). So a 6th level caster could produce two 3HD monsters, or three 2HD monsters, or six 1HD monsters or a dozen ½HD monsters; a 30th level caster could create ten 3HD monsters, and so on, to a maximum of sixty ½HD creatures!
The creatures must all be the same, and must be creatures the caster has at one time encountered. They will move (and fly or swim, etc.) as the creature depicted. They are not intelligent, and cannot be affected by charm, hold monster, sleep, or any magic which affects the mind or will. They will attack as the HD level created, but only have 3 hit points each, and vanish when slain. They always have AC 9. Regardless of creature, the damage each being does is always 1d6, and they cannot engage in multiple attacks, nor do they have special attacks of any kind. The damage is semi-real; the victim does not die if he reaches 0 HP, but falls unconscious for 1d6 rounds, having sustained only half damage, rounded down.
Otherwise the creatures appear real— they make noise, interact with physical objects, block movement, cast shadows, etc. and feel real if touched or struck. They will continue to attack the assigned targets until destroyed or the duration of the spell ends. If a target is rendered unconscious or slain, they will shift to attack a foe of the caster’s choosing. If no foes remain, the creatures will cease movement, and follow the caster for the remaining duration of the spell, or until they are sent to attack another foe.Suggestion
Range: 60’ (one intelligent creature)
Duration: Permanent until carried out.
Effect: Convinces the target to comply with a simple suggested course of action.
Save vs. Spell
This spell can be used to persuade a single target to obey a suggested course of action of a limited nature. The suggestion cannot be suicidal or obviously harmful— the target cannot be made to jump into a pool of lava, or stab itself. However, the suggestion could be deceitful— as suggesting there’s easy treasure to be had in a room the caster (but not the target) knows to contain a dragon. The suggestion can be long term, but not overly complex— the suggestion for the target to ally with the party to raid an ancient tomb for treasure is certainly doable. A complicated serious of tactical actions with no clear benefit, not so much. The more reasonable the request is (and the more apparently beneficial), the harder the saving throw becomes— the GM will decide a level of penalty to the throw based on the request. Note that more than one attempt to suggest actions to the same creature will provoke further saving throws, and if previous suggestions have not worked out reasonably well the saving throw could have a bonus. (And any creature who saves from a suggestion will not likely be well disposed towards the caster or his party.)
The target must be able to understand the language of the suggestion, and cannot be mindless, a construct, or any sort of undead.Tongues (*Babble)
Range: Self
Duration: 1 turn/level
Effect: Understand any language spoken within 60’ radius.
The caster may use this spell to understand any spoken language used within the spell’s radius, and speak it as well. The spell will even work with alignment languages. The spell does not grant the ability to read the languages in written form. Any and all languages can be understood and spoken, even among multiple speakers, providing the noise doesn’t overlap too much (GM’s ruling).
The spell has a reverse, Babble, which renders all communication within the radius complete gibberish to everyone present.