Spells

Wizard Spells

Notes

All standard wizard spells are listed here. Most innate powers use identical effects. Spells are also listed alphabetically.

Spell Descriptions
All spells have name, and then list of standard characteristics.
All spells have casting cost of one round unless noted as ritual with given time. If the spell requires exact wording, the casting time may take longer.
All spells also have power level, which is normally spell level x3 unless noted otherwise.
Ranged spells can be cast at any target or place within 20 meters or so, sometimes a bit longer, but generally not.
Touch spells are cast on creature or object touched. Hostile creatures must be first hit in melee, and friendly too, if they are in constant move in melee. Apply +8 bonus to hit friendly, and use paralyzed AC.
Enchantment is an spell that has temporary effect on target is enchants. These spells can be dispelled with most dispelling magic.

Saving Throws
Many spells can be resisted with successful saving throw, but spells that create something and then attack with it are not saved as magical attacks (unless noted as such), but instead as attack of created type.

Enchantments and Decay
Enchantments do not last forever. The magic that holds them will decay and the effect is automatically dispelled after some time. Before the enchantment is completely dispelled it may lose some power. A decay roll is made at the start of target's turn (or caster's, if no spevified target with actions), as frequently as noted. A d6 is rolled and if it is same or lower than given decay numbers, the spell effect will fade. If the roll is 1 over, the decay numbers increase by one.
Example: Spell has decay 1-2/round. At the start of caster's turn, a d6 is rolled for 3. The spell will not decay, yet, but decay is increased to 1-3 because roll was 1 over.

Enchantment Stacking
In normal cases, multiple spell with same effect do not confer multiple bonus. So creature with two stone skins has its AC 5 better, not 10. The decay is rolled for each separately.

Illusions
All illusions are bit transparent, and can be detected with successful perception test if looking any closely.

Walls
These spells create a wall of some magical force to target place. If the created wall is broken by any object or creature, the spell fails. If the created wall is solid, it can normally be destroyed with physical damage. It is immune to everything except physical, acid and disintegration, unless noted otherwise. In addition, it is resistant to piercing and cannot take double damage from exceptional hit.

Level 1

Burning Hands
-
Fires a fireblast at target in front of caster. Hits as bolt, and causes 2d6 fire damage.

Color Spray
Bolt
Launches a bolt of swirling colors. Any creature hit is blinded on a d6 roll of 1-3, as is with lightning attack. Creature stays blinded until rolls 1-2 with d6 at the start of own turn.

Detect Evil
Touch
Caster senses if the object touched is cursed or blessed. May fail sometimes, and if used on creature, unholy creatures are obvious.

Detect Magic
-
Caster senses all magical auras in close vicinity (within 10 meters and preferably visible).

Detect Illusions
Touch, Enchant Creature
Target creature detects all illusions from real things simply at seeing them. Decay on 1-2 each hour.

Enlarge
Touch, Enchant Creature, Power 5+
Target creature becomes larger. For each 5 power in spell, target gains +1 STR and 2 hit points. The size of the target increases as well, doubling the weight for each 10 power. This means that height is doubled with 30 power etc. Note that items do not grow! If the growth is resisted by force (say, too small room or good quality armor), it fails. Decays on 1-2 each minute.

Feather Fall
Power 1
The caster stops his or her falling and slowly descends down at rate of 1 meter per round. This spell is not very fast, and requires an action!

Light
Enchant Area, Power 1
Area around caster is illuminated until enchantment is dispelled. Light is about cloudy daylight, and covers area about 10 meter across. Decays on 1-2 each day.

Magic Missile
Ranged, Power 3 per missile
Fires up to 10 missiles against target, which must be in sight almost completely. Hits automatically, and causes d6 magical damage per missile.

Phantasmal Forces
Ranged
Creates a short illusionary effect, which is very clearly an illusion and lasts only for a few moments, up to a few seconds if caster concentrates that long. This illusion can be used to scare a small group of creatures close to each other, which all gain save vs. magical illusionary fear or are stunned for a round, or may try to flee. Creatures gain +4 or even +8 bonus to save if illusion is a very poor one.

Produce Flame
Ranged
Creates a small fire in target location. Will not burn more than few seconds unless the material would normally burn. Causes d6 fire damage if cast on other creature.

Remove Fear
Touch, Enchant Creature
Target creature is immune to fear. Decays on 1-2 each hour.

Reveal Use
Ritual 1 min, Touch, Power 10
Caster handles the target item and reveals its name most of the time and its magical bonuses. No information about charges, curses or blessing or special properties is given.

Sanctuary
Ritual 10 min, Enchant Area, Power 5
Caster enchants area around him or her suitable for his or her personal magical work. While in area, caster has +1 INT bonus on all magic-related things, is more probable to succeed in conjuring certain creatures or to shapeshift into chosen form. In addition, sanctuary can be used as target location for teleport or portals, and they will hit it with 1-5 on d6. Decay on 1 each day.

Shield
Enchantment
Creates a shimmering shield in front of caster. Reduces AC by 4, and bounces bolts on a d6 roll 1-2 each time they would hit the caster. Decays on 1 each round.

Sleep
Touch
Target creature must save vs. mind magical sleep or is put to sleep. See creature statuses for details.

Wall of Shadows
Ranged, Enchant Area, Power 5
Creates a wall of utter darkness of size about 6x3 meters. Creatures must save vs. fear to pass through it. After one successful save, no further is needed. No creature can see through the wall. Decays on 1-2 each 10 minutes.

Level 2

Acid Arrow
Ranged, Power 2 per d8
Fires an acid arrow at target in sight. Must be hit normally, and causes d8 acid damage for each 2 power levels in spell. Maximum damage 8d8 (power level 16).

Banish
Ranged, Power 6+
The caster tries to banish target outerplanar or etheral creature, which must make a save vs. magic or is banished back to plane of origin or forced to semi-material form. Creature saves at -4 (and magic resistance or immunity does not apply) if inside appropriate ward it cannot cross, and with +8 if used power level is less than creature HD or level. If the true name of the target is known and used, target saves at -8, in addition to any other modifications.

Cause Fear
Ranged, Enchant Creature
Target creature must save vs. magical fear or is scared and will very probably flee. Decays on 1 each round.

Darkness
Enchant Area
Area around caster is dimmed to pitch darkness, and all creatures there are blinded unless have night vision. Decays on 1-2 each hour. Does not work in sunshine.

Detect Invisible
Touch, Enchant Creature
Target creature can see invisible things. Decays on 1-2 each hour.

ESP
Touch, Enchant Creature
Target creature gains ESP, which allows him or her to detect thoughts within 50 meters of him or her if concentrating and closing eyes (requires an action). No actual thoughts are readable, but ESP works a bit like extrasensory radar. Decay on 1-2 each minute.

Gain Resistance
Touch, Enchant Creature
Target creature gains resistance to poison, sleep, polymorph and petrification, fire, cold or lightning, as determined by the caster. Decays on 1-2 each hour.

Force True Form
-
All shapeshifted, metamorphed etc. creatures within 10 meters from caster are forced instantly back to their true form, unless resist the magical effect.

Forget
Ranged, Enchant Creature
Target creature must save vs. mind magic at -4 or becomes stupid and is stunned its next action. Stupidity decays on 1-2 each minute.

Hide Aura
Touch, Enchant Enchantment
Target enchantment loses its magical aura, and it is very rarely notified with detect magic. Even if the original enchantment shimmered or was otherwise obvious, even that is hidden. Decays on 1 each hour, or automatically when original enchantment decays.

Knock
Ranged
Target mechanical lock is unlocked, or simple bar opened. Cannot effect big, heavy bars.

Mirror Image
Enchantment
Creates an illusionary duplicate of the caster. Any fast shot at caster is randomized among caster and his or her illusions evenly. In melee there is double the change to hit the actual caster (so with 1 mirror image, 1/3 of strikes hit that image). Decays on 1 each round.

Ray of Enfeeblement
Bolt, Enchant Creatures
All creatures hit lose 2 STR unless resist the magical effect. Decays on 1 each round.

Remove Spell
Power 10
With this spell, the caster can remove one selected spell from his or her memory to make possible to learn a new one. If the spell fails, a random spell may be lost in adiition to some random memories.

Static Illusion
Ranged, Enchant Area
Creates an illusion of some static thing like a wall, table or stairs, up to 3m cube or 6x3m wall. Decays on 1-2 each hour.

Stinking Cloud
Ranged, Enchant Area
Creates an greenish fog of diameter about 5 meter to target location. All breathing creatures in area must save vs. poison each round or are stunned. Decays on 1-3 each round, holding breath is covered by save.

Strength
Touch, Enchant Creature
Target creature gains +2 STR until enchantment is dispelled. Decays on 1-2 each hour.

Stun Ray
Bolt
Creates a 10 meter bolt that stuns all creatures unless they save vs. magical stun.

Vitality
Touch, Enchant Creature, Power 1+
Target creature gains additional hit points equal to power level of the spell. These hit points remain until lost as damage, or dispelled. Damage caused to target creature is first reduced from these extra hit points, and they can be used to get creature to positive hit points. Decays on d6 roll 1-2 each minute.

Ward
Ritual 1 min, Enchant Area
The caster draws a ward into ground against creatures from certain outer plane, like Abyss (demons) or Hell (devils). The ward must be made from some appropriate materials and is always a circle, with diameter usually from 2 to 5 meters. No creature of that type can cross this ward if their HD is less than power level used on ward, nor they cannot touch it, cast dispel magic at it, or any spell over it.
Creatures with more HD must save vs. magic to cross, and can make only one test for specific ward. If the save is successful, creature is unaffected by the ward. Decays on 1 each hour, or when ward is broken physically.

Web
Ranged, Enchant Area
Creates a 'wall' of sticky strands for up to 6x3m area. All creatures hurled or pushed into web are stuck and are grabbed (as with special attack) with STR +2. The web can be teared as with escape from STR +5, or it can be burned, although it does not burn very well. Decays on 1 each hour.

Level 3

Cause Stupidity
Ranged, Enchant Creature
Target creature must save vs. mind magic or becomes stupid. Decays on 1 each day.

Cloud of Slumber
Ranged, Enchant Area
Creates an grayish fog of diameter about 5 meter to target location. All breathing creatures in area must save vs. magical sleep each round or are put to sleep. If awaken, must again save if still in area. Decays on 1 each round, holding breath is covered by save.

Conjure Monster
-
Conjures one random creature typical to area. The creature appears near caster, and is not friendly automatically; most of time it may be quite mad. Normally only under 10 HD creatures are conjured, and absolute limit is spell power level. This spell may fail, and always have at least 1 in d6 chance to do so.

Curse
Ranged
When cast, the caster words a curse on target. Typical curse is stupidity or vulnerability to some attack type (not physical). If the creature fails magic save, the curse becomes permanent until removed (cannot be dispelled). If the save is successful, creature is immune to magic or caster has no time or chance to word a curse, on a d6 roll 1-4 one random item of the target creature becomes cursed. If targeted on item, it automatically becomes cursed. Target notices a black aura around him or her when spell is successful.

Dispel Magic
Ranged, Power 5+
Target enchantment is dispelled if it has power less or equal to power level of dispel +d20. If used on creature with enchantments, most recent is first dispelled.

Enhanced Illusion
Ranged, Enchant Area
Creates an illusion of some simple thing which can move a bit, like burning fireplace or fountain, up to 3m cube. Decays on 1-2 each hour.

Fly
Touch, Enchant Creature
Target creature gains levitation. Decays on 1 each minute.

Free Breathing
Touch, Enchant Creature
Target creature can breathe any harmful gases or underwater, and is almost non-breathing - some air, even little, is still needed. Decays on 1 each hour.

Glyph of Warding
Ritual 10 min, Touch, Enchantment
The caster wards a certain doorway, item or similar things with warding runes. If no proper action is done when door is opened, portal is passed etc. the spell used to ward is launched. That spell is cast during warding, and is weaved into ward. Ward decays on 1 each day.
The ward launches immediately if tried to be moved.

Haste
Touch, Enchant Creature
Target creature is now fast (if already slow, only loses that status first). Decays on 1 each round. For each hour this spell is in effect, target loses one point of CON.

Lightning Bolt
Bolt, Power 10+
Creates a 10 meter bolt from fingertips of the caster. Causes power level+d20 of lightning damage.

Mind Blank
Touch, Enchant Creature
Target creature becomes immune to mind and cannot be detected with ESP or similar means. Decay 1-2 each hour.

Morph Armor
Touch
Target armor piece is morphed to new size to fit on different creature. The spell has 1 in d6 chance to create non-fitting armor, and then 1 in d6 chance to permanently destroy the armor. Increase change for non-fitting for more drastic changes (like human breastplate to hobbit size).

Phantasmal Horrors
Ranged, Enchant Creature
Target creature must save vs. mind magic or is paralyzed or scared (as chosen by caster) by imaginary creatures until spell dispels. Decays on 1 each round.

Slow
Ranged, Enchant Creature
Target creature must save vs. magic at -4 or is slowed (fast creatures only lose that status). Decays on 1 each round.

Telepathy
Touch, Enchant Creature
Target creature may communicate telepathically with any willing target within 20 meters. Understanding is not granted. Decays on 1 each 10 minutes.

Level 4

Animate Dead
Touch, Enchant Corpse
Enchants dead corpse max HD equal to power level/2 as zombie, which obey the caster blindly. See bestiary for details. Decays on 1 each hour, or automatically at sunrise.

Aura of Fear
Touch, Enchant Creature
Target creature gains supernatural aura of fear, which makes him, her or it scaring. Decays on 1 each round.

Dimension Door
-
The caster is instantly teleported to target location within 50 meters. If the location is blocked or guess goes wrong, the caster is teleported to random free location within 50 meters from original position.

Dispel Illusions
-
All illusions around caster within 20 meters are dispelled. Even permanent (with permanency) are dispelled on d6 roll 2+.

Extend
Ranged
Target enchantment now lasts for about 6 times longer, so 10 minutes become hours, hours 6 hours and days to weeks. Not cumulative.

Fireball
Ranged, Power 10+
Fires a fireball, which strikes first target in path (normal to-hit), and explodes in 5 m diameter fireball which expands to its full size. Causes power level+d20 fire damage to everyone in area. If target has negative AC, add it to damage (effectually reducing it).

Fireshield
Touch, Enchant Creature
Target creature gains a shimmering field around him or her, that makes him or her immune to fire. Decays on 1-2 each hour.

Hold Monster
Ranged, Enchant Creature
Target creature must save vs. magical paralyzation or is paralyzed until frees or enchantment is dispelled. Decays on d6 roll 1 each round, rolled at the start of target's round.

Invisibility
Touch, Enchant Creature
Creature touched becomes invisible, and is only seen as very faint movement. Decays on 1 each minute.

Minor Globe of Invulnerability
Touch, Enchant Creature
This spell creates a shimmering shield around the target and target creature becomes resistant to fire, cold and lightning. Decays on 1-2 each minute.

Metamorph
Touch, Enchant Creature
Creature touched is transformed into another creature. The new creature type is quite random, but is most of time has many same properties than original (same HD, general type etc.). Note that equipment does not transform, and may break during transform. Decays on 1-2 each hour.

Remove Curse
Touch
Removes curse from target item or creature.

Steal Mind
Touch, Enchant Creature
Target creature must save vs. mind magic or becomes insane. Decays on 1 each day.

Stone Skin
Touch, Enchant Creature
Target creature becomes rock-alike, and gains 5 better AC, with at least held AC 0 (and melee and missile AC from that, if appropriate). Decays on 1-2 each hour.

Suggest
Ranged
Caster telepathically suggest target creature to do some action during its next turn. The target may save vs. mind magic, and is at +8 for suicidal actions. Too complex commands are not done nor spells; the target will instead just miss its next action.

Wall of Fire
Ranged, Enchant Area
Creates a wall of blazing heat of size up to 6x3 meters. Any creature passing through gains d20+20 of fire damage, and must save vs. fear even to try (only one successful save is enough for that encounter). decays on 1-2 each minute.

Level 5

Charm Monster
Ranged, Enchant Creature
Target creature must save vs. mind magic or becomes submissive and totally friendly to the caster. Target still regards its friends but if it has to choose, will quite probably turn against them. Decays on 1 each hour.

Cloud Kill
Ranged, Enchant Area
Creates an greenish fog of diameter about 5 meter to target location. All breathing creatures in area take 2d10 poison damage each round (non-cumulative). Decays on 1 each round.

Cone of Cold
Bolt, Power 10+
Creates a 10 meter bolt of pure cold from fingertips of the caster. Causes power level+d20 of cold damage.

Disenchant
Power 15+
All magical enchantments within 10 meters of caster are dispelled if d20+power level roll is same or more than enchantment power level. Permanent effects are not affected.

Frostshield
Touch, Enchant Creature
Target creature gains a shimmering field around him or her, that makes him or her immune to cold. Decays on 1-2 each hour.

Identify
Touch, Power 20
Reveals general information about target object; its general use, charges, command words (if any), magical bonuses and cursed/blessed status. Any more special properties or hidden features might remain hidden.

Passwall
Touch, Enchant Wall
The caster opens a magical portal to touched wall. The portal is about 2 meters wide and high, and can penetrate up to 3 meters of wall. Decays on 1-2 each 10 minutes, and when closes, ejects everything inside.

Polymorph
Bolt
First target hit is polymorphed into a new random form - permanently. The creature simply becomes creature of a new type, which is most of time approximately of same HD. Creature may save vs. magical polymorph to avoid its fate. If item is polymorphed, it transforms into some new item.
Polymorphed creature regains its memories, mental stats and skills if polymorphed into intelligent creature, but loses them otherwise (this is different from normal shapeshifting spells)

Raise Dead Army
Ritual 5 min, Ranged, Enchant Corpses
Enchant power level orc-size or smaller humanoid corpses as zombies, which obey caster blindly. Each decay on 1 each hour, or automatically at sunrise.

Reality Illusion
Ranged, Enchant Area
Creates an illusion of some quite simple thing which can move a bit, like a hanging scene or fountain, up to 6m cube. The illusion includes sound, heat and smell, but does no actual damage. Successful INT-test is enough to notice difference if illusion includes smell or heat and there is some pause in action; otherwise, illusion save must be made to pass through illusionary firewall or similar feat. More complex illusions are easier to detect than simpler ones. Decays on 1-2 each hour.

Restoration
Touch, Power 10
Restores 20% maximum hit points from lost, removes one disease, deafness or blindness, or restores one lost stat level. Cannot help on permanent damage

Summon
Ritual
This spell is used to summon certain creature or creatures from other planes. The caster does required preparations, draws mystical symbols, possibly sacrifices something and chants appropriate rhymes. The conjuration skill should be tested to see if caster knows what to do as preparations. After this preparation, which takes from a few minutes to hours, spell-casting is checked and if successful, the GM rolls if anything appears, normally limited to power level HD. If the ritual was correct, very probably right kind of creature will appear, but wrong chants may result in no creature or something unexpected.
Summoned creature is not automatically friendly; more likely it will be quite pissed off. Some wards to protect the caster is recommended.

Telekinesis
Ranged, Enchant Object
The caster may either hurl 50 kg per 2 power levels as one round action, doing d6 damage per extra 50kg if hit against wall or other hard object, unless target saves vs. magic at -1 per extra 50kg (when compared to target weight).
Alternatively the caster may move one object or willing target slowly around, with maximum weight of 10 kg per 2 power levels. Decays on 1 each minute or when caster stops concentration.

Teleport
Touch
The caster and up to 2 other creature touched are teleported up to 50m to target area determined by the caster as with spell dimension door. If cast on other creature, it is teleported up to 50 meters to random direction.

Touch of Death
Touch
Creature touched is killed unless saves vs. magical death at -4.

Wall of Ice
Ranged, Enchant Area
Creates a wall of ice of size up to 6x3 meters. No creature can pass until wall is breached. The wall has AC 0 and 50 hit points, and can be damaged with fire, too. When melting, the created water evaporates immediately. Decays on 1 each hour.

Level 6

Anti-Magic Shell
Touch, Enchant creature
Creates shimmering field around target, which is now immune to magic. Decays on 1-2 each 10 minutes. Note that if a creature is immune to magic, no spell can affect him or her, only items and enchantments.

Chain Lightning
Bolt, Power 15+
This spell is fired as normal bolt, but upon striking something, 'leaps' with -5 power against closest target, preferring metal wearing ones. This continues until there is no more untouched targets within 10 meters of power drops below 0. Each hit causes current power +d20 lightning damage.

Death Spell
Power 20
4d20 HD of non-death immune creatures around caster within 10m are affected, starting from weakests. All affected must save vs. magical death at -2 or die instantly.

Dig
-
A hole is dig into direction pointed by the caster. If cast on dirt or earth, a hole with 2-3 meter diameter and depth of 10 meters is created, into a stone, a 3 meter deep hole. Does not affect creatures, metals or wood, except if cast while swallowed. If cast from inside of the creature, does 5d20 physical damage and ejects caster.

Disintegrate
Bolt
First target hit is disintegrated. This bolt does not bounce from nonmagical barriers, but instead disintegrates them. Roll d6 for creatures hit: 1-4 3d20 magical disintegration damage, 5-6 magically disintegrated completely with equipment. Only one target is affected, and very large object and creatures (over 5 cubic meters) are only partially damaged (no need to roll that d6).

Energy Drain
Touch, Power 20+
Target creature is energy drained power level+d20 hit points. Treat this as magical death attack, the caster gains half the amount drained to HP. It is possible to get HPs over normal maximum with this spell. Such hit points vanish at next sunrise, unless lost before that.

Enforce Wall
Ritual 10 min, Enchant Area
Enforces about 5x3 m piece of wall or floor or roof per power level so that it cannot be affected by magical effects like passwall or dig. Decays on 1-2 each day.

Globe of Invulnerability
Touch, Enchant Creature
This spell creates a shimmering shield around the target and target creature becomes immune to fire, cold and lightning. Decays on 1-2 each minute.

Mystical Aura
Ritual 10 min, Enchant Area
Enchants an area up to 5x5x5 meters per power level with mystical aura that prevents all teleportation (or equivalent) inside it. Creatures may still teleport outside. The aura does not affect the caster, nor does it creatures with 10 HD or levels more than caster. Enchantment decays on 1-2 each day.

Petrificate
Bolt
First target hit must save vs. magical petrification or is turned to stone.

Power Word, Stun
Ranged, Enchant Creature
Target creature must save versus magical stun at -8, or becomes stunned. Creature with 100 hp or more gains +4 per full 100 hit points. This stun lasts until spell effect ends. Decays on 1 each round.

Portal
Enchant Area
The caster creates a portal to determined location he or she has earlier visited and instantly teleports to that location. The location must be in same plane and within power levelx5 kilometers, and is never accurate unless opened to sanctuary, but should hit within half a kilometer from target location. Portal always appear on safe ground, and cannot be opened to other planes nor places where caster has not been. The portal stays open in original location for a while, so other creatures may follow him or her by jumping to portal before it closes. Portal is one-way only, and there is no apparent portal in other end. Decays on 1-3 each round.

Rock to Mud
Ranged
Target rock formation about 2-3 cubic meters is softened to mud. Spell may fail if targeted on bigger formation, or harder rock-like substance. If cast on rock creature, does normally 6d10 magical polymorph damage.

Spirit Form
Touch, Enchant Creature
Target creature and all its items possessed becomes semi-transparent and ethereal. He or she may walk through walls (unless reinforced) and pass through creatures. Elevation changes only if floor eleveation changes. Subject is immune to physical (unless attacker is also Ethereal) as long as this effect is in effect, but cannot handle any items nor cast spells. Decays on 1 each minute. If the creature is inside something when returns to normal form, death is quite unavoidable.

Stone to Flesh
Touch
Target statue is transformed to flesh. Petrified creatures are restored to life, but might have been damaged while stoned, and require resurrection or reincarnation after that. Stone-like creatures have their AC worsened by 6 and lose half their HP, but may make save vs. magical polymorph at -4 to avoid the effect.

Level 7

Enhanced Mystical Aura
Ritual 1 h, Enchant Area
As level 6 spell, but prevents all teleporting, including to outside. Still does not affect the caster nor too high-level creatures.

Finger of Death
Bolt
All creatures hit must save vs. magical death at -2 or die instantly.

Major Conjuration
-
The caster conjures anything to appear into his or her hands or near him or her. The conjured thing can be from his or her personal possession from caster's sanctuary, or anything else desired. The spell cannot be targeted at some specific item unless the caster has handled it some time ago or very long periods earlier.
The chance for correct thing to arrive is completely dependent on many factors, and GM rolls for effect. As a general guideline, items from caster's sanctuary are almost always successfully conjured as is typical inhabitants and items of the surrounding areas. Specific items and creatures may resist the effect, and have at least magic save or similar protection.

Meteor Swarm
Ranged, Power 20+
Creates 2 or more meteors that are hurled from caster's hand. Meteors hit as normal (not bolt), and when hit something, explode into 5 meter diameter fireball, causing 10+d20 fire damage, substracting any negatice AC from damage (see Fireball). One meteor is created for each 10 power level in spell. All meteors must be hurled against targets close to each other. If in area of multiple meteors, add all damage together, reduce AC (if negative) and then apply any resistances.
If cast outdoors, the caster may instead opt to drop meteors from the sky, affectually increasing the range to 100 meters, but losing any possibility to hit anything very accurately.

Negate Magic
Ranged
Targeted magical effect is permanently removed. If targeted generally in a creature, d6 random magical effects are dispelled, starting from the weakest. This spell can destroy magical items and permanent magical effects (made with permanency), but artifacts can usually resist the effect. If cast on enchanted creature, does normally 6d10 magical damage.

Permanency
Ritual 6 hour, Enchant enchantment, Power 30
At the end of casting, a new enchantment is cast and then made permanent with this spell. This fixed enchantment cannot be dispelled by normal dispel magic, but negation affects it automatically. In addition to normal possible mana burn, this spell automatically burns d3-1 magic points from caster, except if cast on creature enchantment. In such a case, it burn enchantment power level -d6 magic points, with minimum of 1. This loss is permanent.

Planar Gate
Enchant Area
As with spell portal, creates a temporary portal from one place to another. The difference is, that this gate does not automatically 'suck' the caster, it is more obvious, can be opened to any place, including inter-planarly, and is two-way. Gate opened to place caster has not been will open to complete random place, and possibly to wrong plane. Decays on 1 each minute.

Power Word, Kill
Ranged
Target creature must save vs. magical death at -6 or is slain outright. Creature with 100 or more hit points save at +4 per full 100 hit points.

Prismatic Spray
Bolt, Power 15
Creates a 10 meter bolt of multicolor spray. Roll d8 for each creature hit:
1Red, 30 points of fire damage
2Orange, 30 points of magical damage
3Yellow, 30 points of lightning damage
4Green, 100/20 magical poison
5Blue, save vs. magical petrification or turned to stone
6Indigo, save vs. mind magic or insane (Enchantment, decays on 1 each week)
7Violet, teleported (as with teleport spell)
8Reroll twice, ignoring 8

Regenerate
Touch
Regenerates a lost body part, like sight or limb, to target creature in one hour, or 50% of the maximum hit points instantly.

Reincarnate
Ritual 10 min, Touch
The caster creates a new body for dead creature, and this body is then possessed by the spirit of the fallen. A random creature is created from remains of the fallen creature, and as with metamorph, similar creatures to original is more probable. If the resurrection succeeds, the spirit inhabits that new body, which starts from full HPs. The rebirth counter is increased for both the caster and reincarnated creature.
Note: Petrified creatures must be first changed back to flesh.

Shape Shift
Enchant Self
The caster takes a form of some chosen creature which caster has seen. The spell may fail or result in other form if the chosen race is quite unfamiliar, alien, or too formidable.
Shape shifted caster gains all powers, properties and limitations of target creature, except magic powers. Physical stats are those of the new form, but mental those of the caster. Note that equipment does not change, and body armor may break when caster changes his or her form. Decays on 1-2 each hour.

Wall of Force
Ranged, Enchant Area
Creates a wall of invisible of size up to 6x3 meters. No creature can pass until wall is removed. The wall has AC -10 and 200 hit points. Decays on 1 each minute.

Weird
Ranged
All creatures in target area of 5 meter diameter must save vs. mind magic at -2 or die instantly, killed by their most horrible fear. Those saving are paralyzed until their next action after their next unless somehow can resists mind magical effect.

Miracles

Notes
Miracles granted by deities to their followers have effects similar to spells, and are described identically below. Power level is normally equal to faith level.

Animal Ward
Ritual 1 min, Enchant Area
As spell Ward, but against natural animals. Also works against stupid fantasy beasts at half power. Power level is equal to faith level+WIS.

Bless
Touch, (Enchant Creature)
Removes curse from target item or creature, or make non-cursed item blessed. Only one item can be blessed each week. Creature touched gains immunity to fear and +2 on all saves (except magic and stun), decays on 1-2 each hour.

Banish Evil
Ranged
As spell Banish, but affects only unholy creatures, like demons and devils. Power level is equal to faith level+WIS.

Cure Blindness
Touch
Temporary blindness or deafness of the target creature is healed. Cannot restore sight or hearing, if lost permanently.

Cure Disease
Touch
Target creature is healed from one disease. If this disease is cumulative, all occurances are removed unless noted otherwise in disease description. Does not return any stat levels or hit points lost to disease.

Evil Ward
Ritual 1 min, Enchant Area
As spell Ward, but against unholy creatures.Power level is equal to faith level+WIS.

Healing
Touch
By laying with hands, the creature can heal target living creature. Each use heals 20% of maximum hit points. Note that target in melee must be still hit, but with +8 bonus and as paralyzed, if willing target. Note that any magic resistance do apply.

Neutralize Poison
Touch, Enchant Creature
Target creature is immune to poison. If cast immediately after dying for poison before target's next action, the creature is returned to life (but is counted as rebirth as usual) in HPs just before poison damage (or instant death). Decays on 1 each hour.

Restore
Touch
Restores one temporary lost stat level.

Resurrect
Ritual 1 min, Touch
Target body no longer old than Faith Level squared, in hour, is raised back to life. Target creature loses permanently d6 hit points, and caster gains one 'rebirth' point as if he or she would have been resurrected, too. Petrified creatures and those without very intact body are beyond this miracle. Resurrected creatures have max HPs.

Summon Animals
Ritual
As spell Summon, but instead summons specified normal animals, which appear in few minutes to hours depending on terrain and other conditions. The ritual must continue the complete time, and animals will perform some simple action during it, if it is quite natural action for them to do. HD is limited to faith level+WIS.

Turn Undead
Ranged
Up to 4 target undead creatures must save vs. turning or are crumbled to dust. Save has following modifiers:
+2Turning against 2 or more attempted
+4Faith level not 4 higher than undead HD
+8Undead HD more than faith level (not cumulative with +4 bonus)
+4Some undead has succeeded to save turning attempt by that priest during this encounter
Each successful save from undead creature does d6 point of damage on priest. Note that some undead creatures may reflect the turning attempt back.
If the priest has more than 10 faith levels, he or she can turn up to 10 undead creatures, but is considered to have faith level 10 lower than usual.


HDD3 RPG system (c) Kalle Marjola 1996-97. All rights reserved.