[{"spell_id":1,"spell_name":"Acid Arrow","level":"mag 2","rng":"30 feet","dur":"special","reversible":false,"pp":175,"spell_desc":"<p>A magic arrow darts from the finger of the caster. On a successful attack roll (<i>dexterity</i> modifier applies), the <i>acid arrow</i> strikes for 1d4+1 hp physical damage, plus an additional 2d4 hp acid damage in the same round. Magicians (but not other sorcerers) enjoy a +1 bonus to the attack roll for every 2 CA levels (CA 3–4 = +2, CA 5–6 = +3, and so forth). Acid damage will persist for higher level sorcerers:</p> <ul><li>1 extra round for CA 4–6</li> <li>2 extra rounds for CA 7–9</li> <li>3 extra rounds for CA 10 or greater.</li></ul> <p>For example, an <i>acid arrow</i> fired by a CA 12 sorcerer on round 1 would inflict 1d4+1 hp base damage plus 2d4 hp acid damage on round 1, 2d4 hp acid damage on round 2, 2d4 hp acid damage on round 3, and a final 2d4 hp acid damage on round 4. The acid may ruin armour or clothing per referee discretion. <i>N.B.:</i> If using the optional <i>critical hits and misses</i> rules, <i>acid arrow</i> is subject to critical success or failure; however, magicians should use the “fighter” column in each such instance. Also, any multiplied damage that results from a critical hit or critical miss applies strictly to the arrow’s physical damage, not the acid.</p>"},{"spell_id":2,"spell_name":"Acid Fog","level":"ill 6","rng":"30 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":175,"spell_desc":"<p>Creates a caustic miasma as large as 10 feet thick, 30 feet long, and 30 feet high. Only 35 mph or greater wind will disperse <i>acid fog</i>; even a <i>gust of wind</i> spell is ineffective. <i>Acid fog</i> burns all within its confines and is particularly deadly to vegetation, killing small plants and grass at once. Humans, monsters, and other fauna are harmed as well, the acid blistering their skin, eyes, throat, and lungs. Such creatures sustain 1 hp damage on the 1st round, 2 hp on the 2nd, 4 hp on the 3rd, 8 hp on the 4th, 10 hp on the 5th, and 12 hp on the 6th; vegetal creatures suffer 150% of these damage figures.</p> <p>Any creature caught within or attempting to traverse <i>acid fog</i> is slowed by the fog’s opacity to a maximum rate of 10 MV. Normal sight cannot penetrate <i>acid fog</i>, and <i>infrared vision</i> is unavailing. Potent fire spells such as <i>fireball</i>, <i>flame strike</i>, or <i>wall of fire</i> will burn off <i>acid fog</i> in 1 round.</p>"},{"spell_id":3,"spell_name":"Advanced Hypnotism","level":"ill 5","rng":"30 feet","dur":"special","reversible":false,"pp":175,"spell_desc":"<p>To <i>hypnotize</i> a single target. To resist, the target is granted a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. Hostile or aggressive creatures gain +1 to +3 bonuses on their saves, as judged by the referee. A failed save indicates the victim is unaware of being ensorcelled and is subject to a posthypnotic suggestion. The trigger is determined by the sorcerer; it may be something seen or a spoken word. The player must inform the referee what the specific trigger is, and the referee must judge if it is appropriate. Once triggered, a <i>suggestion</i> (q.v.) is effected. The spell is broken after this <i>suggestion</i> is triggered and acted on, which might be hours, days, months, or even years later.</p>"},{"spell_id":4,"spell_name":"Advanced Spectral Phantasm","level":"ill 5","rng":"240 feet","dur":"permanent","reversible":false,"pp":175,"spell_desc":"<p>A visual illusion is created, a projected image of nearly anything the caster can imagine, as large as 50 × 50 × 50 feet in area. Victims must be living creatures of animal intelligence or greater; undead, constructs, oozes, and the like are unaffected. <i>Advanced spectral phantasm</i> can be used to create an attacking monster or another damaging hazard. The illusion can be of sight, sound, smell, and/or temperature. The auditory component might include a shout, a roar, or a sentence of no more than nine words in length (not including articles <i>a</i>, <i>an</i>, and <i>the</i>).</p> <p>Once cast, this spell will persist infinitely, with no need of concentration unless the caster wishes to manipulate the movements of the illusion; such manoeuvres require full concentration, though the sorcerer can walk at half speed and maintain control. The illusion is broken if struck for 1 hp damage or more, or it can be terminated via a <i>dispel phantasm</i> spell. An <i>advanced spectral phantasmal</i> monster is AC 6 and will disappear if hit; otherwise, it can continue to attack without caster direction.</p> <p><i>Advanced spectral phantasm</i> targets are not allowed saving throws unless the referee feels the illusion is unbelievable to its viewers, in which case <i>sorcery</i> saving throws should be rolled, modified by <i>willpower adjustment</i>, if applicable. With sight, sound, smell, and/or temperature, credibility is rarely an issue with this spell; if such a case arises, and the save is made, the disbeliever will see the <i>advanced spectral phantasm</i> as a flawed and flickering transparent image. An intelligent disbeliever may then alert allies, whose saves are made at a bonus of +4. Otherwise, this illusion can inflict real physical damage: 1d8 hp per CA level per round to each victim. Such damage remains even if the spell is subsequently broken.</p>"},{"spell_id":5,"spell_name":"Agonizing Touch","level":"nec 3","rng":"touch","dur":"instantaneous","reversible":false,"pp":176,"spell_desc":"<p>When touched by the sorcerer, a searing pain runs through the victim’s nervous system; no saving throw applies. Damage inflicted is 1d4 hp, but the intense pain impairs the victim for 1d4+1 rounds: The victim’s attack rolls, armour class, and saving throws are each at a −2 penalty; movement is halved; and spells or innate sorcerous abilities stand a 3-in-6 chance of failure (the optional <i>concentration</i> rule does not apply).</p>"},{"spell_id":6,"spell_name":"Aid","level":"clr 2","rng":"touch","dur":"1 turn","reversible":false,"pp":176,"spell_desc":"<p>A single recipient gains a +1 bonus on any saving throw versus fear effects (whether <i>sorcery</i> or <i>device</i>), a +1 bonus on all attack rolls, and a temporary 1d8 hit point boost. These hit points may exceed the recipient’s normal hp maximum. Any subsequent damage is drawn from the temporary hp first, the remainder disappearing when the spell ends. Lastly, if cast upon an NPC ally (henchman, hireling, etc.), the recipient gains a +1 bonus on any <i>morale</i> (ML) check.</p>"},{"spell_id":7,"spell_name":"Air Walk","level":"clr 5","rng":"touch","dur":"6 turns (1 hour)","reversible":false,"pp":176,"spell_desc":"<p>The sorcerer can walk on air as though it were solid ground and lead up to one recipient per CA level to do the same. Each recipient must be touched and be willing. In a straight, single-file line (such as over a chasm, ravine, or trench), the sorcerer can lead recipients to walk (but not run) at normal movement rate. <i>Air walkers</i> also can walk up or down at a 45° angle, as though ascending or descending stairs, at one-half normal walking speed. Too, they can ascend or descend vertically, as though climbing a sheer cliff with ample handholds and toeholds, at one-fourth normal walking speed. Any recipients that stray from the caster’s path will fall and take damage.</p>"},{"spell_id":8,"spell_name":"Air-like Water","level":"mag 5","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":176,"spell_desc":"<p>Transforms a 30-foot-diameter sphere of fresh or salt water into a magical, bubbling solution that can be inhaled safely by air-breathing creatures; furthermore, underwater pressure is negated. The spell can be cast as the sorcerer enters the water or after submerging, the <i>air-like water</i> moving with the caster. Water-breathing creatures will instinctively avoid the sphere, as they cannot respire within its confines, but this general eschewal does not preclude certain predators of the deep from attempting to snatch prey from the <i>air-like water</i>.</p>"},{"spell_id":9,"spell_name":"Alarm","level":"mag 1","rng":"10 feet per CA level","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":176,"spell_desc":"<p>Cast upon as many doors, gates, portals, or other point of ingress/egress that are within the caster’s range. This spell is triggered by the passage of any living creature larger than a rat (3+ lbs.), evoking a sound not unlike bells pealing. Undead, constructs, and other non-living entities will not activate the <i>alarm</i> spell; neither will incorporeal beings, though invisible creatures will set off the spell.</p>"},{"spell_id":10,"spell_name":"Allay Exhaustion","level":"ill 3","rng":"touch","dur":"6 turns (1 hour)","reversible":false,"pp":176,"spell_desc":"<p>Creates the illusion of healing, wellness, energy, and stamina. <i>Allay exhaustion</i> allows one to persevere without sleep when thoroughly exhausted, as though an <i>extraordinary feat of constitution</i> had been achieved. As well, any previous hit point loss is temporarily healed by 50%. The exact number should be recorded, for when the spell’s duration elapses, this illusory hit point boon is lost. Once the illusion ends, the recipient must rest for 12 turns (2 hours) or suffer −4 penalties to attack rolls, damage rolls, and saving throws. Unwilling recipients are allowed <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":11,"spell_name":"Alter Self","level":"ill 2, wch 1","rng":"0","dur":"1d6 turns","reversible":false,"pp":176,"spell_desc":"<p>The sorcerer’s form is mutated to something or someone no more than 50% smaller or larger, lighter or heavier. The new form has quasi-actuality. For example, if the new form has wings, the caster is allowed minimal flight, moving at no greater than 50% of the actual creature’s speed; if the creature has gills, the caster can breathe underwater; and so on. The altered form is limited to humans, humanoids, or other bipedal species with which the caster is familiar. This spell does not grant any special abilities beyond locomotion and respiration—no innate magical abilities, no enhanced acuity. The duration of the spell should be rolled in secret by the referee.</p>"},{"spell_id":12,"spell_name":"Animal Growth","level":"drd 5","rng":"120 feet","dur":"6 rounds (1 minute) per CA level","reversible":true,"pp":177,"spell_desc":"<p>Causes as many as six normal beasts (amphibians, birds, fish, mammals, or reptiles; not humans, humanoids, or monsters) to double in size. The effect results in doubled hit dice, doubled damage dice, and whatever else the referee deems appropriate. The reverse of this spell, <i>animal reduction</i>, shrinks as many as six animals to half their normal size, resulting in halved hit dice and halved damage on attacks. No saving throw is permitted for either form of this spell.</p>"},{"spell_id":13,"spell_name":"Animate Carrion","level":"nec 1","rng":"10 feet","dur":"permanent","reversible":false,"pp":177,"spell_desc":"<p>Raised are the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The <b>small undead animals</b> will obey the simple instructions of the caster (essentially one-word commands) and follow the sorcerer unless slain or <i>turned</i>; the <i>dispel magic</i> spell also nullifies the connexion between the sorcerer and the undead animal. The caster can <i>animate</i> and maintain no more than 1 HD of undead animals per CA level. <i>Animated carrion</i> loses any special abilities possessed in life (e.g., flight, musk, venom).</p>"},{"spell_id":14,"spell_name":"Animate Carrion II","level":"nec 3","rng":"10 feet","dur":"permanent","reversible":false,"pp":177,"spell_desc":"<p>Raised are the bones or carrion of Medium animals: amphibians, birds, mammals, and reptiles of natural sort. The <b>medium undead animals</b> will obey the simple instructions of the caster (essentially one-word commands) and follow the sorcerer unless slain or <i>turned</i>; the <i>dispel magic</i> spell also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can <i>animate</i> and maintain no more than 2 HD of undead animals per CA level. <i>Animated carrion</i> loses any special abilities possessed in life (e.g., flight, musk, venom).</p>"},{"spell_id":15,"spell_name":"Animate Carrion III","level":"nec 5","rng":"10 feet","dur":"permanent","reversible":false,"pp":177,"spell_desc":"<p>Raised are the bones or carrion of Large animals: amphibians, birds, mammals, and reptiles of natural sort. The <b>large undead animals</b> will obey the simple instructions of the caster (essentially one-word commands) and follow the sorcerer unless slain or <i>turned</i>; the <i>dispel magic</i> spell also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can <i>animate</i> and maintain no more than 3 HD of undead animals per CA level. <i>Animated carrion</i> loses any special abilities possessed in life (e.g., flight, musk, venom).</p>"},{"spell_id":16,"spell_name":"Animate Dead","level":"clr 3, mag 5, nec 4, wch 5","rng":"10 feet","dur":"permanent","reversible":false,"pp":177,"spell_desc":"<p><b>Skeletons</b> or <b>zombies</b> are created from the bones and cadavers of dead humans or humanoids. The undead will obey the commands of the caster, following, attacking, or standing guard as directed. They will continue to serve until slain or <i>turned</i>; the <i>dispel magic</i> spell also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can <i>animate</i> and maintain <b>1 skeleton</b> or <b>zombie</b> per CA level. If suitable remains are at hand, the sorcerer can opt to raise <b>1 large skeleton</b> per 3 CA levels, or <b>1 giant skeleton</b> per 6 CA levels, though zombies may only be created from the whole corpses of humans.</p>"},{"spell_id":17,"spell_name":"Animate Dead II","level":"nec 6","rng":"10 feet","dur":"permanent","reversible":false,"pp":177,"spell_desc":"<p>Unspeakable rites and forbidden incantations raise <b>ghouls</b> from the fresh graves of humans. The selected graves must be no older than one week and dug properly. The <b>ghouls</b> will claw out from the earth to obey the commands of the sorcerer, following, attacking, or standing guard as directed. They will continue to serve until either slain or <i>turned</i>; the <i>dispel magic</i> spell also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can <i>animate</i> and maintain <b>1 ghoul</b> for every 2 CA levels. If a 12th-level sorcerer casts this spell, the sixth ghoul will emerge as a <b>ghast</b>.</p>"},{"spell_id":18,"spell_name":"Animate Objects","level":"clr 6, wch 6","rng":"60 feet","dur":"6 turns (1 hour)","reversible":false,"pp":177,"spell_desc":"<p>Enchants non-magical articles to rouse and do the sorcerer’s bidding, affecting one or more objects of total weight not exceeding 400 pounds. The referee should determine movement rate, hit points, attacks, and damage delivered by the <i>animated objects</i>. Consider the following guidelines:</p> <ul><li><i>Boulder, Round (250 lbs.):</i> <b>MV</b> 20; <b>DX</b> 5; <b>AC</b> 4; <b>HD</b> 5; <b>#A</b> 1/1 (rolling smash); <b>D</b> 1d10</li> <li><i>Chest, Iron:</i> <b>MV</b> 10; <b>DX</b> 4; <b>AC</b> 5; <b>HD</b> 3; <b>#A</b> 1/1 (bite); <b>D</b> 1d8</li> <li><i>Statue, Stone:</i> <b>MV</b> 20; <b>DX</b> 6; <b>AC</b> 1; <b>HD</b> 6; <b>#A</b> 1/1 (strike); <b>D</b> 2d8</li> <li><i>Table, Wooden:</i> <b>MV</b> 30; <b>DX</b> 4; <b>AC</b> 7; <b>HD</b> 2; <b>#A</b> 2/1 (legs); <b>D</b> 1d6/1d6</li></ul> <p><i>Animated objects</i> use the fighting ability (FA) of the caster and make saving throws according to their item category; morale (ML) does not apply.</p>"},{"spell_id":19,"spell_name":"Anti-Beast Shell","level":"drd 6","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":177,"spell_desc":"<p>Creates an invisible, 10-foot-radius, hemispherical field around the sorcerer. The barrier prevents any animal from breaching the <i>anti-beast shell</i> or attacking those within. This spell does not affect magical beasts or “monsters”; only natural beasts of the animal kingdom are hedged out: amphibians, arachnids, birds, fish, insects, mammals, and reptiles, including giant-sized species. Those afforded the protection of this spell cannot attack or otherwise harm any animal outside the <i>shell</i>, or the spell will terminate.</p>"},{"spell_id":20,"spell_name":"Anti-Magic Field","level":"mag 6, wch 5","rng":"0","dur":"12 rounds (2 minutes)","reversible":false,"pp":178,"spell_desc":"<p>Evokes a magical energy shield to surround the sorcerer at a radius of one foot per CA level. The <i>anti-magic field</i> repels any spell or sorcerous effect (as from a ring, staff, wand, etc.); however, just as no spell or spell effect can enter the shell, no spell or spell effect can exit it, either.</p>"},{"spell_id":21,"spell_name":"Anti-Plant Shell","level":"drd 5","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":178,"spell_desc":"<p>Creates an invisible, 10-foot-radius, hemispherical field that encircles the sorcerer. The barrier prevents any plant from breaching the <i>anti-plant shell</i> or attacking him, including vegetal monsters such as <b>green slime</b>, <b>mustard mould</b>, <b>shambling mounds</b>, and <b>tree-men</b>. Those afforded the protection of this spell cannot attack or otherwise harm any plant creature outside the <i>shell</i>, or the spell will terminate.</p>"},{"spell_id":22,"spell_name":"Atonement","level":"clr 5","rng":"touch","dur":"permanent","reversible":false,"pp":178,"spell_desc":"<p>Usually cast on those of similar religion and/or like alignment, this spell takes 1 hour to cast, following prayer, cogitation, and incense burning. It removes the onus of misdeeds that are unknowingly, unintentionally, or unwillingly committed; also, this spell can undo the effects of magical alignment change. If the recipient has exercised poor judgment and consequently violated the precepts of faith and/or alignment, this spell can remove the burden or penalties accorded if the character is truly repentant. Ultimately, the subject’s contrition must be judged by the referee. One cannot <i>atone</i> for deliberate misdeeds. The recipient of the <i>atonement</i> spell might be charged with a <i>quest</i> (q.v.) to complete his reparations.</p>"},{"spell_id":23,"spell_name":"Auditory Glamour","level":"ill 1, mag 2","rng":"240 feet","dur":"1 turn","reversible":false,"pp":178,"spell_desc":"<p>A hallucination of sound is created, that of voices, calls, or cries (human, humanoid, animal, or monster); footfalls; or other like noises. The sounds of 1d4 creatures can be invented thus for each CA level of the sorcerer. However, if a sound is of significant volume, the referee must decide on the number of voices and their collective volume (e.g., the roar of one lion may be equal to the shouts of five people).</p>"},{"spell_id":24,"spell_name":"Augury","level":"clr 2","rng":"0","dur":"special","reversible":false,"pp":178,"spell_desc":"<p>Through communion with otherworldly agents, the sorcerer learns whether an action in the near future (within 3 turns) will be advantageous or disadvantageous. The caster must clearly and concisely articulate the considered action (or inaction, as it were) through prayer and cogitation over a 1-turn period. The referee then informs the player if the proposed action is for weal, for woe, or inconsequential. The chance to successfully divine the future is 7-in-10, which should be rolled secretly by the referee; a failed result yields an inaccurate <i>augury</i>.</p>"},{"spell_id":25,"spell_name":"Barkskin","level":"drd 2, wch 3","rng":"touch","dur":"1 turn + 1 turn per CA level","reversible":false,"pp":178,"spell_desc":"<p>Toughens the recipient’s flesh to the strength of oak bark, providing an armour class equivalent to chain mail (AC 5, DR 1), or +1 AC if other armour is worn. <i>Barkskin</i> does not encumber the recipient in any way.</p>"},{"spell_id":26,"spell_name":"Befriend Animals","level":"drd 1, wch 2","rng":"10 feet","dur":"permanent","reversible":false,"pp":178,"spell_desc":"<p>The sorcerer enchants normal animals. The subjects must be Neutral, non-magical creatures of ordinary sort: amphibians, birds, fish, mammals, or reptiles. The sorcerer can control 1 HD of animals per CA level. Each such animal is granted a <i>sorcery</i> saving throw. Torpid or non-hostile animals make normal saving throws, but attacking animals save at +2. Animals that fail their saves are mesmerized and will follow the sorcerer to the best of their ability; those that make their saving throws will wander away or attack the caster, depending on the animal’s nature. An enchanted animal can be taught three tricks on par with what a trained dog or cat might learn, depending on its intelligence and capability. Each trick requires about a week of uninterrupted training; i.e., not during the course of adventure.</p>"},{"spell_id":27,"spell_name":"Black Cloud","level":"cry 3, drd 3, mag 3, wch 3","rng":"240 feet","dur":"1 turn","reversible":false,"pp":178,"spell_desc":"<p>A small raincloud appears 30–60 feet above the intended target area. It releases a torrent of rain that forms a cylinder, showering a 30-foot-diameter area. If this spell is cast in an area of subfreezing temperature, the precipitation instead will be heavy snow; or, if the temperature is just at the freezing point, sleet and freezing rain results.</p> <p>All attack rolls made whilst under a <i>black cloud</i> are at −4 “to hit” penalties. Normal fires will be extinguished; magical fires will be temporarily snuffed, their dweomers rekindling 1 turn after the spell terminates (unless their durations elapse). <i>Black cloud</i> can also be used as a protective measure, for if a <i>fireball</i>, <i>flaming sphere</i>, or similar effect strikes the deluged area, the fire spell will be extinguished, and the rain vaporized to a cloud of steam.</p>"},{"spell_id":28,"spell_name":"Black Hand","level":"nec 1","rng":"0","dur":"3 rounds + 1 round per CA level","reversible":false,"pp":178,"spell_desc":"<p>The sorcerer’s right hand turns dark as pitch and emits tiny motes of black and violet. The <i>black hand</i> enhances touch spells of harmful intent, such as <i>inflict disease</i>, <i>ghoul touch</i>, and <i>shocking grasp</i>. These subsequent touch attacks are made at +1 “to hit” for every 4 CA levels:</p><ul><li>CA 1–4 = +1</li><li>CA 5–8 = +2</li><li>CA 9–12 = +3</li></ul><p>The <i>black hand</i> spell does not expire after a touch spell is successfully delivered; it persists for the full duration noted above.</p>"},{"spell_id":29,"spell_name":"Black Tentacles","level":"mag 4, nec 4, wch 4","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":179,"spell_desc":"<p>Black, squid-like tentacles erupt in a 30-foot-diameter area, one such tentacle per CA level of the sorcerer. Each thick and slimy tentacle is 10 feet long, AC 4, and equal in hit points to the sorcerer at full health. Any creature within range of a <i>black tentacle</i> is subject to attack; if a tentacle has more than one potential target, the referee should assign equal chances via random die roll.</p> <p>Each victim must make a <i>sorcery</i> saving throw. If the saving throw succeeds, the tentacle lashes the target for 1d6 hp damage before disappearing. If the saving throw fails, the tentacle lash delivers 1d6 hp damage, as well as constricting and rending the victim for a further 2d6 hp damage per round until the spell ends or the tentacle is destroyed. As the tentacles have no intelligence, they will continue to squeeze a dead body and might on occasion be fooled into constricting a barrel, statue, tree, or like object.</p>"},{"spell_id":30,"spell_name":"Blade Barrier","level":"clr 6","rng":"30 feet","dur":"1 turn","reversible":false,"pp":179,"spell_desc":"<p>The sorcerer conjures a 12-foot wall of whirling, keen-edged blades that spin and flash around a selected point, fencing in an area as small as 5 × 5 feet to as large as 50 × 50 feet. Any creature that attempts to pass through the <i>blade barrier</i> will be assailed by the whirling blades, sustaining 8d8 hp damage. When this spell is cast, targeted creatures are entitled to an <i>avoidance</i> saving throw to escape harm; however, there is a 3-in-6 chance that they escape within the <i>blade barrier</i>, not without.</p>"},{"spell_id":31,"spell_name":"Bless","level":"clr 1, wch 2","rng":"0","dur":"3 turns","reversible":true,"pp":179,"spell_desc":"<p>All allies within 25 feet of the caster are sanctified by this spell, gaining a +1 to any saving throw versus fear effects (whether <i>sorcery</i> or <i>device</i>), and a +1 bonus on all attack rolls. Furthermore, NPCs (henchmen, hirelings, etc.) each gain a +1 bonus on any <i>morale</i> (ML) check.</p> <p>The reverse form of this spell, <i>blight</i>, curses all hostile creatures within 25 feet of the caster, effecting −1 morale, −1 on saving throws versus fear effects, and a −1 penalty on all attack rolls. <i>N.B.:</i> Either form of this spell affects only those within range at the moment the spell is cast; i.e., subsequently moving into or out of range has no bearing on the spell’s effects.</p>"},{"spell_id":32,"spell_name":"Bless Oil or Water","level":"clr 1","rng":"touch","dur":"permanent","reversible":false,"pp":180,"spell_desc":"<p>This 6-turn (1-hour) ritual is performed exclusively by sorcerers of Good alignment. A holy benediction is placed on an eight-ounce vessel of vegetable oil or fresh water, thus creating a dose of holy oil or holy water. Sorcerers of CA 1–4 can cast this spell but once per month; those of CA 5–8 can cast this spell twice per month; and those of CA 9–12 can cast this spell thrice per month. <i>Bless oil or water</i> must be cast on hallowed ground, or on that which has been sanctified by a <i>ceremony of consecration</i> spell. A glass vessel of holy oil/water thrown as a missile at an undead target delivers 1d8 hp damage per round for 2 rounds if a hit is scored. Hurling a vessel of holy oil/water is executed by use of the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>).</p>"},{"spell_id":33,"spell_name":"Blinding Light","level":"ill 4, pyr 3","rng":"90 feet","dur":"instantaneous","reversible":false,"pp":180,"spell_desc":"<p>Evokes a flashing, 20-foot-diameter sphere of brilliant white radiance. Creatures within the area of effect are subject to blindness unless they make <i>sorcery</i> saving throws (or unless their eyes are closed). Creatures of 3 HD or fewer are permanently blinded if they fail their saves; creatures of 4–6 HD are blinded for 2d4 rounds; and creatures of 7 HD or greater are blinded for 1d4+1 rounds. Blinded creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws. Creatures not within the radius of the spell, and those that make their saves, will see spots for 1d6 turns.</p>"},{"spell_id":34,"spell_name":"Blink","level":"mag 3","rng":"0","dur":"1 round per CA level","reversible":false,"pp":180,"spell_desc":"<p>Randomly the sorcerer “blinks” in and out of existence, making short (2d4-foot) planar jumps through the Æther and back. The caster may attack whilst <i>blinking</i> (if within range), but at a −4 “to hit” penalty. If the caster wins initiative, all melee and missile attacks against him or her will automatically miss. If the caster loses initiative, he or she is subject to attack, though only once from each attacker. The caster can be targeted by area effect spells such as <i>fireball</i> or <i>web</i>, or by breath weapons, if the original position and the <i>blink</i> location are both within the area of effect. The direction of the <i>blink</i> is determined by a d8 roll:</p> <p style=margin-left:20px> <i>1</i> = north, <i>2</i> = northeast, <i>3</i> = east, <i>4</i> = southeast<br> <i>5</i> = south, <i>6</i> = southwest, <i>7</i> = west, <i>8</i> = northwest </p> <p>If a solid object blocks the <i>blink</i> location, the sorcerer will be displaced as far as 15 feet in the determined direction in order to reappear. If solid matter still blocks re-emergence, the sorcerer will be trapped in another dimension, perhaps the plane where dwells Kraken.</p>"},{"spell_id":35,"spell_name":"Blur","level":"ill 2","rng":"0","dur":"1d4+4 rounds","reversible":false,"pp":180,"spell_desc":"<p>The sorcerer becomes vague, hazy, and nebulous. For the duration of the spell, the caster gains a +2 bonus to armour class and <i>device</i> saving throws (e.g., rods, staves, wands, some rings).</p>"},{"spell_id":36,"spell_name":"Boil","level":"drd 4, pyr 4","rng":"60","dur":"6 rounds (1 minute)","reversible":false,"pp":180,"spell_desc":"<p>Causes up to two gallons of any liquid to boil. Examples include water, oil, wine, ale, and blood. Up to 16 flasks (8 oz. each) of liquid can be transformed into boiling flasks if they are abutting when the spell is cast. Such a vessel may be hurled as a grenade (<i>flask hurling</i> rules apply; see <b>Chapter 9: Combat</b>, <i>combat options</i>) for 1d4 damage per vessel for the duration of the spell. Note that if a flask of incendiary oil is exposed to <i>boil</i>, it will detonate straight away. Starting at CA 7, this spell may be cast at one Small or Medium living creature. The target must make a <i>death</i> (poison) saving throw or suffer 2d6 damage per round for the duration of the spell. Most victims suffer a horrible, blood-boiling death. A <i>dispel magic</i> spell or ice water immersion cancels the effects of <i>boil</i>.</p>"},{"spell_id":37,"spell_name":"Brain Death","level":"nec 4","rng":"touch","dur":"permanent","reversible":false,"pp":180,"spell_desc":"<p>Kills a small portion of the victim’s neural region related to memory. The target must be touched and is allowed a <i>death</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the saving throw is successful, the target will be aware that foul sorcery had been attempted, though resisted. If the saving throw fails, the victim will have no inkling that a spell was cast.</p> <p>The sorcerer must then describe the memory to be terminated. The memory is limited to a specific event, person, place, thing, conversation, or the like. This spell cannot be used to eradicate an ability; e.g., a farmer cannot be made to forget how to raise crops, a cleric cannot be made to forget how to cast spells. If the target rolls a natural <i>1</i> on the saving throw, a full year of memories and 1 point of intelligence are lost; this blank is far more noticeable by the victim’s associates. In either case, a throbbing headache follows the failed saving throw.</p>"},{"spell_id":38,"spell_name":"Breathe Fire","level":"drd 5, pyr 5","rng":"10 feet","dur":"special","reversible":false,"pp":180,"spell_desc":"<p>The lips of the sorcerer must be pursed after speaking the final incantation of this spell, for the next time the sorcerer’s mouth is opened, a jet of flames 10 feet long and 5 feet wide at its terminus is released. Victims in this path sustain 3d8+3 hp damage, though they can attempt <i>avoidance</i> saving throws for half damage. The sorcerer’s mouth may be opened at will to release this spell, perhaps during combat or other like activities; however, other spells may not be cast. If <i>breathe fire</i> is not released within 1 turn (10 minutes), the sorcerer immolates, sustaining maximum damage (27 hp) with no saving throw applicable. (This spell can be dangerous if the caster is forgetful and speaks to an ally or another person.)</p>"},{"spell_id":39,"spell_name":"Breathe Frost","level":"cry 5","rng":"10 feet","dur":"special","reversible":false,"pp":181,"spell_desc":"<p>The lips of the sorcerer must be pursed after speaking the final incantation of this spell, for the next time the sorcerer’s mouth is opened, a billowing jet of frost 10 feet long and 5 feet wide at its terminus is released. Victims in this path sustain 3d8+3 hp damage, though they can attempt <i>avoidance</i> saving throws for half damage. The sorcerer’s mouth may be opened at will to release this spell, perhaps during combat or other like activities; however, other spells may not be cast. If <i>breathe frost</i> is not released within 1 turn (10 minutes), the sorcerer internally freezes, sustaining maximum damage (27 hp) with no saving throw applicable. (This spell can be dangerous if the caster is forgetful and speaks to an ally or another person.)</p>"},{"spell_id":40,"spell_name":"Brink of Death","level":"clr 4, nec 5","rng":"touch","dur":"instantaneous","reversible":false,"pp":181,"spell_desc":"<p>Revives a just-killed human or other creature, providing the spell is cast within 6 rounds (1 minute) of expiry. The subject must make a <i>trauma survival</i> check (see <b>Chapter 3: Statistics</b>, <i>constitution</i>) and furthermore suffers a permanent loss of 1 point of constitution. <i>Brink of death</i> also can be used to bring back a living but unconscious subject from a negative hit point total. The subject is immediately restored to consciousness (at 1 hp). Casting the spell in this manner entails neither a <i>trauma survival</i> check nor constitution loss.</p>"},{"spell_id":41,"spell_name":"Burning Hands","level":"mag 1, pyr 1","rng":"5 feet","dur":"instantaneous","reversible":false,"pp":181,"spell_desc":"<p>Jets of thin, multihued flames spring from the fingertips of the caster’s enveloped-in-flames hands, fanning out in a 120° horizontal arc and causing 2 hp damage per CA level, with no saving throw allowed. Combustible materials (e.g., cloth, paper, dry wood) are likely ignited if exposed to <i>burning hands</i>.</p>"},{"spell_id":42,"spell_name":"Call Lightning","level":"drd 3","rng":"360 feet","dur":"12 rounds (2 minutes) per CA level","reversible":false,"pp":181,"spell_desc":"<p>Requiring 1 turn to evoke, this spell is cast outdoors and is contingent on the presence of a thunderstorm, rainstorm, or significantly cloudy conditions. The sorcerer can then <i>call lightning</i> to strike a target within 360 feet. The lightning inflicts 2d8 hp base damage plus 1d8 hp per CA level (e.g., a CA 5 caster calls a 7d8 hp lightning bolt) to the target and any other creature within a 10-foot radius. A successful <i>sorcery</i> saving throw reduces damage by half. The sorcerer may continue to call down another lightning bolt every 12 rounds (2 minutes) until the spell’s duration elapses (i.e., one bolt per CA level) without need of concentration; the sorcerer can cast other spells, move, engage in melee, and so forth.</p>"},{"spell_id":43,"spell_name":"Captivate","level":"ill 2","rng":"10 feet","dur":"special","reversible":false,"pp":181,"spell_desc":"<p>The sorcerer fascinates the subject of this spell if it fails its <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. The <i>captivated</i> creature sees the caster as pleasing, desirable, or ideal. The sorcerer can direct the <i>captivated</i> one, who will trust, follow, and obey the caster. However, every time a new request is made, no matter how small or large, the victim of the spell rolls 3d6. If the total exceeds the caster’s charisma score, the spell is broken. Furthermore, if the request is unreasonable or potentially harmful to the victim, the roll may be made with a bonus of +1 to +3, as judged by the referee. If the spell is broken, the subject will be filled with unbridled rage, attacking the caster at +2 “to hit” and damage rolls.</p> <p>Normal animals also are subject to the <i>captivate</i> spell and will follow the caster for 1d4 days. If the animal is of a sort that might be tamed, and if it has been fed and treated well, it becomes a loyal ally if a 3d6 roll does not exceed the caster’s charisma score. It will, however, resent other animal companions.</p>"},{"spell_id":44,"spell_name":"Cataleptic State","level":"mag 3, nec 3","rng":"touch","dur":"6 turns (1 hour) + 6 turns (1 hour) per CA level","reversible":false,"pp":181,"spell_desc":"<p>This spell allows the caster to feign death in a way indistinguishable from actual mortification. The sorcerer’s invisible spirit can float up to six feet above their “dead” physical body. The caster can see, hear, smell, and perceive surrounding events; meanwhile, no pulse is discernible on the cataleptic body, no breath appears to be drawn, and flesh is cold to the touch. One can willingly emerge from the <i>cataleptic state</i> at any time but needs 1 full turn before being able to walk and talk as normal.</p>"},{"spell_id":45,"spell_name":"Cause Blindness","level":"ill 2, nec 2, wch 2","rng":"30 feet","dur":"permanent","reversible":false,"pp":182,"spell_desc":"<p>The subject is blinded unless a <i>sorcery</i> saving throw is successful. The afflicted sees grey and nothing more, the tone of which depends on how much light is present. This spell is permanent unless dismissed by the caster. It can be negated by the spells <i>cure blindness</i> or <i>dispel magic</i>. Blind creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws.</p>"},{"spell_id":46,"spell_name":"Cause Deafness","level":"ill 2, nec 2, wch 2","rng":"30 feet","dur":"permanent","reversible":false,"pp":182,"spell_desc":"<p>The subject is deafened unless a <i>sorcery</i> saving throw is successful. This spell is permanent unless dismissed by the caster. It can be negated by the spells <i>cure deafness</i> or <i>dispel magic</i>. A deaf creature is surprized on a base 4-in-6 chance and suffers an individual initiative penalty of −2 (i.e., the deaf creature may lose initiative, despite its allies winning). Other penalties may apply, at the referee’s discretion.</p>"},{"spell_id":47,"spell_name":"Cause Lycanthropy","level":"wch 5","rng":"touch","dur":"permanent","reversible":false,"pp":182,"spell_desc":"<p>This 24-hour ritual must be timed to coincide with a full moon’s zenith (Phobos or Selene). The victim must be bound to a tree or stone slab, suffering diabolical rites that culminate with the sorcerer tracing a six-pointed star on the victim’s breast with an ember-ended stick. The change manifests in 3d8 days, and until that time the victim will feel ill, suffering terrifying nightmares that are impossible to recall; even the ritual endured is but a vague memory. Ultimately, the victim is cursed with <i>lycanthropy</i> and becomes a <b>werewolf</b>. The creature cannot be controlled; however, it will not bring harm to the caster. A <i>cure disease</i> spell cast by a 9th-level or greater cleric, priest, shaman, or witch can end this affliction.</p>"},{"spell_id":48,"spell_name":"Ceremony of Consecration","level":"clr 1","rng":"touch","dur":"permanent","reversible":true,"pp":182,"spell_desc":"<p>Sanctifies a square area with sides no more than 10 feet long per CA level (e.g., a CA 9 sorcerer can consecrate a 90 × 90-foot temple). The <i>consecration</i> hallows the area to whatever deities, otherworldly powers, or alignment the sorcerer serves. Once <i>consecrated</i>, creatures opposed to the caster’s faith suffer penalty of −1 saving throw and morale penalties whilst in the consecrated area.</p> <p>The reverse of this spell, <i>ceremony of desecration</i>, negates <i>consecration</i> by another sorcerer of equal or lower CA; e.g., a shrine <i>consecrated</i> by a 7th-level cleric cannot be <i>desecrated</i> by a 3rd-level priest. Either ritual requires 6 turns (1 hour) to complete and requires a sacrifice of blood and gems valued at 500 gp per 10-foot length of the area <i>consecrated/desecrated</i> (e.g., a 90 × 90-foot temple requires a sacrifice of 4,500 gp in gems).</p>"},{"spell_id":49,"spell_name":"Chain Lightning","level":"cry 6, mag 6, nec 6","rng":"240 feet","dur":"instantaneous","reversible":false,"pp":182,"spell_desc":"<p>Discharging from the fingertips of the sorcerer is an arcing bolt of lightning. It strikes a designated target for 1d6 hp damage per CA level (e.g., a CA 12 caster discharges a 12d6 hp bolt). The target is afforded a <i>sorcery</i> saving throw for half damage.</p> <p><i>Chain lightning</i> will go on to strike the next closest object (within the range of the spell), gravitating to metal if present (e.g., an iron gate or a mail-clad warrior). The spell does not distinguish betwixt the caster’s enemies and inanimate objects; i.e., it will strike a keg of ale before it strikes a monster if the keg is closer to the primary target. Each time the lightning strikes another target, it delivers one fewer die of damage. So, if a CA 12 sorcerer discharges a 12d6 hp bolt, the second target (human, monster, or object) sustains 11d6 hp damage. Each subsequent target also gets a saving throw.</p> <p><i>Chain lightning</i> will continue to strike as many objects as the caster has CA levels. It can strike each target only once, and it always stays within the range of the spell. If it strikes a large tree, iron rod, or other like attractor, the lightning will be diffused. This spell is potentially dangerous to the caster: It can arc back and strike the caster if no other targets are in range, or if the caster is perilously close to the primary target.</p> <p><i>Example:</i> A CA 12 sorcerer discharges <i>chain lightning</i> at a group of <b>7 orcs</b> standing by an oak tree 100 feet away. The first orc is struck for 12d6 hp, the second for 11d6 hp, and the third for 10d6 hp, but the next closest target is the tree, which diffuses the bolt. If the tree were not present, the bolt would strike all 7 orcs and then arc back to the caster for 5d6 hp damage. Of course, a save can reduce each strike to half damage.</p>"},{"spell_id":50,"spell_name":"Chameleon","level":"drd 3, ill 2","rng":"touch","dur":"2 turns","reversible":false,"pp":182,"spell_desc":"<p>Cloaks the recipient with semi-transparency that blends with the colour and texture of the recipient’s surroundings for the spell’s duration. <i>Chameleon</i> extends to the clothes/armour worn and gear carried by the spell’s recipient, but a rope or other lengthy item will become visible beyond five feet. If the subject removes an object, that object will no longer blend with its surroundings.</p> <p>An undetected <i>chameleon</i> subject gains a 2-in-6 bonus to surprize opponents and gains +2 “to hit” for all initial attack rolls (i.e., first attack for each encounter). Furthermore, if perfectly still and not in direct sunlight, the subject can successfully <i>hide</i> as a thief, with automatic success. <i>Chameleon</i> recipients can be revealed via <i>infrared vision</i> or <i>detect invisibility</i>.</p>"},{"spell_id":51,"spell_name":"Change Temperature","level":"cry 4, drd 4, pyr 4","rng":"0","dur":"6 turns (1 hour) + 3 turns per CA level","reversible":false,"pp":183,"spell_desc":"<p>The sorcerer raises or lowers the temperature in a 10-foot radius by as much as 50°F. The caster can then move as normal, surrounded by the effect. The druidic version of this spell requires a sprig of mistletoe as a component.</p>"},{"spell_id":52,"spell_name":"Charm Monster","level":"mag 4, wch 4","rng":"60 feet","dur":"special","reversible":false,"pp":183,"spell_desc":"<p>The primary target of this spell (any living creature) must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the primary target has 3 HD or fewer, additional targets (also of 3 HD or fewer) may be affected, starting with those closest to the primary target. In total, 3d6 individuals of 3 HD or fewer can be charmed by this spell, so long as they are within range. Each target is allowed a <i>sorcery</i> saving throw, as noted above. If the save fails, the sorcerer is at once regarded as an ally to be trusted and protected. If communication is possible, the ensorcelled creature(s) might carry out chores, instructions, or requests of reasonable nature.</p> <p>The spell <i>dispel magic</i> can cancel this spell. Otherwise, each charmed creature is allowed a weekly chance to break the enchantment:</p> <ul><li>Victims of 1–2 levels/HD have a 1-in-6 chance</li> <li>Victims of 3–4 levels/HD have a 2-in-6 chance</li> <li>Victims of 5–6 levels/HD have a 3-in-6 chance</li> <li>Victims of 7–8 levels/HD have a 4-in-6 chance</li> <li>Victims of 9+ levels/HD have a 5-in-6 chance</li></ul>"},{"spell_id":53,"spell_name":"Charm Person","level":"mag 1, wch 1","rng":"120 feet","dur":"special","reversible":false,"pp":183,"spell_desc":"<p>The target of this spell (human, humanoid, or giant) must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the save fails, the victim views the caster as a close and trusted comrade to be protected and defended for the duration of the spell. If the ensorcelled victim understands the caster’s language, the caster can “suggest” the victim perform various tasks, so long as they are not diametrically opposite to the victim’s nature.</p> <p>The spell <i>dispel magic</i> can cancel this spell. Otherwise, additional <i>sorcery</i> saving throws (<i>willpower adjustment</i> applies) are allowed to break the spell at a time predicated on the targets intelligence (IN) score.:</p> <ul><li>13–18 IN = new save every 6 turns</li> <li>9–12 IN = new save every 24 hours</li> <li>3–8 IN = new save once per week</li></ul>"},{"spell_id":54,"spell_name":"Charm Person or Beast","level":"drd 2","rng":"120 feet","dur":"special","reversible":false,"pp":183,"spell_desc":"<p>The target of this spell (human, humanoid, giant, or normal animal [mammals only]) must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the save fails, the victim views the caster as a close and trusted comrade to be protected and defended for the duration of the spell. If the ensorcelled victim understands the caster’s language, the caster can “suggest” the victim perform various tasks, so long as they are not diametrically opposite to the victim’s nature.</p> <p>The spell <i>dispel magic</i> can cancel this spell. Otherwise, additional <i>sorcery</i> saving throws (<i>willpower adjustment</i> applies) are allowed to break the spell at a time predicated on the targets intelligence (IN) score.:</p> <ul><li>13–18 IN = new save every hour (6 turns)</li> <li>9–12 IN = new save every 24 hours</li> <li>3–8 IN = new save once per week</li></ul> <p>The spell does not impart linguistic ability, so communication is limited if cast on an animal.</p>"},{"spell_id":55,"spell_name":"Chill of Death","level":"cry 6","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":183,"spell_desc":"<p>The sorcerer points at a target and utters an incantation of death frost. The target must make a <i>death</i> saving throw or suffer a frozen heart (or another vital organ). For every point of difference between the sorcerer’s CA and the target’s level/HD, the saving throw is modified by ±1. So, if a CA 12 sorcerer casts this spell against a 13-HD monster, the monster gains a +1 bonus to its saving throw; if the target is an 8-HD monster, the saving throw is rolled at a −4 penalty. If the target lacks vital organs (e.g., <b>automaton</b>, <b>skeleton</b>, <b>zombie</b>), this spell is ineffective.</p>"},{"spell_id":56,"spell_name":"Chill Touch","level":"cry 1, nec 1","rng":"0","dur":"1 turn","reversible":false,"pp":183,"spell_desc":"<p>A violet glow emanates from the hands of the sorcerer. The next foe struck (bare hand or a melee weapon) sustains an additional 1d4 hp of energy-sapping damage, followed by a <i>sorcery</i> saving throw. If the saving throw fails, the victim is weakened, suffering penalties of −1 on attack and damage rolls for the spell’s duration. The dweomer fades if the caster does not strike a foe before the spell expires.</p>"},{"spell_id":57,"spell_name":"Clairaudience","level":"mag 3, wch 3","rng":"special","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":183,"spell_desc":"<p>The caster envisions a known or familiar location and can “hear” any sounds within 60 feet of the location’s epicentre. Range is not a factor when casting this spell, so long as the caster is on the same planet, plane of existence, and dimension as the targeted location. As a few examples, a familiar location may be construed as behind a door before which the caster stands, within a cave entrance the caster views, or in a patch of brush the caster spies from a precipice above. If <i>clairaudience</i>1q is used to listen in on one who is 10 HD or greater, the target may make a <i>sorcery</i> save to cognize the effect; otherwise, they are ignorant. Lastly, if used in conjunction with the <i>clairvoyance</i> spell, the sorcerer both hears and sees the envisioned location.</p>"},{"spell_id":58,"spell_name":"Clairvoyance","level":"mag 3, wch 3","rng":"special","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":184,"spell_desc":"<p>The caster envisions a known or familiar location and can “see” anything within 60 feet of the location’s epicentre, beyond which all sight becomes blurred; if the area is cloaked in darkness, visibility is limited to 10 feet. Range is not a factor when casting this spell, so long as the caster is on the same planet, plane of existence, and dimension as the targeted location. If <i>clairvoyance</i> is used to view one who is 10 HD or greater, the target may make a <i>sorcery</i> save to cognize the effect; otherwise, they are ignorant. Lastly, if used in conjunction with <i>clairaudience</i>, the sorcerer both hears and sees the envisioned location.</p>"},{"spell_id":59,"spell_name":"Cloudkill","level":"mag 5, nec 5","rng":"10 feet","dur":"1 round per CA level","reversible":false,"pp":184,"spell_desc":"<p>A 30-foot-diameter, 20-foot-high cloud of poisonous, green-yellow vapours is evoked by the sorcerer. The cloud is heavy and clings low to the ground, much like fog, rolling at 30 MV in a direction pointed by the caster. Once the sorcerer points, the cloud’s momentum cannot be altered unless significant wind, which always prevails over the will of the sorcerer, exists. Unusually strong winds may disperse the cloud entirely. The <i>cloudkill</i> spell slays any creature in its path with fewer than 5 HD; creatures of 5 HD or more must roll <i>death</i> (poison) saving throws or suffer 3d6 hp damage.</p>"},{"spell_id":60,"spell_name":"Cold Protection","level":"cry 3","rng":"touch","dur":"special","reversible":false,"pp":184,"spell_desc":"<p>Shelters the caster or other recipient from any damage related to normal cold for one hour per CA level. Against magical cold (e.g., <i>cone of cold</i>, <i>freezing sphere</i>, a <b>winter wolf’s</b> breath), the sorcerer gains immunity from a single attack before the spell is broken; a recipient of this spell other than the sorcerer simply gains a +4 saving throw bonus versus magical cold attacks.</p>"},{"spell_id":61,"spell_name":"Cold Resistance","level":"clr 1, cry 1, nec 2","rng":"touch","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":184,"spell_desc":"<p>Inures the subject’s body to the effects of cold. Even unclothed the subject can withstand temperatures as low as −15°F without suffering ill effects. Against magical cold attacks (e.g., <i>cone of cold</i>, a <b>winter wolf’s</b> breath), the recipient enjoys a +2 saving throw bonus.</p>"},{"spell_id":62,"spell_name":"Colour Spray","level":"ill 1","rng":"20 feet","dur":"instantaneous","reversible":false,"pp":184,"spell_desc":"<p>From the sorcerer’s hands emerges a rainbow of colours, forming a wedge 5 feet wide at its base, 20 feet long, and 20 feet wide at its terminus. <i>Colour spray</i> affects 1d6 creatures within this area of effect, beginning with those closest to the caster. Targets are allowed <i>sorcery</i> saving throws. Victims of 5 HD or fewer that fail their save are stricken unconscious for 2d4 rounds. Victims of 6 HD or more that fail their saving throws are blinded for 1d4 rounds. Blind creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws. <i>N.B.:</i> Undead, constructs, and blind or sightless creatures are unaffected by this spell.</p>"},{"spell_id":63,"spell_name":"Command","level":"clr 1, nec 1","rng":"30 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":184,"spell_desc":"<p>The caster ensorcells the target of this spell with a single word of <i>command</i>, a word the victim is compelled to obey. The caster and victim must understand the same language, and the <i>command</i> must be clear. Typical <i>commands</i> include “Die!”, “Fall!”, “Flee!”, “Jump!”, “Sit!”, “Sleep!”, and “Stop!” The victim will not actually die if commanded to do so but may fall and enter a state of unconsciousness, unless disturbed.</p>"},{"spell_id":64,"spell_name":"Commune","level":"clr 5","rng":"0","dur":"special","reversible":false,"pp":184,"spell_desc":"<p>The faithful servant of a deity, otherworldly being, or alien power must pray and meditate for 3 turns to cast this spell. The ritual must coincide with the burning of incense and the handling of a holy symbol and prayer beads. Other ritualistic sacrifices are open to interpretation.</p> <p>Once the ritual is complete, the caster may ask the deific patron as many as three questions. The patron will answer correctly with a straightforward “yes “or “no.” Ambiguous or convoluted questions will be ignored, but still count against the three-question limit. This spell can be cast but once per adventure or once per month, as the referee deems appropriate.</p>"},{"spell_id":65,"spell_name":"Commune with Nature","level":"drd 5","rng":"0","dur":"special","reversible":false,"pp":184,"spell_desc":"<p>The sorcerer communicates with an elemental, animistic, or ancestral spirit. The sorcerer must pray and meditate for 3 turns to cast this spell. The ritual must coincide with the burning of incense and the handling of a carved wooden effigy. Other ritualistic sacrifices are open to interpretation.</p> <p>Once the ritual is complete, the caster may ask the patron spirit as many as three questions. The spirit will answer correctly with a straightforward “yes “or “no.” Ambiguous or convoluted questions will be ignored, but still count against the three-question limit. This spell can be cast but once per adventure or once per month, as the referee deems appropriate.</p>"},{"spell_id":66,"spell_name":"Communicate with Monsters","level":"clr 6","rng":"30 feet","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":185,"spell_desc":"<p>Allows the sorcerer to speak with any creature that possesses even the most rudimentary communicational ability. The monster will understand the intent of the sorcerer’s words if not the precise language. Monsters of the same species as the initial target will likewise understand the message. Of course, such communication is also contingent on the creature wishing to converse with the caster; instead, it may prefer to eat the sorcerer.</p>"},{"spell_id":67,"spell_name":"Cone of Cold","level":"cry 4, mag 5, nec 5","rng":"0","dur":"instantaneous","reversible":false,"pp":185,"spell_desc":"<p>With hands extended, the sorcerer releases a heat-draining cone 30 feet long and 10 feet wide at its terminus. For those in its area of effect, the <i>cone of cold</i> drains 1d4+1 hp per CA level, so a 10th-level magician unleashes a <i>cone of cold</i> that inflicts 10d4+10 hp damage. Victims are allowed <i>sorcery</i> saving throws for half damage.</p>"},{"spell_id":68,"spell_name":"Confusion","level":"ill 4, mag 4","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":185,"spell_desc":"<p>Bewilders the spell’s victims, who thereafter behave unexpectedly as determined on the table below. The spell affects 2d6 creatures in a 50-foot-diameter area of effect, including allies. Creatures of 2 HD or fewer are automatically affected for the duration of the spell. Creatures of 3 HD or more are allowed <i>sorcery</i> saving throws to ignore the effects, modified by <i>willpower adjustment</i>, if applicable. The referee should determine the actions of each <i>confusion</i> victim:</p> <p><table><caption><b>Table 101: Confusion Spell</b></caption> <tr><th>d10 Result</th><th style=text-align:left>Confused Action</th></tr> <tr><td>1</td><td style=text-align:left>Wander away for 1 turn</td></tr> <tr><td>2–6</td><td style=text-align:left>Stand idle, drooling and confused</td></tr> <tr><td>7–9</td><td style=text-align:left>Physically attack closest creature</td></tr> <tr><td>0</td><td style=text-align:left>Physically attack spell caster</td></tr></table></p> <p>Once affected, victims need not remain in the spell’s area of effect; the damage is done.</p>"},{"spell_id":69,"spell_name":"Contact Otherworldly Being","level":"cry 5, mag 5, pyr 5","rng":"0","dur":"special","reversible":false,"pp":185,"spell_desc":"<p>This ritualistic spell requires 1 turn to cast and necessitates the sacrifice of 500 gp, or gems of equal value. The sorcerer must sit before a fire and chant in tongues without being spoken to or interrupted. If these requisites are met, the sorcerer contacts and seeks guidance from an otherworldly being such as a spirit, dæmon, deity, or demigod.</p> <p>As many as three questions may be asked. The more questions asked, the more information can be gleaned; however, the more questions asked, the greater the chance of becoming insane for daring to engage such beings. Consult the following table after deciding how many questions to ask. Your referee will secretly determine and inform you of the results.</p> <p><table><caption><b>Table 102: Contact Otherworldly Being Spell</b></caption> <tr><th>Number of Questions</th><th>Veracity of Answer</th><th>Chance of Insanity</th></tr> <tr><td>1</td><td>3:6</td><td>—</td></tr> <tr><td>2</td><td>4:6</td><td>1:6</td></tr> <tr><td>3</td><td>5:6</td><td>2:6</td></tr></table></p> <p>Each question should be checked individually. Responses will be simple, one-word answers: “Yes,” or “No,” or “Maybe,” being the most common, though “Futile,” or “Inconceivable,” or “Irrelevant,” or “Foolish,” might also be the response. If two or three questions are asked, and the second d6 roll so indicates, the caster is driven mad within 1 turn. The insane sorcerer will rant and rave incoherently, is unable to properly care for himself or herself, and may prove combative and self-destructive. Insanity will persist for as many weeks as the number of questions asked. A cure madness or remove curse spell can alleviate the insanity.</p>"},{"spell_id":70,"spell_name":"Contagion","level":"nec 4, wch 4","rng":"touch","dur":"permanent","reversible":false,"pp":185,"spell_desc":"<p>By the sorcerer’s wicked touch, the target of this spell is weakened and diseased unless a <i>sorcery</i> saving throw is made. If the save fails, the victim is at once overcome by a wet cough, skin boils and lesions, loss of hair, and fatigue. The statistical repercussions include 2 lost points of strength, dexterity, and constitution. (For ease of game play, an afflicted enemy creature— human, humanoid, animal, or monster—may suffer penalties of −1 on attack rolls, −1 damage, −1 AC, and −1 hp per HD.)</p> <p>The condition persists unless <i>cure disease</i> is administered, or until natural healing overcomes the affliction. Following 4 weeks of bed rest, another saving throw is permitted. If the victim succeeds, the path to wellness begins, which requires another 2 weeks before symptoms and attribute losses are healed. Natural healing, if the first attempt fails, may be attempted again after 8 weeks and 12 weeks of bed rest. Beyond 12 weeks, the condition is terminal, and the victim will die of the <i>contagion</i> within 1d4 years.</p>"},{"spell_id":71,"spell_name":"Continuous Darkness","level":"ill 3, wch 3","rng":"120 feet","dur":"special","reversible":false,"pp":186,"spell_desc":"<p>Creates a 60-foot-diameter sphere of gloom as black as pitch. It cannot be cast on a single target or object, but rather on an area. Torch and lantern light are rendered ineffective, and <i>infrared vision</i> is futile. The effect is permanent (unless <i>dispelled</i>), so long as the caster remains within 10 miles; otherwise, the dweomer begins to dissipate in subtle degrees, ending in a number of months equal to the sorcerer’s CA. <i>Continuous darkness</i> can counter <i>continuous light</i> and <i>light</i>.</p>"},{"spell_id":72,"spell_name":"Continuous Light","level":"clr 3, cry 2, drd 2, ill 2, mag 2, pyr 2, wch 3","rng":"120 feet","dur":"special","reversible":false,"pp":186,"spell_desc":"<p>Creates a 60-foot-diameter sphere of lambent light, the subtle hue of which may be selected by the caster. It cannot be cast on a single target or object, but rather on an area. The effect is permanent (unless <i>dispelled</i>), so long as the caster remains within 10 miles; otherwise, the dweomer begins to dissipate in subtle degrees, ending in a number of months equal to the sorcerer’s CA. <i>Continuous light</i> can counter <i>continuous darkness</i> and <i>darkness</i>.</p>"},{"spell_id":73,"spell_name":"Control Lycanthrope","level":"wch 6","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":186,"spell_desc":"<p>The sorcerer controls the actions of a single <b>lycanthrope</b>, commanding the cursed beast. No saving throw is allowed. The lycanthrope views the caster as a trusted master to be protected and defended throughout the duration of the spell. If caster and lycanthrope speak the same language, the caster can direct the beast to perform various tasks, so long as they are not diametrically opposite to the creature’s nature; if such becomes the case, the beast is allowed a <i>sorcery</i> saving throw to break the control.</p>"},{"spell_id":74,"spell_name":"Control Water","level":"clr 4, mag 6","rng":"120 feet","dur":"1d6 turns","reversible":false,"pp":186,"spell_desc":"<p>This spell requires the sacrifice of an opal or pearl valued at 100 gp or more. It has three separate functions; the sorcerer may choose whichever version to be cast:</p> <p><ul><li><i>Lower Water:</i> The water of a river, pond, small lake, or similar body is lowered to 50% of its normal volume. Rivers will flow at half their normal capacity, lakes and pools will diminish, and so on.</li> <li><i>Part Water:</i> Divides a body of water to a length and depth of 100 feet, creating a 10-foot-wide corridor with walls of water.</li> <li><i>Raise Water:</i> The water of a river, pond, small lake, or similar body is increased by 50% of its normal volume, causing floods, rushing tides, and other like effects.</li></p>"},{"spell_id":75,"spell_name":"Control Weather","level":"clr 6, cry 6, drd 6, mag 6, wch 6","rng":"900 feet","dur":"special","reversible":false,"pp":186,"spell_desc":"<p>This spell is cast outdoors, requiring 2 turns (20 minutes) to take effect in a 2d6-square-mile area. The sorcerer can stand within the epicentre of the effect, or 300 yards outside its verge, and can <i>control weather</i> for as long as he or she concentrates. Possibilities include:</p> <ul><li><i>Rain:</i> Visibility compromised; missile attacks at −2 “to hit,” movement reduced to half.</li> <li><i>Snow:</i> Visibility reduced to 20 feet, with snow collecting at 2 inches per hour: −10 MV at 6 inches; −20 MV at 12 inches.</li> <li><i>Fog:</i> Visibility reduced to 20 feet.</li> <li><i>Clear/Partly Cloudy Skies:</i> Cancels the effects of stormy weather.</li> <li><i>Blistering Heat:</i> Temperature rises to 100°F.</li> <li><i>Frigid Cold:</i> Temperature drops to 0°F.</li> <li><i>High Winds:</i> Gale winds (40–50 mph) prevent missile fire and can drive flying creatures to the ground; this bluster can benefit sailing ships (at the lower range of gale power), increasing vessel speed by 50% or more.</li> <li><i>Hail:</i> Hail batters all in the area, reducing movement by half and damaging roofs and other structures.</li> <li><i>Tornado:</i> A thunderhead manifests under which a powerful whirlwind forms. The tornado is 500 feet in diameter and moves as directed by the sorcerer. Creatures of 1–2 HD in its path must make <i>avoidance</i> saves or be swept away, suffering 3d8 hp damage, being hurled 1d10×10 feet in the air, and falling for another 1d6 hp damage per 10 feet. Creatures of 3 HD or more must make <i>avoidance</i> saves or sustain 3d8 hp damage, but are not hurled in the air. This form of <i>control weather</i> persists only 1 round per CA level.</li></ul>"},{"spell_id":76,"spell_name":"Control Winds","level":"cry 5, drd 5, wch 5","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":186,"spell_desc":"<p>This spell is cast outdoors, taking effect 1 turn after being incanted. A minute or so before the effect manifests, winds begin to swirl around the caster, rotating in a clockwise or counterclockwise direction. The sorcerer stands at the 15-foot-radius epicentre of the effect, where the air remains calm.</p> <p>Once the spell takes full effect, the winds develop into a <i>strong gale</i>, or a 60-mph average; the caster may designate a less potent wind force if desired. These winds extend in a 240-foot hemispherical radius around the caster, damaging buildings, bending or even uprooting trees, driving away flying creatures, and affecting sailed movement. The sorcerer can walk after casting the spell and need not concentrate on it; the epicentre of the winds moves with him or her. The caster can use this spell to control otherwise prevailing winds (natural or not) and can end the effect at will.</p>"},{"spell_id":77,"spell_name":"Controlled Blast Fireball","level":"mag 6, pyr 4","rng":"240 feet","dur":"instantaneous","reversible":false,"pp":187,"spell_desc":"<p>This specialized <i>fireball</i> spell allows the sorcerer to increase or decrease the blast diameter by 10-foot increments. From the palm of the sorcerer’s hand shoots a fiery missile which explodes into a sphere of flames at a target determined by the caster. Damage is 1d6 hp per CA level to all within the area of effect unless <i>sorcery</i> saving throws are made for half damage.</p> <p>A standard blast is 40 feet in diameter, but the diameter of a <i>controlled blast fireball</i> can be reduced to 30 feet, 20 feet, or as little as 10 feet without decreasing the potency of the blast. To increase blast size, one die of damage is sacrificed for every 10 feet of diameter added, to a maximum possible diameter of 80 feet. So, a CA 7 sorcerer can fire a standard 7d6 hp <i>fireball</i> that encompasses a 40-foot-diameter area, or elect to cast a 50-foot-diameter <i>fireball</i> for 6d6 hp damage, or a 60-foot-diameter <i>fireball</i> for 5d6 hp damage, and so on.</p>"},{"spell_id":78,"spell_name":"Cool Metal","level":"cry 2, mag 2","rng":"30 feet","dur":"9 rounds","reversible":false,"pp":187,"spell_desc":"<p>Freezes metallic objects to blistering temperatures. For every CA level of the sorcerer, as much as five square feet of metal can be affected, equivalent to one Small creature per CA level, or one Medium creature per 2 CA levels; e.g., a CA 6 sorcerer can affect three adjacent armoured humans. For larger creatures, the referee must determine a reasonable number of potential targets using the above guidelines (e.g., a mailclad giant may be considered the equivalent of four fighters). <i>Cool metal</i> is quick to cool, freeze, and then blister; likewise, it is quick to warm. The dweomer persists for 9 rounds, with metal treated thusly if in contact with skin:</p> <ul><li><b>Round 1:</b> Metal becomes <i>cold</i>, uncomfortable to the touch</li> <li><b>Rounds 2–4:</b> Metal <i>freezes</i>, biting for 1d4 hp damage per round</li> <li><b>Round 5:</b> Metal <i>blisters</i> for 2d4 hp damage</li> <li><b>Rounds 6–8:</b> Metal warms to <i>freezing</i>, biting for 1d4 hp damage per round</li> <li><b>Round 9:</b> Metal warms to <i>cold</i></li></ul> <p>Metal affected by <i>blistering cold</i> (round 5 of the spell) is subject to brittleness. If affected normal (nonmagical) armour is struck, it may shatter. The same applies to a normal sword, axe blade, etc. <i>Cold protection</i> and <i>cold resistance</i> negate the harmful effects of this spell.</p>"},{"spell_id":79,"spell_name":"Create Firewood","level":"drd 1","rng":"10 feet","dur":"special","reversible":false,"pp":187,"spell_desc":"<p>Dry, seasoned, split firewood is conjured, a stack measuring 2 × 2 × 4 feet. At CA 5, this amount increases to 2 × 2 × 8 feet of stacked, split wood. The wood appears on solid ground 10 feet in front of the caster’s outstretched hands. If the firewood is not utilized within 48 hours, it disappears from whence it came.</p>"},{"spell_id":80,"spell_name":"Create Food and Water","level":"clr 3","rng":"10 feet","dur":"permanent","reversible":false,"pp":187,"spell_desc":"<p>Nourishing food and water are created by the sorcerer, enough to feed one person per CA level. (For the purpose of this spell, consider a horse or camel equivalent to three people.) The conjured food is always fresh (not dried or preserved) and thus subject to spoilage unless <i>purify food and drink</i> is also cast.</p>"},{"spell_id":81,"spell_name":"Create Water","level":"clr 1, drd 2","rng":"10 feet","dur":"permanent","reversible":true,"pp":187,"spell_desc":"<p>The sorcerer conjures as much as three gallons of water per CA level. The water is fresh, clean, and potable. It can be placed within one or more appropriate containers so long as they are touching, or it can be evoked to appear in the air within the spell’s range. The reverse of this spell, <i>destroy water</i>, vaporizes a like amount of water. If used offensively (e.g., several gallons of water dropped on the head of an enemy), the target is allowed an <i>avoidance</i> saving throw.</p>"},{"spell_id":82,"spell_name":"Cryonic State","level":"cry 3","rng":"touch","dur":"1 day + 1 day per CA level","reversible":false,"pp":187,"spell_desc":"<p>The caster or other willing recipient is cooled to sub-zero temperatures, effectively frozen solid and preserved. The recipient of this spell enters a coma from which it cannot be revived until the spell’s duration is met. Furthermore, the recipient appears dead, frozen by natural or sorcerous means, with no discernible pulse. Thawing begins about four hours before the spell’s termination. When the spell ends, the recipient (if intelligent) requires 1d6 turns before it can begin walking and talking as normal.</p> <p><i>Cryonic state</i> can be used to preserve one who is about to die of poison, blood loss, etc. Too, this spell may be cast on an unwilling target that is sleeping. The target is allowed a <i>sorcery</i> saving throw to negate the effect and abruptly awaken; otherwise, it suffers the effects described above.</p>"},{"spell_id":83,"spell_name":"Cudgel of Bone","level":"nec 2","rng":"touch","dur":"1 round per CA level","reversible":false,"pp":187,"spell_desc":"<p>The sorcerer casts this spell upon the femur of a human, humanoid, or Medium animal to create a <b>+1 war club</b> (1d6+1 hp damage, or 1d8+1 hp if wielded two-handed), whether or not the sorcerer is skilled with such a weapon; i.e., no unskilled weapon attack penalty applies. The club is more effective versus undead, functioning as a <b>+2 war club</b> (1d6+2 or 1d8+2 hp damage). The sorcerer cannot attack with the <i>cudgel of bone</i> on the same round the spell is cast; neither can it be used by another individual. Upon the spell’s termination, the <i>cudgel of bone</i> reverts to a normal thighbone.</p>"},{"spell_id":84,"spell_name":"Cure Blindness","level":"clr 3","rng":"touch","dur":"permanent","reversible":true,"pp":188,"spell_desc":"<p>Remedies nearly all forms of impaired vision unless the eyes themselves have been destroyed. The reverse of this spell, <i>inflict blindness</i>, renders its victim sightless unless a <i>sorcery</i> saving throw is made. Blind creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws.</p>"},{"spell_id":85,"spell_name":"Cure Critical Wounds","level":"clr 5, drd 6","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 4d8 hp of damage previously sustained. The reverse of this spell, <i>inflict critical wounds</i>, is used to harm a living creature for 4d8 hp damage upon a successful touch attack.</p>"},{"spell_id":86,"spell_name":"Cure Deafness","level":"clr 3","rng":"touch","dur":"permanent","reversible":true,"pp":188,"spell_desc":"<p>Remedies nearly all forms of hearing loss unless the eardrums themselves have been destroyed. The reverse of this spell, <i>inflict deafness</i>, renders its victim unable to hear unless a <i>sorcery</i> saving throw is made. A deaf creature is surprized on a base 4-in-6 chance and suffers an individual initiative penalty of −2 (i.e., the deaf creature may lose initiative, despite its allies winning). Other penalties may apply at the referee’s discretion.</p>"},{"spell_id":87,"spell_name":"Cure Disease","level":"clr 3, drd 3, nec 3, wch 3","rng":"touch","dur":"permanent","reversible":true,"pp":188,"spell_desc":"<p>Remedies nearly all forms of illness. The subject is alleviated of all debilitating effects within 1d6 rounds. The reverse of this spell, <i>inflict disease</i>, delivers a malady that drains the strength and vitality of its victim if a <i>sorcery</i> saving throw is not made. The disease manifests in 1d6 turns; once it does, the afflicted lose 1 hp per turn and 1 point of strength per hour until total hit points are reduced to one-tenth of normal and strength is reduced to one-third of normal. If the afflicted is not cured within three weeks, a loss of 1 constitution point per day is suffered until that attribute is reduced to one-third of normal. If untreated, the victim will likely die within a year.</p>"},{"spell_id":88,"spell_name":"Cure Light Burns","level":"pyr 2","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 1d8 hp of burn damage, as caused by acid, electricity, fire, or heat; it does not apply to other wounds. The reverse of this spell, <i>inflict light burns</i>, is used to burn a living creature for 1d8 hp damage upon a successful touch attack.</p>"},{"spell_id":89,"spell_name":"Cure Light Wounds","level":"clr 1, drd 2","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 1d8 hp of damage previously sustained. The reverse of this spell, <i>inflict light wounds</i>, is used to harm a living creature for 1d8 hp damage upon a successful touch attack.</p>"},{"spell_id":90,"spell_name":"Cure Madness","level":"clr 5","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Remedies all forms of insanity, whether magically induced or naturally occurring. For the reverse version of this spell (an evil act if cast), see <i>inflict madness</i>.</p>"},{"spell_id":91,"spell_name":"Cure Moderate Wounds","level":"clr 2, drd 3","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 2d8 hp of damage previously sustained. The reverse of this spell, <i>inflict moderate wounds</i>, is used to harm a living creature for 2d8 hp damage upon a successful touch attack.</p>"},{"spell_id":92,"spell_name":"Cure Serious Burns","level":"pyr 4","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 3d8 hp of burn damage, as caused by acid, electricity, fire, or heat; it does not apply to other wounds. The reverse of this spell, <i>inflict serious burns</i>, is used to burn a living creature for 3d8 hp damage upon a successful touch attack.</p>"},{"spell_id":93,"spell_name":"Cure Serious Wounds","level":"clr 4, drd 4","rng":"touch","dur":"instantaneous","reversible":true,"pp":188,"spell_desc":"<p>Heals a living creature for 3d8 hp of damage previously sustained. The reverse of this spell, <i>inflict serious wounds</i>, is used to harm a living creature for 3d8 hp damage upon a successful touch attack.</p>"},{"spell_id":94,"spell_name":"Dancing Lights","level":"ill 1, mag 1, pyr 1","rng":"120 feet","dur":"1 turn","reversible":false,"pp":188,"spell_desc":"<p>Effects 1d4+2 bouncing flames that simulate a marching group of torch-bearing patrollers. With a word, the caster can direct the <i>dancing lights</i> to move, even around corners, though only within the range of the spell; if guided otherwise, they will disappear. Directing a <i>dancing lights</i> spell does not require continued concentration, but simply a flick of the hand or finger.</p>"},{"spell_id":95,"spell_name":"Danse Macabre","level":"nec 2","rng":"180 feet","dur":"1 turn per CA level","reversible":false,"pp":188,"spell_desc":"<p>The corpse of a human or humanoid is animated to undeath and thenceforth controlled like a marionette by the sorcerer’s waving fingers. The corpse can be directed to move, pick up objects, or even attack. The creature functions as a <b>skeleton</b> or <b>zombie</b>, depending on the stats of the corpse, though the latter lacks the <i>zombiism</i> disease. This spell requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses, the corpse will crumple to the ground.</p>"},{"spell_id":96,"spell_name":"Darkness","level":"clr 2, cry 2, ill 1, mag 2, nec 2, pyr 2, wch 2","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":190,"spell_desc":"<p>Evokes magical blackness to consume a 15-foot radius from its selected target point. Torch and lantern light are rendered ineffective, and <i>infrared vision</i> is futile. If <i>darkness</i> is cast on an unwilling creature, a <i>sorcery</i> saving throw is allowed to negate the spell. Creatures affected by <i>darkness</i> suffer effects similar to blindness: automatic loss of initiative and −4 penalties on attack rolls, armour class, and saving throws. <i>Darkness</i> can counter <i>continuous light</i> and <i>light</i>.</p>"},{"spell_id":97,"spell_name":"Dash","level":"mag 1","rng":"touch","dur":"1d4+2 hours","reversible":false,"pp":190,"spell_desc":"<p>The movement rate of this spell’s recipient is increased by +20 (maximum 70 MV) for the duration of the spell; e.g., a character with 40 MV can move at 60 MV (120 feet per round running). The secondary effect of this spell is marathon-like endurance: The runner can <i>dash</i> for 1d4+2 hours before the spell ends, unless terminated earlier by the caster or a <i>dispel magic</i> spell.</p>"},{"spell_id":98,"spell_name":"Death","level":"mag 6, nec 5","rng":"240 feet","dur":"instantaneous","reversible":false,"pp":190,"spell_desc":"<p>In a 60 × 60-foot area, slays 2d8 living creatures of 6 HD or less, starting with the lowest-HD creatures first. Subjects are allowed <i>death</i> saving throws. If they fail, their internal organs rupture, spelling instant death. If they make their saving throws, they instead suffer 3d6 hp damage each.</p>"},{"spell_id":99,"spell_name":"Death Masque","level":"nec 3","rng":"touch","dur":"1 day per CA level","reversible":false,"pp":190,"spell_desc":"<p>Using a small blade, the sorcerer begins chanting this spell whilst excising the face of a deceased human or humanoid, providing the subject has died within the hour (6 turns). Continuing these baleful incantations, the dead skin mask is applied to the face of the sorcerer or to a willing recipient. The necromantic graft duplicates the deceased creature’s face with macabre exactitude. <i>Death masque</i> thus requires 2 turns to cast. It can be discerned with <i>true seeing</i>, and it can be terminated via <i>dispel magic</i>. When the spell’s duration expires, the dead face will rot and peel painfully off the recipient’s face, causing 1d6 hp damage.</p>"},{"spell_id":100,"spell_name":"Death Ray of Immolation","level":"pyr 6","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":190,"spell_desc":"<p>The sorcerer points at a target and utters an incantation of fire. The target must make a <i>death</i> saving throw or explode into flames, suffering instant death. For every point of difference between the sorcerer’s CA and his target’s level/HD, the saving throw is modified by ±1. So, if a CA 11 sorcerer casts this spell against a 12th-level fighter, the fighter gains a +1 saving throw bonus; if the target is a 7th-level fighter, the saving throw is rolled at a −4 penalty; and so forth.</p>"},{"spell_id":101,"spell_name":"Death Smoke Cloud","level":"pyr 5","rng":"90 feet","dur":"1 round per CA level","reversible":false,"pp":190,"spell_desc":"<p>The sorcerer evokes a 60-foot-diameter, 20-foot-high cloud of hot black smoke; those within suffer intense burning. Any creature 4 HD or fewer sustains 6d6 hp damage, with no saving throw allowed. Creatures of 5 HD or greater are allowed <i>sorcery</i> saving throws for half damage.</p> <p>The damaging effects of this cloud are instantaneous; i.e., they occur on the round the spell is cast. Afterwards, the cloud remains for as many rounds as the caster has CA levels. The remaining cloud induces mild coughing, irritates the eyes, and obstructs the vision of those within its confines. Missiles may be fired 10 feet into the cloud at a −4 penalty, but longer ranges are impossible; melee within the cloud is likewise at −4 “to hit” penalty. <i>N.B.:</i> If this spell is cast in an area too small to confine its size, then the sorcerer too may be subject to its effects.</p>"},{"spell_id":102,"spell_name":"Deceive","level":"ill 3","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":190,"spell_desc":"<p>Allows the sorcerer to copy the alignment aura of another creature within 30 feet. If the spell <i>distinguish alignment</i> is targeted at the <i>deceive caster</i>, the sorcerer will radiate the copied alignment for the duration of the <i>deceive</i> spell. However, this spell cannot prevent the cleric’s version of <i>true seeing</i> from revealing the truth.</p>"},{"spell_id":103,"spell_name":"Decipher Language","level":"cry 1, ill 1, mag 1, nec 1, pyr 1, wch 1","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":190,"spell_desc":"<p>Allows the caster to construe script that is otherwise unintelligible (except magical writing). Treasure maps and secret symbols may also be decoded.</p>"},{"spell_id":104,"spell_name":"Delay Poison","level":"clr 2, drd 2, wch 3","rng":"touch","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":190,"spell_desc":"<p>Suspends the deleterious effects of any toxin to which the subject has been exposed. This spell does not eliminate poison effects as <i>neutralize poison</i> does; as its title suggests, it but <i>delays poison</i>. Poisons that have an immediate impact cannot be <i>delayed</i>; however, poisons that have continuous or secondary effects are <i>delayed</i>. And if a poison has a delayed onset, it too is further <i>delayed</i>. Once the spell has ended, the poison’s effects resume as normal.</p> <p>Note that if the poison affliction is the result of a venomous bite or sting, this spell can be used in conjunction with <i>draw poison</i> ability of barbarians and shamans. With the poison magically suspended in the victim’s system, a barbarian or shaman can <i>draw poison</i> on a 5-in-6 chance of success for the duration of the spell.</p> <p>Lastly, <i>delay poison</i> may also revive one who has expired from poison, so long as the spell is cast within 12 rounds (2 minutes) of death and a successful <i>trauma survival</i> check is made (see <b>Chapter 3: Statistics</b>, <i>constitution</i>). The deceased poison victim is restored to 0 hp, albeit at a permanent loss of 1 constitution point.</p>"},{"spell_id":105,"spell_name":"Demi-Shadow Sorcery","level":"ill 6","rng":"special","dur":"special","reversible":false,"pp":191,"spell_desc":"<p>Gathers negative energy from the Black Gulf to mimic three spells typically associated with magicians. Each variation manifests uniquely; the effects, however, are somewhat reduced due to their quasi-reality. The caster may choose the variation at the time of casting:</p> <ul><li><i>Cone of Cold:</i> as the spell, except that it drains 1d4 hp damage per CA level, so a CA 12 caster unleashes a cone that delivers 12d4 hp damage. The cone is jet black.</li> <li><i>Fire Shield:</i> as the spell, except that successful melee attacks against the sorcerer cause the attacker to sustain ×1.5 the amount of damage inflicted. The cold-resistant form is midnight blue, and the fire-resistant form is blood red.</li> <li><i>Wall of Fire:</i> as the spell, except that the wall inflicts 3d4 hp damage, +1 hp per CA level, versus creatures of 4 HD or greater. Undead sustain 5d4 hp damage, +1 hp per CA level. The flames are violet-black.</li></ul>"},{"spell_id":106,"spell_name":"Detect Body Heat","level":"cry 2, pyr 2","rng":"60 feet","dur":"1 turn per CA","reversible":false,"pp":191,"spell_desc":"<p>The sorcerer perceives the presence of warm-blooded creatures within 60 feet, including their sizes and number. The sorcerer must stand stationary and concentrate; movement disrupts the spell. <i>Detect body heat</i> is obstructed by metal of one-inch thickness, stone of six-inch thickness, or wood of one-foot thickness; lead completely foils the spell. Undead are not detected by this spell, and cold-blooded creatures are detected only if they have recently warmed themselves in the sun or otherwise. Detection of other monster types is at the discretion of the referee, who must decide whether they are warm-blooded.</p>"},{"spell_id":107,"spell_name":"Detect Evil","level":"clr 1, mag 2, wch 1","rng":"60 feet","dur":"1 turn","reversible":true,"pp":191,"spell_desc":"<p>The sorcerer detects potent emanations of Evil in a 60-foot-long, 10-foot-wide path. Sources of Evil emanations might include Evil artefacts, dæmons, or the undead. <i>Detect evil</i> will not discern the alignment of other characters, even if they are Evil, unless the subject is of a pure and intense Evil (empowered by dæmons, for example) or is about to commit a most vile act. Clerics must brandish their holy symbols to cast this spell. From a stationary position the caster can slowly rotate, covering 360° before the spell ends. <i>Detect evil</i> is obstructed by metal of one-inch thickness, stone of six-inch thickness, or wood of one-foot thickness; lead completely foils the spell. Evil sorcerers cast the reverse version of this spell, <i>detect good</i>, which functions the same way with regard to emanations of Good.</p>"},{"spell_id":108,"spell_name":"Detect Illusion","level":"ill 1, mag 2, wch 1","rng":"30 feet","dur":"1 turn","reversible":false,"pp":191,"spell_desc":"<p>Allows the caster to perceive phantasms for what they are. Illusions and phantasms within a 30-foot radius of the caster appear translucent. This spell requires minimal concentration; the caster can move and continue to <i>detect illusion</i>, but cannot run, fight, or perform other like actions.</p>"},{"spell_id":109,"spell_name":"Detect Invisibility","level":"ill 1, mag 2, wch 2","rng":"30 feet","dur":"1 turn","reversible":false,"pp":191,"spell_desc":"<p>Allows the caster to discern the presence of any invisible objects, persons, or monsters within a 30-foot radius; also reveals those who exercise the <i>hide</i> ability (thieves, rangers, assassins, et al.). This spell requires minimal concentration; the caster can move and continue to <i>detect invisibility</i>, but cannot run, fight, or perform other like actions.</p>"},{"spell_id":110,"spell_name":"Detect Magic","level":"clr 1, cry 1, drd 1, ill 1, mag 1, nec 1, pyr 1, wch 1","rng":"60 feet","dur":"1 turn","reversible":false,"pp":191,"spell_desc":"<p>Allows the caster to sense the presence of magic items or other dweomered persons, places, or things (e.g., an enchanted treasure chest, a <i>sorcerer locked</i> door). The dweomered items will glow before the eyes of the caster in a path of detection 60 feet long and 10 feet wide. From a stationary position the caster can slowly rotate, covering 360° before the spell ends. <i>Detect magic</i> is obstructed by metal of one-inch thickness, stone of six-inch thickness, or wood of one-foot thickness; lead always masks the presence of magic.</p>"},{"spell_id":111,"spell_name":"Detect Malady","level":"clr 1, nec 1, wch 1","rng":"touch","dur":"instantaneous","reversible":false,"pp":191,"spell_desc":"<p>By laying hands on the afflicted, the sorcerer detects the presence of a curse, disease, or poison. The type of malady and its exact nature are revealed (e.g., the caster will discern poison and differentiate between a spider’s venom and an alchemical concoction).</p>"},{"spell_id":112,"spell_name":"Detect Neutrality","level":"drd 2","rng":"60 feet","dur":"1 turn","reversible":false,"pp":192,"spell_desc":"<p>Allows the sorcerer to sense whether an observed person, place, or thing is balanced with Neutrality of alignment, tainted neither with Good nor Evil, Law nor Chaos. If the subject of this observation is anything but Neutral, the caster will perceive the imbalance. The caster cannot discern the exact alignment of any non-Neutral person, place, or thing, but merely that the absence of Neutrality is present.</p>"},{"spell_id":113,"spell_name":"Detect Silence","level":"clr 2, ill 1, mag 2, wch 2","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":192,"spell_desc":"<p>Allows the caster to hear that which is magically <i>silenced</i> or <i>moving silently</i> (thieves, barbarians, assassins, et al.) in a 120-foot radius. The spell attunes the caster to subtleties of sound otherwise imperceptible, such as a whisper behind a closed door. If the caster enters a deep trance, <i>detect silence</i> can also be used to perceive noises made in parallel dimensions.</p>"},{"spell_id":114,"spell_name":"Detect Snares and Pits","level":"drd 1","rng":"30 feet","dur":"1 turn per CA level","reversible":false,"pp":192,"spell_desc":"<p>The caster notices outdoor traps, including deadfalls, pits, snares, and spring traps; even natural hazards may be discerned. The path of detection is 30 feet long and 10 feet wide. The sorcerer must continue to concentrate, with hands spread wide. Walking is permitted, but no jogging, running, or the like. Except for pits, snares, and other simple traps as noted above, this spell will not detect the sort of complex mechanical or magical traps typically found in dungeons.</p>"},{"spell_id":115,"spell_name":"Detect Undead","level":"nec 1, wch 1","rng":"60 feet","dur":"1 turn","reversible":false,"pp":192,"spell_desc":"<p>In a 60-foot-long, 10-foot-wide path, the caster discerns the presence of lesser undead creatures (<i>Undead Types 0–5</i>). Casters of CA 7 or greater will detect any undead creature. The detected abominations will glow a putrid green before the eyes of the caster. From a stationary position the caster can slowly rotate, covering 360° before the spell ends. <i>Detect undead</i> is obstructed by metal of one-inch thickness, stone of six-inch thickness, or wood of one-foot thickness; lead completely foils the spell.</p>"},{"spell_id":116,"spell_name":"Detect Venom","level":"clr 1, drd 1","rng":"30 feet","dur":"1 turn","reversible":false,"pp":192,"spell_desc":"<p>This spell has two functions: First, it reveals if an ailing person suffers the effects of poison, whether from a trap, snakebite, spider venom, or the like. The second function determines if a creature is venomous, or if an object is laced or trapped with poison. The creature or object in question must be viewed by the caster; obstructions will preclude the spell from functioning. From a stationary position the caster can slowly rotate, covering 360° before the spell ends.</p>"},{"spell_id":117,"spell_name":"Dig Hole","level":"mag 4","rng":"0","dur":"1 round per CA level","reversible":false,"pp":192,"spell_desc":"<p>Causes the caster’s hands to transform into enormous, outwards-turning paws with long nails; meantime, the head elongates and becomes pointed like that of a mole, whilst the legs become short and thick. At once the sorcerer may begin to excavate earth, sand, or mud, scooping 125 cubic feet (5 × 5 × 5 feet) of earth per round, using their oversized paws. Any creature that approaches the hole’s edge must make an <i>avoidance</i> saving throw or fall in. Tunnels that are dug just below the surface of the earth are noted by the raised mound/roof caused by the displacement of earth (not unlike the mound of an ant hole).</p>"},{"spell_id":118,"spell_name":"Dimension Door","level":"mag 4, nec 4, pyr 4","rng":"10 feet","dur":"instantaneous","reversible":false,"pp":192,"spell_desc":"<p>The caster or one other creature is transported to a specified location within 360 feet. If the caster is unaware of the destination, a distance and direction (e.g., “50 feet south”) may be designated; however, if the destination is not a safe place on which the transported creature would have firm footing, or if the destination is solid material (such as a wall or tree), then the spell will fail to function. An unwilling target is allowed a <i>sorcery</i> saving throw to negate the spell’s effects.</p>"},{"spell_id":119,"spell_name":"Discern Lie","level":"clr 4","rng":"50 feet","dur":"1 turn per CA","reversible":true,"pp":192,"spell_desc":"<p>The sorcerer casts this subtle spell by pinching 1 gp worth of gold dust betwixt the thumb and forefinger; this may be done behind the back or within the folds of his or her robes. (The casting likely goes unnoticed by those who are present.) Once the spell is cast, the sorcerer can detect whether those within range speak truthfully or not. The detection is perceived in degrees: Horrible lies produce magnified discernment, whilst simple exaggerations give off faint signals.</p> <p>The reverse of this spell, <i>indiscernible lie</i>, not only counters the effects of <i>discern lie</i>, but also allows the caster or other willing subject to stretch the truth or even tell bald-faced lies that sound reasonable to any within range who fail a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":120,"spell_name":"Disguise Self","level":"ill 1","rng":"0","dur":"1d6 turns","reversible":false,"pp":192,"spell_desc":"<p>Illusion is used to transform the sorcerer’s appearance (including garb and gear) to something or someone else of similar size and shape. One can appear up to one foot taller or shorter and/or 25% heavier or lighter. The sorcerer can also assume the general look and shape of any familiar human or humanoid, though not of a specific being. The variable duration of the spell should be rolled secretly by the referee, the glamour ending abruptly upon the spell’s termination.</p>"},{"spell_id":121,"spell_name":"Disintegrate","level":"cry 6, mag 6, nec 6, pyr 6, wch 6","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":193,"spell_desc":"<p>Causes one creature or non-magical object to be reduced to dust. As much as a 10 × 10 × 10-foot cube of material is subject to <i>disintegration</i>. Creatures can make <i>death</i> saving throws to resist this spell; items are allowed <i>Class 5</i> item saving throws, per referee discretion.</p>"},{"spell_id":122,"spell_name":"Dismissal","level":"cry 5, mag 5, nec 5, pyr 5, wch 5","rng":"10 feet","dur":"instantaneous","reversible":true,"pp":193,"spell_desc":"<p>Banishes a creature of otherworldly, netherworldly, or extra-dimensional origin. The common name of the creature type must be known by the sorcerer; if the creature has a proper name (such as a dæmon), then this too must be known by the sorcerer or the spell cannot be cast successfully. Some such creatures have <i>sorcery resistance</i>, so this must be checked first. Next, the target is allowed a <i>sorcery</i> saving throw (unless it does not seek to resist). If the spell is successful, the victim is swept away, usually to its realm of origin, though on a 2-in-10 chance it is sent to some other random place.</p> <p>The reverse of this spell, <i>beckon</i>, calls forth a creature from another world or dimension, if its type and proper name (if applicable) are known by the sorcerer. The same <i>sorcery resistance</i> and saving throw method as described above should be used. The <i>beckoned</i> creature materializes 10 feet before the sorcerer and may not be pleased about being ripped so rudely from its home. Some sorcerers seek to protect themselves from the <i>beckoned</i> by staying within a candlelit magic circle. N.B.: Neither form of this spell functions on creatures native to the world or dimension in which the spell is cast.</p>"},{"spell_id":123,"spell_name":"Dispel Evil","level":"clr 5","rng":"0","dur":"1 turn","reversible":true,"pp":193,"spell_desc":"<p>In a 30-foot radius, banishes Evil creatures summoned, conjured, or enchanted by another sorcerer. Even creatures of Neutrality can be banished if they were conjured by an Evil sorcerer. Possible candidates include <b>dæmons</b>, <b>elementals</b>, <b>invisible stalkers</b>, and the undead. Each is allowed a <i>sorcery</i> saving throw to resist the spell’s effect. Even if they make their saving throws, they will vacate the area of effect for as long as the sorcerer continues to chant. Alternatively, <i>dispel evil</i> can be used as a touch spell on a single opponent, in which case the saving throw is made at a −2 penalty. The reverse of this spell, <i>dispel good</i>, is used by wicked sorcerers to the same effect, albeit versus Good-aligned subjects and other creatures controlled by agents of Good.</p>"},{"spell_id":124,"spell_name":"Dispel Magic","level":"clr 3, cry 3, drd 4, ill 4, mag 3, nec 3, pyr 3, wch 3","rng":"120 feet","dur":"instantaneous","reversible":false,"pp":193,"spell_desc":"<p>Sorcery and its effects are negated and removed in an area of 20 × 20 × 20 feet. The spell does not negate magic items but can undo a sorcerous effect created by one. It does not, however, negate illusions/phantasms. If <i>dispel magic</i> is used against a spell cast by a sorcerer of higher CA, the chance of failure is 1-in-20 per level difference. For instance, if a CA 6 caster attempts to <i>dispel</i> the <i>levitate</i> spell of a CA 10 sorcerer, there is a 4-in-20 chance of failure.</p>"},{"spell_id":125,"spell_name":"Dispel Phantasm","level":"ill 3","rng":"120 feet","dur":"instantaneous","reversible":false,"pp":193,"spell_desc":"<p>Automatically negates any illusions/phantasms. However, if used against the illusion/phantasm spell of a superior illusionist, the chance of failure is 1-in-20 per CA level difference. For instance, if a CA 6 bard attempts to <i>dispel phantasm</i> against the <i>spectral phantasm</i> of a CA 10 illusionist, then the bard stands a 4-in-20 chance of failure.</p>"},{"spell_id":126,"spell_name":"Dissipate Gas","level":"cry 3, wch 3","rng":"90 feet","dur":"instantaneous","reversible":false,"pp":193,"spell_desc":"<p>Disperses a cloud, gas, mist, smoke, or vapour effect. Creatures of gasiform nature, including <b>air elementals</b> and those that have assumed temporary gaseous forms, must make <i>death</i> saving throws or die.</p>"},{"spell_id":127,"spell_name":"Distinguish Alignment","level":"clr 2","rng":"10 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":193,"spell_desc":"<p>Allows the sorcerer to determine the exact alignment of the selected individual(s). One round is required for each person scanned, so six creatures can be scrutinized if all are within range. The caster must remain stationary, staring at each subject. No saving throw is allowed for this spell, and if the sorcerer exercises discretion, the spell’s casting might go unnoticed.</p>"},{"spell_id":128,"spell_name":"Divination","level":"clr 4","rng":"0","dur":"special","reversible":false,"pp":193,"spell_desc":"<p>Upon 1 turn of prayer and cogitation, the sorcerer implores the wisdom of otherworldly powers. The focus of the divination is an area: a small woodland (not exceeding 1 square mile), a large building or tower, a section of a dungeon, the top of a mountain, or the like. Note that this spell cannot be used to ask direct questions of a yes or no nature; such enquiries are covered by the <i>commune</i> spell. Here follow some suggestions of what may be divined:</p> <ul><li>The relative weakness or strength of potential enemies</li> <li>The potential amount of treasure to be won within (scant, moderate, rich)</li> <li>The chance of being confronted by enemies if the area in question is intruded</li> <li>The presence of a dæmon or otherworldly being</li> <li>The presence of potent sorcery at work</li></ul> <p>After the player states what his or her character attempts to divine, the referee must make a secret d10 roll. The sorcerer has a 7-in-10 chance of successfully divining the sought-after information (if the request is reasonable). If the reading is successful, the referee will inform the player of the result, providing valuable, albeit general, information. If the reading is unsuccessful, false or misleading information may be revealed. Casting this spell might entail consequences: The otherworldly power invoked might charge the sorcerer with a <i>quest</i> (q.v.).</p>"},{"spell_id":129,"spell_name":"Dweomered Weapon","level":"mag 4","rng":"touch","dur":"1 turn per CA","reversible":false,"pp":194,"spell_desc":"<p>Temporarily enchants any mundane weapon, granting a +1 “to hit” and +1 damage bonus to a single weapon or three missiles (arrows or quarrels) for CA 7–8 casters, +2/+2 for CA 9–10 casters, and +3/+3 for CA 11–12 casters. This spell does not function on magical weapons unless the bonus granted supersedes the weapon’s current enchantment.</p>"},{"spell_id":130,"spell_name":"Ecstasy of Shadow","level":"mag 5, nec 4","rng":"10 feet","dur":"1 round per CA level","reversible":false,"pp":194,"spell_desc":"<p>A 20 × 20-foot rippling shadow emerges within 10 feet of the caster, floating at 20 MV in any direction chosen until concentration ceases or the duration is met. Any intelligent or quasi-intelligent creature of 2 HD or fewer in the shadowed area directly falls to the ground in spasms of necrophiliac ecstasy with lifeless shadow beings for 2d6 rounds. Victims are unable to take any other actions (effectively <i>prone</i>). Creatures of 3 HD or more must make <i>sorcery</i> saving throws (modified by <i>willpower adjustment</i>) or fall into a similar state for 1d6 rounds. The sorcerer can affect 3 HD of creatures per CA level. This spell can bring great shame and dishonour to paladins and cataphracts who comport themselves to a code of gentility; <i>atonement</i> may be required.</p>"},{"spell_id":131,"spell_name":"Emotion","level":"ill 4","rng":"180 feet","dur":"1 round per CA","reversible":false,"pp":194,"spell_desc":"<p>Elicits an irrational response from all human and quasi- man victims in a 30-foot-diameter area unless they make <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. (No save is necessary if the subjects are willing.) <i>Emotion</i> has three applications, one of which is selected by the sorcerer at the time of casting:</p> <ul><li><i>Despair:</i> A feeling of hopelessness and gloom. The affected will turn back, surrender, and submit to the demands of the sorcerer, so long as said demands are not completely contrary to their nature.</li> <li><i>Fear:</i> Complete fear, in which the affected panic and flee; however, if fleeing is not possible, they will cower and grovel. Saving throws for this variation are made at −2 penalties.</li> <li><i>Furious Hatred:</i> Targets become subject to battle lust. Attacks are made at +1 on attack rolls and +3 damage, but with a −4 AC penalty. Recipients of this effect refuse to surrender and continue to fight no matter the cost. (Does not stack with a berserker’s <i>berserk rage</i>.)</li></ul> <p>This spell persists for its maximum duration, but the sorcerer must concentrate throughout (standing still, no other actions taken), or the spell will terminate immediately.</p>"},{"spell_id":132,"spell_name":"Enervation","level":"nec 4, wch 5","rng":"30 feet","dur":"1 turn per CA level","reversible":false,"pp":194,"spell_desc":"<p>From outstretched hands, the sorcerer releases a black bolt of negative energy called forth from the impossible depths of the Black Gulf. The target must make a <i>sorcery</i> saving throw or suffer a temporary draining of energy and vitality. The victim loses 2d8 hp and suffers penalties of −2 “to hit,” −2 damage, and −2 AC. Lastly, the victim is beset by a stiffness of the limbs not unlike rigour mortis, preventing movement any faster than normal walking speed (no running or charging).</p>"},{"spell_id":133,"spell_name":"Enlargement","level":"mag 1, wch 1","rng":"5 feet per CA level","dur":"1 turn","reversible":true,"pp":194,"spell_desc":"<p>Induces unnatural growth in a single object or creature, augmenting ×1.5 the size and mass of organic matter, or augmenting ×2 the size and mass of inorganic matter. <i>Enlarged</i> creatures gain a +50% damage bonus to all attacks (attack damage totalled and then multiplied ×1.5). For objects, the area of effect is limited to 10 cubic feet per CA level; e.g., a CA 10 caster can double the size of an earthen mound not exceeding 100 cubic feet in initial volume. This spell will not increase the magical nature of any object: A portcullis can be swollen shut, a dagger can be doubled to a short sword, but an enlarged <b>potion of healing</b> does not become the equivalent of two potions. The reverse of this spell, <i>reduction</i>, halves the size and mass of a creature or object (no more than 10 cubic feet per CA level). Affected creatures suffer a −50% damage penalty on all attacks (attack damage totalled and then halved). Unwilling creatures are allowed <i>transformation</i> saving throws to resist <i>enlargement</i> or <i>reduction</i>.</p>"},{"spell_id":134,"spell_name":"Entangle","level":"drd 1","rng":"80 feet","dur":"1 turn","reversible":false,"pp":194,"spell_desc":"<p>Plants and underbrush are enchanted to entwine and entrap all creatures that fail an <i>avoidance</i> saving throw within a 20-foot radius of the target point. Any creature that subsequently enters the enchanted area during the spell’s duration is likewise subject to its effects. Bushes, grasses, shrubs, and even small trees spring to life, ensnaring and twisting about the victims; if these are scant or nonexistent, then the spell is ineffective. Those who make the save may move at half MV to negotiate a path out from the enchanted flora. Exceptionally large or robust creatures save at +4, or they might be unaffected by this spell, as judged by the referee. <i>Entangled</i> spell casters may be required to make an <i>extraordinary feat of dexterity</i> in order to cast a spell.</p>"},{"spell_id":135,"spell_name":"Enthral","level":"clr 2","rng":"30 feet","dur":"special","reversible":false,"pp":195,"spell_desc":"<p>The sorcerer orates, preaches, or sermonizes; hence, the listeners must comprehend the language of the speaker and listen for at least two minutes. Then, with clever imperceptibility, the spell is laid. The caster may <i>enthral</i> an audience whose members have 4 HD or fewer unless they make <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. If the audience is not of the caster’s species (humanoids or giants, for example), or if they are otherwise unfriendly towards the caster’s particular background, the saving throw is made at a +1 to +4 bonus (as judged by the referee). For a large audience, similar HD listeners may be grouped together. <i>Enthralled</i> creatures will continue to listen to the expounding sorcerer, viewing the orator as having 18 charisma. Those who make the save may have an unfavorable reaction, seeing the orator as boring, offensive, foolish, and/or disgusting. Once the sorcerer ceases evangelizing, the spell will terminate, but effects remain for 1 turn.</p>"},{"spell_id":136,"spell_name":"Exploding Skull","level":"nec 3, wch 3","rng":"touch","dur":"special","reversible":false,"pp":195,"spell_desc":"<p>On the clean skull of a human or humanoid, the sorcerer places a ward that persists for 1 turn or until touched by another living creature. If the skull is touched by someone other than the caster, or at the end of the spell’s duration in any case, it explodes with waves of negative energy from the Black Gulf. The blast affects a 25-foot radius. Any creature within range of the blast suffers 1d6 hp damage per CA level of the sorcerer unless a <i>sorcery</i> saving throw is made for half damage. The <i>exploding skull</i> can be hurled as a grenade to equal effect, the skull detonating upon impact. This is executed by use of the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>).</p>"},{"spell_id":137,"spell_name":"Explosive Runes","level":"mag 3, nec 3, pyr 3, wch 3","rng":"touch","dur":"permanent (until triggered)","reversible":false,"pp":195,"spell_desc":"<p>Sorcerous symbols are inscribed on the surface of a book, manual, map, note, scroll, tome, or other written work. The <i>explosive runes</i> protect the volume’s content so that only the sorcerer who inscribed the <i>runes</i> may access the material safely. If the reader is not the caster, the <i>runes</i> will explode for 5d6 hp damage. The reader is permitted no saving throw, but those within 10 feet are allowed <i>sorcery</i> saving throws for half damage. Sorcerers who carefully inspect the volume (before simply reading it) have a 1-in-20 chance per CA level of discovering the <i>explosive runes</i>. <i>Explosive runes</i> can be removed at any time by the caster or the <i>dispel magic</i> spell. Detonation effectively destroys the material.</p>"},{"spell_id":138,"spell_name":"Extend Spell I","level":"cry 4, mag 4, pyr 4","rng":"special","dur":"special","reversible":false,"pp":195,"spell_desc":"<p>The sorcerer must cast this spell 1 round after casting a level 1–3 spell. Doing so extends the duration of the previous spell by 50%; e.g., a <i>levitate</i> spell can be made to last 1½ turns (15 minutes) per CA level, instead of 1 turn per CA level.</p>"},{"spell_id":139,"spell_name":"Extend Spell II","level":"cry 5, mag 5, pyr 5","rng":"special","dur":"special","reversible":false,"pp":195,"spell_desc":"<p>The sorcerer must cast this spell 1 round after casting a level 1–4 spell. Doing so doubles the duration of level 1–4 spells; e.g., an <i>extrasensory perception</i> spell can be made to last 2 rounds per CA level instead of 1.</p>"},{"spell_id":140,"spell_name":"Extend Spell III","level":"cry 6, mag 6, pyr 6","rng":"special","dur":"special","reversible":false,"pp":195,"spell_desc":"<p>The sorcerer must cast this spell 1 round after casting a level 1–5 spell. Doing so triples the duration of the spell; e.g., a <i>fire shield</i> spell can be made to last 3 rounds per CA level instead of 1 round per CA level.</p>"},{"spell_id":141,"spell_name":"Extermination","level":"nec 1","rng":"10 feet","dur":"instantaneous","reversible":false,"pp":195,"spell_desc":"<p>Eradicates rodents and vermin in a 1 × 1 × 1 foot area per CA level (e.g., a CA 5 sorcerer can affect a 5 × 5 × 5-foot area). Flies, mosquitoes, mice, ordinary beetles, centipedes, and spiders instantly are killed by this spell; Small animals of ¼ HD (e.g., bats, rats, small birds) are allowed <i>death</i> saving throws. <i>Extermination</i> slays two Small animals (¼ HD apiece) per CA level, so a CA 2 sorcerer may slay 4 bats upon uttering this spell.</p>"},{"spell_id":142,"spell_name":"Extra-dimensional Pocket","level":"mag 2","rng":"0","dur":"24 hours","reversible":false,"pp":195,"spell_desc":"<p>This dweomer is placed on the pocket of a cloak, coat, robe, shirt, tunic, vest, or like garment. The pocket can have a mouth no greater than six inches wide. Such a pocket, which may normally bear about 5 pounds, can instead bear 100 pounds via an extra-dimensional space, and at CA 7, 200 pounds may be borne. Too, the wearer does not feel the weight of the magical pocket’s contents.</p> <p>Note that the <i>extra-dimensional pocket’s</i> mouth remains unchanged, so only coins or other small items can fit inside. If the pocket is torn, ripped, burnt, or otherwise damaged, the contents will be ejected into another dimension. If the spell’s duration ends and the pocket holds more items than the garment could normally contain, the items will eject from the garment in a five-foot fountain of coins, gems, and whatnot. However, if cast once per day, on or just before the same hour, the effects of this spell can be endlessly enjoyed.</p>"},{"spell_id":143,"spell_name":"Extrasensory Perception","level":"mag 2, wch 2","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":196,"spell_desc":"<p>Allows the caster, who must pinch a copper coin betwixt thumb and forefinger, to detect the vague surface thoughts (not precise words) of any creature within the spell’s range, so long as the creature has thoughts. (Most undead and constructs, for example, do not.) <i>Extrasensory perception</i> targets a single creature; once selected, another cannot be targeted. No saving throw is allowed unless the target is of 6 HD or greater. If so, a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, must be made. When reading the surface thoughts of a lower-order creature, only its most basic instincts will be revealed. The spell also can be used to determine if a monster lurks behind a door or down a dark tunnel (so long as the monster is within range). The spell can penetrate one inch of metal, six inches of stone, or one foot of wood; however, the thinnest sheet of lead will obstruct it.</p>"},{"spell_id":144,"spell_name":"Fabricate","level":"mag 5","rng":"10 feet per CA level","dur":"permanent","reversible":false,"pp":196,"spell_desc":"<p>Converts local materials into a desired shape or function. A bridge may be built from stones, a house from sticks and mud, or a raft from logs. Imagination is the limit, though each such construction must be crude and uncomplicated. The sorcerer can convert 10 cubic feet of material per CA level; e.g., a CA 10 magician could erect a bridge 1 foot thick, 5 feet wide, and 20 feet long. Completing this spell requires 1 round per 10 cubic feet.</p>"},{"spell_id":145,"spell_name":"Færie Fire","level":"drd 1, pyr 1, wch 1","rng":"60 feet","dur":"6 turns (1 hour)","reversible":false,"pp":196,"spell_desc":"<p>Suffuses the area of effect in a lambent glow, the colour of which may be chosen by the caster. Ten square feet per CA level can be affected thus; or, one Medium creature or two Small creatures per CA level, no saving throw allowed. For larger creatures, the referee must determine a reasonable number of potential targets using the above guidelines (e.g., a <b>mountain ape</b> may be considered the equivalent of two people). Illumed creatures suffer −1 AC penalties.</p>"},{"spell_id":146,"spell_name":"Faithful Hound","level":"ill 4, mag 5, nec 5","rng":"10 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":196,"spell_desc":"<p>From the nether reaches of the Black Gulf is conjured a phantom watchdog seen only by the caster. The creature can be commanded to guard a door, gate, hall, room, or the like. The sorcerer cannot move more than 30 feet from the location of the <i>faithful hound</i> or the spell will be broken.</p> <p>The <i>faithful hound</i> immediately begins to bark and howl when anything larger than a rat approaches. The <i>hound</i> can detect invisible, inaudible, and even extra-dimensional creatures, so it makes for an astonishingly perspicacious guardian. If an intruder turns its back on the <i>faithful hound</i>, the watchdog will make a single bite attack as an FA 10 creature, inflicting 3d6 hp damage. The <i>hound</i> itself cannot be attacked, though it can be destroyed via the <i>dispel magic</i> spell.</p>"},{"spell_id":147,"spell_name":"False Vacancy","level":"ill 4","rng":"10 feet per CA level","dur":"1 turn per CA level","reversible":false,"pp":196,"spell_desc":"<p>Creates a potent illusion that causes an area to appear empty, unoccupied, and/or neglected. The affected area can be 10 feet in diameter per CA level. <i>False vacancy</i> is a combination of <i>invisibility</i> and <i>phantasm</i>, but it cannot mask living creatures. The details of <i>false vacancy</i> are up to the sorcerer. Observers might, for example, see a treasure room as a dusty, cobweb-filled chamber containing a few broken pieces of furniture. If a group passes through the dweomered area, the illusion will adapt to their passage: Cobwebs will float, dusty footprints will be left in their wake, and so forth. Unless a masked object is touched by an investigating creature, the area will seem empty of what it actually contains.</p> <p>If the real contents of the masked area are forcibly shaken or handled roughly, the creature doing so may make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If successful, the illusion will begin to shimmer, and the invisible object is revealed. If the saving throw fails, the subject believes that contact was made with an invisible object. Note that casual and careful touching of masked objects is not cause for a saving throw because the illusion cannot be disrupted unless handled with force. <i>Dispel phantasm</i> can break this spell, revealing that which is concealed by the illusion, but <i>dispel magic</i> and <i>detect invisibility</i> are ineffective.</p>"},{"spell_id":148,"spell_name":"Fear","level":"ill 3, mag 4, nec 4","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":196,"spell_desc":"<p>The eyes of the sorcerer assume kaleidoscopic aspect as they emit an invisible cone 5 feet wide at its base and 30 feet wide at its terminus. Within this area of effect, creatures of 5 HD or fewer must make <i>sorcery</i> saving throws or flee in panic for the duration of the spell; if they have nowhere to flee, they will cower in a corner. Creatures of 6 HD or more save at +4. Saving throws are modified by <i>willpower adjustment</i>, if applicable. Fear victims drop anything they hold on a 3-in-6 chance.</p>"},{"spell_id":149,"spell_name":"Feather Fall","level":"mag 1, wch 1","rng":"60 feet","dur":"1 turn","reversible":false,"pp":196,"spell_desc":"<p>Causes the caster or other willing recipient to assume the mass and weight of a feather so that a precipitous fall causes no damage (at least for the duration of the spell). This spell does not work on unwilling recipients.</p>"},{"spell_id":150,"spell_name":"Feeblemind","level":"clr 6, drd 6, mag 5, nec 5","rng":"120 feet","dur":"permanent","reversible":false,"pp":197,"spell_desc":"<p>This enchantment affects humans or other creatures who cast spells. Creatures with innate spell-like abilities do not qualify unless they too are spell casters. The target must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the target is of higher CA than the caster, the save is made at a +1 bonus per level difference; conversely, if the target is of lesser CA than the caster, the save is made at a −1 penalty per level difference. If the save fails, the victim becomes a drooling idiot, an invalid incapable of coherent speech or thought and likewise incapable of controlling bodily functions. <i>Feeblemind</i> is negated by <i>dispel magic</i> or cured by a <i>heal</i> spell.</p>"},{"spell_id":151,"spell_name":"Find Plants","level":"drd 2","rng":"240 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":197,"spell_desc":"<p>Allows the sorcerer to locate any sought-after plant or plant type, providing it is available. Specific plants with which the caster is familiar may be sought, including roots, fruits and berries, and fungi. Only one species or type can be selected when the spell is cast. The radius of detection is 240 feet from the caster, who may move as normal (though not run) throughout the duration of the spell. Full concentration is not necessary, but the effect is lost if another spell or ability is used.</p>"},{"spell_id":152,"spell_name":"Find the Path","level":"clr 6","rng":"0","dur":"6 turns + 1 turn per CA level","reversible":true,"pp":197,"spell_desc":"<p>The sorcerer names a specific place upon uttering this spell; the direction of that place, whether visited before, is known throughout the duration of the spell. Furthermore, the sorcerer will, through otherworldly guidance, apprehend the most efficient way to achieve the location, retaining this information even after the spell’s duration has elapsed. For example, if a crevasse presents an obstacle, the sorcerer will understand the best way around it, even comprehending the existence of a secret door that must be accessed in order to reach the chosen place. Even traps may be avoided. If, for example, Saturn is sought, the location of a rocket ship or teleportation device might be gleaned. Once the spell’s duration has elapsed, the sorcerer retains a general idea of what must be done; however, any attempt to map, record, or otherwise disclose this data to others will cause the <i>path</i> to be forgotten.</p> <p>The reverse of this spell, <i>forget the path</i>, is a touch spell that causes its victim to become lost and wander aimlessly for the duration of the spell unless they make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":153,"spell_name":"Find Traps","level":"clr 2, drd 2, wch 2","rng":"30 feet","dur":"1 turn per 2 CA levels","reversible":false,"pp":197,"spell_desc":"<p>The sorcerer detects the presence of any magical or mundane traps within range. The path of detection is 30 feet long and 10 feet wide. The sorcerer must continue to concentrate, hands spread wide, though walking (no jogging or running) is allowed.</p>"},{"spell_id":154,"spell_name":"Finger of Death","level":"clr 5, drd 6, nec 6, wch 6","rng":"30 feet","dur":"instantaneous","reversible":false,"pp":197,"spell_desc":"<p>The sorcerer points at a target and utters a baleful incantation; from the sorcerer’s finger emits a death ray. The target must make a <i>death</i> saving throw or die. For every point of difference between the sorcerer’s CA and the target’s level/HD, the saving throw is modified by ±1. So, if a CA 11 sorcerer casts this spell against a 12th-level fighter, the fighter gains a +1 bonus to the saving throw; if the target is a 7th-level fighter, the saving throw is rolled at a −4 penalty. This sorcery is associated with dæmonism, so if not already Evil, the caster will likely gravitate to that ethos through its indiscriminate use; for clerics and druids, excommunication may result.</p>"},{"spell_id":155,"spell_name":"Fire Protection","level":"drd 3, pyr 3","rng":"touch","dur":"special","reversible":false,"pp":197,"spell_desc":"<p>Shelters the caster or other recipient from any damage related to normal fire for one hour per CA level. Against magical fire (e.g., <i>fireball</i>, a <b>hell hound’s</b> breath, a <b>flame tongue</b> sword), the sorcerer gains immunity from a single attack before the spell is broken; a recipient of this spell other than the sorcerer simply gains a +4 saving throw bonus versus magical fire attacks.</p>"},{"spell_id":156,"spell_name":"Fire Resistance","level":"clr 2, drd 1, pyr 1","rng":"touch","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":197,"spell_desc":"<p>Inures the subject’s body to the effects of intense heat. Even clad in full armour, the recipient can withstand temperatures as high as 120°F without suffering any ill effects. Fire and magical fire attacks are saved against with a +2 bonus.</p>"},{"spell_id":157,"spell_name":"Fire Seeds","level":"drd 6, pyr 6","rng":"40 feet","dur":"special","reversible":false,"pp":197,"spell_desc":"<p>This dweomer is laid on six small nuts (acorn, walnut, etc.) or six small berries (blueberry, holly, etc.), each type effecting a different result. A nut becomes a <i>fire seed</i> missile, and a berry becomes a <i>fire seed</i> bomb.</p> <ul><li><i>Fire Seed Nut:</i> A nut (fire seed missile) can be thrown as a grenade at a target within 40 feet. This is executed by use of the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>). A miss indicates the missile was ineffective, the nut lost. If a hit is scored, the <i>fire seed</i> explodes in a burst of flame, delivering 2d8+4 hp damage to all within 10 feet of the target. The stricken target is not allowed a saving throw, but those within 10 feet are permitted <i>sorcery</i> saving throws for half damage.</li> <li><i>Fire Seed Berry:</i> Berries (<i>fire seed</i> bombs) must be placed within the spell’s range (though not necessarily by the caster). The caster designates a spoken word that detonates the berries, each one bursting into a 10-foot-diameter gout of flame that causes 1d8+4 hp damage. The berries can be piled together for a cumulative effect or spread out as the sorcerer desires (perhaps creating a wall of flames). Victims are allowed <i>sorcery</i> saving throws for half damage.</li></ul> <p>Regardless of the type created, <i>fire seeds</i> are of limited duration if not discharged: They remain enchanted for 6 turns (1 hour) per CA level, and their dweomer vanishes if they go unused.</p>"},{"spell_id":158,"spell_name":"Fire Shield","level":"cry 4, mag 4, pyr 4","rng":"0","dur":"1 round per CA level","reversible":false,"pp":198,"spell_desc":"<p>Blue-green wisps of flame radiate from the caster’s body, emitting 15 feet of light. The sorcerer is thus protected against cold-based spells/effects and gains a +2 saving throw bonus versus such attacks, sustaining no damage if the save is made and no more than half damage if the save fails. Alternatively, violet-blue flames radiate from the caster, protecting the sorcerer from fire-based attacks instead (+2 saves, no damage if save is made, half damage if save fails). No matter which variation is cast, melee attacks that strike the caster cause the assailant twice as many hit points of damage as inflicted in the form of a fiery backlash.</p>"},{"spell_id":159,"spell_name":"Fire Staff","level":"pyr 3","rng":"0","dur":"1 turn per 2 CA levels","reversible":false,"pp":198,"spell_desc":"<p>A quarterstaff must be gripped in the outstretched hands of the sorcerer. Upon speaking the incantation, the ends of the staff emit bright orange flames, effecting light in a 60-foot radius. The quarterstaff becomes a temporary magical weapon (+1 “to hit”) and inflicting 2d6 hp damage per hit (1d6 hp staff damage, 1d6 hp fire damage); undead suffer an additional 1d6 hp fire damage (3d6 hp total). Too, bonus damage for high strength may be applied. By gripping it with two hands and speaking a command, the caster may also use the <i>fire staff</i> to fly at a rate of 60 MV. <i>N.B.:</i> If this spell is cast on a quarterstaff that is already enchanted, the +1 “to hit” bonus is not cumulative.</p>"},{"spell_id":160,"spell_name":"Fire Trap","level":"drd 2, mag 4, pyr 4","rng":"touch","dur":"permanent (until triggered)","reversible":false,"pp":198,"spell_desc":"<p>This dweomer is placed on any article that can be closed (e.g., book, bottle, box, chest, door, shutter). If the object is opened, a blast of fire explodes in a fivefoot radius per CA level, causing 1d4 hp damage per CA level to any creature within the blast radius. A <i>sorcery</i> saving throw can be made for half damage. The <i>fire trapped</i> item is never affected by the spell; neither is the original caster. A sorcerer may maintain as many undischarged <i>fire traps</i> as he or she has CA levels.</p> <p>Note that a <i>knock</i> spell can open a <i>fire trapped</i> portal, yet the spell is not triggered until a person manually opens it. <i>Fire trap</i> can be discovered and removed via a thief ’s <i>manipulate traps</i> ability, though failure to disarm the trap automatically detonates it. It can also be removed by a <i>dispel magic</i> spell.</p>"},{"spell_id":161,"spell_name":"Fire Web","level":"pyr 2","rng":"90 feet","dur":"3 rounds","reversible":false,"pp":198,"spell_desc":"<p>From the sorcerer’s fingertips shoots a flaming web that ensnares and burns one Medium or smaller creature for 3d4 hp damage. The victim is allowed an <i>avoidance</i> saving throw. If the save is successful, the victim suffers half damage and is not ensnared; i.e., the target is merely grazed, and the <i>fire web</i> collapses into a small ball for the duration of the spell. If the save fails, the target is trapped in the burning web for the spell’s duration (i.e., <i>prone</i>), and subsequent damage is sustained: 2d4 hp on round 2, and 1d4 hp on round 3. Furthermore, any flammable clothing or gear is likely destroyed (cloaks smoulder, cloth sacks burn and spill their contents, and so forth). The <i>dispel magic</i> spell extinguishes this dweomer.</p>"},{"spell_id":162,"spell_name":"Fireball","level":"mag 3, pyr 3","rng":"240 feet","dur":"instantaneous","reversible":false,"pp":198,"spell_desc":"<p>From the palm of the sorcerer’s hand shoots a fiery missile that explodes into a 40-foot-diameter sphere of flames when it strikes a target designated by the caster. Damage is 1d6 hp per CA level to all within the area of effect; e.g., a CA 5 sorcerer creates a 5d6 hp <i>fireball</i>. Targets may make <i>sorcery</i> saves for half damage. <i>N.B.:</i> The <i>fireball</i> must occupy its full volume (~33,500 cubic feet); if cast in an enclosed area smaller than the 40-foot diameter sphere, the flames expand as necessary into halls, tunnels, closets, through windows, etc.</p>"},{"spell_id":163,"spell_name":"Flame Arrow","level":"mag 3, pyr 3","rng":"touch","dur":"1 round per CA level","reversible":false,"pp":198,"spell_desc":"<p>Enchants one arrow or crossbow bolt per round for as many rounds as the sorcerer has CA levels. The caster must touch each missile, which then must be fired (presumably by an ally) within 1 round of the sorcerer’s touch. Once a <i>flame arrow</i> is launched, it ignites, causing an extra 1d6 hp fire damage if it strikes its intended target. Each enchanted missile is considered a magical weapon, though it has no attack bonus.</p>"},{"spell_id":164,"spell_name":"Flame Blade","level":"drd 2, pyr 2","rng":"0","dur":"1 round per CA level","reversible":false,"pp":199,"spell_desc":"<p>The sorcerer must grip a bladeless hilt (of any sword or dagger) to cast this spell. Upon reciting a sibilant incantation, a <i>flame blade</i> in the shape of a long scimitar springs from the bladeless hilt. The <i>flame blade</i> may be wielded as though it were a magical scimitar, whether or not the sorcerer is skilled with such a weapon; i.e., no unskilled weapon attack penalty applies.</p> <p>The <i>flame blade</i> functions at +2 “to hit” and inflicts 1d8+2 hp damage (1d10+2 hp if held in two hands), with an additional +2 damage bonus versus undead (1d8+4 or 1d10+4 hp total). Fire-resistant creatures, however, are afforded their standard resistance (usually half damage). <i>Flame blade</i> also can be used to ignite oil and other combustibles (e.g., cloth, paper, parchment, wood).</p>"},{"spell_id":165,"spell_name":"Flame Strike","level":"clr 5, drd 5, pyr 5","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":199,"spell_desc":"<p>Evokes a column of roaring fire to descend from the air, perhaps immolating a sacrifice to whatever power or otherworldly being the sorcerer serves. The <i>flame strike</i> is 50 feet high and 10 feet in diameter. Any creature in the area of effect suffers 6d8 hp damage, with a <i>sorcery</i> saving throw allowed for half damage. This spell is popular with druids who sacrifice victims (often criminals) via wicker man effigy.</p>"},{"spell_id":166,"spell_name":"Flaming Missile","level":"pyr 1","rng":"90 feet","dur":"instantaneous","reversible":false,"pp":199,"spell_desc":"<p>A fiery dart shoots from the caster’s pointed forefinger, automatically striking any visible target for 1d4+1 hp damage (1d6+1 hp versus undead). At CA 3, two darts can be fired; three darts at CA 5; four darts at CA 7; and so on. <i>Flaming missiles</i> can be divided amongst multiple targets, so long as they are all within range.</p>"},{"spell_id":167,"spell_name":"Flaming Sphere","level":"drd 2, mag 2, pyr 2","rng":"10 feet","dur":"1 round per CA level","reversible":false,"pp":199,"spell_desc":"<p>A burning globe of six-foot diameter is evoked by the caster. This <i>flaming sphere</i> begins rotating at a rate of 10 MV in the direction the caster points, rolling over barriers and other obstructions up to five feet high. Combustibles are set ablaze by the <i>flaming sphere</i>, and struck creatures suffer 2d4 hp damage unless sorcery saving throws are successful. As long as the caster concentrates and points, the <i>flaming sphere</i> can be directed for 1 round per CA level; otherwise, it remains stationary until the duration elapses.</p>"},{"spell_id":168,"spell_name":"Flash","level":"pyr 1","rng":"0","dur":"24 hours","reversible":false,"pp":199,"spell_desc":"<p>Requires one hour to cast, using the bladder of an ungulate such as a cow, goat, or sheep. The spell creates five small capsules of densely packed powder, each of which can be hurled at a single creature. This is executed by use of the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>). If a hit is scored, the capsule explodes in a blinding <i>flash</i>, and the victim is blinded for 1d4 rounds; a miss indicates failure, a small, ineffective puff of smoke. Blind creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws.</p>"},{"spell_id":169,"spell_name":"Floating Disc","level":"mag 1","rng":"10 feet","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":199,"spell_desc":"<p>Causes a flat, shield-sized disc to materialize behind the caster. The <i>floating disc</i> glides horizontally and follows the caster at about waist level, remaining 6–10 feet behind and moving at the caster’s MV rate. The <i>disc</i> can bear 500 pounds; anything greater will ground it. When the spell ends, the <i>floating disc</i> disappears, and anything it bore falls to the ground.</p>"},{"spell_id":170,"spell_name":"Floating Skull","level":"nec 3","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":199,"spell_desc":"<p>Imbues the clean skull of a human or humanoid with sorcerous power. The <i>floating skull</i> emanates a soft, violet glow as it floats over the caster’s shoulder, where it continues to hover for the duration of the spell, following the sorcerer’s every move. If the caster stops, closes his or her eyes, and concentrates, the <i>floating skull</i> may be sent forth to serve as new set of “eyes,” so to speak. The <i>skull</i> floats at 30 MV to as far as 120 feet away from the stationary sorcerer. The <i>floating skull</i> can see 30 feet away and does so with <i>infrared vision</i> (q.v.) if exploring in the dark. If attacked, the skull is AC 7 and is destroyed by a single hit.</p>"},{"spell_id":171,"spell_name":"Fly","level":"mag 3","rng":"touch","dur":"6 turns + 1 turn per CA level","reversible":false,"pp":200,"spell_desc":"<p>The caster or a touched ally gains the ability to <i>fly</i> at a maximum rate of 60 MV. Any direction of movement is allowed; likewise, the <i>flyer</i> may stop in mid-flight, hovering similar to the <i>levitate</i> spell. Combat whilst <i>flying</i> is without penalties, as is spell casting from a stationary, mid-air position. Maximum <i>fly</i> weight is 300 pounds.</p>"},{"spell_id":172,"spell_name":"Fog Cloud","level":"ill 2","rng":"10 feet","dur":"4 rounds + 1 round per CA level","reversible":false,"pp":200,"spell_desc":"<p>A thick mass of green-hued, foul-smelling vapour is evoked by the caster, the cloud being 40 × 20 × 20 feet in volume. The <i>fog cloud</i> travels away from the caster at a rate of 10 MV until the spell’s duration ends, moving in a direction pointed by the caster; or it can be left to remain stationary. Once the sorcerer points, the <i>cloud’s</i> momentum cannot be altered unless significant wind exists, which always prevails over the will of the sorcerer. Those who are consumed by the <i>fog cloud</i> can see no farther than five feet, and the range of <i>infrared vision</i> is halved.</p>"},{"spell_id":173,"spell_name":"Fool’s Gold","level":"ill 2, mag 2","rng":"10 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":200,"spell_desc":"<p>Temporarily transforms baser coins to gold, affecting 100 coins per CA level. Laying this dweomer requires one gold coin per 100 coins to be altered. The component coin must be ground to dust and sprinkled over the coins to be transmuted. To the unwary, the coins have the look, feel, and weight of gold; to the canny, they may be identified as counterfeits. <i>Sorcery</i> saving throws may be made by those who handle the <i>fool’s gold</i>. The saving throws are modified by <i>willpower adjustment</i>, if applicable; magicians, thieves, and some professionals (e.g., jewellers, shrewd merchants or barkeeps) gain +3 save bonuses.</p>"},{"spell_id":174,"spell_name":"Forbiddance","level":"clr 6","rng":"30 feet","dur":"permanent","reversible":false,"pp":200,"spell_desc":"<p>Enforces a <i>ceremony of consecration</i> spell. Laying this dweomer requires a 12-turn (2-hour) ritual. Holy oil/water must be sprinkled about the perimeter of the <i>consecrated</i> area whilst casting this spell. Creatures of like alignment and/or faith as the caster might be instructed in a special prayer or password to enter the <i>forbidden</i> area. Without knowledge of the prayer/password, entry is impossible unless <i>sorcery</i> saving throws are made, modified by <i>willpower adjustment</i>, if applicable. Creatures whose alignment and/or faith are in opposition to the caster’s cannot enter— even if they know the prayer/password—unless they make <i>sorcery</i> saving throws. If the saves fail, interlopers each suffer 4d6 hp damage, as well as a painful wracking of the body for every turn that they remain in the <i>forbidden</i> area. Otherwise, trespassers who make their saves feel sickened and nauseous whilst within the <i>forbidden</i> area.</p>"},{"spell_id":175,"spell_name":"Forceful Hand","level":"mag 6","rng":"10 feet per CA level","dur":"1 round per CA level","reversible":false,"pp":200,"spell_desc":"<p>A giant disembodied hand appears between the sorcerer and a selected opponent. The <i>forceful hand</i> presents a constant obstruction, remaining betwixt the two, whilst the sorcerer can go on to cast subsequent spells or perform other actions. The <i>forceful hand</i> is aggressive, pushing back the target at a rate of 10 MV to the maximum range of the spell, unless the target weighs more than 500 pounds; if such is the case, the hand effectively functions as an <i>interposing hand</i> spell (q.v.), slowing the approach of the enemy to 10 MV.</p> <p>If the hand pushes an enemy to a wall or other obstruction, it will hold the victim there until the spell ends or the sorcerous hand is destroyed. The <i>forceful hand</i> is AC 0 and has as many hit points as the sorcerer at full health. Otherwise, only an <i>extraordinary feat of strength</i> allows one to escape. This may require the referee to dice for a monster’s strength on the spot, using 3d6 for an average creature, 4d6 drop low for a more robust creature, 4d6 drop high for a Small creature— or simply assign a reasonable strength score.</p>"},{"spell_id":176,"spell_name":"Forest of Bones","level":"nec 2","rng":"90 feet","dur":"1 turn","reversible":false,"pp":201,"spell_desc":"<p>Skeletal hands and claws emerge from the earth, grabbing and clutching at all within this spell’s 40-foot-diameter area of effect. Those that fail <i>avoidance</i> saving throws are held fast for the duration of the spell. Those that succeed can negotiate through at half their normal movement rates. Any creature that subsequently enters the enchanted area during the spell’s duration is likewise subject to its effects. Giant humanoids, monsters, or robust animals save at +4, or they might be unaffected by this spell, as judged by the referee. Confined victims can attempt an <i>extraordinary feat of strength</i> to break free. Confined spell casters may be required to make an <i>extraordinary feat of dexterity</i> in order to cast a spell. Note that <i>turn undead</i> does not affect the <i>forest of bones</i>.</p>"},{"spell_id":177,"spell_name":"Freeze Surface","level":"cry 3, wch 4","rng":"240 feet","dur":"special","reversible":false,"pp":201,"spell_desc":"<p>Solidifies water to eight-inch thickness in a 420 × 420-foot area. The frozen surface can be safely traversed if anchored to land; otherwise, it will float. <i>Freeze surface</i> can be enchanted to be rough or mirror smooth, the latter of which can be quite slippery. The sorcerer can end this spell with a flick of his hand, or the ice will melt naturally, as determined by the climate.</p>"},{"spell_id":178,"spell_name":"Freezing Hands","level":"cry 1","rng":"5 feet","dur":"instantaneous","reversible":false,"pp":201,"spell_desc":"<p>Plumes of thin, blue-white frost spring from the fingertips of the caster, fanning out in a 120° horizontal arc and causing 2 hp damage per CA level, with no saving throw allowed. Small fires can be extinguished by <i>freezing hands</i>. Modest quantities of water, wine, or ale can be frozen, but liquids of higher alcohol content will be unaffected.</p>"},{"spell_id":179,"spell_name":"Freezing Sphere","level":"cry 6, mag 6, nec 6, wch 6","rng":"special","dur":"special","reversible":false,"pp":201,"spell_desc":"<p>This dweomer requires the sacrifice of a 500-gp sapphire. It evokes a two-inch-diameter sphere of bluewhite ice that appears in the palm of the caster and can be implemented in three different manners:</p> <ul><li><i>Ice Bullet:</i> The sphere can be hurled using the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>) or launched from a sling as an <i>ice bullet</i>. Wherever it strikes, the <i>ice bullet</i> bursts, delivering 6d6 hp cold damage to all within a 20-foot radius of the blast. A <i>sorcery</i> saving throw is permitted for half damage.</li> <li><i>Ice Sheet:</i> The sphere can be tossed into a body of water such as a lake, pond, or river, effecting an <i>ice sheet</i> on the surface six inches in depth and covering 100 square feet per CA level. The <i>ice sheet</i> persists for as long as logic dictates, based on prevailing weather.</li> <li><i>Ray of Cold:</i> The sorcerer can pinch the sphere, releasing a thin <i>ray of cold</i> that extends 10 feet per CA level. The aimed <i>ray of cold</i> moves in a straight line and passes through all in its path, inflicting 4 hp damage per CA level. All damage is negated if <i>sorcery</i> saving throws are made.</li> <p>The <i>freezing sphere</i> can be held by the caster for 1 turn per CA level. If the caster does not use the sphere before then, it explodes as an <i>ice bullet</i> with no saving throw allowed.</p>"},{"spell_id":180,"spell_name":"Friends","level":"mag 1, wch 1","rng":"0","dur":"1 turn","reversible":false,"pp":201,"spell_desc":"<p>The caster’s charisma score is improved by 2d4 points (to 18 maximum). Creatures who speak with the caster must make immediate <i>reaction rolls</i>, modified by the <i>reaction/loyalty adjustment</i> of the sorcerer’s improved charisma score. If the result is favourable (score of 9+), the caster is at once viewed as a charming and impressive person worthy of help, consideration, and support. The caster is convincing to those who are affected, so long as he or she is not overly abrasive. Once the spell’s duration has expired, those who were influenced by the caster will realize they were ensorcelled.</p>"},{"spell_id":181,"spell_name":"Frost Sphere","level":"cry 2","rng":"10 feet","dur":"1 round per CA level","reversible":false,"pp":201,"spell_desc":"<p>A swirling frost globe of six-foot diameter is evoked by the caster. This sphere begins rotating at a rate of 10 MV in the direction the caster points, rolling over barriers and other obstructions up to five feet high. Water is frozen by the <i>frost sphere</i>, small fires are snuffed, and struck creatures suffer 2d4 hp damage unless <i>sorcery</i> saving throws are successful, which end the spell. As long as the caster concentrates and points, the <i>frost sphere</i> can be directed for 1 round per CA level; otherwise, it remains stationary until the duration elapses.</p>"},{"spell_id":182,"spell_name":"Geas","level":"cry 6, ill 6, mag 6, nec 6, pyr 6, wch 6","rng":"30 feet","dur":"special","reversible":true,"pp":201,"spell_desc":"<p>Compels the victim (human, humanoid, or giant) to complete a service or task. To resist the spell, the target may make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. The task must be reasonably achievable and not a blatant death sentence, or the spell breaks after one or two weeks. (One cannot be directed to fall on his sword, but if <i>geased</i> by a sorcerer high atop Mount Vhuurmithadon, a fighting man might be commanded to find and offer himself to Xathoqqua.) If the <i>geased</i> individual fails or refuses to carry out the appointed task, the individual suffers weakness and will die after one or two weeks. <i>Geas</i> cannot be broken by <i>dispel magic</i> or <i>remove curse</i>. Only the reverse of this spell, <i>remove geas</i>, can break the effects of a <i>geas</i>; too, it can negate a <i>quest</i> spell.</p>"},{"spell_id":183,"spell_name":"Gelatinize Bones","level":"nec 5, wch 6","rng":"90 feet","dur":"permanent","reversible":false,"pp":201,"spell_desc":"<p>Causes the victim’s skeleton to become viscous. Unless a <i>transformation</i> saving throw is made, the victim collapses to a blubbery glob of flesh, still breathing but unable to move and hardly able to eat or drink unless assisted. The victim cannot manipulate objects, speech is limited to grunts and groans, and breathing is a terrible labour. Death is inevitable, usually transpiring within two to four weeks, though some victims have been known to survive for months or even years if provided constant care. Means do exist by which this curse can be undone: the spells <i>heal</i> or <i>regeneration</i>, but the process is painful, causing 3d6 hp damage and requiring a <i>trauma survival</i> check to survive the ordeal (see <b>Chapter 3: Statistics</b>, <i>constitution</i>).</p>"},{"spell_id":184,"spell_name":"Ghoul Touch","level":"nec 2, wch 2","rng":"touch","dur":"2d4 rounds","reversible":true,"pp":202,"spell_desc":"<p>The sorcerer’s touch becomes like that of a <b>ghoul</b>. The first person touched must make a <i>death</i> saving throw or become locked in rigid paralysis. The reverse of this spell, <i>reverse ghoul touch</i>, removes such paralysis, as well as that caused by actual ghouls; it is ineffective versus paralysis from other sources, such as the <i>hold person</i> spell.</p>"},{"spell_id":185,"spell_name":"Glitterdust","level":"cry 2, ill 2, mag 2, pyr 2","rng":"90 feet","dur":"1d4+1 rounds","reversible":false,"pp":202,"spell_desc":"<p>The sorcerer must have 25 gp of gold dust to cast this spell, which may be in the form of gold ground with a file or stone. The sorcerer effects a 20-foot cube of <i>glitterdust</i> that explodes within the spell’s range, covering its victims from head to toe in sparkling gold dust. The cloud itself is no more than a flash, so this spell’s duration is not for the cloud, but rather its sorcerous effect.</p> <p>Those within the cloud must make <i>sorcery</i> saving throws or be blinded for the spell’s duration. Blind creatures always lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws. This spell also reveals invisible creatures, as the <i>glitterdust</i> clings to and sparkles on them for its duration.</p>"},{"spell_id":186,"spell_name":"Globe of Invulnerability, Greater","level":"mag 6","rng":"0","dur":"1 round per CA level","reversible":false,"pp":202,"spell_desc":"<p>An invisible field surrounds the sorcerer in a three-foot radius, protecting against all level 1–5 spells except <i>dispel magic</i>, which negates the effect. The sorcerer can cast spells from within the <i>globe</i>. The <i>globe</i> does not negate the sorcery of devices (magic rods, staves, wands, rings, etc.).</p>"},{"spell_id":187,"spell_name":"Globe of Invulnerability, Lesser","level":"mag 4","rng":"0","dur":"1 round per CA level","reversible":false,"pp":202,"spell_desc":"<p>An invisible field surrounds the sorcerer in a three-foot radius, protecting against all level 1–3 spells except <i>dispel magic</i>, which negates the effect. The sorcerer can cast spells from within the <i>globe</i>. The <i>globe</i> does not negate the sorcery of devices (magic rods, staves, wands, rings, etc.).</p>"},{"spell_id":188,"spell_name":"Glyph of Warding","level":"clr 3, wch 4","rng":"touch","dur":"permanent (until triggered)","reversible":false,"pp":202,"spell_desc":"<p>Protects a box, chest, door, gate, portcullis, or another portal from unauthorized entry. This spell requires the use of crushed gem of at least 100-gp value. The sorcerer needs 2 turns to trace the <i>glyph</i>, which becomes invisible upon completion. The <i>glyph</i> can be discovered by spells such as <i>detect invisibility</i> or <i>detect magic</i>, or possibly by a thief searching for traps. The dweomer is placed with a code word that prevents it from discharging. The caster may supply allies with this code word, which must be spoken before the warded portal is opened or passed through.</p> <p>If an unauthorized creature triggers the <i>glyph</i>, one of the following effects occurs, selected by the sorcerer at the time of casting:</p> <ul><li>1d4 hp damage per CA level of cold, fire, or electrical damage (a blast effect)</li> <li><i>inflict blindness</i> (reversed form of <i>cure blindness</i> [q.v.])</li> <li><i>inflict deafness</i> (reversed form of <i>cure deafness</i> [q.v.])</li> <li><i>cause paralysis</i> (reversed form of <i>remove paralysis</i> [q.v.])</li></ul> <p>Each effect detonates in a five-foot radius per CA level. A successful <i>sorcery</i> saving throw negates each <i>cause/inflict</i> effect and reduces the three blast effects (cold, fire, electricity) to half damage.</p>"},{"spell_id":189,"spell_name":"Goodberry","level":"drd 1, wch 2","rng":"touch","dur":"1 day + 1 day per CA level","reversible":true,"pp":202,"spell_desc":"<p>This dweomer is placed upon a handful of fresh berries, 2d4 of which are enchanted to <i>goodberries</i>. The berries must be no more than 5 days removed from the branch, and they must be stored in a cool, dry place. Only the caster knows which berries are enchanted, though <i>detect magic</i> can also reveal them. A single <i>goodberry</i> can nourish a person for a day or cure 1 hp of damage; the choice a sort of mini-wish made by the consumer. However, only eight healing berries can be consumed by one person in a 24-hour period.</p> <p>The reverse of this spell, <i>badberry</i>, must be cast on spoilt or rotten berries. It makes them appear fresh. These berries deliver mild poison to the consumer for 1 hp damage each, negated by a <i>death</i> (poison) saving throw. If multiple <i>badberries</i> are consumed at the same time, only one saving throw is allowed, though the same maximum of eight <i>badberries</i> are effective (thus 8 hp damage).</p>"},{"spell_id":190,"spell_name":"Grease","level":"mag 1","rng":"10 feet","dur":"permanent","reversible":false,"pp":203,"spell_desc":"<p>A fatty, unctuous film coats an area of effect equal to 2 × 2 feet per CA level (e.g., a CA 10 sorcerer affects an area not exceeding 20 × 20 feet). Any creature that steps on the <i>greased</i> area will slip and fall unless it makes an <i>avoidance</i> saving throw. A fallen victim is momentarily <i>prone</i>. <i>Grease</i> is not limited to flooring; it can be used to lubricate a rope, a chair, or other objects. If the spell is cast on something an enemy holds or wears, a <i>sorcery</i> saving throw negates the effects.</p>"},{"spell_id":191,"spell_name":"Guards and Wards","level":"ill 6, mag 6","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":203,"spell_desc":"<p>The sorcerer uses this dweomer to protect a tower or other stronghold. The warded area can be a cube with sides as large as 10 feet per CA level; e.g., a CA 12 sorcerer can affect an area as large as 120 × 120 × 120 feet. The effects are as follows:</p> <ul><li>Pale green mist fills corridors, limiting visibility to 10 feet.</li> <li>All doors/gates are <i>sorcerer locked</i> (q.v.).</li> <li>One door per CA level is covered by a <i>phantasm</i> (q.v.) to appear as a wall.</li> <li>Stairs are filled with <i>webs</i> (q.v.).</li> <li>Intersections and forks invoke a minor form of the <i>confusion</i> spell in which the intruder turns in a direction he did not intend.</li></ul> <p>The sorcerer can also select one of the following optional effects:</p> <ul><li><i>Dancing lights</i> (q.v.) in as many as four corridors</li> <li><i>Magic mouths</i> (q.v.) placed in two locations</li> <li><i>Stinking clouds</i> (q.v.) placed in two locations</li> <li><i>Suggestion</i> (q.v.) placed in one location</li></ul> <p>If <i>detect magic</i> is cast, the entire area of effect radiates potent magic. Each effect of this spell should be considered a separate dweomer for <i>dispel magic</i> attempts.</p>"},{"spell_id":192,"spell_name":"Gust of Wind","level":"cry 2, drd 2, mag 2, pyr 2","rng":"0","dur":"1 round","reversible":false,"pp":203,"spell_desc":"<p>A breeze blows from the caster (in the direction the sorcerer faces) in a 10-foot-wide path that is 5 feet long per CA level; e.g., a CA 6 sorcerer can evoke a <i>gust of wind</i> that is 10 feet wide and 30 feet long. <i>Gust of wind</i> extinguishes small fires, though it fans and excites the flames of larger blazes; too, it disperses and thus dispels magical clouds, fogs, and smoke, such as <i>cloudkill</i>, <i>fog cloud</i>, and <i>stinking cloud</i>. At its greatest effectiveness, this spell can belly the sail of a small craft.</p>"},{"spell_id":193,"spell_name":"Hallucinatory Terrain","level":"drd 4, ill 3, mag 4, wch 4","rng":"300 feet","dur":"permanent (until contacted)","reversible":false,"pp":203,"spell_desc":"<p>Conjures an illusory landscape that conceals the actual topography. A meadow, for instance, might be made to appear as a forest, a hill, a river, a swamp, or the like. The maximum size of the illusion is a cube with sides five feet long per CA level; e.g., a CA 8 sorcerer can effect a 40 × 40 × 40-foot illusion. The <i>hallucinatory terrain</i> persists until some portion of it is forcibly shaken or struck by an intelligent creature, or unless <i>dispel phantasm</i> is cast.</p>"},{"spell_id":194,"spell_name":"Haste","level":"mag 3, pyr 3","rng":"120 feet","dur":"18 rounds (3 minutes)","reversible":false,"pp":203,"spell_desc":"<p>Doubled are the attack and movement rates of this spell’s recipients; unwilling targets are allowed <i>sorcery</i> saving throws. The caster selects a target point and <i>hastens</i> a number of creatures equal to his or her CA level in a 15-foot radius. Those closest to the centre of the circle are affected first, potentially including the sorcerer’s enemies; however, the caster can limit the radius of the spell, shrinking it as desired. <i>Hastened</i> creatures can move at double their normal rates and make twice as many attacks per combat round:</p> <ul><li>1/1 attack rate becomes 2/1</li> <li>3/2 attack rate becomes 3/1</li> <li>2/1 attack rate becomes 4/1</li> <li>5/2 attack rate becomes 5/1</li> <li>3/1 attack rate becomes 6/1</li></ul> <p>Sorcery (spells and magical devices) is not <i>hastened</i> in any way. This spell cannot be “stacked” with other spells or magic items that increase speed. Once the duration is met, recipients of <i>haste</i> are aged by one year as a result of this spell, unless a <i>transformation</i> saving throw is made. <i>Haste</i> counteracts the <i>slow</i> spell, but this usage does not bring about the ageing side effect.</p>"},{"spell_id":195,"spell_name":"Heal","level":"clr 6","rng":"touch","dur":"instantaneous","reversible":true,"pp":203,"spell_desc":"<p>Cures diseases and mends the injuries of a living recipient. The sorcerer’s touch alleviates ailments such as blindness, deafness, disease, madness (including <i>feeblemind</i>), and all hit point loss, save 1d4 hp. The reverse form of this spell, <i>harm</i>, afflicts the victim with a horrific, ulcerative skin disease that causes a loss of all hit points, save 1d4. The victim must be touched, but no saving throw is allowed.</p>"},{"spell_id":196,"spell_name":"Heat Metal","level":"drd 2, pyr 2","rng":"30 feet","dur":"9 rounds","reversible":false,"pp":204,"spell_desc":"<p>Heats metallic objects to searing temperatures. For every CA level of the sorcerer, five square feet of metal can be affected, equivalent to one Small creature per CA level, or one Medium creature per 2 CA levels; e.g., a CA 6 sorcerer can affect three adjacent armoured people. For larger creatures, the referee must determine a reasonable number of potential targets using the above guidelines (e.g., a <b>mountain ape</b> may be considered the equivalent of two people). <i>Heat metal</i> is quick to warm, burn, and then sear; likewise, it is quick to cool. The dweomer persists for 9 rounds, with metal treated thusly if in contact with skin:</p> <ul><li><b>Round 1:</b> Metal becomes <i>hot</i>, uncomfortable to the touch</li> <li><b>Rounds 2–4:</b> Metal becomes <i>extremely hot</i>, burning for 1d4 hp damage per round</li> <li><b>Round 5:</b> Metal <i>sears</i> for 2d4 hp damage</li> <li><b>Rounds 6–8:</b> Metal cools to <i>extremely hot</i>, burning for 1d4 hp damage per round</li> <li><b>Round 9:</b> Metal cools to <i>hot</i></li></ul> <p>Materials such as cloth, leather, or wood in touch with <i>searing</i> metal are subject to smouldering or even combusting, as per the referee’s judgment. <i>Fire protection</i> and <i>fire resistance</i> negate the harmful effects of this spell.</p>"},{"spell_id":197,"spell_name":"Heroes’ Feast","level":"clr 6","rng":"10 feet","dur":"6 turns (1 hour)","reversible":false,"pp":204,"spell_desc":"<p>Conjures a grand banquet that feeds a number of people equal to the sorcerer’s CA. Casting this spell requires the use of a holy symbol, prayer beads, and/or incense. The <i>heroes’ feast</i> appears on a great table surrounded by as many chairs as needed. The <i>feast’s</i> main course might be roasted pig, stuffed pheasant, butter and dill fried cod, boiled lobster, or the like; it also includes appetizers, side dishes, greens, legumes, beer, wine, and more. The courses are served by a half-dozen <i>unseen servants</i> (q.v.), though they perform in no other capacity than to serve the <i>feast</i>. Consuming the meal requires one hour. Thereafter, the <i>feasters</i> experience a mild ambrosial effect by which they are immune to poison, disease, and sorcerous fear for 12 hours; too, they are healed of 1d8+4 hp damage, and they enjoy the effects of a <i>bless</i> spell (q.v.) for 1d8 hours. If the <i>feast</i> is interrupted, however, no benefits will be realized.</p>"},{"spell_id":198,"spell_name":"Hold Animal","level":"drd 3","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":204,"spell_desc":"<p>Freezes still (i.e., motionless, paralyzed) up to six Medium animals (amphibians, birds, fish, mammals, and reptiles). The enchantment affects mundane animals only, not magical or supernatural beasts. It can be cast at a single animal or a group of animals, so long as they are within a 20-foot radius of the primary target, which must be selected by the caster. Large and Small animals may be <i>held</i>, too. Three Small animals may be considered equivalent to one Medium animal, and one Large animal may be considered equivalent to three Medium animals. When cast at a group, the spell affects those animals closest to the primary target selected by the caster. Each beast is allowed a <i>sorcery</i> saving throw to resist the spell, but if the spell is focused on a single animal, its saving throw is made at a −2 penalty.</p>"},{"spell_id":199,"spell_name":"Hold Monster","level":"cry 5, mag 5, nec 5","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":204,"spell_desc":"<p>Freezes still (i.e., motionless, paralyzed) any living creature, save the undead and mindless constructs. It can be cast at a single opponent or a group of individuals, so long as they are within a 10-foot radius of the spell’s primary target.</p> <p>When cast at a group, as many as four individuals may be affected, beginning with those closest to the primary target. Each target is allowed a <i>sorcery</i> saving throw to resist the spell; if but a single target is selected, its saving throw is made at a −2 penalty. The saving throws are modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":200,"spell_name":"Hold Person","level":"clr 2, cry 3, mag 3, nec 3, wch 2","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":204,"spell_desc":"<p><i>Hold person</i> victims are frozen still, motionless, paralyzed. This enchantment affects humans, humanoids, and giants. It can be cast at a single opponent or a group of individuals, so long as they are within a 10-foot radius of the spell’s primary target.</p> <p>When cast at a group, as many as four individuals may be affected, beginning with those closest to the primary target. Each target is allowed a <i>sorcery</i> saving throw to resist the spell; if but a single target is selected, its saving throw is made at a −2 penalty. Any targets of 9 HD or greater gain a +4 saving throw bonus. Saving throws are modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":201,"spell_name":"Hold Portal","level":"cry 1, mag 1, wch 1","rng":"25 feet","dur":"2d6 turns","reversible":false,"pp":205,"spell_desc":"<p>Magically secures a door, gate, or the like. A <i>dispel magic</i> spell negates it, a <i>knock</i> spell opens it, or a strong person or monster might break it down: 1-in-12 chance for 17 ST, 1-in-6 chance for 18 ST. Too, a character with the <i>open locks</i> special ability can attempt to disrupt the <i>hold portal</i> spell using thieves’ tools; however, the chance-in-twelve of success is reduced by 2. Lastly, <i>hold portal</i> can be bypassed by any magician (or magician subclass) whose CA is at least 3 levels greater than the one who placed the dweomer. The duration of the spell should be rolled in secret by the referee.</p>"},{"spell_id":202,"spell_name":"Hold Vegetation","level":"drd 4","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":205,"spell_desc":"<p>Causes ambulatory plants (natural and supernatural) to cease movement and freeze; likewise, it prevents enchanted plants from entangling, and it prevents flora from being moved by other forces, such as wind or rain. As much as 40 × 40 feet of vegetation can be so <i>held</i>. <i>Hold vegetation</i> also affects plant-like monsters, such as <b>violet fungi</b>, <b>green slimes</b>, <b>mustard moulds</b>, <b>shambling mounds</b>, and <b>tree-men</b>. It can be cast at a single plant monster or a group of monsters, so long as they are within a 20-foot radius of the spell’s primary target. When cast at a group, as many as four plant monsters may be affected, beginning with those closest to the primary target. Each target is allowed a <i>sorcery</i> saving throw to resist the spell; if but a single target is selected, its saving throw is made at a −2 penalty.</p>"},{"spell_id":203,"spell_name":"Hypnotic Pattern","level":"ill 2","rng":"90 feet","dur":"special","reversible":false,"pp":205,"spell_desc":"<p>With precise gestures the sorcerer creates waves of polychromatic, zigzagging lines that fill the air in a 30-foot-diameter circle. The spell affects no more than 24 HD of creatures, each of which is entitled to a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. <i>Hypnotic pattern</i> affects those of the lowest HD first, though not blind or unseeing creatures. The ensorcelled become mesmerized imbeciles, staring at the colours until the spell terminates. The spell persists as long as the caster continues to gesticulate, plus 1d4 rounds thereafter.</p>"},{"spell_id":204,"spell_name":"Hypnotism","level":"ill 1, wch 2","rng":"30 feet","dur":"1 turn","reversible":false,"pp":205,"spell_desc":"<p>The sorcerer’s eyes become kaleidoscopic as he or she makes weird, mesmerizing gestures and speaks in low, reverberating tones. The sorcerer can <i>hypnotize</i> 1d6 selected creatures. Targets are allowed <i>sorcery</i> saving throws to resist; the saves are modified by <i>willpower adjustment</i>, if applicable. Hostile (i.e., already on the attack) creatures gain a +2 bonus on their saving throws. <i>Hypnotized</i> creatures might be convinced to take some simple course of action (uttered by the sorcerer in a brief sentence), but it cannot be a self-destructive action or the connexion will be broken. The caster may utter this proposition at any time after the <i>hypnosis</i> takes effect, though before the spell’s duration elapses; once the spell ends, all effects terminate.</p>"},{"spell_id":205,"spell_name":"Ice Armour","level":"cry 2","rng":"0","dur":"1 turn + 1 turn per CA level","reversible":false,"pp":205,"spell_desc":"<p>A suit of frozen laminated armour clads the sorcerer. <i>Ice armour</i> is formed of dense blue ice that is cold to the touch for all but the caster. It provides AC 5 and DR 1. <i>Ice armour</i> is so perfectly articulated and lightweight that it does not impinge the sorcerer’s spell casting in any way, though the standard 30 MV applies. <i>Ice armour</i> is vaporized by magical fire (neutralizing a single magical fire attack), but normal fire has minimal impact. When the spell ends, <i>ice armour</i> crumbles to a thousand shards of ice.</p>"},{"spell_id":206,"spell_name":"Ice Axe","level":"cry 2","rng":"0","dur":"1 round per CA level","reversible":false,"pp":205,"spell_desc":"<p>The sorcerer must grip a 1½-foot haft of wood to cast this dweomer. Upon incanting the spell, an axe blade composed of steely-blue ice forms at the end of the haft. The <i>ice axe</i> can be wielded as though it were a magical hand axe; it functions at a +2 “to hit” and delivers 1d6+2 hp damage. If hurled (90-foot range), the <i>ice axe</i> automatically strikes its target for 1d6+4 hp damage, but this attack ends the spell.</p>"},{"spell_id":207,"spell_name":"Ice Bridge","level":"cry 5","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":205,"spell_desc":"<p>A blast of crystalline blue frost explodes from the sorcerer’s down-stretched hands, creating a 2½-foot-wide, six-inch-thick plane of ice underfoot. With full concentration, the sorcerer continues to animate the ice, riding on it as it forms a constant slide or viaduct, propelling the caster forwards at a rate of 40 MV. The <i>ice bridge</i> can form in a straight line, up or down at a maximum 45° angle, and/or curved to a 45° angle. The <i>ice bridge</i> need not stay affixed to its point of origin—in fact, it oft crumbles away behind the sorcerer—but if the sorcerer does not connect to stable ground by the end of the spell, or if concentration is disrupted, falling is unavoidable. An ally can hold onto the sorcerer’s waist and catch a ride on the <i>ice bridge</i> if the sorcerer is of at least average (9–12) strength; two riders may be conveyed if the sorcerer is of above-average (13+) strength.</p>"},{"spell_id":208,"spell_name":"Ice Javelin","level":"cry 4, mag 4","rng":"240 feet","dur":"special","reversible":false,"pp":205,"spell_desc":"<p>Conjures a blue <i>ice javelin</i> from the frozen depths of Hyperborea’s glaciated interior. The weapon manifests in the hand of the caster, who at once hurls it at a target within 240 feet, whether or not the sorcerer is skilled with such a weapon; i.e., no unskilled weapon attack penalty applies. The <i>ice javelin</i> is +3 “to hit” and inflicts 6d6 hp damage (dexterity <i>attack modifier</i> and strength <i>damage adjustment</i> both apply). On contact, the <i>ice javelin</i> can also freeze its victim in an inch-thick sheen of ice unless a <i>sorcery</i> saving throw is made. The ice does not harm the victim and in fact slows all bodily processes. The ice is negated by <i>dispel magic</i>; also, heat or fire (magical or mundane) will thaw it. If the <i>ice javelin</i> misses its target, it is destroyed on a 3-in-6 chance; otherwise, the caster may recall it to the hand, but this takes one round. If anyone else attempts to touch the <i>ice javelin</i>, in a flash it will melt. <i>N.B.:</i> If using the optional <i>critical hits and misses rules</i>, each ice javelin is subject to critical success or failure.</p>"},{"spell_id":209,"spell_name":"Ice Storm","level":"cry 4, mag 4","rng":"120 feet","dur":"instantaneous","reversible":false,"pp":206,"spell_desc":"<p>Fist-sized hailstones pound down with great force, causing 3d10 hp damage to all within the 30 × 30-foot area of effect, no saving throws allowed. The damage is the result of blunt force, not cold, so spells such as <i>cold resistance</i> offer no defence. Alternatively, the sorcerer can use this spell to create a 90 × 90-foot area of driving sleet that effectively snow-blinds its victims and halves their movement. Any attempt to run through such an area is subject to an <i>avoidance</i> saving throw, or the subject will slip and fall.</p>"},{"spell_id":210,"spell_name":"Iceberg","level":"cry 6","rng":"60 feet","dur":"1 day per CA level","reversible":false,"pp":206,"spell_desc":"<p>The sorcerer conducts a 6-turn (1-hour) ritual that requires the sacrifice of 1,000 gp in gold or gems and the proximity of a significant body of water. Conjured ice rises from the water, forming a small, pinnacle-shaped <i>iceberg</i> that functions as a three-storey shelter with a 30 × 30-foot “ground” floor (below water level), a 20 × 20-foot first floor, and a 10 × 10-foot second floor. The <i>iceberg</i> can be fashioned to have transparent ice windows, a solid gate (usually at the first floor), a chimney, and other simple effects that are composed of ice: a table, chairs, and bunkbeds, if so desired. The magic <i>iceberg</i> enjoys other enchantments as well:</p> <ul><li>Impervious to normal fire and missiles (arrows and quarrels).</li> <li>Can withstand gale-force winds and remain buoyant.</li> <li>Its gate has a <i>sorcerer lock</i> (q.v.), and each window has the strength of iron.</li> <li>Contains three <i>unseen servants</i> (one at each storey) with the sole functions of maintaining the cleanliness of the place and assisting with cooking, stoking the fire, and so forth.</li></ul> <p>From the second-floor window, the sorcerer can direct the <i>iceberg</i> to float 60 feet per round, or 24 miles per day. The <i>iceberg</i> will begin to crumble when the spell’s duration elapses, so bringing a raft or canoe is always wise. An expiring <i>iceberg</i> can be preserved if the spell is recast and the requisite sacrifice met again.</p>"},{"spell_id":211,"spell_name":"Identify","level":"cry 1, ill 1, mag 1, nec 1, pyr 1, wch 2","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":206,"spell_desc":"<p>This ritual requires 6 turns (1 hour) to cast in a peaceful environment and necessitates the sacrifice of 100 gp worth of treasure (e.g., gold, gems) per item <i>identified</i>. The spell enables the caster to perceive the magical properties of one magic item per CA level, each item requiring 1 turn to properly <i>identify</i>. Note that whereas the properties of a magic item can be <i>identified</i>, the charges of a wand or like item may not be reckoned, and the exact description of such magical properties is always at the referee’s discretion. This ritual is exhausting; consequently, the caster will suffer a temporary 8-point constitution drain until appropriate rest is taken. One point of constitution is restored per hour. If the constitution loss results in a score of 3 or less, the caster will fall unconscious for 24 hours.</p>"},{"spell_id":212,"spell_name":"Igloo","level":"cry 4, drd 5","rng":"0","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":206,"spell_desc":"<p>An <i>igloo</i> is evoked, surrounding the caster and providing suitable shelter for as many as six companions. It is 15 feet in base diameter, with walls that arch to an apex 7½ feet high. It has a snowy white exterior, but from the inside the walls appear transparent, allowing its inhabitants to see the outdoors with perfect clarity. A lambent light emanates from the interior ceiling upon the will of the caster. The interior temperature is cool but comfortable. The <i>igloo</i> can withstand heavy winds, rain, sleet, hail, snow, and temperatures as high as 90℉ before slowly beginning to melt. If struck, the <i>igloo</i> can sustain 36 hp damage before it is destroyed. Whilst the caster’s companions are free to enter and exit, once the caster leaves, the <i>igloo</i> will crumble.</p>"},{"spell_id":213,"spell_name":"Illusory Script","level":"ill 3","rng":"touch","dur":"permanent","reversible":false,"pp":206,"spell_desc":"<p>A message, instructions, or a map is penned in a script that only the sorcerer and the desired recipient(s) can read and understand. Another illusionist (or associated subclass) will cognize the <i>illusory script</i> for what it is but will be unable to comprehend it. Any attempt to read the script requires a <i>sorcery</i> saving throw, or else the reader becomes <i>confused</i> (as the <i>confusion</i> spell [q.v.]) for 1d6 rounds. The saving throw is modified by <i>willpower adjustment</i>, if applicable. This spell breaks if the source material (e.g., book, parchment, scroll) is physically destroyed or if <i>dispel phantasm</i> is cast on it.</p>"},{"spell_id":214,"spell_name":"Illusory Wall","level":"ill 4","rng":"90 feet","dur":"permanent","reversible":false,"pp":206,"spell_desc":"<p>This spell requires a sacrifice of gold or gems valued at 300 gp or more. The sorcerer creates an illusion of a wall, floor, ceiling, or another surface. The <i>illusory wall</i> can be as large as 1 × 10 × 10 feet and is convincingly realistic. The surface can be made to look as though it were of brick, stone, wood, or like material. An <i>illusory wall</i> might be used to create the appearance of a dead end, or perhaps to cover a pit, in which case only careful searching will reveal the deception. The surface can be passed through, but such transit will not terminate it. The spell is permanent unless <i>dispel phantasm</i> is cast.</p>"},{"spell_id":215,"spell_name":"Illusory Wall of Fire","level":"ill 3, pyr 3","rng":"60 feet","dur":"1 turn per CA level","reversible":false,"pp":207,"spell_desc":"<p>Creates a phantasm of a flaming barricade. The <i>illusory wall of fire</i> can be as large as 1 × 10 × 10 feet and is realistic to the eyes and ears, but it does not emit actual heat; the thermal properties of this spell are purely deceptive. The <i>illusory wall of fire</i> can be passed through, but such transit will not terminate it. The spell persists for its duration unless <i>dispel phantasm</i> is cast. Creatures that pass through the <i>illusory wall of fire</i> must make <i>sorcery</i> saving throws (modified by <i>willpower adjustment</i>, if applicable) or suffer 2d6 hp damage (manifesting actual burn wounds). If a creature becomes aware of the deception and gives warning, allies can attempt to pass through with +4 bonuses to their saves. Creatures of an innately fiery nature (such as <b>fire elementals</b>) are never fooled by this spell.</p>"},{"spell_id":216,"spell_name":"Imbue with Spell Ability","level":"clr 4","rng":"touch","dur":"special","reversible":false,"pp":207,"spell_desc":"<p>The sorcerer imprints into the mind of a willing subject as many as three memorized spells. The recipient must have a minimum wisdom score of 9, or the spell will fail. The recipient will then be able to cast these spells at a time of their choosing, just as the sorcerer would. Like the sorcerer’s memorization, the conferred spells remain burnt in the recipient’s mind until they are cast.</p> <p>No more than two level 1 spells and one level 2 spell can be conferred. Once a recipient is thus <i>imbued</i>, the sorcerer cannot rememorize a transferred spell level until the recipient casts the spell. So, if a sorcerer grants a <i>cure light wounds</i> spell to an ally, then the sorcerer can rememorize one fewer level 1 spell until the ally casts that spell. Of course, the sorcerer cannot confer more spells than he or she can memorize.</p>"},{"spell_id":217,"spell_name":"Improved Invisibility","level":"ill 4","rng":"touch","dur":"4 rounds + 1 round per CA level","reversible":false,"pp":207,"spell_desc":"<p>Functions as the <i>invisibility</i> spell (q.v.), except that its recipient (human, humanoid, or giant) can attack or cast harmful spells at enemies without reappearing in exchange for a more limited spell duration. The invisible person’s attacks, however, cause a slight shimmer or vibration in the air around them, allowing enemies to distinguish their approximate whereabouts; hence enemies can counterattack, though the invisible person enjoys a +4 AC bonus.</p>"},{"spell_id":218,"spell_name":"Improved Phantasm","level":"ill 2","rng":"240 feet","dur":"special","reversible":false,"pp":207,"spell_desc":"<p>A visual illusion is created, a projected image of nearly anything the caster can imagine, as large as 30 × 30 × 30 feet in area. Victims must be living creatures of animal intelligence or greater; undead, constructs, oozes, and the like are unaffected. <i>Improved phantasm</i> can be used to create an attacking monster or another damaging hazard, but the illusion is strictly of sight and sound, not of smell or temperature. The auditory component of an <i>improved phantasm</i> cannot consist of precisely spoken words, but the semblance of garbled speech, mumbling, shouting, and so forth are possible. These sounds can create the opportunity for more believable illusions than those generated by the <i>phantasm</i> spell.</p> <p>Once cast, this spell persists as long as the caster concentrates and for 2 rounds thereafter, unless the illusion is struck for 1 hp of damage or more, or unless it is terminated via a <i>dispel phantasm</i> spell. An <i>improved phantasmal</i> monster is AC 8 and will disappear if hit; otherwise, it can continue to attack as manipulated by the caster. The caster can direct the illusion to move anywhere within the spell’s range; such manoeuvres require his full attention, though he can walk at half speed and maintain control.</p> <p><i>Improved phantasm</i> targets are not allowed saving throws unless the referee feels the illusion is unbelievable to its viewers, in which case <i>sorcery</i> saving throws should be rolled, modified by <i>willpower adjustment</i>, if applicable. Credibility may come into question because of the illusion’s lack of scent or thermal properties. To the eyes of the disbeliever, the <i>improved phantasm</i> will become a flawed and flickering transparent image. An intelligent disbeliever may then alert allies, whose saves are made at a bonus of +4. Otherwise, this illusion can inflict real physical damage: 1d4 hp per CA level per round to each victim. Such damage remains even if the spell is subsequently broken.</p>"},{"spell_id":219,"spell_name":"Incantation","level":"clr 2","rng":"0","dur":"special","reversible":false,"pp":207,"spell_desc":"<p>The sorcerer chants eldritch invocations that effect a potent benison to allies—and a malison to enemies—within a 25-foot radius. Allies gain +1 “to hit” and +1 to saving throws; enemies are penalized −1 “to hit” and −1 saving throws. The bonuses/penalties persist as long as the caster continues to chant and remains perfectly stationary (no dexterity bonuses applicable). <i>Dispel magic</i> or <i>silence</i> can break this spell.</p>"},{"spell_id":220,"spell_name":"Incinerate Normal Missiles","level":"pyr 3","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":208,"spell_desc":"<p>The sorcerer is protected from projectiles with shafts of wood. Arrows, bolts, javelins, and spears launched at the caster will <i>incinerate</i> within 10 feet of the sorcerer. Magical missiles are less likely to be affected: +1 missiles will <i>incinerate</i> on a 3-in-6 chance, +2 missiles on a 2-in-6 chance, and +3 missiles on a 1-in-6 chance; missiles greater than +3 are unaffected. The same chance applies to mundane missiles fired from a magical launcher (e.g., if a <b>+2 short bow</b> fires a normal arrow, the arrow will <i>incinerate</i> on a 2-in-6 chance).</p>"},{"spell_id":221,"spell_name":"Incite Chaos","level":"ill 5","rng":"60 feet","dur":"1 turn per CA level","reversible":false,"pp":208,"spell_desc":"<p>Incites the spell’s victims, who thereafter behave madly as determined on the table below. The spell affects 2d6 creatures in a 50-foot-diameter area of effect, including allies. Creatures of 2 HD or fewer are automatically affected for the duration of the spell. Creatures of 3 HD or more are allowed <i>sorcery</i> saving throws at a −4 penalty to ignore the effects, modified by <i>willpower adjustment</i>, if applicable. The referee should determine the actions of each <i>chaos</i> victim:</p> <p><table><caption><b>Table 104: Incite Chaos Spell</b></caption> <tr><th>d10 Result</th><th style=text-align:left>Incited Action</th></tr> <tr><td>1</td><td style=text-align:left>Sprint away, flailing wildly, howling</td></tr> <tr><td>2–4</td><td style=text-align:left>Claw madly at the ground, walls, etc.</td></tr> <tr><td>5–9</td><td style=text-align:left>Physically attack closest creature</td></tr> <tr><td>0</td><td style=text-align:left>Physically attack spell caster</td></tr></table></p> <p>Once affected, victims need not remain in the spell’s area of effect; the damage is done.</p>"},{"spell_id":222,"spell_name":"Infernal Tongues","level":"nec 2, wch 2","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":208,"spell_desc":"<p>The sorcerer’s tongue becomes long, forked, and black. The sorcerer then speaks in the language of netherworldly dæmons. Such <i>infernal tongues</i> are known to raise the hackles of ordinary animals of 3 HD or fewer, causing them to flee the presence of the sorcerer if they fail <i>sorcery</i> saving throws. Any number of animals can be affected, but they must be within 30 feet of the sorcerer. Animals that make their saving throws have a 2-in-6 chance of becoming enraged and attacking the caster at a +2 bonus. Of course, humans may be quite frightened as well; hence, the referee might impose <i>morale</i> (ML) checks for common folk, and even classed individuals, in certain situations.</p>"},{"spell_id":223,"spell_name":"Inflict Madness","level":"ill 5, nec 4","rng":"touch","dur":"permanent","reversible":false,"pp":208,"spell_desc":"<p>When cast by a cleric or necromancer, this evil curse brings insanity to its victim (human or humanoid). When cast by an illusionist, the spell effects a phantasmal nightmare that produces madness. In either case, the target must make a <i>sorcery</i> saving throw or suffer a random form of <i>madness</i> (consult your referee for specific results). The saving throw is modified by <i>willpower adjustment</i>, if applicable. A <i>remove curse</i> spell ends the madness if the spell was cast by a cleric or necromancer; <i>dispel phantasm</i> can exorcize madness caused by illusionists (cf. <i>cure madness</i>).</p>"},{"spell_id":224,"spell_name":"Influence Normal Fire","level":"drd 1, mag 1, pyr 1, wch 1","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":208,"spell_desc":"<p>Allows the caster to affect non-magical fires from as small as a torch to as large as a three-foot-diameter bonfire. With a wave of the hand, a fire may be doubled or shrunk to the size of a lit match. The fire’s fuel consumption is influenced by the spell, but heat output is not. Normal fire causes 1d4 damage per round to those who are directly exposed to the flames. If, for example, a bonfire is doubled, and enemies are huddled around it, each may make an <i>avoidance</i> save to escape harm.</p>"},{"spell_id":225,"spell_name":"Infrared Vision","level":"cry 2, mag 3, nec 3, pyr 2","rng":"touch","dur":"2 hours + 1 hour per CA level","reversible":false,"pp":208,"spell_desc":"<p>The caster or other recipient can perceive light in the infrared spectrum, effectively seeing in the dark to a range of 60 feet. All subtle differences of heat radiation are defined before the eyes of the recipient so that a warm-blooded creature stands out against the cool walls of a dungeon chamber. Fire or other notable heat in the proximity of the viewer can be a hindrance (e.g., lantern, torch) or a complete obstruction (e.g., bonfire, lava). This spell does not reveal invisible objects or creatures.</p>"},{"spell_id":226,"spell_name":"Inner Eye","level":"cry 3, nec 4, wch 3","rng":"10 feet per CA level","dur":"1 round per CA level","reversible":false,"pp":208,"spell_desc":"<p>This spell, usable only in combat, allows the player to ask the referee, once per round during <i>action declaration</i>, about the immediate intentions of a selected creature. The referee must answer honestly (possibly by passing a note to the player and leaving it to the player’s discretion to describe). In effect, the caster can see what the creature intends to do next.</p> <p>The caster must choose a target creature within the spell’s range. Then, with eyes closed tight, the caster becomes attuned to mystical strings that permeate the Black Gulf. As long as the caster’s eyes remain closed, what is seen with the <i>inner eye</i> can be verbalized. In effect, the caster grants party members a bonus to rolls specifically related to the creature’s action. This advantage can take the form of +2 “to hit,” +2 AC, or a +2 saving throw bonus, as selected by the sorcerer (e.g., a caster who uses this spell to see that a <b>mountain ape</b> will swing at the thief—and announces that vision aloud—could grant +2 to the thief ’s AC, or perhaps +2 to the thief ’s counterattack).</p> <p>Once a target is selected, the caster must keep his or her eyes closed, or the spell ends. If the selected creature is killed or otherwise subdued, the caster may switch focus to the next closest enemy, blinking their eyes open for a second for targeting purposes. Otherwise, the caster is effectively blind throughout the duration (−4 penalties to AC and saving throws).</p>"},{"spell_id":227,"spell_name":"Inoculate","level":"clr 5, wch 5","rng":"touch","dur":"24 hours","reversible":false,"pp":209,"spell_desc":"<p>The recipient is immune to disease and poison for the duration of the spell if within one mile of the caster. Too, the recipient recovers double hit points from natural healing if proper rest is taken.</p>"},{"spell_id":228,"spell_name":"Insect Plague","level":"clr 5, drd 4, nec 5","rng":"360 feet","dur":"1 turn per CA level","reversible":false,"pp":209,"spell_desc":"<p>The sorcerer summons a vast swarm of flying insects (usually a combination of bees, beetles, cicadas, locusts, and mosquitoes) 30 feet high and 60 feet in diameter. Vision is reduced to 10 feet for those victims caught within the swarm, and the shrill droning of the cicadas is maddening and disorienting. For every round spent within the swarm, victims sustain 1 hp damage from stings and bites. Animals or monsters of 2 HD or less almost always will be driven away in panic. Heavy smoke or a roaring fire drives away the <i>insect plague</i>; otherwise, it remains stationary until the spell’s duration elapses.</p>"},{"spell_id":229,"spell_name":"Interposing Hand","level":"mag 5","rng":"10 feet per CA level","dur":"1 round per CA level","reversible":false,"pp":209,"spell_desc":"<p>A giant disembodied hand appears between the sorcerer and a selected enemy, floating and providing cover. The <i>interposing hand</i> presents a constant obstruction, remaining betwixt the two, whilst the sorcerer can go on to cast other spells or perform other actions. The <i>interposing hand</i> pushes against an approaching enemy, effectively limiting movement to a maximum rate of 10 MV. The <i>interposing hand</i> is AC 0 and has as many hit points as the sorcerer at full health.</p>"},{"spell_id":230,"spell_name":"Invisibility","level":"cry 2, ill 2, mag 2, pyr 2","rng":"touch","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":209,"spell_desc":"<p>Renders the spell’s recipient (human, humanoid, or giant) invisible until the spell is cancelled or <i>dispelled</i>, or if the subject directly causes harm (i.e., damages or forces a saving throw roll) to another creature, or if the duration has elapsed. <i>Invisibility</i> recipients cannot be seen by <i>detect magic</i> or <i>infrared vision</i>, but <i>detect invisibility</i> will reveal them. The following guidelines apply:</p> <ul><li><i>Invisibility</i> extends to the clothes/armour worn and gear carried by the subject.</li> <li>A rope or other lengthy item becomes visible beyond five feet of the subject.</li> <li>If an item is picked up after the spell was cast, that item will not become invisible.</li> <li>If an item is removed from the persons of an <i>invisibility</i> recipient, that object becomes visible.</li> <li>If the invisible person bears a light source (e.g., lantern, torch) before the spell is cast, the light source becomes invisible, but light still radiates.</li> <li>In bright sunlight, an invisible form casts a faint shadow.</li> <li><i>Invisibility</i> recipients see themselves and the objects they carry as faint outlines.</li> <li><i>Invisibility</i> recipients attack at +4 “to hit.”</li> <li>If an <i>invisible</i> creature’s attack attempt is a miss, <i>invisibility</i> is not broken.</li> <li>+4 AC whilst invisible, and any attacker must have an idea of the invisible target’s whereabouts; otherwise, the attack is futile.</li> <li>10 HD or greater creatures may make a <i>sorcery</i> saving throw when an invisible creature approaches within 30 feet of them. If successful, they clearly discern the invisible creature as a translucent figure.</li></ul> <p><i>What constitutes harm:</i> “Harm” is defined as any action (melee, missile, spell, item use, etc.) that would directly damage another creature; i.e., cause <i>hit point</i> (hp) loss or cause the target to roll a saving throw. Damaging objects does not break the spell. Causing harm indirectly to another creature does not break the spell. Casting a spell that does not allow for a saving throw and does not physically harm the target will not break the spell (a convenient loophole, if you would).</p> <p>Thus, without breaking the spell, an invisible person can force open a door, lift a portcullis, steal a coin purse, pick a lock, cast a <i>cure light wounds</i> spell, cast a <i>protection from evil</i> spell, and even cast a <i>summon monster</i> spell (harm caused by summoned monster is indirect). One can set aflame the wooden tower of a <b>vampire</b> and not break the spell, even if the undead beast burns, but if one throws a <i>fireball</i> at the same vampire, that is direct harm. Set a deadfall trap with a boulder to crush the skull of a <b>giant weasel</b>? <i>Invisibility</i> does not break. Shoot the same beast with a heavy crossbow? <i>Invisibility</i> breaks. <i>Sleep</i> spell causes no harm and typically involves no saving throw, so it will not break <i>invisibility</i>. Of course, the referee should be the final arbiter of all such cases.</p>"},{"spell_id":231,"spell_name":"Invisibility Hemisphere","level":"ill 3, mag 3","rng":"touch","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":209,"spell_desc":"<p>Functions much as the <i>invisibility</i> spell (q.v.), except that it extends in a 10-foot-radius hemisphere from the primary recipient, potentially causing other creatures in the spell’s radius to become invisible. The <i>invisibility hemisphere</i> moves with the primary recipient. Those within 10 feet at the time of casting (including animal companions, undead minions, etc.) become invisible, but they can see one another as translucent figures. If a beneficiary of this spell steps out from its radius, that one will become visible, unable to resume <i>invisibility</i> unless the spell is recast. If the primary recipient causes damage (hp loss) to another creature, or causes another creature to roll a saving throw, the entire spell is negated; however, if one of the spell’s other recipients causes damage (or forces a saving throw) to an opponent, only that actor becomes visible. For more examples of what constitutes harm, see the <i>invisibility</i> spell.</p>"},{"spell_id":232,"spell_name":"Invisibility to Undead","level":"clr 2, nec 1","rng":"touch","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":210,"spell_desc":"<p>Causes undead to completely ignore the subject; living creatures are unaffected. The recipient remains invisible to undead until the spell is cancelled or <i>dispelled</i>, or if the subject harms another creature—be it undead or not. (In this instance, “harm” is defined as any action that would directly cause damage to another creature.) The recipient of this spell cannot <i>turn undead</i>. Intelligent undead creatures of 10 or more HD can make <i>sorcery</i> saving throws if the spell’s recipient approaches within 30 feet; if successful, they will discern the spell’s recipient as an apparition of sorts.</p>"},{"spell_id":233,"spell_name":"Jump","level":"mag 1","rng":"touch","dur":"1 turn","reversible":false,"pp":210,"spell_desc":"<p>Allows the recipient to leap 40 feet forwards (with a 10-foot apex), 10 feet backwards, or 20 feet straight up. For every additional 3 CA levels of the sorcerer, the affected can make another <i>jump</i>; thus, a CA 4 sorcerer can empower two such <i>jumps</i>, a CA 7 sorcerer can empower three, and a CA 10 sorcerer four, so long as all <i>jumps</i> occur before the spell’s expiration.</p>"},{"spell_id":234,"spell_name":"Knock","level":"mag 2","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":210,"spell_desc":"<p>Automatically opens any stuck or locked door, gate, or other portal, including a locked box, chest, coffin, set of manacles, or even a secret door within the range of the spell. Even a <i>sorcerer locked</i> door can be opened by this spell, though but temporarily (resumes after 1 turn). Of course, this spell does not disarm trapped portals.</p>"},{"spell_id":235,"spell_name":"Legend Lore","level":"cry 6, mag 6, pyr 6","rng":"0","dur":"special","reversible":false,"pp":210,"spell_desc":"<p>Provides knowledge of some fabled artefact or locale. The referee must judge whether the thing or place is sufficiently legendary to qualify; if not, the spell fails. If the subject is indeed legendary, the information will be gleaned via a dream or vision some 1d10 days later, as secretly determined by the referee. The <i>lore</i> revealed by this spell is oft cryptic in nature and may be learnt in the form of a picture, poem, riddle, sign, or symbol.</p>"},{"spell_id":236,"spell_name":"Levitate","level":"cry 2, mag 2, pyr 2, wch 2","rng":"20 feet per CA level","dur":"1 turn per CA level","reversible":false,"pp":210,"spell_desc":"<p>The caster or other recipient floats up or down in the air at a rate of 10 MV. Maximum <i>levitation</i> weight is 300 pounds. Horizontal movement is impossible unless some surface such as a ceiling is reached, in which case the <i>levitated</i> person can use his hands and feet to travel at 10 MV. One can cast spells whilst floating, but combat (melee and missiles) is more difficult, the <i>levitate</i> recipient suffering −2 “to hit” on attack rolls and losing any DX bonus to AC.</p> <p>If this spell is cast on another person, the sorcerer must concentrate on directing the target, <i>levitating</i> him a maximum distance of 20 feet per CA level. If <i>levitate</i> is cast on an unwilling subject, it is allowed a <i>sorcery</i> saving throw to resist the effect, and if its HD is greater than the sorcerer’s, the saving throw is rolled with a +4 bonus. The spell can be cancelled at a time of the caster’s choosing.</p>"},{"spell_id":237,"spell_name":"Lifeglobe","level":"drd 4, wch 5","rng":"10 feet","dur":"1 round per CA level","reversible":false,"pp":210,"spell_desc":"<p>The caster speaks an incantation whilst tossing a piece of freshly picked green vegetation into the air. The vegetation immediately transforms into a 10-inch-diameter, glowing green sphere that hovers no more than 10 feet away from the caster. Until the sphere dissipates, any living creature touching it—friend and foe alike—will gain one of the following benefits (chosen by the one touching the sphere):</p> <ul><li>Heal 1 hit die (roll HD type) modified by constitution <i>hit point adjustment</i> (if applicable)</li> <li>Recover from one physical ailment (e.g., blindness, deafness, disease), though not poison</li> <li>Gain 1d4 days of nourishment and hydration</li></ul> <p>Note that each recipient may derive the benefits of the <i>lifeglobe</i> but once from the same casting. The lifeglobe can be destroyed if struck. It may be considered AC 6 and is allowed an item saving throw (as <i>wood, thin</i>).</p>"},{"spell_id":238,"spell_name":"Light","level":"clr 1, cry 1, drd 1, ill 1, mag 1, pyr 1, wch 1","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":211,"spell_desc":"<p>Effects a 30-foot-diameter sphere of soft, lambent illuminance, somewhat dimmer than full daylight. The spell can be centred on an object, on a person, or in the air. If <i>light</i> is centred on the visual organs of a creature, and it fails a <i>sorcery</i> saving throw, the victim is partially blinded for the duration of the spell, suffering −2 “to hit,” −2 AC, and −2 saving throws. This spell can be ended at will by the caster. A <i>light</i> spell can counter a <i>darkness</i> spell, and vice versa, but not <i>continuous darkness</i>.</p>"},{"spell_id":239,"spell_name":"Lightning Bolt","level":"cry 3, mag 3, nec 3","rng":"180 feet","dur":"instantaneous","reversible":false,"pp":211,"spell_desc":"<p>A bolt of lightning 5 feet wide and 60 feet long erupts from the outstretched hands of the sorcerer, striking all within its path until it reaches maximum range. Struck creatures suffer 1d6 hp damage per CA level, with <i>sorcery</i> saving throws allowed for half damage.</p> <p>The <i>lightning bolt</i> will travel its full range of 180 feet before ceasing; if it strikes a wall or another solid surface before reaching its 180-foot range, it will rebound, potentially striking again those within its path—and possibly the caster. For example, if a CA 9 sorcerer casts this spell whilst in the doorway of a 70 × 70-foot room, the <i>bolt</i> will strike its targets for 9d6 hp damage, strike the far wall, bounce back, hit the targets again (they get another saving throw for half damage), strike the caster, and then travel another 40 feet before dissipating.</p>"},{"spell_id":240,"spell_name":"Lightning Protection","level":"drd 4","rng":"touch","dur":"special","reversible":false,"pp":211,"spell_desc":"<p>Shelters the caster or other recipient from any damage related to normal electricity for one hour per CA level. If cast on oneself, the sorcerer gains immunity from a single magical lightning/electricity attack (e.g., <i>lightning bolt</i>, <i>shocking grasp</i>, a <b>behir’s</b> breath) before the spell is broken. A recipient of this spell other than the sorcerer simply gains a +4 saving throw bonus versus a single magical lightning/electricity attack before the spell is broken.</p>"},{"spell_id":241,"spell_name":"Liveoak","level":"drd 6","rng":"touch","dur":"1 day per CA level","reversible":false,"pp":211,"spell_desc":"<p>Usually cast on an oak tree, though any hardwood can be used, so long as it is at least 18 feet in height. The tree animates, transforming to a <b>16-HD tree-man</b>, whose function is to protect a person, place, or thing as prescribed by the sorcerer. This animation triggers when a specific condition, set by the caster, is met; e.g., “If any creature comes within 30 feet of this camp, animate!” The <i>liveoak</i> attacks as a normal tree-man, except it can go no farther than 120 feet from its original location and cannot summon other tree-men. This spell can be negated by a <i>dispel magic</i> spell, or the caster may end it at will.</p>"},{"spell_id":242,"spell_name":"Locate Object","level":"clr 3, mag 2, wch 2","rng":"90 feet","dur":"1 turn per CA level","reversible":false,"pp":211,"spell_desc":"<p>The caster announces an object to be found; it might be a lost sword, a bronze door, or the like. The object must be well known by the caster: its colour, texture, size, and so forth. Someone describing the item to the caster is insufficient, though a detailed picture may suffice. If the object is within range, the caster will know which direction to seek, but not the precise distance.</p>"},{"spell_id":243,"spell_name":"Locate Ordinary Animal","level":"drd 1","rng":"300 feet","dur":"2 turns","reversible":false,"pp":211,"spell_desc":"<p>The sorcerer selects a known animal type to be found (e.g., bear, eagle, wolf). The type must be well known by the caster; another person describing the animal type is insufficient (though a detailed picture may suffice), and magical or supernatural creatures do not qualify. If an animal of the stated type is indeed within range of the spell, the caster will know which direction to seek, but not the precise distance.</p>"},{"spell_id":244,"spell_name":"Locate the Dead","level":"nec 1, wch 1","rng":"30 feet","dur":"1 turn","reversible":false,"pp":211,"spell_desc":"<p>Detects the presence of deceased creatures in a 30-foot radius. The caster walks at half speed, chanting, gesticulating, and attuning to the presence of death. Although <i>locate the dead</i> can detect the presence of undead creatures, it does not distinguish between death and undeath. This spell penetrates 10 feet of packed earth, five feet of wood, three feet of stone, or one inch of metal (except lead). <i>Locate the dead</i> also can be used to seek a specific dead person or creature; however, the caster must possess a personal item or memento of the sought-after corpse.</p>"},{"spell_id":245,"spell_name":"Magic Ice Dart","level":"cry 1","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":211,"spell_desc":"<p>Cyan-glowing icicles form in the hand of the caster and fire at single target for 1d6+1 hp damage. For every CA level, the sorcerer can fire an equal amount of magic ice darts (i.e., one at CA 1, two at CA 2, three at CA 3, and so forth). All missiles are fired at once, though each requires a separate attack roll, modified by dexterity <i>attack modifier</i>, if applicable. Cryomancers (but not other sorcerers) gain +1 “to hit” for every 2 CA levels (i.e., CA 1–2 = +1, CA 3–4 = +2, and so forth). <i>N.B.:</i> If using the optional <i>critical hits and misses</i> rules, each <i>magic ice dart</i> is subject to critical success or failure.</p>"},{"spell_id":246,"spell_name":"Magic Jar","level":"mag 5, nec 5, wch 5","rng":"120 feet","dur":"special","reversible":false,"pp":211,"spell_desc":"<p>The sorcerer’s life force is placed in a small, inanimate object. If it remains within 30 feet of the sorcerer’s physical body, an attempt to possess another living creature within 120 feet may be made. If the target fails its <i>sorcery</i> saving throw (modified by <i>willpower adjustment</i>, if applicable), it will be possessed by the sorcerer.</p> <p>A possessed body can be controlled like a puppet, performing normal actions and using all its special abilities (including spells), though not the possessor’s original abilities or spells. Fragmentary memories of the possessed might be accessed by the possessor; the details should be nebulous, provided by the referee. Note the potential consequences of this spell:</p> <ul><li>If the body of the possessed is destroyed, the spirit of the sorcerer returns to the <i>magic jar</i>. The sorcerer’s spirit may then attempt to possess another or return to its own body.</li> <li>If the sorcerer’s body is destroyed whilst its spirit is without, then the spirit must forever remain in the body it presently possesses; or, if the spirit is in the <i>magic jar</i>, it may possess another, but permanently.</li> <li>If the <i>magic jar</i> is destroyed whilst the sorcerer’s spirit is inside it, the sorcerer’s physical body will die, and his or her spirit is forever lost.</li> <li>If the <i>magic jar</i> is destroyed whilst the sorcerer’s spirit possesses another, the spirit must forever remain in the body of the possessed.</li></ul> <p>Possession is prevented by a <i>protection from evil</i> spell. It can be terminated by a <i>remove curse</i> spell, sending the sorcerer’s spirit back to the <i>magic jar</i>. Casting a <i>magic jar</i> spell may be considered an act of Evil, depending on the circumstances.</p>"},{"spell_id":247,"spell_name":"Magic Missile","level":"mag 1","rng":"150 feet","dur":"instantaneous","reversible":false,"pp":212,"spell_desc":"<p>A glowing arrow shoots from the pointed forefinger of the caster, automatically striking any visible target for 1d4+1 hp damage. At CA 3, two missiles are fired; three missiles at CA 5; four missiles at CA 7; and so on. <i>Magic missiles</i> can be divided amongst multiple targets, so long as they are all within range.</p>"},{"spell_id":248,"spell_name":"Magic Mouth","level":"ill 2, mag 2, wch 2","rng":"10 feet","dur":"permanent (until triggered)","reversible":false,"pp":212,"spell_desc":"<p>Once activated, this enchantment causes a two-footwide illusory mouth to manifest. The <i>magic mouth</i> appears where the caster places the spell. It might be triggered by movement within 10 feet of it, or by other conditions as the caster prescribes, though the trigger range can be no greater than 10 feet. (For instance, placed upon a door, the <i>magic mouth</i> might only appear if the door is rapped on.)</p> <p>Once triggered, the <i>magic mouth</i> speaks a message that may not exceed 25 words. It might speak in a sibilant tongue, a commanding tone, a kind voice, or any like variation, though only in a language known by the caster. <i>Dispel magic</i> terminates this enchantment.</p>"},{"spell_id":249,"spell_name":"Magic Stone","level":"clr 1, drd 1","rng":"touch","dur":"1 turn","reversible":false,"pp":212,"spell_desc":"<p>Enchants a stone that functions at +1 “to hit” and damage (i.e., 2 hp if thrown, or 1d4+1 hp if fired from a sling). Each stone issues a sharp report upon impact. For every 3 CA levels one stone is enchanted:</p> <p><table><caption><b>Table 103: Magic Stone Spell</b></caption> <tr><th>CA Level</th> <th>No. of Stones</th></tr> <tr><td>1–3</td> <td>1</td></tr> <tr><td>4–6</td> <td>2</td></tr> <tr><td>7–9</td> <td>3</td></tr> <tr><td>10–12</td> <td>4</td></tr></table></p> <p><i>Magic stones</i> can be launched with a sling or hurled as normal stones by the caster or an ally. Only one stone can be hurled at a time unless the target is no more than 10 feet away, in which case multiple stones may be hurled. Once a <i>magic stone</i> is tossed, its enchantment is lost, whether it strikes its intended target or not. If a sorcerer is struck by a <i>magic stone</i> whilst casting a spell, the spell is disrupted, even if the optional <i>concentration check</i> is in play, and spell loss is automatic.</p>"},{"spell_id":250,"spell_name":"Magic Vestment","level":"clr 3","rng":"touch","dur":"1 turn + 1 turn per CA level","reversible":false,"pp":213,"spell_desc":"<p>Conjures a translucent suit of chain mail (AC 5, DR 1) to bedeck the sorcerer or another willing recipient. The armour has no weight, though it rattles like ghostly chains whenever the recipient moves. <i>Magic vestment</i> cannot be “stacked” with other armour, though the wearer can bear a shield or enjoy other forms of magical protection.</p>"},{"spell_id":251,"spell_name":"Major Creation","level":"ill 5","rng":"touch","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":213,"spell_desc":"<p>Effects the creation of an object composed of metal, stone, or wood. The object can be no greater than one cubic foot in size per CA level. To create the item, the sorcerer must have some piece of the material to be produced; i.e., if the sorcerer wishes to generate a block of granite, then a small piece of granite must be possessed; if the sorcerer wishes to fashion an iron anchor, then a fragment of iron must be possessed. Note that objects fashioned of wood enjoy double duration. The item will disappear when the spell ends, as will the component.</p>"},{"spell_id":252,"spell_name":"Mass Suggestion","level":"ill 6","rng":"60 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":213,"spell_desc":"<p>This enchantment affects as many creatures as the caster has CA levels, and each may be selected by the caster, so long as they are within range. Targets must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, or be compelled to carry out a <i>suggestion</i> (q.v.) spoken by the sorcerer. Should the caster wish to target but one creature, its <i>sorcery</i> saving throw will be at a −4 penalty. <i>Suggestions</i> should be neither overly complex nor longer than one or two sentences, though each victim may attempt to act upon such urgings for the duration of the spell, if physically possible. <i>Suggesting</i> an obviously self-destructive action breaks the spell on a 5-in-6 chance. Of course, this spell is useless if sorcerer and ensorcelled do not speak the same language.</p>"},{"spell_id":253,"spell_name":"Mass Treemorph","level":"drd 4, ill 4, mag 4","rng":"240 feet","dur":"1 turn per CA level","reversible":false,"pp":213,"spell_desc":"<p>As many as 100 willing humans or humanoids can be concealed by this spell. The recipients appear as trees (i.e., a small orchard or grove) so long as they remain still. Creatures can move through and even touch the “trees” without being aware of their true form; however, if a “tree” is attacked, it will bleed. If any recipient of this spell moves, he or she will reappear as normal; if the caster moves, the spell is broken. <i>True seeing</i> reveals the “trees” for what they are, and <i>dispel magic</i> cancels the spell.</p>"},{"spell_id":254,"spell_name":"Maze","level":"ill 5","rng":"60 feet","dur":"special","reversible":false,"pp":213,"spell_desc":"<p>Creates an extra-dimensional space where the victim is forced to wander a shifting labyrinth of energy planes. No saving throw is allowed. The victim is entrapped thus for a period dependent on its intelligence:</p> <p><table><caption><b>Table 105: Maze Spell</b></caption> <tr><th>Intelligence Score</th><th>Duration</th></tr> <tr><td>3–5</td><td>1d4 turns</td></tr> <tr><td>6–8</td><td>1 turn</td></tr> <tr><td>9–12</td><td>1d8 minutes</td></tr> <tr><td>13–16</td><td>1d6 minutes</td></tr> <tr><td>17–18</td><td>1d4 minutes</td></tr></table></p> <p>The referee may assign or roll (3d6) the intelligence of monsters and NPCs. Scores of 3–5 should be assigned to animals and semi-intelligent creatures; scores of 6–8 should be assigned to creatures of less than average intelligence; scores of 9–12 should be considered average; scores of 13–16 should be considered above average; and scores of 17–18 should be considered high intelligence.</p>"},{"spell_id":255,"spell_name":"Meld into Stone","level":"clr 3, drd 3","rng":"touch","dur":"1 turn","reversible":false,"pp":213,"spell_desc":"<p>The sorcerer or other willing recipient melds into a large stone. The subject can carry no more than 100 pounds of inanimate gear, and the stone must be of equal or greater size as the recipient, or the spell will fail. The subject may step out of the stone at any time. If the subject does not exit the stone before the spell terminates, he or she must make a <i>transformation</i> save or remain forever trapped, their face and upper torso vaguely distinguishable in the stone’s form. If the saving throw succeeds, it must be rolled once per additional turn spent within the stone. A trapped victim can be saved by a <i>stone to flesh</i> spell, their body tearing out from a sort of fleshy egg, or by a <i>dispel magic</i> spell.</p>"},{"spell_id":256,"spell_name":"Melt Ice","level":"cry 1, drd 2, mag 1, pyr 1","rng":"30 feet","dur":"special","reversible":false,"pp":213,"spell_desc":"<p>Causes ice or hard-packed snow to thaw, liquescing a volume equal to 10 cubic feet per CA level. Each 10 cubic feet of ice requires 1 round to melt. So, a 5th-level sorcerer can thaw a sheet of ice that measures 50 × 1 × 1 feet, or 25 × 2 × 1 feet, and it would take 5 rounds to complete. If <i>melt ice</i> is cast under the feet of an opponent, the victim is allowed an <i>avoidance</i> saving throw to elude the melting area.</p>"},{"spell_id":257,"spell_name":"Mending","level":"ill 1, mag 1, wch 1","rng":"30 feet","dur":"instantaneous","reversible":false,"pp":213,"spell_desc":"<p>Repairs small breaks or tears in objects. The spell can weld a broken metallic article, such as a chain link, dagger, or knife; stitch a torn cloth, a frayed or severed rope, or perforated leather; fuse the shards of a broken bottle; and so forth. At CA 7, larger breaks or tears can be repaired, subject to referee approval. <i>Mending</i> cannot be used to repair magical devices.</p>"},{"spell_id":258,"spell_name":"Message","level":"mag 1, wch 1","rng":"1 mile","dur":"1 round per CA level","reversible":false,"pp":214,"spell_desc":"<p>The sorcerer points at the recipient and whispers a <i>message</i> that is heard as though the two stood side by side. The recipient can then reply if the spell’s duration has not elapsed. The caster and the recipient must be able to see each other. If the spell is cast at an unwilling target, a <i>sorcery</i> saving throw can be made to block the audibility of the spell.</p>"},{"spell_id":259,"spell_name":"Messenger Bird","level":"drd 1","rng":"1 mile","dur":"1 day per CA level","reversible":false,"pp":214,"spell_desc":"<p>Casting this spell requires 1 turn. The sorcerer must whistle an incantation, thus calling forth a tiny bird such as a finch, sparrow, or titmouse. The arriving bird is afforded a <i>sorcery</i> saving throw (17 or greater roll required; 18 if the sorcerer’s charisma is 13+). If the save succeeds, the bird flies away; if it fails, the bird will perch on the hand or shoulder of the sorcerer and remain for the duration of the spell, acting on the caster’s behalf. The caster can assign it a simple task or affix to its leg a small note to be delivered; the recipient cannot use the <i>messenger bird</i> to reply. This spell does not confer the ability to converse with the summoned bird, but uncannily it understands the wishes of the caster, forming a picture in its mind of the recipient and location; however, the task cannot be overly complex. Time, not distance, is the limiting factor, as the bird can fly at about 80 MV (48 miles per day). Once the spell terminates, the bird will resume its normal activity.</p>"},{"spell_id":260,"spell_name":"Mind Blank","level":"mag 2, wch 2","rng":"120 feet","dur":"permanent","reversible":false,"pp":214,"spell_desc":"<p>Causes victims to forget the last minute of their lives prior to and including the casting of this spell. The targets may make <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. One to four persons, chosen by the caster, can be affected, but the greater the number of targets, the less potent the spell: Two targets each receive a +1 bonus to their saving throws, three targets each receive a +2 bonus, and four targets each receive a +3 bonus. This spell will not negate the effects of other enchantments such as <i>charm person</i> or <i>geas</i>. Lost memories can be restored via a <i>heal</i> spell.</p>"},{"spell_id":261,"spell_name":"Minor Creation","level":"ill 4","rng":"touch","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":214,"spell_desc":"<p>Effects the creation of an object no denser than hardwood (ash, beech, oak, etc.); stone and metal objects are unachievable. The object can be no greater than one cubic foot in size per CA level. To create the item, the sorcerer must have some piece of the material to be produced: If generating a 50-foot hemp rope, a small thread of hemp must be held; if the sorcerer wishes to create a small raft of beech, a splinter of beech wood is required. The item disappears when the spell ends, as will the component.</p>"},{"spell_id":262,"spell_name":"Mirage Arcana","level":"ill 6","rng":"120 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":214,"spell_desc":"<p>The sorcerer creates a phantasm that duplicates a familiar area; this familiarity allows the caster to conjure the details with great precision. The area of effect is a 10-foot radius per CA level; e.g., a CA 12 sorcerer effects an illusion of no more than 120-foot radius. A vacant chamber might be made to appear as elaborately furnished, a muddy pond might appear as a swath of grass, a desert might appear to have a small oasis, and so forth. The actual contents within the illusion are masked. The illusion has all the properties of quasi-reality: It has sight, sound, smell, and touch—even taste, should one pick an apple from an illusory tree. However, the caster and any allies cannot make use of <i>mirage arcana</i> to have a comfortable place to sleep, for instance, because they do not truly believe in it.</p> <p>If the real contents of the illusion are forcibly shaken or handled roughly, the creature doing so may make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If successful, the illusion begins to shimmer, and the invisible object is revealed. If the saving throw fails, the subject merely believes that contact was made with an invisible object. Note that casual and careful touching of masked objects is not cause for a saving throw, because the illusion cannot be disrupted unless handled with force. <i>Dispel phantasm</i> can break this spell, revealing that which is concealed by the illusion, but <i>dispel magic</i> and <i>detect invisibility</i> are ineffective.</p>"},{"spell_id":263,"spell_name":"Mirror Gaze","level":"ill 1","rng":"0","dur":"1 turn","reversible":false,"pp":214,"spell_desc":"<p>A round, shimmering mirror appears before the caster, reflecting the gaze of any creature that uses its eyes to attack or beguile. Such gaze attacks are reflected at the gazer, and if the gazer does not make a saving throw (<i>sorcery</i> or <i>transformation</i>, as the case may be), it becomes a victim of its own devices. If the sorcerer’s CA is 5 or more, a subtler version of the spell may be cast: Sometimes called <i>mirror eyes</i>, this alternative form causes the caster’s eyes to become mirrored for the duration of the spell.</p>"},{"spell_id":264,"spell_name":"Mirror Image","level":"ill 1, mag 2","rng":"0","dur":"2 rounds per CA level","reversible":false,"pp":214,"spell_desc":"<p>Evokes 1d4+1 illusory duplicates of the sorcerer. Each <i>mirror image</i> is indistinguishable from the caster. Each is AC 9, modified by the <i>defence adjustment</i> of the caster, if applicable; each dissipates if struck. When the caster is attacked, the referee must assign a probability by which the <i>mirror images</i> have an equal chance to be targeted. For example, if two <i>images</i> appear, a d6 may be used: <i>1–2</i> = the caster; <i>3–4</i> = <i>image</i> one; <i>5–6</i> = <i>image</i> two. The <i>images</i> duplicate the movements of the caster and appear to switch places with one another, so even in melee the caster is indistinguishable from the duplicates.</p>"},{"spell_id":265,"spell_name":"Mirror, Mirror","level":"ill 5, mag 4, nec 4, wch 4","rng":"touch","dur":"1 round per CA level","reversible":false,"pp":215,"spell_desc":"<p>Enchants a polished silver mirror to become a temporary scrying device. The sorcerer may then view a known subject (human or monster) over any distance, so long as both are on the same plane of existence. The extent of familiarity dictates the probability of success:</p> <p><table><caption><b>Table 106: Mirror, Mirror Spell</b></caption> <tr><th style=text-align:left>Familiarity</th><th>Chance of Locating</th></tr> <tr><td style=text-align:left>Very familiar</td><td>5:6</td></tr> <tr><td style=text-align:left>Somewhat familiar</td><td>4:6</td></tr> <tr><td style=text-align:left>Seen in a picture or sketch</td><td>3:6</td></tr> <tr><td style=text-align:left>Item or garment in possession</td><td>2:6</td></tr> <tr><td style=text-align:left>Described by another person</td><td>1:6</td></tr></table></p> <p>The subject can be observed for the duration of the spell, which will also depict anyone or anything within 30 feet; if the subject is in complete darkness, the caster will see only vague details. Creatures with intelligence of 13 or higher have a 1-in-6 chance of cognizing they are being watched by means sorcerous. Too, if <i>mirror, mirror</i> is used to view one who is 10 HD or greater, the subject may make a <i>sorcery</i> save to cognize the effect; otherwise, he or she remains ignorant.</p>"},{"spell_id":266,"spell_name":"Misdirection","level":"ill 2","rng":"60 feet","dur":"1 turn per CA level","reversible":false,"pp":215,"spell_desc":"<p>Counteracts detection spells, including <i>detect magic</i>, <i>detect snares and pits</i>, <i>detect illusion</i>, <i>detect invisibility</i>, <i>distinguish alignment</i>, and other like sorceries in a 25-foot-diameter area. However, this spell cannot prevent the cleric’s version of <i>true seeing</i> from revealing the truth. This spell creates an opposite reading for detection sorcery users (spells, items, supernatural abilities). For example, a magic statue can appear mundane to a detect magic caster, but perhaps a nearby mundane rope appears to have a magical aura.</p>"},{"spell_id":267,"spell_name":"Mislead","level":"ill 6","rng":"0","dur":"6 rounds per CA level","reversible":false,"pp":215,"spell_desc":"<p>This spell is cast whilst moving. An illusory duplicate of the sorcerer is created at the same instant that the caster becomes invisible (see <i>invisibility</i> spell, albeit for only as long as the <i>mislead</i> spell lasts). The caster is then at liberty to move elsewhere as the illusory double continues forth.</p> <p>Through a continuous mental connexion, the sorcerer can command the image to speak; likewise, it will mimic the caster’s manner of walking, body language, facial expressions, and so forth. The phantasm will leave footprints and other physical signs of passage. If attacked it will appear to dodge, block, or shimmer as though some protective sorcery were in effect. It can be disrupted by <i>dispel phantasm</i>; otherwise, it will persist until the duration expires. No saving throw is permitted to disbelieve this illusion.</p>"},{"spell_id":268,"spell_name":"Mnemonic Enhancer","level":"mag 4","rng":"0","dur":"24 hours","reversible":false,"pp":215,"spell_desc":"<p>Casting this ritual requires 1 turn and the sacrifice of a gem of 100-gp value or greater. Once cast, the sorcerer can memorize or rememorize additional spell levels, selecting one of the following four allotments:</p> <ul><li>Four level 1 spells</li> <li>Two level 1 spells, one level 2 spell</li> <li>Two level 2 spells</li> <li>One level 1 spell, one level 3 spell</li></ul> <p>If the memorize option is cast, the additional spells are at the sorcerer’s disposal for a 24-hour period, after which they fade from memory. If the rememorize option is cast, the sorcerer recalls spells already cast that day. The rememorized spells must be cast within 24 hours or they will fade from memory.</p>"},{"spell_id":269,"spell_name":"Moonlight","level":"drd 4, wch 4","rng":"90 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":215,"spell_desc":"<p>Illumes a 25-foot-diameter area with a moonbeam, the luminosity of which rivals that of a full moon; the effect is not unlike a spotlight. Soft light extends in a 25-foot radius beyond the spell’s area, so the entire effect (75-foot diameter in total) appears quite natural (when outdoors, of course). This spell does not interfere with <i>infrared vision</i>, though it can enhance <i>ultraviolet vision</i>.</p>"},{"spell_id":270,"spell_name":"Mount","level":"mag 1","rng":"10 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":215,"spell_desc":"<p>A tame <b>riding horse</b> or <b>camel</b> (caster’s choice) is summoned, the beast serving the caster for the duration (unless killed) before disappearing whence it came. On a 2-in-6 chance, the creature arrives with saddle and harness; in such cases, a distinct possibility exists that a rider somewhere in Hyperborea has been temporarily deprived of his or her steed. Dead or alive, the mount will return whence it came. Rolled in secret by the referee, there exists a 1% chance that the owner of a stolen <i>mount</i> may have the means and/or wherewithal to divine the identity of the “borrower.”</p>"},{"spell_id":271,"spell_name":"Move Earth","level":"mag 6","rng":"240 feet","dur":"6 turns (1 hour)","reversible":false,"pp":216,"spell_desc":"<p>Requires 1 turn to cast. The sorcerer causes dirt (but never solid rock) to move. A hill can be formed or a trench excavated. The dirt is moved at 60 feet per turn. The sorcerer is able to manipulate a volume of earth equal to a cube with sides 10 feet long per CA level; e.g., a CA 12 sorcerer can affect a 120 × 120 × 120-foot area. Once the spell ends, the effect is permanent.</p>"},{"spell_id":272,"spell_name":"Mummification","level":"nec 2","rng":"touch","dur":"permanent","reversible":false,"pp":216,"spell_desc":"<p>This ritual requires 12 turns (2 hours) to complete. By handling a fresh corpse and speaking baleful incantations, the sorcerer infuses the corpse with enchanted preservative spices (requires 10 gp in herbs). Then the caster evokes violet-charged cloth wraps to take form. The enchanted wraps spin and weave about the corpse, covering and preserving it from decomposition. If the caster later attempts to animate the corpse to a <b>zombie</b>, <b>flesh automaton</b>, or similar form, it will gain +2 hp per HD. This spell can also preserve a fallen comrade from decomposition, should allies seek to convey the fallen elsewhere for interment or sorcerous revival.</p>"},{"spell_id":273,"spell_name":"Necromantic Ventriloquism","level":"nec 1","rng":"120 feet","dur":"1 round per CA level","reversible":false,"pp":216,"spell_desc":"<p>The voice of the sorcerer is thrown from the corpse of a dead human, <b>skeleton</b>, or <b>zombie</b> that is within range. The thrown voice is not that of the caster, but simulates that which a dead or undead creature might issue; i.e., a cold, raspy skeletal timbre, or a gurgling, maggot-infested resonance.</p>"},{"spell_id":274,"spell_name":"Neutralize Poison","level":"clr 4, drd 3, wch 4","rng":"touch","dur":"instantaneous","reversible":true,"pp":216,"spell_desc":"<p>Detoxifies a poisoned victim. If used within 6 rounds (1 minute) on a creature killed by poison, the victim will be revived to 0 hp, pending a <i>trauma survival</i> check (see <b>Chapter 3: Statistics</b>, <i>constitution</i>). This spell can also detoxify a venomous creature (snake, spider, etc.) with a successful touch attack. The creature is afforded a <i>sorcery</i> saving throw to negate the effect (and, given sufficient time, will eventually regenerate its venom sacs). <i>Neutralize poison</i> can likewise purify other poisonous or poisoned objects such as food, plants, and the like.</p> <p>The reverse of this spell, <i>poison</i>, is delivered via a touch attack. The victim is allowed a <i>death</i> (poison) saving throw. If the saving throw is successful, the victim sustains 2d6 hp damage; if the saving throw fails, the victim falls deathly ill, suffering fever and delirium within 1 turn, paralysis after 6 turns (1 hour), and death in 48 hours.</p>"},{"spell_id":275,"spell_name":"Non-Detection","level":"ill 3","rng":"0","dur":"24 hours","reversible":false,"pp":216,"spell_desc":"<p>The sorcerer and anyone with whom he or she joins hands (at the time of casting) become invisible to spells that would scry their location for the duration of the spell, including <i>clairaudience</i>, <i>clairvoyance</i>, and <i>extrasensory perception</i>, and likewise any spells that <i>detect</i> or <i>discern</i>. Furthermore, any scrying devices such as <b>crystal balls</b>, <b>wands of magic detection</b>, and the like are ineffective.</p>"},{"spell_id":276,"spell_name":"Obscure","level":"cry 2, drd 2, wch 2","rng":"0","dur":"1 turn","reversible":false,"pp":216,"spell_desc":"<p>Swirling, misty vapours surround the caster in a cubic area with sides up to 10 feet per CA level, as chosen by the caster; e.g., a CA 6 sorcerer <i>obscures</i> up to a 60 × 60 × 60-foot area. Within the <i>obscured</i> area, visibility is reduced to five feet, and spells such as <i>infrared vision</i> are ineffective. A strong wind reduces the duration of <i>obscure</i> by 90%; i.e., the 10-minute (1-turn) duration will be reduced to 1 minute (6 rounds).</p>"},{"spell_id":277,"spell_name":"Omen","level":"clr 1","rng":"touch","dur":"1 turn per CA level","reversible":false,"pp":216,"spell_desc":"<p>The sorcerer or other recipient receives an <i>omen</i> regarding the near future. The next time the recipient rolls to attack or for a saving throw, three rolls may be made and the best result selected. This supersedure can be done but once, and if the <i>omen</i> is not utilized before the spell’s duration has passed, the dweomer is lost.</p>"},{"spell_id":278,"spell_name":"Paralyze","level":"ill 3","rng":"180 feet","dur":"1 turn per CA level","reversible":false,"pp":216,"spell_desc":"<p>The illusion of immobilization overcomes the minds of those victims who fail their <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. The caster can affect 2 HD of opponents for every CA level, targeting a single individual or a 20 × 20-foot area; when used in an area of effect, the lowest HD creatures are always affected first. Should the caster wish to target but one creature, its <i>sorcery</i> saving throw is at a −2 penalty. This spell can be negated by <i>dispel magic</i>, <i>dispel phantasm</i>, or <i>remove paralysis</i>.</p>"},{"spell_id":279,"spell_name":"Pass Tree","level":"drd 5","rng":"300 feet","dur":"special","reversible":false,"pp":216,"spell_desc":"<p>Creates a mystical portal in the trunk of a tree with a diameter of at least 2½ feet. The sorcerer and comrades (one per CA level) may then <i>pass</i> through the tree, exiting from another tree of similar size within 300 feet, as chosen by the caster. The portal is 2 × 5 feet and remains open for as long as the caster desires, to a maximum of 1 turn per CA level. If <i>passing</i> through alone, the sorcerer may choose to delay exiting, remaining within the initial or destination tree, but if the duration elapses, painfully will the sorcerer be ejected for 3d6 hp damage. Whilst dwelling within the confines of a tree, the sorcerer may observe what transpires without, undetectable unless <i>true seeing</i> is cast.</p>"},{"spell_id":280,"spell_name":"Pass without Trace","level":"drd 1","rng":"touch","dur":"1 turn per CA level","reversible":false,"pp":217,"spell_desc":"<p>The recipient of this spell can move through wilderness terrain—be it forest, desert, or snowy mountainside— without leaving a footprint, a scent, or other trace, regardless of armour worn. A tracker has no chance to find a trail; however, should one cast <i>detect magic</i>, a faint trail of magical footprints will be discerned, enduring for 6 turns (1 hour) after the spell’s recipient has passed.</p>"},{"spell_id":281,"spell_name":"Pass without Trace, 15΄ r.","level":"drd 3","rng":"touch","dur":"1 turn per CA level","reversible":false,"pp":217,"spell_desc":"<p>The recipient of this spell and all within 15 feet can move through wilderness terrain—be it forest, desert, or snowy mountainside—without leaving a footprint, a scent, or other trace, regardless of armour worn. A tracker has no chance to find a trail; however, should one cast <i>detect magic</i>, a faint trail of magical footprints will be discerned, enduring for 6 turns (1 hour) after the spell’s recipients have passed.</p>"},{"spell_id":282,"spell_name":"Passwall","level":"cry 5, mag 5, pyr 5","rng":"30 feet","dur":"3 turns per CA level","reversible":false,"pp":217,"spell_desc":"<p>Opens a temporary 6-foot-diameter, 10-foot-deep passage in any wall, be it of wood, stone, or any other material. The spell can be ended by its caster at will.</p>"},{"spell_id":283,"spell_name":"Perceive Disguise","level":"clr 1","rng":"30 feet","dur":"1 round","reversible":false,"pp":217,"spell_desc":"<p>Allows the caster to determine if one creature per CA level within range pretends to be something it is not, whether via sorcery or artifice. The spell will not reveal the exact nature of the creature; neither will it detect alignment or allow the caster to glean any additional information, but merely that the target is not what it feigns to be. Targets of this subtle spell are almost always unaware that sorcery is at work. Each, however, is allowed a <i>sorcery</i> saving throw to resist the spell.</p>"},{"spell_id":284,"spell_name":"Perceive Heartbeat","level":"nec 2, wch 2","rng":"60 feet","dur":"1 turn","reversible":false,"pp":217,"spell_desc":"<p>Undisturbed the sorcerer must meditate for five minutes before casting this spell from a nigh-trancelike state. During this preparatory phase, the caster “tunes out” the sound of his or her own heartbeat (and those of any allies). Once the spell is cast, the sorcerer can hear the heartbeats of all other living creatures within 60 feet. The strength or speed of each heartbeat may be determined; however, if many heartbeats (10+) are heard, they become difficult to discern from one another. This spell penetrates 10 feet of packed earth, two feet of wood, one foot of stone, or one inch of metal, but even the thinnest sheet of lead can mask a heartbeat.</p>"},{"spell_id":285,"spell_name":"Perform Exorcism","level":"clr 4","rng":"10 feet","dur":"instantaneous","reversible":false,"pp":217,"spell_desc":"<p>By means of this potent ritual, which requires 6d10 turns to complete, the sorcerer exorcizes a dæmon or another supernatural force from possession of a person or object. This spell can negate dæmonic possession, a <i>magic jar</i> spell, or any of the enchantments or charms that compel one to behave as they otherwise would not, such as <i>charm person</i> and <i>suggestion</i>. If a possessed person is the subject of this spell, the exorcized dæmon or force is banished to the netherworld whence it came.</p> <p>If a possessed object is the subject of this spell, the possessing dæmon or force is not necessarily banished; it will attempt to possess a nearby creature (possibly the caster of this spell). The referee must randomly determine whom the dæmon or force will seek. It may be one that the dæmon feels it can conquer easily, one of little willpower, such as a child, or a person weak of body and mind. The potential victim is granted a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, or they suffer the effects of possession. The victim may be unaware of the possession until such subtle signs as uncharacteristic behaviour and memory loss present.</p>"},{"spell_id":286,"spell_name":"Permanent Phantasm","level":"ill 6","rng":"240 feet","dur":"permanent","reversible":false,"pp":217,"spell_desc":"<p>A visual illusion is created, a projected image of nearly anything the caster can imagine, as large as 60 × 60 × 60 feet in area. Victims must be living creatures of animal intelligence or greater; undead, constructs, oozes, and the like are unaffected. <i>Permanent phantasm</i> can be used to create an attacking monster or another damaging hazard. The illusion can be of sight, sound, smell, and/or temperature. The auditory component might include a shout, a roar, or a sentence of no more than nine words in length (not including articles <i>a</i>, <i>an</i>, and <i>the</i>).</p> <p>Once cast, this spell persists infinitely, with no need of concentration unless the caster wishes to manipulate the movements of the illusion; such manoeuvres require full attention, though the sorcerer can walk at half speed and maintain control. The illusion is broken if struck for 1 hp of damage or greater, or it can be terminated via a <i>dispel phantasm</i> spell. A <i>permanent phantasmal</i> monster is AC 3 and disappears if hit; otherwise, it can continue to attack without caster direction.</p> <p><i>Permanent phantasm</i> targets are not allowed saving throws unless the referee feels the illusion is unbelievable, in which case <i>sorcery</i> saving throws may be rolled, modified by <i>willpower adjustment</i>, if applicable. With sight, sound, smell, and/or temperature, credibility is rarely an issue with this spell; if such a case arises, and the save is made, the disbeliever will see the <i>permanent phantasm</i> as a flawed and flickering transparent image. An intelligent disbeliever may then alert allies, whose saves are made at a bonus of +4. Otherwise, this illusion can inflict real physical damage: 1d8 hp per CA level per round to each victim. Such damage will remain even if the spell is subsequently broken.</p>"},{"spell_id":287,"spell_name":"Phantasm","level":"ill 1, mag 3, wch 3","rng":"240 feet","dur":"special","reversible":false,"pp":218,"spell_desc":"<p>A visual illusion is created, a projected image of nearly anything the caster can imagine, as large as 20 × 20 × 20 feet in area. Victims must be living creatures of animal intelligence or greater; undead, constructs, oozes, and the like are unaffected. <i>Phantasm</i> can be used to create an attacking monster or another damaging hazard, but the illusion is strictly of sight, not of sound, smell, or temperature.</p> <p>Once cast, this spell persists as long as the caster concentrates, unless the illusion is touched or terminated via a <i>dispel phantasm</i> spell. A <i>phantasmal</i> monster is AC 9 and will disappear if hit; otherwise, it can continue to attack as manipulated by the caster. The caster can direct the illusion to move anywhere within the spell’s range; such manoeuvres require complete concentration, and no movement is allowed.</p> <p><i>Phantasm</i> targets are not allowed saving throws unless the referee feels the illusion is unbelievable to the viewers, in which case <i>sorcery</i> saving throws should be rolled, modified by <i>willpower adjustment</i>, if applicable. Credibility may come into question because of the soundlessness of the illusion (e.g., a charging mammoth); in other instances, such as a <i>phantasm</i> of fire, a lack of thermal properties can create suspicion. To the eyes of the disbeliever, the <i>phantasm</i> becomes a flawed and flickering transparent image. An intelligent disbeliever may then alert allies, whose saves are made at a bonus of +4. Otherwise, this illusion can inflict real physical damage: 1d4 hp base damage, +1 hp damage per CA level, per round to each victim. Such damage remains even if the spell is subsequently broken.</p>"},{"spell_id":288,"spell_name":"Phantasmagorical Precipitousness","level":"ill 6","rng":"60 feet","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":218,"spell_desc":"<p>This potent phantasm relates to the effects of falling, sliding, or rushing water. <i>Phantasmagorical precipitousness</i> is a programmed illusion triggered by some predetermined event such as opening a door, falling in a pit, descending stairs, and so forth. The sorcerer can effect an illusion that is as large as 90 × 90 feet in area.</p> <p>Those exposed to the spell are allowed <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. If they fail, they believe what they see; hence, the spell’s effects are real for its victims. For example, if an <b>orc</b> that falls down a 10-foot pit believes it is falling 70 feet, then it will indeed sustain damage as though it had fallen 70 feet; if another orc believes the stairs it was descending have turned into a slide, then it will indeed slide to some unknown fate; and if an orc opening a heavy iron door believes it is being swept away by water, then it will indeed be swept away. This spell is open to the caster’s imagination, but must always be associated with falling, sliding, or rushing water.</p>"},{"spell_id":289,"spell_name":"Phantasmal Armour","level":"ill 2","rng":"0","dur":"2 turns","reversible":false,"pp":218,"spell_desc":"<p>A quasi-real suit of dull black plate mail clads the sorcerer. The armour is formed of shadow material conjured from the Black Gulf; it provides AC 3 and DR 2. <i>Phantasmal armour</i> is weightless; it does not affect movement as normal plate mail does. Except for shields, this spell does not combine or “stack” with other armour. <i>Phantasmal armour</i> can be terminated by <i>dispel phantasm</i>.</p>"},{"spell_id":290,"spell_name":"Phantasmal Door","level":"ill 5","rng":"10 feet","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":218,"spell_desc":"<p>The sorcerer creates an illusion of an unremarkable portal. At a time of the caster’s choosing (within the spell’s duration), the sorcerer will appear to enter the door and close it behind him or her. The sorcerer has in fact stepped away in a state of <i>invisibility</i>, which persists as long as this spell lasts.</p> <p>If the <i>phantasmal door</i> is opened, it reveals a 10 × 10-foot room that appears vacant and presents no egress. The room has quasi-actuality; if entered, it is truly there, but once the spell ends it will eject its occupants. No saving throw can resist the effects of this spell; however, <i>dispel phantasm</i> can disrupt it.</p>"},{"spell_id":291,"spell_name":"Phantasmal Killer","level":"ill 4","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":219,"spell_desc":"<p>This cerebral phantasm preys on the most horrific fears of its victims, who must be of animal intelligence or greater. A nightmarish beast is seen only by the sorcerer and the target. The beast attacks as an FA 4 creature. If it hits, the victim is allowed a <i>death</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. The target’s saving throw might also be modified by any of the following conditions:</p> <ul><li><i>Surprize:</i> If the target is surprized, a −2 penalty on the saving throw.</li> <li><i>Target Has Previous Experience:</i> If the target has been subject to the wiles of such an illusion before, +2 bonus to the saving throw.</li> <li><i>Target is an Illusionist:</i> If the target is an illusionist, +2 bonus to the saving throw, in addition to the <i>perceive illusion</i> ability unique to that class.</li></ul> <p>If the saving throw fails, the victim is slain by the <i>phantasmal killer</i>. If the saving throw is successful, the target has disbelieved the phantasm, and a backlash effect strikes the caster unconscious for 1d10 rounds, unless a <i>sorcery</i> saving throw is made, modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":292,"spell_name":"Phantasmal Wind","level":"ill 3","rng":"180 feet","dur":"1 turn per CA level","reversible":false,"pp":219,"spell_desc":"<p>Invokes from the Black Gulf a gust of phantom wind that is neither seen nor felt, yet can extinguish torches, fan flames, rustle flags, or disperse spells such as <i>cloudkill</i> and <i>fog cloud</i>. <i>Phantasmal wind</i> blows in the direction the caster points, wafting at 30 MV from the time it is cast and petering out at the spell’s maximum range. At its greatest effectiveness, this dweomer can belly the sail of a small craft.</p>"},{"spell_id":293,"spell_name":"Phantom Steed","level":"ill 3","rng":"10 feet","dur":"12 hours","reversible":false,"pp":219,"spell_desc":"<p>Formed from the shadow-stuff of the Black Gulf is a quasi-real, equine mount for the caster or other recipient. Requiring 1 turn to materialize, the beast is smoky grey to black in colour, with pale white eyes. The <i>phantom steed</i> makes no sound as it moves, and its shadowy hooves never touch the ground. If the caster has CA 8 or greater, the <i>phantom steed</i> can cross muddy, sandy, or swampy terrain uninhibited; at CA 10 or greater, it can pass over water as though it were solid ground; and at CA 12, the <i>phantom steed</i> can walk on air (though not fly, per se), able to cross a chasm or crevasse as though a solid bridge were present.</p> <p>Normal animals may shew uneasiness in the <i>phantom steed’s</i> presence. The <i>phantom steed</i> is incapable of combat, but it can be attacked. Its relevant statistics are: MV 60; AC 7; HD 2; #A 0; D —; SV 16. It cannot be healed if injured and will disappear at 0 hp.</p>"},{"spell_id":294,"spell_name":"Placate","level":"wch 2","rng":"60 feet","dur":"1 turn + 1 turn per CA level","reversible":false,"pp":219,"spell_desc":"<p>Causes 1d4 creatures of 5 HD or fewer to cease hostilities, pending a failed <i>sorcery</i> saving throw for each target, modified by <i>willpower adjustment</i>, if applicable. The spell affects hostile targets in a 20-foot-radius area of effect, save for the undead, constructs, and like mindless creatures. The affected will cease combat, their desire for bloodshed quelled, their anger pacified. <i>Placated</i> creatures will not harm the sorcerer or any allies for the duration of this spell and may present as somewhat confused or introspective. If a <i>placated</i> creature is attacked, the spell is broken.</p>"},{"spell_id":295,"spell_name":"Plague Rats","level":"nec 5","rng":"60 feet","dur":"special","reversible":false,"pp":219,"spell_desc":"<p>Conjures forth 1d6 plague-infested black <b>rats</b>. The rats must be directed by the caster to attack a victim. The rats attack on the next round and continue to do so until slain or until their victim is dead. The caster is free to perform other actions whilst this occurs.</p> <p><i>Plague rats</i> carry a contagious and deadly disease. Bite victims must make a <i>death</i> (poison) saving throw or suffer <i>plague</i> (as <i>inflict disease</i>, the reverse form of <i>cure disease</i> [q.v.]). This variation of the disease, however, is contagious; anyone who comes in contact with the victim must also make a <i>death</i> (poison) saving throw or suffer the same malady. The <i>plague</i> is aggressive and airborne; within one week of affliction, the victim will develop a cough that might, per the referee’s discretion, affect others through proximity or physical contact with infected objects (e.g., door handles, food, tools). The disease is likely to kill its victims within four months, not one year as <i>inflict disease</i> suggests.</p>"},{"spell_id":296,"spell_name":"Plane Shift","level":"clr 5","rng":"touch","dur":"instantaneous","reversible":false,"pp":219,"spell_desc":"<p>The sorcerer and as many as six allies (all holding hands) shift to another plane of existence: a realm unseen, a place of shadows, smoke, death, and destruction, where all is ruin and where dwell forlorn spirits, shadowy beasts, and other nameless horrors endure. Those transported by <i>plane shift</i> are cursed to forever remain in this realm of despair unless brought back by the sorcerer or some other agent. Encounters in this shadowy realm are entirely possible, as the referee will determine, and frequent visitors are more likely to garner attention. If this spell is used offensively to banish an opponent, the target must be of 6 HD or fewer and is allowed a <i>sorcery</i> saving throw to resist its effects.</p>"},{"spell_id":297,"spell_name":"Plant Growth","level":"drd 3, mag 4, wch 4","rng":"160 feet","dur":"permanent","reversible":false,"pp":220,"spell_desc":"<p>Causes normal vegetation to flourish and expand to form a jungle-like thicket. The affected area is 20 × 20 feet per CA level, and it must be vegetated already, containing bushes, creepers, shrubs, trees, vines, or the like. The exact dimensions may be chosen by the caster but should generally be rectangular. People attempting to pass through the affected area must hack it away with heavy knives or like blades, advancing at no greater than 10 MV whilst so doing (20 MV for Large creatures).</p>"},{"spell_id":298,"spell_name":"Plant Portal","level":"drd 4","rng":"touch","dur":"special","reversible":false,"pp":220,"spell_desc":"<p>Opens a magical passageway in trees, vines, or thick underbrush, no matter how impenetrable they appear. Even enchanted <i>plant growth</i> is affected by this spell. The portal is as large as 3 feet wide, 7 feet high, and 100 feet long, and it remains open for 1 turn. After this spell is cast, those companions who are touched by the sorcerer (one per CA level) can pass through as well, though they must stay behind the caster.</p> <p>Alternatively, the sorcerer alone can use this spell enter a tree and remain within it for no longer than 9 turns, hiding within the trunk and observing what transpires without. If the sorcerer does not exit the tree before the spell’s termination, a successful <i>transformation</i> saving throw must be rolled or the sorcerer is forever trapped; if the save succeeds the sorcerer is ejected. <i>Detect magic</i> will not reveal the sorcerer’s presence in the tree, but the <i>true seeing</i> spell will.</p>"},{"spell_id":299,"spell_name":"Polymorph Other","level":"mag 4, nec 4, wch 4","rng":"60 feet","dur":"special","reversible":false,"pp":220,"spell_desc":"<p>Transmogrifies one creature into another type of creature (though not a specific individual) unless a <i>transformation</i> saving throw is made. Unlike <i>polymorph self</i>, the affected creature becomes the new form in all ways, including all attacks and special abilities. The victim also assumes the behaviour and tendencies of the new form. For example, a person turned into an ass will think and behave as an ass; his personality will be buried. Note that the victim cannot be transformed into any creature more than 5 HD greater than the original form; also, the former hit point total remains the same, so a 22-hp fighter transformed into a toad becomes a 22-hp toad. This spell is broken only if the victim dies, or if <i>dispel magic</i> is cast; in the latter case, the victim must make a <i>trauma survival</i> check to survive the transformation (see <b>Chapter 3: Statistics</b>, <i>constitution</i>); otherwise, their innards are turned inside out.</p>"},{"spell_id":300,"spell_name":"Polymorph Self","level":"mag 4, wch 4","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":220,"spell_desc":"<p>The sorcerer transforms into any living creature of equal or lesser HD (though not a specific individual), from as small as a mouse to as large as a mammoth, so long as the caster is familiar with the desired shape. Upon transforming, the caster retains armour class, hit points, fighting ability, and saving throws. All possessions are melded with the new form, and the caster no longer realizes the benefits of any magical items, except for magical rings.</p> <p>The sorcerer acquires the natural physical abilities of the new form (e.g., a bear’s claw/claw/bite attacks, a falcon’s flight, a shark’s undersea breathing), but not special attacks (e.g., a snake’s venom, an eel’s electric shock) or defences (e.g., a dæmon’s <i>sorcery resistance</i>, a lycanthrope’s immunity to normal weapons). Unlike <i>polymorph other</i> victims, the caster retains his or her mental capacity, though is unable to speak as normal or cast other spells if the form is not humanoid. The sorcerer can terminate the spell at will without need of a <i>trauma survival</i> check; when the spell ends, the caster heals 2d6 hp of damage sustained (if applicable). If killed whilst <i>polymorphed</i>, the sorcerer’s true form will be revealed.</p>"},{"spell_id":301,"spell_name":"Prayer","level":"clr 3","rng":"0","dur":"special","reversible":false,"pp":220,"spell_desc":"<p>The sorcerer chants eldritch invocations that effect a potent benison to allies—and a malison to enemies— within a 25-foot radius. Allies gain +1 “to hit,” +1 damage, and +1 to saving throws; enemies are penalized −1 “to hit,” −1 damage, and −1 saving throws. The bonuses/penalties persist as long as the caster continues to chant and 3 rounds after ceasing to chant. <i>Dispel magic</i> or <i>silence</i> can break this spell.</p>"},{"spell_id":302,"spell_name":"Precipitate","level":"clr 1, cry 1, drd 1","rng":"special","dur":"1 turn per CA level","reversible":false,"pp":220,"spell_desc":"<p>Cast outdoors under an at least partly cloudy sky, this spell involves a chanting ritual that requires 1 turn to complete. The spell invokes the clouds to release their water vapour for the duration of the spell. The heaviness and consistency of the rain depend on the cloud cover and the prevailing temperature; hence, <i>precipitation</i> could be sleet if the temperature is at or near freezing, or snow if below freezing.</p>"},{"spell_id":303,"spell_name":"Prismatic Orb","level":"ill 1","rng":"0","dur":"instantaneous","reversible":false,"pp":220,"spell_desc":"<p>The illusionist creates a glowing, palm-sized sphere of energy based on one of the seven colours of the visible spectrum. The <i>prismatic orb</i> may be hurled up to 30 feet at a single foe. This functions as a missile attack roll with a bonus +2 “to hit” against the target’s armour class. The colour of orb conjured is determined randomly by a d8; a result of <i>8</i> indicates a special orb that cycles rapidly between two colours, delivering the effects of both colours.</p> <p><table> <caption><b>Table 107: Prismatic Orb Effects</b></caption> <tr><th>d8 Result</th><th style=text-align:left>Prismatic Orb Effect</th></tr> <tr><td>1</td><td style=text-align:left>Red orb that inflicts 1 hp of burning damage per CA level.</td></tr> <tr><td>2</td><td style=text-align:left>Orange orb that inflicts 2 hp burning damage per CA level.</td></tr> <tr><td>3</td> <td style=text-align:left>Yellow orb that partially blinds the visual organs of the target as per a <i>light</i> spell (−2 “to hit,” −2 AC, and −2 saving throws; <i>sorcery</i> saving throw negates); duration is 1d2 + CA level in rounds.</td></tr> <tr><td>4</td> <td style=text-align:left>Green orb that sickens target for 2d4 rounds unless a <i>death</i> (poison) save is made; –2 “to hit” and saving throws.</td></tr> <tr><td>5</td> <td style=text-align:left>Blue orb that inflicts effects similar to a <i>chill touch</i> spell; <i>sorcery</i> saving throw or victim suffers 1d4 hp of energy-sapping damage and is penalized –1 “to hit” and damage rolls for 1d2 + CA level in rounds.</td></tr> <tr><td>6</td> <td style=text-align:left>Indigo orb that causes the target to wander about confused for 1d6 rounds; <i>sorcery</i> saving throw modified by <i>willpower adjustment</i> (if applicable) negates the spell.</td></tr> <tr><td>7</td> <td style=text-align:left>Violet orb that shoves the target with 10 pounds of force per CA level (cf. <i>shove</i> spell) unless a <i>sorcery</i> save is made.</td></tr> <tr><td>8</td><td style=text-align:left>Two colours: Roll twice, ignoring results of 8.</td></tr> </table></p> <p>A <i>prismatic orb</i> may not be hurled through barriers and will return to the caster’s palm up to three times if it misses its intended target; however, each time it returns to the caster’s palm, a (possibly) new colour(s) takes form; i.e., a d8 must be rolled again. A returned orb must be hurled on the next round or it disappears.</p>"},{"spell_id":304,"spell_name":"Prismatic Sphere","level":"ill 6","rng":"0","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":221,"spell_desc":"<p>The illusionist creates a semi-opaque globe through which all seven colours of the visible spectrum shimmer rapidly. The caster stands at the center of the sphere, which is 20 feet in diameter; the lower half of the sphere will be obscured by the floor or ground the caster stands upon (unless flying or levitating). Movement of 10 feet per round is possible, the sphere staying centered around the caster, but if the caster moves too quickly the spell is terminated. An ally may leave the sphere without affecting the spell but cannot reenter as per the violet colour of the sphere (see below). <i>Prismatic sphere</i> provides several protective effects. They are as follows:</p> <ul><li>Red stops all non-magical missiles</li> <li>Orange stops all magical missiles; e.g., <i>flaming missile</i>, <i>magic ice dart</i>, <i>magic missile</i>, <i>acid arrow</i></li> <li>Yellow stops all poisons and gases from entering the sphere</li> <li>Green repels all breath weapons and petrifaction effects</li> <li>Blue prevents all detection or location magic from penetrating the sphere</li> <li>Indigo negates the effects of all rods, staves, and wands</li> <li>Violet repels any creature from entering the sphere from outside, friend or foe alike; targets hurled backward 2d6 feet and <i>stunned</i> for 3d4 rounds; <i>sorcery</i> saving throw negates</ul> <p>A <i>prismatic sphere</i> may be destroyed by a <i>dispel phantasm</i> spell or by use of <i>dispel magic</i>; for the latter, however, one such spell is required for each colour in succession: red, orange, etc.</p>"},{"spell_id":305,"spell_name":"Prismatic Spray","level":"ill 4","rng":"50 feet","dur":"instantaneous","reversible":false,"pp":221,"spell_desc":"<p>From the illusionist’s outstretched fingertips springs a twisting, fan-shaped array of all seven colours of the visible spectrum, forming a wedge 5 feet wide at its base, 50 feet long, and 20 feet wide at its terminus. Any creature within the area of effect will be struck by one or more of these rays; roll a d8 to determine which:</p> <p><table><caption><b>Table 108: Prismatic Spray Effects</b></caption> <tr><th>d8 Result</th><th style=text-align:left>Prismatic Spray Effect</th></tr> <tr><td>1</td><td style=text-align:left>Red ray inflicts 2 hp of burning damage per CA level.</td></tr> <tr><td>2</td><td style=text-align:left>Orange ray that inflicts 3 hp of burning damage per CA level.</td></tr> <tr><td>3</td><td style=text-align:left>Yellow ray that permanently blinds the target unless a <i>sorcery</i> save is made; blind creatures always lose initiative and suffer −4 “to hit,” −4 AC, and −4 saving throws.</td></tr> <tr><td>4</td><td style=text-align:left>Green ray that poisons the victim; <i>death</i> (poison) saving throw or immediate death.</td></tr> <tr><td>5</td><td style=text-align:left>Blue ray that paralyzes the victim for 3d4 turns unless a <i>death</i> saving throw is made.</td></tr> <tr><td>6</td><td style=text-align:left>Indigo ray causes the target to suffer intense hallucinations for 1d6 turns per the <i>madness</i> rules (see <b>Table 148</b>) unless a <i>sorcery</i> save is made, modified by <i>willpower adjustment</i>, if applicable.</td></tr> <tr><td>7</td><td style=text-align:left>Violet ray <i>stuns</i> the target for 3d4 rounds; <i>sorcery</i> saving throw negates.</td></tr> <tr><td>8</td><td style=text-align:left>Struck by two rays; roll twice, ignoring results of 8.</td></tr></table></p>"},{"spell_id":306,"spell_name":"Prismatic Wall","level":"ill 5","rng":"10 feet","dur":"6 rounds (1 minute) per CA level","reversible":false,"pp":222,"spell_desc":"<p>The illusionist creates a semi-opaque wall in which all seven colours of the visible spectrum move and scintillate in rotating bands. The wall may be as large as 60 feet long and 20 feet high or may form a circle 30 feet in diameter and 15 feet high. <i>Prismatic wall</i> is immobile; only the caster may pass through it without suffering harm; any other creature that attempts to pass through is affected by two or more colours. Roll a d8 twice to determine which colours affect the victim— possibly three rolls if an <i>8</i> is one of the results.</p> <p><table><caption><b>Table 109: Prismatic Wall Results</b></caption> <tr><th>d8 Result</th><th style=text-align:left>Prismatic Wall Effect</th></tr> <tr><td>1</td><td style=text-align:left>Red band inflicts 2 hp of burning damage per CA level.</td></tr> <tr><td>2</td><td style=text-align:left>Orange band that inflicts 3 hp of burning damage per CA level.</td></tr> <tr><td>3</td><td style=text-align:left>Yellow band that permanently blinds the target unless a <i>sorcery</i> save is made; blind creatures always lose initiative and suffer −4 “to hit,” −4 AC, and −4 saving throws.</td></tr> <tr><td>4</td><td style=text-align:left>Green band that poisons the victim; <i>death</i> (poison) saving throw or immediate death.</td></tr> <tr><td>5</td><td style=text-align:left>Blue band that paralyzes the victim for 3d4 turns unless a <i>death</i> saving throw is made.</td></tr> <tr><td>6</td><td style=text-align:left>Indigo band causes the target to suffer intense hallucinations for 1d6 turns per the <i>madness</i> rules (see <b>Table 148</b>) unless a <i>sorcery</i> save is made.</td></tr> <tr><td>7</td><td style=text-align:left>Violet band that throws target backward 2d6 feet and <i>stuns</i> the creature for 3d4 rounds; <i>sorcery</i> saving throw negates.</td></tr> <tr><td>8</td><td style=text-align:left>Struck by three colours; roll three times, ignoring results of 8.</td></tr></table></p> <p>A <i>prismatic wall</i> may be destroyed by a <i>dispel phantasm</i> spell or by use of <i>dispel magic</i>; for the latter, however, one such spell is required for each colour in succession: red, orange, etc.</p>"},{"spell_id":307,"spell_name":"Produce Bonfire","level":"drd 4, pyr 4, wch 5","rng":"30 feet","dur":"special","reversible":true,"pp":222,"spell_desc":"<p>Causes a fire to ignite magically, a full, roaring blaze as large as 12 feet in diameter. If cast upon an appropriate pile of wood, the bonfire can persist for one day per CA level; if made to spring from thin air, it lasts but 1 turn per CA level. Creatures in the area of effect suffer 1d4 hp damage unless they make an <i>avoidance</i> saving throw. Any combustibles worn by the victims (e.g., cotton, linen, wool) might be damaged or destroyed by the <i>produce bonfire</i> spell; certainly, paper and parchment stand no chance of survival. The reverse of this spell, <i>quench bonfire</i>, extinguishes any normal fire within the spell’s range and area of effect.</p>"},{"spell_id":308,"spell_name":"Produce Flame","level":"drd 2, pyr 2","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":222,"spell_desc":"<p>A small, torch-like flame ignites in the palm of the sorcerer, creating a 40-foot radius of light. The flame does not harm the caster. It remains in effect for the spell’s duration, so long as no other spells are cast. The sorcerer can terminate the spell by closing his or her hand to a fist.</p> <p>The sorcerer can opt to hurl the flame within 30 feet as a ranged attack using the <i>flask hurling</i> rules (see <b>Chapter 9: Combat</b>, <i>combat options</i>). The flame bursts in a five-foot diameter if it strikes, igniting combustibles and causing 1d4 hp damage, +1 hp per CA level (e.g., a CA 5 sorcerer can hurl a <i>produced flame</i> that inflicts 1d4+5 hp damage). A <i>sorcery</i> saving throw reduces damage by half.</p>"},{"spell_id":309,"spell_name":"Programmed Phantasm","level":"ill 6","rng":"240 feet","dur":"special","reversible":false,"pp":222,"spell_desc":"<p>Creates a <i>spectral phantasm</i> spell (q.v.) that activates when a precondition is met, or by a command word from the caster. The trigger might be when a particular door is opened, when a passage is entered, when a gate is approached, or the like. Once activated, its duration and other effects are exactly as the <i>spectral phantasm</i> spell. Until it is activated, the caster can cast one fewer level six spell unless <i>programmed phantasm</i> is cancelled.</p>"},{"spell_id":310,"spell_name":"Project Image","level":"ill 5, mag 6, pyr 6","rng":"240 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":222,"spell_desc":"<p>A duplicate likeness of the sorcerer is created within 240 feet. The image remains without need of concentration. The sorcerer can then cast subsequent spells through the <i>projected image</i>. The sorcerer can see through the eyes of the projected image, but only if the eyes of the actual body remain shut. The image is unaffected by spells, save <i>dispel phantasm</i>; however, it disappears if struck for damage by a melee or missile weapon.</p>"},{"spell_id":311,"spell_name":"Protection from Evil","level":"clr 1, cry 1, mag 1, nec 1, pyr 1, wch 1","rng":"0","dur":"6 turns (1 hour)","reversible":true,"pp":222,"spell_desc":"<p>A pale circle of light surrounds the caster, preventing summoned creatures (e.g., dæmons, elementals) from attacking. Against other Evil creatures, the sorcerer enjoys a +1 bonus to AC, DR, and saving throws versus their attacks. The reverse of this spell, <i>protection from good</i>, can be cast only by Evil or Neutral sorcerers; it functions the same way, except versus creatures of Good alignment.</p>"},{"spell_id":312,"spell_name":"Protection from Evil, 15΄ r.","level":"clr 4, cry 3, mag 3, nec 3, pyr 3, wch 3","rng":"0","dur":"12 turns (2 hours)","reversible":true,"pp":223,"spell_desc":"<p>A pale, 15-foot-radius circle of light surrounds the caster, preventing summoned creatures (e.g., dæmons, elementals) from attacking the sorcerer or any allies who are within. Against other Evil creatures, the sorcerer and allies enjoy a +1 bonus to AC, DR, and saving throws versus their attacks. As the caster moves, so too does the <i>protection</i> circle. The reverse of this spell, <i>protection from good, 15΄ r.</i>, is cast by Evil or Neutral sorcerers; it functions the same way, except versus creatures of Good alignment.</p>"},{"spell_id":313,"spell_name":"Protection from Ordinary Missiles","level":"mag 3","rng":"touch","dur":"1 turn per CA level","reversible":false,"pp":223,"spell_desc":"<p>Grants the recipient complete immunity to normal, non-magical missiles, including arrows, bolts (quarrels), and sling bullets/stones. Siege engine missiles or hurled boulders are unaffected.</p>"},{"spell_id":314,"spell_name":"Purify Food and Drink","level":"clr 1, drd 1, wch 2","rng":"10 feet","dur":"instantaneous","reversible":true,"pp":223,"spell_desc":"<p>Decontaminates one cubic foot of spoilt or rotten foodstuffs per CA level. Even poisonous food is made pure by this spell. The reverse of this spell, <i>putrefy food and drink</i>, spoils and rots an equal amount of food and drink; it cannot make food “poisonous,” but putrefied food may well sicken a consumer.</p>"},{"spell_id":315,"spell_name":"Pyrotechnics","level":"drd 3, mag 2, pyr 2","rng":"240 feet","dur":"2 rounds per CA level","reversible":false,"pp":223,"spell_desc":"<p>Uses an existing flame (e.g., brazier, campfire, torch) to create a great, fiery spectacle of flashing colours and luminous lights. Alternatively, a thick, rolling smoke can be produced, clouding a 20-foot-diameter area around the blaze. Once created, the <i>pyrotechnics</i> persist until the spell duration is met or the source is extinguished.</p>"},{"spell_id":316,"spell_name":"Quest","level":"clr 5","rng":"30 feet","dur":"special","reversible":true,"pp":223,"spell_desc":"<p>Compels the victim (human, humanoid, or giant) to carry out some service or task until it is completed. To resist the spell, the target may make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. The task must be reasonably achievable and not a blatant death sentence, or the spell breaks after one or two weeks. (One cannot be directed to jump off a cliff, but one may be charged with a quest to climb a dangerous cliff.)</p> <p>Failure results in a curse as charged by the sorcerer who laid the <i>quest</i> spell. When cast by a player character, the resulting curse is up to the imagination of the player (with referee approval). When cast by a non-player character, the PC is at the mercy of the referee’s device. The reverse of this spell, <i>remove quest</i>, can cancel its effects or those of a <i>geas</i> spell, but <i>dispel magic</i> is ineffective. If cursed by failure to complete the <i>quest</i>, a <i>remove curse</i> spell also can negate the curse.</p>"},{"spell_id":317,"spell_name":"Rainbow Bridge","level":"ill 3","rng":"120 feet","dur":"2 turns per CA level","reversible":false,"pp":223,"spell_desc":"<p>Evokes a misty, arching rainbow to take form. It can be used to bridge a chasm, pit, lava pool, or other hazard. The <i>rainbow bridge</i> is 10 feet wide and can span 15 feet per CA level. The arch has an apex equal to one-half its length.</p> <p><i>Rainbow bridge</i> can be traversed as though it were solid ground at normal walking speed, but running will cause the crosser to fall through. This spell can be negated by <i>dispel phantasm</i>. The sorcerer cannot end the spell prematurely; i.e., once cast it persists until its duration expires.</p>"},{"spell_id":318,"spell_name":"Rainbow Pattern","level":"ill 4","rng":"90 feet","dur":"special","reversible":false,"pp":223,"spell_desc":"<p>The sorcerer’s weird gesticulations evoke a pattern of rainbow-hued, interweaving colours in a 30-foot-diameter area. The sorcerer can direct the <i>rainbow pattern</i> to travel at 30 MV to the limit of its range. The spell affects no more than 24 HD of seeing creatures; i.e., it does not affect blind or sightless creatures. Those who fail their <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable, doltishly follow the interplaying colours. If the <i>rainbow pattern</i> leads its victims off a cliff or another hazard, each victim is allowed a second save to resist effecting their potential demise. The spell lasts for as long as the caster continues to gesticulate, plus 1d4 rounds thereafter.</p>"},{"spell_id":319,"spell_name":"Raise Dead","level":"clr 5, nec 6, wch 6","rng":"30 feet","dur":"instantaneous","reversible":false,"pp":223,"spell_desc":"<p>Enables the sorcerer to restore a recently deceased human or quasi-man to life. This powerful necromantic spell entails ritual chanting, burning incense, and flourishing a holy symbol over a period of 6 turns (1 hour). The cadaver must be whole and intact; any missing parts will remain missing, but wounds, burns, and other injuries will be healed (though leaving notable scars). The time limit betwixt death and resurrection is seven days, plus one day per CA level.</p> <p>Once the spell is complete, the deceased subject must roll a <i>trauma survival</i> check (see <b>Chapter 3: Statistics</b>, <i>constitution</i>). If this roll succeeds, the victim is <i>raised</i>, but is aged three years and permanently loses 1 point of constitution; furthermore, the subject requires one week of complete bed rest before engaging in rigorous activity. If the <i>trauma survival</i> check fails, the person is truly dead and cannot be <i>raised</i>.</p>"},{"spell_id":320,"spell_name":"Ray of Enfeeblement","level":"cry 2, mag 2, nec 2, pyr 2, wch 2","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":224,"spell_desc":"<p>From the hand of the caster springs a silvery flash of light that automatically strikes its intended target, sapping the victim of 4 strength points. A <i>sorcery</i> saving throw negates this spell. If a monster is affected, the referee should reduce damage dice: d20 reduced to d12; d12 to d10; d10 to d8; d8 to d6; d6 to d4; d4 to d3; d3 to d2; d2 to 1. Bonuses to damage dice should also be proportionately reduced, so a creature that normally inflicts 1d8+2 hp damage should inflict 1d6+1 hp damage, and so on.</p>"},{"spell_id":321,"spell_name":"Reflexion","level":"ill 1, wch 1","rng":"10 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":224,"spell_desc":"<p>Evokes an image to appear on any mirrored surface. The <i>reflexion</i> is still as a picture but can be as vague or detailed as the sorcerer wishes.</p>"},{"spell_id":322,"spell_name":"Regeneration","level":"drd 6","rng":"touch","dur":"permanent","reversible":false,"pp":224,"spell_desc":"<p>Causes dismembered limbs (arms, legs, tails), or parts of limbs (fingers, toes, hands, feet), to grow back. The <i>regeneration</i> spell can also apply to shattered bones or subtracted organs. Casting this spell takes 6 rounds (1 minute) if the severed parts are present and touching the subject at the site of dismemberment; otherwise, it takes 6 turns for this process to complete. Note that in cases of decapitation, the original head must be present; otherwise, it is not enough to save the hopelessly beheaded, for it but causes the creation of a mindless, drooling imbecile. <i>Regeneration</i> also repairs up to 1d10+10 hp of damage. The material component of this spell is the tail of a lizard or the arm of a starfish.</p>"},{"spell_id":323,"spell_name":"Reincarnation","level":"drd 6, mag 6, pyr 6, wch 6","rng":"touch","dur":"instantaneous","reversible":false,"pp":224,"spell_desc":"<p>Provides a new body for a human who has been dead as long one week, plus one week per CA level. Casting this spell requires 6 turns (1 hour), culminating in the formation of a new, mature body; unlike <i>raise dead</i>, no <i>trauma survival</i> check is required. A portion of the dead person’s corpse must be touched by the sorcerer, even if all that remains are ashes. Within 1d6 rounds after the ritual is completed, the dead will be <i>reincarnated</i> as a different race or as a quasi-man. Roll a d10: <ul><li>If the result is 1–3, refer to Table 110-A</li> <li>If the result is 4–6, refer to Table 110-B</li> <li>If the result is 7–8, refer to Table 110-C</li> <li>If the result is 9–10, refer to Table 110-D</li></ul></p> <p>Next, roll a d12 or d8 (depending on table determination result) to confirm the new incarnation. The reincarnated typically return as the same gender; if <i>reincarnation</i> of a female results in an <b>abominable snow-man</b>, a reroll is required as no females of that species exist.</p> <p>The reincarnated will retain the faculties of their erstwhile mind; i.e., class and experience are preserved, as well as most memories. If <i>reincarnation</i> results in anything other than a human, however, a PC must abide a −25% XP penalty for the remainder of his or her new life.</p> <p><table><caption><b>Table 110-A: Reincarnation Spell</b> <i>(d10, 1–3)</i></caption> <tr><th>d12 Result</th><th style=text-align:left>New Incarnation</th> <tr><td>1</td><td style=text-align:left>Human, Common*</td></tr> <tr><td>2</td><td style=text-align:left>Human, Amazon</td></tr> <tr><td>3</td><td style=text-align:left>Human, Anglo-Saxon</td></tr> <tr><td>4</td><td style=text-align:left>Human, Atlantean</td></tr> <tr><td>5</td><td style=text-align:left>Human, Carolingian Frank</td></tr> <tr><td>6</td><td style=text-align:left>Human, Esquimaux</td></tr> <tr><td>7</td><td style=text-align:left>Human, Esquimaux-Ixian</td></tr> <tr><td>8</td><td style=text-align:left>Human, Greek</td></tr> <tr><td>9</td><td style=text-align:left>Human, Hyperborean</td></tr> <tr><td>10</td><td style=text-align:left>Human, Ixian</td></tr> <tr><td>11</td><td style=text-align:left>Human, Kelt</td></tr> <tr><td>12</td><td style=text-align:left>Human, Kimmeri-Kelt</td></tr></table></p>\n<p><table><caption><b>Table 110-B: Reincarnation Spell</b> <i>(d10, 4–6)</i></caption> <tr><th>d12 Result</th><th style=text-align:left>New Incarnation</th></tr> <tr><td>1</td><td style=text-align:left>Human, Kimmerian</td></tr> <tr><td>2</td><td style=text-align:left>Human, Lapp</td></tr> <tr><td>3</td><td style=text-align:left>Human, Lemurian</td></tr> <tr><td>4</td><td style=text-align:left>Human, Moor</td></tr> <tr><td>5</td><td style=text-align:left>Human, Mu</td></tr> <tr><td>6</td><td style=text-align:left>Human, Oon</td></tr> <tr><td>7</td><td style=text-align:left>Human, Pict</td></tr> <tr><td>8</td><td style=text-align:left>Human, Pict (Half-Blood)</td></tr> <tr><td>9</td><td style=text-align:left>Human, Roman</td></tr> <tr><td>10</td><td style=text-align:left>Human, Tlingit</td></tr> <tr><td>11</td><td style=text-align:left>Human, Viking</td></tr> <tr><td>12</td><td style=text-align:left>Human, Yakut</td></tr></table> * For “common” people, the player may roll once or twice more on this table to determine racial traits or heredity; e.g., a common person who shews traces of Pict and Esquimaux. However, because Atlanteans and Hyperboreans have evolved to sexual incompatibility with the other races, common people shew no such traits; reroll, if desired.</p>\n<p><table><caption><b>Table 110-C: Reincarnation Spell</b> <i>(d10: 7–8)</i></caption> <tr><th rowspan=2>d8 Result</th><th rowspan=2 style=text-align:left>New Incarnation</th><th colspan=3 style=text-align:left>Attribute Scores**</th></tr> <tr><th>ST</th><th>DX</th><th>CN</th></tr> <tr><td>1</td><td style=text-align:left>Abominable Snow-Man (Yeti)</td><td>13–18</td><td>—</td><td>18</td></tr> <tr><td>2</td><td style=text-align:left>Ape, Albino (White Ape)</td><td>13–18</td><td>—</td><td>17–18</td></tr> <tr><td>3</td><td style=text-align:left>Ape, Mountain (Ogre)</td><td>17–18</td><td>3–14</td><td>18</td></tr> <tr><td>4</td><td style=text-align:left>Ape-Man</td><td>13–18</td><td>9–18</td><td>17–18</td></tr> <tr><td>5</td><td style=text-align:left>Bandogg (Dog-Man)</td><td>—</td><td>10–18</td><td>13–18</td></tr> <tr><td>6</td><td style=text-align:left>Bird-Man</td><td>13–18</td><td>15–18</td><td>—</td></tr> <tr><td>7</td><td style=text-align:left>Cave-Man (Neanderthal)</td><td>13–18</td><td>—</td><td>13–18</td></tr> <tr><td>8</td><td style=text-align:left>Dwarf</td><td>17–18</td><td>13–18</td><td>17–18</td></tr></table></p>\n<p><table><caption><b>Table 110-D: Reincarnation Spell</b> <i>(d10, 9–10)</i></caption> <tr><th rowspan=2>d8 Result</th><th rowspan=2 style=text-align:left>New Incarnation</th><th colspan=3 style=text-align:left>Attribute Scores**</th></tr> <tr><th>ST</th><th>DX</th><th>CN</th></tr> <tr><td>1</td><td style=text-align:left>Hyæna-Man (Gnoll)</td><td>13–18</td><td>—</td><td>17–18</td></tr> <tr><td>2</td><td style=text-align:left>Lizard-Man</td><td>13–18</td><td>—</td><td>13–18</td></tr> <tr><td>3</td><td style=text-align:left>Minotaur</td><td>17–18</td><td>—</td><td>18</td></tr> <tr><td>4</td><td style=text-align:left>Orc (Dæmon-Pict)</td><td>—</td><td>—</td><td>—</td></tr> <tr><td>5</td><td style=text-align:left>Snake-Man</td><td>—</td><td>—</td><td>17–18</td></tr> <tr><td>6</td><td style=text-align:left>Troglodyte (Trog)</td><td>13–18</td><td>13–18</td><td>16–18</td></tr> <tr><td>7</td><td style=text-align:left>Vhuurmis (Beast-Man)</td><td>13–18</td><td>9–18</td><td>17–18</td></tr> <tr><td>8</td><td style=text-align:left>Worm of Ymir (Worm of the Dirt)</td><td>—</td><td>10–18</td><td>13–18</td></tr></table> ** Some quasi-men possess exceptional physical attributes. If the <i>reincarnated</i> subject’s score for each attribute was outside of the listed range, then accordingly it is increased (or decreased) to the stated minimum or maximum.</p>"},{"spell_id":324,"spell_name":"Remove Curse","level":"clr 3, mag 4, nec 4, wch 3","rng":"touch","dur":"special","reversible":true,"pp":225,"spell_desc":"<p>Permanently wipes away a malediction suffered by a human or another creature, though not the cursed enchantments of swords, shields, armour, and the like. The reverse of this spell, <i>bestow curse</i>, is not of permanent duration; rather, its duration is 1 turn per CA level. The victim of <i>bestow curse</i> is allowed a <i>sorcery</i> saving throw to avoid affliction. Typical curses include:</p> <ul><li>50% chance per round to drop held items</li> <li>All attack rolls at −4 “to hit”</li> <li>All saving throws at –4 penalty</li> <li>Armour class penalized (increased) by 2</li> <li>One attribute reduced to a score of 3</li></ul> <p>Some other minor effect can be imagined by the player with referee approval. The effect must be reasonable. For example, the victim cannot be turned into a toad; that outcome must be accomplished via the <i>polymorph other</i> spell. They might, however, be cursed to grow the snout of a pig, or be covered head to toe with warts.</p>"},{"spell_id":325,"spell_name":"Remove Fear","level":"clr 1","rng":"touch","dur":"special","reversible":true,"pp":225,"spell_desc":"<p>Grants the recipient steely resolve against the effects of sorcerous fright. Cast as a preparatory spell, any fearbased saving throws are made at +4 for 1 turn + 1 turn per CA level. Cast on one who already suffers the effects of fear, a new saving throw is allowed at a +2 bonus. The reverse of this spell, <i>cause fear</i>, requires a touch attack. If the target is struck and fails its <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, it must flee from the caster at maximum MV for 1 round per CA level (or simply cower if cornered). <i>Cause fear</i> is broken if the victim is attacked.</p>"},{"spell_id":326,"spell_name":"Remove Paralysis","level":"clr 3, wch 3","rng":"special","dur":"special","reversible":true,"pp":225,"spell_desc":"<p>Via a touch, this spell can free an afflicted victim from the effects of <i>ghoul touch</i>, <i>hold person</i>, <i>paralyze</i>, or similar spells. The reverse of this spell, <i>cause paralysis</i>, is a 30-foot ranged spell. The caster must point at the victim and speak a baleful incantation. If the target fails its <i>death</i> saving throw, it will fall limp, unable to move for 1 turn per CA level.</p>"},{"spell_id":327,"spell_name":"Repel Wood","level":"drd 6","rng":"0","dur":"1 round per CA level","reversible":false,"pp":225,"spell_desc":"<p>Causes successive waves of force to roll forth in the direction the sorcerer faces. Any wooden objects of no more than six-inch thickness in this path (e.g., tables, chairs, spear shafts, weapon hafts, arrows, wooden shields) are forced away from the caster; if something holds onto such an object, it either will be dragged back with the object, or the object bursts into splinters and will move as this sorcery dictates (i.e., a person might be pulled by their axe, whereas a door might burst from its hinges). The wave of force is 60 feet wide and travels at 40 MV to a distance of 20 feet per CA level.</p>"},{"spell_id":328,"spell_name":"Repulsion","level":"mag 6, nec 6, pyr 6","rng":"120 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":225,"spell_desc":"<p>The sorcerer creates a path that is 10 feet wide and extends 30 feet. All creatures in this path suffer <i>repulsion</i> and are compelled to flee from the sorcerer at 30 MV until they are beyond the 120-foot spell range. Victims gain no saving throws if they are of 6 HD or fewer; creatures of 7 HD or more are allowed <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable, to resist <i>repulsion</i>. The caster can walk at half speed, concentrating to maintain this dweomer until the duration is met. Those affected can do nothing but flee for the duration of the spell. If a <i>repulsed</i> creature is attacked whilst fleeing, the effect is broken for that creature.</p>"},{"spell_id":329,"spell_name":"Resilient Sphere","level":"cry 4, mag 4, pyr 4","rng":"20 feet","dur":"1 round per CA level","reversible":false,"pp":226,"spell_desc":"<p>A shimmering globe of force encapsulates the subject of this spell, which must be of Small or Medium size. The subject must make a <i>sorcery</i> saving throw or be trapped within the confines of the <i>resilient sphere</i> until the spell’s duration elapses. Inside the <i>sphere</i>, the air is breathable. If the subject struggles for freedom, the only result will be a slight movement of the <i>sphere</i>; in fact, those who are outside the <i>sphere</i> may roll it, should they so choose. The <i>sphere</i> is immune to physical harm, but can be negated by a <i>dispel magic</i> spell, a <i>disintegrate</i> spell, or magic items that produce similar results.</p>"},{"spell_id":330,"spell_name":"Restoration","level":"clr 6","rng":"touch","dur":"instantaneous","reversible":false,"pp":226,"spell_desc":"<p>Restores drained energy or physical/mental life force (attributes, abilities, etc.); also reverses the effects of supernatural ageing. The spell must be cast within one month per CA level since the time of the drain in order for the <i>restoration</i> to be effective; e.g., a CA 11 sorcerer has 11 months to <i>restore</i> a CN-drained character.</p>"},{"spell_id":331,"spell_name":"Rope Trick","level":"ill 2, mag 3","rng":"0","dur":"2 turns per CA level","reversible":false,"pp":226,"spell_desc":"<p>The sorcerer casts skyward a rope of 5- to 25-foot length. The rope stands rigid and upright; it then may be climbed. At the apex, the caster and as many as five allies can enter and hide in a small extra-dimensional space. This pocket dimension is a grey, opaque, featureless cube of 20 × 20 × 20 feet, illumed dimly within, the air breathable. The rope remains hanging; if pulled, the hiders will fall out, spilling to the ground. Similarly, if the spell expires, those within the extra-dimensional space precipitate to the ground.</p>"},{"spell_id":332,"spell_name":"Sanctuary","level":"clr 1","rng":"0","dur":"1 turn","reversible":false,"pp":226,"spell_desc":"<p>Persuades opponents to ignore the caster if they fail their <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. The caster can move about freely, taking other inoffensive actions until the spell’s duration terminates. However, <i>sanctuary</i> provides no special protection if the caster happens to be in the area of effect of an enemy sorcerer’s spell (e.g., <i>entangle</i>, <i>fireball</i>), such as when a nearby ally is targeted. Any offensive actions taken by the caster (physical attacks, harmful spells, or the like) break the spell.</p>"},{"spell_id":333,"spell_name":"Sanctuary from Animals","level":"drd 1","rng":"0","dur":"1 turn","reversible":false,"pp":226,"spell_desc":"<p>Persuades animals to ignore the caster completely if they fail their <i>sorcery</i> saving throws. The caster can move about freely, taking other inoffensive actions until the spell’s duration terminates. However, <i>sanctuary from animals</i> provides no special protection if the caster happens to be in the area of effect of an animal’s special attack (e.g., a <b>giant ferret’s</b> musk), such as when a nearby ally is targeted. Any offensive actions taken by the caster (physical attacks, harmful spells, or the like) break the spell.</p>"},{"spell_id":334,"spell_name":"Scare","level":"mag 2, nec 1, wch 1","rng":"10 feet","dur":"2d6 rounds","reversible":false,"pp":226,"spell_desc":"<p>A spell to frighten an opponent. The caster can direct the spell at but one creature, which is allowed a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the save fails, the victim enters a state of utter fear, at once cowering and trembling uncontrollably. If attacked or cornered, however, the frightened creature will fight back, though at a −1 “to hit” until the spell ends. Undead and other creatures devoid of emotion are unaffected by this spell.</p>"},{"spell_id":335,"spell_name":"Scrying Font","level":"clr 4","rng":"touch","dur":"1 round per CA level","reversible":false,"pp":227,"spell_desc":"<p>Enchants a font (e.g., a basin or bowl) that contains no less than 24 ounces of holy water to become a temporary scrying device. The sorcerer may then view a known subject (human or monster) over any distance, so long as both are on the same plane of existence. The extent of familiarity dictates the probability of success:</p> <p><table><caption><b>Table 111: Scrying Font Spell</b></caption> <tr><th style=text-align:left>Familiarity</th><th>Chance of Locating</th></tr> <tr><td style=text-align:left>Very familiar</td><td>5:6</td></tr> <tr><td style=text-align:left>Somewhat familiar</td><td>4:6</td></tr> <tr><td style=text-align:left>Seen in a picture or sketch</td><td>3:6</td></tr> <tr><td style=text-align:left>Item or garment in possession</td><td>2:6</td></tr> <tr><td style=text-align:left>Described by another person</td><td>1:6</td></tr></table></p> <p>The subject can be observed for the duration of the spell, including anything or anyone within 30 feet; if the subject is in complete darkness, the caster will see only vague details. Creatures with intelligence of 13 or higher have a 1-in-6 chance of cognizing they are being watched by means sorcerous. Too, if <i>scrying font</i> is used to view one who is 10 HD or greater, the subject may make a <i>sorcery</i> save to cognize the effect; otherwise, the spell is undetected. The holy water will evaporate as the spell’s duration elapses until naught remains at the spell’s conclusion.</p>"},{"spell_id":336,"spell_name":"Scythe of the Reaper","level":"nec 2","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":227,"spell_desc":"<p>Summons a scythe, surrounded by black motes of negative energy, to materialize in the air. The floating weapon can be directed to attack any opponent within the spell’s range. The <i>scythe of the reaper</i> strikes with a <i>fighting ability</i> (FA) equal to that of the caster, for a base 1d8 hp damage. For necromancers only, the weapon is +1 “to hit” and damage for every 3 CA levels:</p> <ul><li>CA 1–3 = +1</li> <li>CA 4–6 = +2</li> <li>CA 7–9 = +3</li> <li>CA 10–12 = +4</li></ul> <p>For other casters, the bonus damage for every three CA levels applies, but not the “to hit” bonus. Hence, a CA 5 necromancer can summon a <i>scythe of the reaper</i> that strikes at +2 “to hit” and inflicts 1d8+2 hp damage. The caster can cast spells and take other actions whilst continuing to direct the <i>scythe</i> at will. <i>Dispel magic</i> terminates this spell.</p>"},{"spell_id":337,"spell_name":"Secret Chest","level":"mag 5","rng":"touch","dur":"120 days","reversible":false,"pp":227,"spell_desc":"<p>A popular dweomer used to sequester spell books and magic items. The sorcerer must first have a 2 × 2 × 3-foot chest built by a master craftsman. Furthermore, a tiny replica of that same chest must be crafted, about the size of a ring box. The total cost can be no less than 2,000 gp, as the materials used might include the rarest wood, mammoth ivory, gold hinges, and the like. The sorcerer then enchants the chest and its tiny replica by way of a 1-turn ritual.</p> <p>The larger chest can contain one cubic foot of material per CA level, regardless of its actual size, but living creatures ruin the spell if placed within. Upon completion of the spell, the larger chest disappears to some nether realm within the Black Gulf. So long as the miniature replica chest is kept safe, the larger one may be recalled by the sorcerer at any time. If the <i>secret chest</i> is not recalled before the duration elapses, it is permanently lost to the illimitable depths of the Black Gulf. Once the spell expires, a new set of chests must be crafted before casting this spell again. A sorcerer cannot maintain more than one <i>secret chest</i>.</p>"},{"spell_id":338,"spell_name":"Secret Page","level":"cry 3, ill 3, mag 3, pyr 3","rng":"touch","dur":"permanent","reversible":false,"pp":227,"spell_desc":"<p>Alters the contents of a sheet of paper to appear as something else: A map might be changed to a poem, an arcane formula to a recipe for soup, and so forth. With a command word the caster can view the contents at any time and then allow the dweomer to resume as before. A <i>secret page</i> cannot be revealed through a <i>decipher language</i> spell, but <i>detect magic</i> reveals its magic, and <i>dispel magic</i> or <i>dispel phantasm</i> can nullify the dweomer; however, if the <i>dispel</i> attempt fails, the <i>secret page</i> will be destroyed. Note that <i>explosive runes</i> or a <i>sepia snake sigil</i> may also be inscribed on a <i>secret page</i>. A sorcerer can maintain as many secret pages as he or she has CA levels.</p>"},{"spell_id":339,"spell_name":"Secure Shelter","level":"mag 4","rng":"20 feet","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":227,"spell_desc":"<p>The sorcerer conducts a 6-turn (1-hour) ritual that requires the sacrifice of 500 gp in gold or gems. A hut or lodge is then conjured from materials natural to the area where the spell is cast (e.g., sod, stones, timbers, wattle and daub). The material rises to form a single-storey shelter with floor space of 30 × 30 feet. It may be fashioned to have windows, a door, a chimney, and other simple features—even a table, chairs, and bunk beds, if so desired. The <i>secure shelter</i> enjoys other enchantments as well:</p> <p><ul><li>Impervious to normal fire and normal missiles (arrows and quarrels)</li> <li>Can withstand winds not exceeding 75 mph</li> <li>Door(s) has a <i>sorcerer lock</i> (q.v.)</li> <li>Each door and window is <i>alarmed</i> (q.v.)</li> <li>Contains an <i>unseen servant</i> (q.v.) that maintains cleanliness and assists with cooking, stoking the fire, etc.</li></ul></p>"},{"spell_id":340,"spell_name":"See","level":"wch 6","rng":"5 feet","dur":"6 turns (1 hour)","reversible":false,"pp":228,"spell_desc":"<p>This spell requires 1 turn to cast. The sorcerer uses a reflective surface to <i>see</i> any single creature—at any distance—including a five-foot radius around the subject. At first the surface clouds, and then slowly resolves to reveal the subject (unless the attempt fails), much like a <b>crystal ball</b>. The attempt to <i>see</i> the subject is not without chance of failure. The following table lists the chance-in-twelve of success:</p> <p><table><caption><b>Table 112: See Spell</b></caption> <tr><th style=text-align:left>Acquaintance with Subject</th><th>Chance of Success</th></tr> <tr><td style=text-align:left>Subject is well known by caster</td><td>11:12</td></tr> <tr><td style=text-align:left>Subject is somewhat known by caster</td><td>9:12</td></tr> <tr><td style=text-align:left>Well-drawn picture of subject available</td><td>7:12</td></tr> <tr><td style=text-align:left>Crudely drawn picture of subject available</td><td>5:12</td></tr></table></p> <p>The chance-in-twelve of success might be modified by the following factors:</p> <ul><li>Belonging of subject in possession of caster: +1</li> <li>Well-informed description of subject: +1</li> <li>Subject on different world/dimension: −3</li> <li>Subject is dead: −5</li></ul> <p>For every turn of <i>seeing</i>, the subject has a cumulative 1-in-6 chance to intuit being watched; i.e., 1-in-6 on turn 1, 2-in-6 on turn 2, and so on. Barbarians’ and shamans’ chances are doubled. By turn 6 any subject will suspect they are being watched by means sorcerous.</p>"},{"spell_id":341,"spell_name":"Sending","level":"cry 5, mag 5, pyr 5","rng":"special","dur":"instantaneous","reversible":false,"pp":228,"spell_desc":"<p>The sorcerer conveys a message to familiar person (i.e., one whose name and appearance the sorcerer knows). Range is not a factor, so long as the subject inhabits the same world/dimension as the caster. The sorcerer can send one word per CA level (not including articles <i>a</i>, <i>an</i>, and <i>the</i>). The message is heard and understood by any intelligent recipient but does not compel obeisance. A message can be sent once with no save allowed. If an unwilling recipient is subjected to more than one <i>sending</i> within the same week, a <i>sorcery</i> saving throw is permitted to reject subsequent sendings.</p>"},{"spell_id":342,"spell_name":"Sepia Snake Sigil","level":"mag 3, nec 3, wch 3","rng":"10 feet","dur":"special","reversible":false,"pp":228,"spell_desc":"<p>The casting of this spell requires snake scales and powdered amber of 100-gp value. The spell may be executed via one of three methods:</p> <ol><li>Glowing sigil drawn in the air and directed at a target</li> <li>Grey-brown sigil inscribed upon an object that, if studied or touched, activates the dweomer</li> <li>Small character inscribed into a book or scroll that, if studied or touched, activates the dweomer</li></ol> <p>Whichever the method, a brown, serpentine force is evoked to strike its nearest victim. It attacks at a fighting ability (FA) equal to the sorcerer’s casting ability (CA). If the <i>sepia snake sigil</i> hits its target, the victim is imprisoned and paralyzed within a shimmering amber force field. This lasts until the caster releases the victim, the caster dies, or <i>dispel magic</i> is cast. No saving throw is allowed for creatures of 8 HD or less; however, a <i>sorcery</i> saving throw is allowed for creatures of 9 HD or greater. Nothing can approach an entrapped victim; all attempts are rebuffed by the force field. The imprisoned will not age, sleep, nor grow hungry; neither will it be aware of what transpires without. If the <i>sepia snake sigil</i> misses its target, it disappears in a puff of brown smoke.</p>"},{"spell_id":343,"spell_name":"Serpent Charm","level":"clr 2, nec 1","rng":"60 feet","dur":"1 turn","reversible":false,"pp":228,"spell_desc":"<p>By piping a flute, hypnotize as many as 2 HD of snakes as the sorcerer has CA levels. The snakes stare at the caster, some (usually cobras) posturing themselves erect and swaying side to side. Slowly, the caster and any allies can move away whilst the snakes remain thus, though any violent or sudden movement will jar them from the charm. The effectiveness of this spell is predicated on the circumstances: An approaching snake—even one with intent to attack—or a torpid or otherwise unsuspecting snake is not allowed a saving throw; the effects are automatic. Snakes that are already engaged in combat are allowed <i>sorcery</i> saving throws to resist.</p>"},{"spell_id":344,"spell_name":"Shadow Conjuration","level":"ill 5, nec 5, wch 5","rng":"60 feet","dur":"1 round + 1 round per CA level","reversible":false,"pp":228,"spell_desc":"<p>Conjures 1d4 incorporeal creatures composed of negative energy. Each <b>shadow</b> is under the caster’s control. These hateful monsters hunger for life energy; they will attack or defend as commanded and will continue to do so until destroyed or until the spell expires.</p>"},{"spell_id":345,"spell_name":"Shadow Sending","level":"ill 3, mag 3","rng":"0","dur":"1 round per CA level","reversible":false,"pp":229,"spell_desc":"<p>By sacrificing a piece of obsidian (volcanic glass) whilst sitting cross-legged before a fire, the sorcerer’s own shadow is infused with the negative energy of the Black Gulf. Once the spell is cast, the sorcerer’s shadow elongates in any direction (up or down, left or right) to a length of 90 feet per round; so, a CA 5 sorcerer can send a shadow forth 450 feet (150 yards) in 5 rounds. The caster can hear and see through the shadow (even in natural darkness), but touch is impossible. The shadow is silent, and for the vigilant it is noticed on a 1-in-10 chance unless under direct sunlight (5-in-10 chance). It is AC 9 (plus the caster’s <i>defence adjustment</i>, if applicable) and has 9 hp; however, it is harmed only by spells, or by silver or magical weapons. If the shadow is struck, the sorcerer also sustains like damage.</p>"},{"spell_id":346,"spell_name":"Shadow Sorcery","level":"ill 5","rng":"special","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>The sorcerer gathers negative energy from the Black Gulf to mimic one of three different battle-magic spells commonly used by magicians. Each variation manifests uniquely; their effects, however, are slightly reduced due to their quasi-reality. The caster may choose the variation at the time of casting:</p> <ul><li><i>Fireball:</i> As the spell, except inflicts 1d6−1 hp damage (min. 1) per CA level; explodes with violet-blue flames</li> <li><i>Lightning Bolt:</i> As the spell, except inflicts 1d6−1 hp damage (min. 1) per CA level; erupts as a dead black bolt of energy limned in blue</li> <li><i>Magic Missile:</i> As the spell, except each inflicts 1d4 hp damage per CA level; unleash as black bolts that leave a wake of purple fire</li></ul>"},{"spell_id":347,"spell_name":"Shatter","level":"cry 2, mag 2, wch 2","rng":"60 feet","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>Causes all non-magical objects of baked clay, ceramic, crystal, earthenware, glass, porcelain, or other like material to splinter into hundreds of shards. The spell is released in a 60-foot-long, 10-foot-wide path of destruction. Objects weighing more than 10 pounds are not subject to this spell.</p>"},{"spell_id":348,"spell_name":"Shield","level":"cry 1, mag 1","rng":"0","dur":"2 turns","reversible":false,"pp":229,"spell_desc":"<p>A magical barrier surrounds the caster and provides protection equivalent to plate mail armour versus missile attacks (AC 3, DR 2) and chain mail armour versus melee attacks (AC 5, DR 1). This spell will block an <i>acid arrow</i>, <i>flaming missile</i>, <i>magic ice dart</i>, <i>magic missile</i> spell, but such an attack effectively destroys the <i>shield</i>.</p>"},{"spell_id":349,"spell_name":"Shillelagh","level":"drd 1","rng":"0","dur":"2 turns","reversible":false,"pp":229,"spell_desc":"<p>Transforms the sorcerer’s oaken club or unshod staff into a magical weapon that is +1 “to hit” and inflicts 2d4+1 hp damage. Only the caster may effectively wield the <i>shillelagh</i>. If another should attempt to use it, it is effective for one successful hit before crumbling to wood chips.</p>"},{"spell_id":350,"spell_name":"Shocking Grasp","level":"cry 1, mag 1, nec 1, wch 1","rng":"touch","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>The sorcerer touches a target, unleashing a jolt of electricity that delivers 1d8 hp damage, +1 hp per CA level (so a CA 3 sorcerer delivers 1d8+3 hp damage). The sorcerer must be able to touch the victim or a reasonable conductor in contact with the victim. If the sorcerer’s attack is a miss, subsequent attempts may be made in the following rounds of combat, but any action other than half movement breaks the spell. <i>N.B.:</i> Metal armour is ignored when calculating the victim’s armour class, if applicable.</p>"},{"spell_id":351,"spell_name":"Shockwave","level":"wch 4","rng":"0","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>A burning, concussive wave of electromagnetic force emanates from the sorcerer, radiating 30 feet and causing 4d8 hp damage to all within range. A <i>sorcery</i> saving throw is allowed for half damage.</p>"},{"spell_id":352,"spell_name":"Shout","level":"cry 4, mag 4, pyr 4","rng":"0","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>Endows the sorcerer with astonishing vocal power that releases in an ear-splitting sonic cone. The cone is 30 feet long and 10 feet wide at its terminus. Those who are within the area of effect must make <i>sorcery</i> saving throws or suffer 3d6 hp damage; victims are also deafened for a like number of rounds. A deaf creature is surprized on a base 4-in-6 chance and suffers an individual initiative penalty of −2 (i.e., the deaf creature may lose initiative, despite its allies winning). Targets that make their saves sustain half damage and do not suffer deafness. Brittle objects, including glass and clay, might be shattered by the sonic blast. Even a <i>wall of ice</i> spell can be exploded by this spell. <i>Shout</i> can be used no more than once per day, or the caster’s vocal cords are damaged (no voice beyond a grating whisper; no spells can be cast) for 2d4 weeks.</p>"},{"spell_id":353,"spell_name":"Shove","level":"cry 1, mag 1","rng":"50 feet","dur":"instantaneous","reversible":false,"pp":229,"spell_desc":"<p>Evokes an invisible force to push a creature or object. The caster discharges 10 pounds of force per CA level. Inanimate objects do not gain saving throws but might not be affected depending on their weight and mass, as judged by the referee. A targeted creature is allowed a <i>sorcery</i> saving throw to negate the effects of this spell. An affected target is pushed five feet, plus one foot per CA level. Generally, 20–30 pounds of force will push a Small creature, 40–60 pounds of force will push a Medium creature, and 70+ pounds of force will push a Large creature. Of course, common sense must prevail; e.g., an <b>albino ape</b> may be pushed back by 90 pounds of force, but <b>woolly mammoths</b> and other huge creatures are unlikely to be moved.</p>"},{"spell_id":354,"spell_name":"Shroud of Fear","level":"clr 4, nec 4","rng":"0","dur":"1 turn","reversible":false,"pp":230,"spell_desc":"<p>The sorcerer radiates a personal aura of <i>fear</i> in a three-foot radius upon uttering this spell, manifesting as a ghostly, nearly imperceptible death shroud. Any creature (friend or foe) that intrudes on this space must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, or run away in terror for 6 rounds (1 minute). This spell has no effect against the undead or mindless constructs.</p>"},{"spell_id":355,"spell_name":"Silence","level":"clr 2","rng":"120 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":230,"spell_desc":"<p>Evokes a field of absolute soundlessness that radiates 15 feet from a selected point. Creatures may move from the spell’s area of effect, but within the <i>silenced</i> field, all noise and speech are snuffed, and spells cannot be cast. If targeted directly at an opponent, the subject is allowed a <i>sorcery</i> saving throw to negate the spell; otherwise, the subject suffers utter <i>silence</i>. Spell casters gain +1 bonuses to their saving throws for every 2 CA levels they possess.</p>"},{"spell_id":356,"spell_name":"Skeletal Hands","level":"nec 2","rng":"30 feet","dur":"1 turn","reversible":false,"pp":230,"spell_desc":"<p>A pair of bony members materialize, floating before the sorcerer and aglow with crimson lambency. The sorcerer manipulates the <i>skeletal hands</i> by gesticulating. Always the <i>hands</i> must be kept together, and if the caster ceases to concentrate and gesticulate, the <i>hands</i> will disappear. The <i>hands</i> can perform simple tasks such as lifting things, opening doors, and retrieving items. Each <i>hand</i> can hold five pounds of weight individually, or 15 pounds when working together. <i>Skeletal hands</i> can also be used to attack with the following statistics: <b>MV</b> 20; <b>DX</b> (as caster); <b>AC</b> 5; <b>HD</b> 1 (<b>hp</b> 2); <b>#A</b> 2/1 (claw/claw); <b>D</b> 1d4/1d4; <b>SV</b> (as caster). The hands can also be terminated via <i>dispel magic</i> or <i>turn undead (Undead Type 0)</i>.</p>"},{"spell_id":357,"spell_name":"Skeletal Servant","level":"nec 1","rng":"240 feet","dur":"6 turns (1 hour)","reversible":false,"pp":230,"spell_desc":"<p>This ritual requires 1 turn to cast, using the complete skeleton of a human or humanoid. The skeleton is animated to an undead creature of limited means. This <i>skeletal servant</i> will attend the caster; it can clean, fetch/carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: <b>AL</b> CE; <b>SZ</b> M; <b>MV</b> 30; <b>AC</b> 7; <b>HD</b> ½; <b>#A</b> 0; <b>D</b> —; <b>SV</b> 17. <i>Special:</i> Immune to <i>sleep</i>, <i>charm</i>, and cold magic. Edged and piercing weapons inflict ½ damage. <i>Turned as Undead Type 0</i>.</p>"},{"spell_id":358,"spell_name":"Sleep","level":"mag 1, wch 1","rng":"120 feet","dur":"2d8 turns","reversible":false,"pp":230,"spell_desc":"<p>Induces victims of 4 HD or fewer to slumber, with no saving throws possible. This enchantment encompasses a 30-foot-diameter area and affects 2d8 HD of creatures, starting with the lowest HD creatures first. Note that any “+” to hit dice should be ignored when determining the HD value of affected targets (e.g., a 3+1 HD creature counts as 3 HD, though a 3 HD creature will be ensorcelled before a 3+1 HD creature). Alternatively, this spell can be targeted at a single creature of 5 HD or fewer. <i>Sleeping</i> victims will not awaken from normal noise, though they will rouse if shaken or slapped. Undead and constructs are unaffected by this spell.</p>"},{"spell_id":359,"spell_name":"Sleep Everlasting","level":"wch 5","rng":"touch","dur":"permanent","reversible":false,"pp":230,"spell_desc":"<p>The sorcerer touches a single victim, causing sleep. A <i>sorcery</i> saving throw is allowed only if the victim is of greater HD/level than the sorcerer. The effect is permanent unless <i>dispel magic</i> or <i>remove curse</i> is cast. The enchanted victim’s bodily processes slow such that the victim will not starve, dehydrate, or age.</p>"},{"spell_id":360,"spell_name":"Slow","level":"cry 3, mag 3, nec 3, wch 3","rng":"120 feet","dur":"3 rounds + 1 round per CA level","reversible":false,"pp":230,"spell_desc":"<p>Halved are the attack and movement rates of this spell’s victims who fail their <i>sorcery</i> saving throws. The caster selects a target point and <i>slows</i> a number of creatures equal to his or her CA level in a 15-foot radius. Those closest to the centre of the circle are affected first, potentially including the sorcerer’s allies; however, the caster can limit the radius of the spell, shrinking it as desired. <i>Slowed</i> creatures move at half their normal rates, lose any dexterity <i>defence adjustment</i> to armour class, and make half as many attacks per combat round:</p> <ul><li>1/1 attack rate becomes 1/2</li> <li>3/2 attack rate becomes 3/4 <i>(1 attack, 1 attack, no attack, 1 attack)</i></li> <li>2/1 attack rate becomes 1/1</li> <li>5/2 attack rate becomes 5/4 <i>(1 attack, 1 attack, 1 attack, 2 attacks)</i></li> <li>3/1 attack rate becomes 3/2 <i>(1 attack, 2 attacks)</i></li> <li>4/1 attack rate becomes 2/1</li></ul> <p><i>Slow</i> eliminates the use of the (optional) combat action <i>two-weapon fighting</i>. Sorcery (spells and magical devices) is not <i>slowed</i> in any way. <i>Slow</i> counteracts the <i>haste</i> spell.</p>"},{"spell_id":361,"spell_name":"Smoke Cloud","level":"pyr 1","rng":"60 feet","dur":"1d6+4 rounds","reversible":false,"pp":231,"spell_desc":"<p>A dense cloud of smoke forms, occupying an area of 8,000 cubic feet (e.g., a 20 × 20 × 20-foot room, a 10 × 10 × 80-foot passage). The sorcerer can stand in the centre of the <i>smoke cloud</i>, casting the spell in such a way that it extends in all directions, but any movement will place the sorcerer in the smoke. The cloud induces mild coughing and irritates the eyes of those within its confines. <i>Smoke cloud</i> also obstructs vision: Missiles may be fired 10 feet into it at a −4 penalty, but longer ranges are impossible; melee within the smoke cloud is likewise at −4 “to hit.”</p>"},{"spell_id":362,"spell_name":"Solid Fog","level":"cry 4, ill 4","rng":"30 feet","dur":"12 rounds (2 minutes)","reversible":false,"pp":231,"spell_desc":"<p>Creates a cloud as large as 10 feet thick, 30 feet long, and 30 feet high. Only a gale-force wind (35 mph or greater) disperses this spell; even a <i>gust of wind</i> spell is insufficient. Any creature within or attempting to traverse the <i>solid fog</i> is slowed by the fog’s density to a maximum rate of 10 MV. Normal sight cannot penetrate <i>solid fog</i>, and <i>infrared vision</i> is unavailing. Potent fire spells such as <i>fireball</i>, <i>flame strike</i>, or <i>wall of fire</i> burn away <i>solid fog</i> in 1 round.</p>"},{"spell_id":363,"spell_name":"Sorcerer Eye","level":"cry 4, ill 4, mag 4, nec 4, pyr 4, wch 4","rng":"240 feet","dur":"1 round per CA level","reversible":false,"pp":231,"spell_desc":"<p>An invisible oculus is conjured and sent forth to “see” for the sorcerer, providing visual sensory information. The <i>sorcerer eye</i> drifts at 30 MV and can see 60 feet ahead of itself if light is present; lacking illuminance, the <i>eye</i> sees with <i>infrared vision</i> to a range of 30 feet and can float in any direction as dictated by the sorcerer, who must sit cross-legged with eyes closed, concentrating. The spell ends when the sorcerer’s eyes open, or when the duration expires.</p>"},{"spell_id":364,"spell_name":"Sorcerer Lock","level":"mag 2","rng":"15 feet","dur":"permanent","reversible":false,"pp":231,"spell_desc":"<p>Magically secures a door, a gate, a portal, or the like. A <i>dispel magic</i> spell negates it, a <i>knock</i> spell opens it, or a strong person or monster might break it down: 1-in-12 chance for 17 ST, 1-in-6 chance for 18 ST. Too, a character with the <i>open locks</i> special ability can attempt to disrupt the <i>sorcerer lock</i> spell using thieves’ tools; however, the chance-in-twelve of success is reduced by 4. Lastly, <i>sorcerer lock</i> can be bypassed by any magician (or magician subclass) whose CA is at least 3 levels greater than the one who placed the dweomer.</p>"},{"spell_id":365,"spell_name":"Sorcerer Mark","level":"cry 1, ill 1, mag 1, nec 1, pyr 1, wch 1","rng":"touch","dur":"permanent","reversible":false,"pp":231,"spell_desc":"<p>The sorcerer etches a magical rune on a surface such as leather, paper, wood, stone, or even metal. The rune can be the personal symbol of the caster, or the sorcerer can effect a magical inscription of no more than seven words, plus one word per CA level; this lettering may be read by one who can <i>read magic</i>. Alternatively, the sorcerer can scribe an invisible <i>sorcerer mark</i> or inscription, but such is revealed by <i>detect magic</i> or <i>detect invisibility</i>.</p>"},{"spell_id":366,"spell_name":"Sorcerous Armour","level":"mag 1, pyr 1","rng":"touch","dur":"special","reversible":false,"pp":231,"spell_desc":"<p>A sorcerous force field equivalent to leather armour (AC 7) surrounds the beneficiary of this enchantment. The spell has no effect on an armoured recipient, but a creature with natural AC 7 or better gains a +1 AC bonus. This spell persists until <i>dispelled</i>, or until the recipient sustains cumulative damage totalling 10 hp, +1 hp per CA level.</p>"},{"spell_id":367,"spell_name":"Spawn Demi-Shadow Monsters","level":"ill 5","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":231,"spell_desc":"<p>From the impossible depths of the Black Gulf, the sorcerer extracts negative energy to generate quasi-real <i>shadow monsters</i>. The sorcerer can create a single monster or multiple monsters, so long as their HD total does not exceed the sorcerer’s CA level. If multiple monsters are created, they must all be of the same creature type.</p> <p>The <i>shadow monsters</i> all are AC 7 and use d6 for hit dice, regardless of their type. <i>Shadow monsters</i> cannot use special abilities; they strictly make physical attacks. A <i>shadow</i> <b>cave bear</b>, for example, can make its normal claw/claw/bite attack, but a <i>shadow</i> <b>giant scorpion</b> has no venom in its sting. A <i>shadow monster</i> can be struck only by silver or magical weapons, the former of which inflict double damage; too, any creature of 6 HD or greater can strike a <i>shadow monster</i>. Spells that deliver physical damage also can affect them. A <i>shadow monster</i> can be dispersed by <i>dispel phantasm</i>.</p>"},{"spell_id":368,"spell_name":"Spawn Shades","level":"ill 6","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":231,"spell_desc":"<p>From the impossible depths of the Black Gulf, the sorcerer extracts negative energy to generate quasi-real <i>shades</i>. The sorcerer can create a single monster or multiple monsters, so long as their HD total does not exceed the sorcerer’s CA level. If multiple monsters are created, they must all be of the same creature type.</p> <p>The shades all are AC 5 and use d8 for hit dice, regardless of their type. <i>Shades</i> cannot use special abilities; they strictly make physical attacks. A <i>shade</i> <b>cave bear</b>, for example, can make its normal claw/claw/bite attack, but a <i>shadow</i> <b>giant scorpion</b> has no venom in its sting. A <i>shade</i> can be struck only by silver or magical weapons, the former of which inflict double damage; too, any creature of 6 HD or greater can strike a <i>shade</i>. Spells that deliver physical damage also can affect them. A <i>shade</i> can be dispersed by <i>dispel phantasm</i>.</p>"},{"spell_id":369,"spell_name":"Spawn Shadow Monsters","level":"ill 4","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":231,"spell_desc":"<p>From the impossible depths of the Black Gulf, the sorcerer extracts negative energy to generate quasi-real <i>shadow monsters</i>. The sorcerer can create a single monster or multiple monsters, so long as their HD total does not exceed the sorcerer’s CA level. If multiple monsters are created, they must all be of the same creature type.</p> <p>The <i>shadow monsters</i> all are AC 9 and use d4 for hit dice, regardless of their type. <i>Shadow monsters</i> cannot use special abilities; they strictly make physical attacks. A <i>shadow</i> <b>cave bear</b>, for example, can make its normal claw/claw/bite attack, but a <i>shadow</i> <b>giant scorpion</b> has no venom in its sting. A <i>shadow monster</i> can be struck only by silver or magical weapons, the former of which inflict double damage; too, any creature of 6 HD or greater can strike a <i>shadow monster</i>. Spells that deliver physical damage also can affect them. A <i>shadow monster</i> can be dispersed by <i>dispel phantasm</i>.</p>"},{"spell_id":370,"spell_name":"Speak with Animals","level":"clr 2, drd 1, wch 2","rng":"20 feet","dur":"1 turn","reversible":false,"pp":232,"spell_desc":"<p>Allows the sorcerer to communicate with any normal sort of animal (not magical beasts, monsters, or other supernatural creatures). The animals will reply in kind; such responses are usually limited to brief one- or twoword statements predicated on the intelligence of the animal, at the referee’s discretion. Friendly animals might be convinced to perform some minor service.</p>"},{"spell_id":371,"spell_name":"Speak with Dead","level":"clr 3, nec 2, wch 3","rng":"10 feet","dur":"special","reversible":false,"pp":232,"spell_desc":"<p>Allows the sorcerer to converse with a dead human, quasi-man, humanoid, or giant, providing they speak (or spoke, as it were) the same language. The spell can be cast on an incomplete corpse or skeleton, so long as at least the skull remains. The sorcerer may ask as many as three direct questions (i.e., neither ambiguous nor multipart questions). The deceased will then answer, rasping its reply in a fashion and degree of truthfulness as best determined by the referee. This spell cannot be cast on the same subject more than once; neither does it function on the undead.</p>"},{"spell_id":372,"spell_name":"Speak with Plants","level":"clr 4, drd 4","rng":"0","dur":"1 round per CA level","reversible":false,"pp":232,"spell_desc":"<p>Establish rudimentary communication with vegetal life that surrounds the sorcerer in a 30-foot radius. Casting this spell requires 1 turn of meditation. Once complete, the caster can ask a simple question, such as whether a creature passed through the area of effect. The reply is via an empathic feeling conveyed by the plants. The caster may also assert a modicum of control over the area of effect, asking grasses or shrubs to part, even beseeching vines or hanging branches to hinder the progress of a pursuer. This effect should not be confused with the <i>entangle spell</i>, however; the plants are simply nudged to a limited course of action.</p>"},{"spell_id":373,"spell_name":"Spectral Hand","level":"nec 2","rng":"30 feet","dur":"1 turn","reversible":false,"pp":232,"spell_desc":"<p>A translucent, sickly yellow hand surges forth, its shape like that of the caster’s. This spell is used in conjunction with a single subsequent touch spell, delivering the touch spell as a ranged attack at +2 “to hit.” This spell can be cast in advance of a combat situation; the hand will hover before the caster until it successfully delivers a touch spell, or the spell’s duration is met. The <i>spectral hand</i> is incorporeal and cannot be damaged unless the attacker utilizes a spell or magical weapon; if attacked thusly, it may be considered AC 7 with 4 hp. It can also be broken by <i>dispel magic</i>.</p>"},{"spell_id":374,"spell_name":"Spectral Phantasm","level":"ill 3","rng":"240 feet","dur":"special","reversible":false,"pp":232,"spell_desc":"<p>A visual illusion is created, a projected image of nearly anything the caster can imagine, as large as 40 × 40 × 40 feet in area. Victims must be living creatures of animal intelligence or greater; undead, constructs, oozes, and the like are unaffected. <i>Spectral phantasm</i> can be used to create an attacking monster or another damaging hazard. The illusion can be of sight, sound, smell, and/or temperature. The auditory component might include a shout, a roar, or a sentence of no more than nine words in length (not including articles <i>a</i>, <i>an</i>, and <i>the</i>).</p> <p>Once cast, this spell persists as long as the caster concentrates and for 5 rounds thereafter unless the illusion is struck for at least 1 hp of damage or is terminated via a <i>dispel phantasm</i> spell. A <i>spectral phantasmal</i> monster is AC 7 and will disappear if hit; otherwise, it can continue to attack as manipulated by the caster. The illusion can be directed to move anywhere within the spell’s range; such manoeuvres require the full attention of the caster, who can walk at half speed and maintain control.</p> <p><i>Spectral phantasm</i> targets are not allowed saving throws unless the referee feels the illusion is unbelievable to the viewers, in which case <i>sorcery</i> saving throws should be rolled, modified by <i>willpower adjustment</i>, if applicable. With sight, sound, smell, and/or temperature, credibility is rarely an issue with this spell; if such a case arises, and the save is made, the disbeliever will see the <i>spectral phantasm</i> as a flawed and flickering transparent image. An intelligent disbeliever may then alert allies, whose saves are made at a bonus of +4. Otherwise, this illusion can inflict real physical damage: 1d6 hp per CA level per round to each victim. Such damage remains even if the spell is subsequently broken.</p>"},{"spell_id":375,"spell_name":"Spider Climb","level":"mag 1, wch 1","rng":"touch","dur":"6 turns (1 hour)","reversible":false,"pp":232,"spell_desc":"<p>Allows the spell’s recipient to scale sheer or vertical surfaces, including those that are smooth and polished, like marble. The fingertips and toes of the climber become sticky, like those of a spider, with magical cilia providing adhesion. A <i>spider climb</i> recipient can climb up walls and move along ceilings at one-half their normal movement rate. Whilst climbing, the recipient cannot manipulate objects that weigh less than one pound because such objects will cling to the hands. Spell casters cannot cast other spells, but they can trigger magical devices. <i>N.B.:</i> Gauntlets and heavy footwear must be removed to benefit from this spell.</p>"},{"spell_id":376,"spell_name":"Spike Growth","level":"clr 4, drd 3","rng":"60 feet","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":232,"spell_desc":"<p>This spell only functions amidst vegetation of at least moderate thickness. It creates within the foliage and roots a plethora of small, bristly growths in an area as large as 10 × 10 feet (100 square feet) per CA level. These spikes may be discerned via <i>detect snares and pits</i>, <i>detect traps</i>, or <i>true seeing</i>; otherwise, all seems perfectly natural until the enchanted area is traversed. For every 10 feet of affected area negotiated, the subject( s) must make an <i>avoidance</i> saving throw or suffer 1d4 hp damage. The caster can dismiss this spell at will.</p>"},{"spell_id":377,"spell_name":"Squall","level":"cry 4","rng":"0","dur":"1 round","reversible":false,"pp":233,"spell_desc":"<p>A snowy blast of arctic wind blows from the caster (in the direction faced) in a path that is always 10 feet wide but with variable length depending on the caster: 5 feet of length may be added for each CA level the sorcerer possesses; e.g., a CA 7 sorcerer can evoke a <i>squall</i> that is 10 feet wide by 35 feet long. <i>Squall</i> temporarily blinds victims in its path for 1d4 rounds. Blinded creatures automatically lose initiative and suffer −4 penalties on attack rolls, armour class, and saving throws. <i>Squall</i> extinguishes natural bonfires and can even snuff a <i>wall of fire</i>; too, it disperses and thus negates magical clouds, fogs, and smoke, such as <i>cloudkill</i>, <i>fog cloud</i>, <i>solid fog</i>, and <i>stinking cloud</i>.</p>"},{"spell_id":378,"spell_name":"Starlight","level":"drd 3, wch 3","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":233,"spell_desc":"<p>Illumes as large as a 60-foot-diameter area as though it were under the clearest, brightest <i>starlight</i>. In an area of utter darkness, visibility will become clear within the spell’s 60-foot diameter and dim for another 30 feet (so a 120-foot diameter of effectiveness). Stars will appear to twinkle and shine above the area of effect, be it a 10-foothigh chamber ceiling or a 60-foot-high cavern roof.</p>"},{"spell_id":379,"spell_name":"Stinking Cloud","level":"mag 2","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":233,"spell_desc":"<p>Evokes a swirl of nauseous vapours in a 20 × 20 × 20- foot area. Any breathing creatures caught in the <i>stinking cloud</i> must make <i>death</i> (poison) saving throws or suffer nauseating effects: coughing, gasping, and choking for 1d6 rounds, with their ears, eyes, and throat burning; effectively, they are <i>stunned</i>. Those who make their saving throws are temporarily resistant to the deleterious effects of the <i>stinking cloud</i> but must exit it within 1 round or save again. At minimum (i.e., with a successful saving throw), the <i>stinking cloud</i> is an uncomfortable irritation.</p>"},{"spell_id":380,"spell_name":"Stone Shape","level":"drd 3, mag 5","rng":"touch","dur":"Instantaneous","reversible":false,"pp":233,"spell_desc":"<p>Stone is reshaped to fit sorcerer’s purposes. The sorcerer can manipulate a cubic area with sides of onefoot length per CA level; e.g., a CA 9 sorcerer can affect a 9 × 9 × 9-foot area. The <i>stone shape</i> is limited only by the caster’s imagination. Examples include a stone chair, club, coffer, door, or statue. The details of any <i>stone shape</i> lack refinement and are crude by all accounts. Note that any <i>stone shape</i> with moving parts stands a 3-in-10 chance of not functioning; e.g., the lid of a stone coffer might not open.</p>"},{"spell_id":381,"spell_name":"Stone Tell","level":"clr 6, drd 6","rng":"touch","dur":"1 turn","reversible":false,"pp":233,"spell_desc":"<p>Imbues a rock or rocky surface with the ability to communicate the name and/or type of any creature that has touched it. The stone can also divulge what is behind it or what it conceals, and provide a full visual description as required by the sorcerer. However, the entire effect is empathic; no words are spoken.</p>"},{"spell_id":382,"spell_name":"Stone to Flesh","level":"mag 6, nec 6","rng":"120 feet","dur":"Instantaneous","reversible":true,"pp":233,"spell_desc":"<p>Transmutes rock to soft tissue. If cast on a person who was petrified by a monster, they will be restored, along with all carried possessions; however, the recipient first must make a <i>trauma survival</i> check to determine whether the transformation is survived (see <b>Chapter 3: Statistics</b>, <i>constitution</i>). If cast on raw stone, such as the wall of a dungeon, this spell transforms as much as a 10 × 10 × 10-foot cube of rock into flesh. The reverse of this spell, <i>flesh to stone</i>, causes a single creature to petrify if a <i>transformation</i> saving throw fails.</p>"},{"spell_id":383,"spell_name":"Stoneskin","level":"mag 4","rng":"touch","dur":"special","reversible":false,"pp":233,"spell_desc":"<p>By sacrificing a diamond of 500-gp value or greater, the sorcerer imbues oneself or another with flesh as hard as diamond. For every CA level of the sorcerer, the recipient gains immunity to one physical attack (melee or missile), even from a magical weapon. The recipient does not, however, gain immunity to spells or other sorcerous effects; e.g., a <i>magic missile</i> spell causes normal damage and does not count as a “hit” against the spell’s duration—only the <i>magic stone</i> spell is effective in this latter regard. The sorcerer cannot place this spell on more than one recipient at a time; any attempt to do so results in the sorcerer suffering petrifaction (no save).</p>"},{"spell_id":384,"spell_name":"Strangle","level":"nec 3, wch 4","rng":"50 feet","dur":"1 round per CA level","reversible":false,"pp":233,"spell_desc":"<p>From the outstretched hands of the caster emerge a pair of invisible members which reach for the throat of a human or humanoid target. The target must make a <i>sorcery</i> saving throw to negate the effects of this spell. If the save fails, the victim will choke and gag, suffering 1d4 hp damage per round. The victim furthermore will fight at −2 “to hit” and damage rolls and may be unable to cast spells (3-in-6 chance of failure). Too, movement is halved for the victim. The <i>strangling</i> hands might be wrenched free via a <i>test of strength</i>. If the victim has not escaped after 3 rounds of strangulation, then a <i>test of constitution</i> is required or the victim passes out; damage continues throughout the duration of the spell. In addition to the <i>test of strength</i>, escaping <i>strangle</i> could be done by moving out of range of the caster; also, <i>dispel magic</i> can break this spell.</p>"},{"spell_id":385,"spell_name":"Strengthen","level":"mag 2, pyr 3","rng":"touch","dur":"1 turn","reversible":false,"pp":234,"spell_desc":"<p>Enhances the brawn of a human. A fighter’s strength score is increased by 2d4 points, a cleric’s or thief ’s by 1d6, and a magician’s by 1d4, all to a maximum of 18. (A classless “commoner” may gain 1d4 points.) If this spell is cast on one whose strength score is already 18, that one will gain an additional +1 “to hit,” and <i>extraordinary feats of strength</i> will be improved by +8%.</p>"},{"spell_id":386,"spell_name":"Suggestion","level":"ill 3, mag 3","rng":"60 feet","dur":"24 hours","reversible":false,"pp":234,"spell_desc":"<p>This enchantment affects one creature. The target must make a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, or be compelled to carry out a <i>suggestion</i> spoken by the sorcerer. <i>Suggestions</i> should be neither overly complex nor longer than one or two sentences, though the victim may attempt to act upon such urgings for the duration of the spell, if physically possible. <i>Suggesting</i> an obviously self-destructive action breaks the spell on a 5-in-6 chance. Of course, this spell is useless if sorcerer and ensorcelled do not speak the same language.</p>"},{"spell_id":387,"spell_name":"Summon Aerial Minion","level":"clr 6, cry 6","rng":"10 feet","dur":"1 day per CA level","reversible":false,"pp":234,"spell_desc":"<p>The sorcerer calls an extra-dimensional <b>aerial minion</b> to serve him. The creature is naturally invisible and arrives 1 round after being <i>summoned</i>. Before casting, the sorcerer must etch with chalk a magic circle and then sit cross-legged within its candlelit confines; otherwise, the creature will attack. An aerial minion is not <i>summoned</i> to fight; rather, its function is to find and retrieve an object or creature as described and located by the caster. If the aerial minion cannot complete its task by the time the spell’s duration expires, it will return to slay the sorcerer.</p>"},{"spell_id":388,"spell_name":"Summon Animal I","level":"clr 6, drd 4","rng":"240 feet","dur":"special","reversible":false,"pp":234,"spell_desc":"<p>Allows the sorcerer to call upon the aid of one or more beasts. The <i>summoned</i> animal type must be specified. In Hyperborea, these animals may include <b>1 brown bear</b>, <b>2 mountain lions</b>, or <b>4 wolves</b>. Rudely the animals are conjured to a location within the spell’s range. At once the caster must charge the animals with a simple, one-sentence task. The animals will hear, understand, and be compelled to obey. The task might be to fight, guard, work, or the like. Once the task is complete, the spell is ended, and the animals will disappear whence they came.</p>"},{"spell_id":389,"spell_name":"Summon Animal II","level":"drd 5","rng":"240 feet","dur":"special","reversible":false,"pp":234,"spell_desc":"<p>Allows the sorcerer to call upon the aid of one or more robust beasts. The <i>summoned</i> animal type must be specified. In Hyperborea, these animals may include <b>1 polar bear</b>, <b>1 tiger</b>, or <b>3 dire wolves</b>. Rudely the animals are conjured to a location within the spell’s range. At once the caster must charge the animals with a simple, one-sentence task. The animals will hear, understand, and be compelled to obey. The task might be to fight, guard, work, or the like. Once the task is complete the spell is ended, and the animals will disappear whence they came.</p>"},{"spell_id":390,"spell_name":"Summon Animal III","level":"drd 6","rng":"240 feet","dur":"special","reversible":false,"pp":234,"spell_desc":"<p>Allows the sorcerer to call upon the aid of one or more powerful beasts. The <i>summoned</i> animal type must be specified. In Hyperborea, these animals may include <b>1 cave bear</b>, <b>1 sabre-tooth</b>, or <b>2 winter wolves</b>. Rudely the animals are conjured to a location within the spell’s range. At once the caster must charge the animals with a simple, one-sentence task. The animals will hear, understand, and be compelled to obey. The task might be to fight, guard, work, or the like. Once the task is complete the spell is ended, and the animals will disappear whence they came.</p>"},{"spell_id":391,"spell_name":"Summon Bat Swarm","level":"drd 5, nec 5, wch 5","rng":"90 feet","dur":"1 round per CA level","reversible":false,"pp":234,"spell_desc":"<p>A rabid cloud of tiny bats is <i>summoned</i>, manifesting all about the sorcerer, whose arms are spread wide. The <i>bat swarm</i> will attack 1 round after being <i>summoned</i>, surging forth as directed by the sorcerer. As long as the caster concentrates and points at the target, the victim suffers 5 hp damage per round.</p> <p>Whilst engulfed, the victim cannot cast spells, missile attacks are impossible, and melee attacks are at a −4 “to hit” penalty. Other actions such as drinking a potion, activating a magic item, using a magic ability, etc. are subject to a 3-in-6 chance of failure. Too, a <i>swarm</i> victim suffers a −4 AC penalty. Fleeing the <i>swarm</i> may be the victim’s only recourse, for it can harass only to the limit of the spell’s range. A <i>swarm</i> can be directed to move to another opponent within range, but 1 round will elapse for every 30 feet between the targets. After being attacked, victims must make <i>death</i> (poison) saves or suffer pain and burning from the multitudinous sites of infection, followed by headaches, muscle spasms, and difficulty swallowing. Death will ensue in 2d6 days unless <i>cure disease</i> is cast.</p>"},{"spell_id":392,"spell_name":"Summon Dæmon I","level":"mag 2, nec 2, wch 3","rng":"10 feet","dur":"6 rounds (1 minute) or special","reversible":false,"pp":234,"spell_desc":"<p>Sorcery transports one or more <b>lesser dæmons</b> from Underborea as selected by the sorcerer, depending on need. The dæmons will arrive 1 round after the spell is cast and will perform their designated task, after which, dead or alive, they will either disappear or turn on the caster and/or any allies (see below). When casting this spell, the sorcerer must explicitly state the <i>summoned</i> type: “defender,” “illuminator,” or “seeker.”</p> <ul><li><b>Defender</b>: <i>Summons</i> a random dæmon or dæmons to assault the sorcerer’s enemies as directed for no longer than 6 rounds. The target(s) must be pointed out straight away, or else the dæmon will attack the sorcerer and/or any allies. If the stated target(s) is defeated, the standard chance of betrayal applies. <p><table><caption><b>Table 113: Summon Dæmon I Spell</b></caption> <tr><th>d6 Result</th><th style=text-align:left>Defender(s) Summoned</th></tr> <tr><td>1–3</td><td style=text-align:left>Dæmon, Lesser, Class i (1d2)</td></tr> <tr><td>4–5</td><td style=text-align:left>Dæmon, Lesser, Class ii (1d2)</td></tr> <tr><td>6</td><td style=text-align:left>Dæmon, Lesser, Class iii (1)</td></tr></table></p></li> <li><b>Illuminator</b>: <i>Summons</i> a single <b>class iv lesser dæmon</b>. When the <i>illuminator</i> type is designated, the corpse or bones of a dead human or humanoid must be present and obvious, or else the dæmon will attack the sorcerer and/or any allies. The questioning of the dead will then commence, with as many as three questions asked, as explained by the sorcerer to the dæmon. Once this process is complete, the standard chance of betrayal applies.</li> <li><b>Seeker</b>: <i>Summons</i> a single <b>class v lesser dæmon</b> to search and destroy. When the <i>seeker</i> type is designated, the sorcerer also must describe the prey (name, species, and so forth). The dæmon then will track its quarry until it is found and killed, after which the standard chance of betrayal applies. If no trail is found within 6 rounds, the dæmon will attack the sorcerer and/or any allies. If called upon to face an enemy that it cannot hunt, it will turn on the sorcerer.</li></ul> <p><i>Betrayal:</i> Dæmons are infamous for betrayal. Upon completing their prescribed task, they may turn on the sorcerer and/or any allies on a 1-in-6 chance. Dæmons are, however, subject to morale checks during the entire <i>summon dæmon</i> process. Those that fail will attempt to flee (if possible), now permanent inhabitants of Hyperborea that may one day seek revenge. Wise sorcerers are known to take sanctuary within the confines of a candlelit magic circle whilst casting and maintaining this spell; of course, the magic circle will only protect the sorcerer, not allies.</p>"},{"spell_id":393,"spell_name":"Summon Dæmon II","level":"mag 4, nec 4, wch 4","rng":"10 feet","dur":"6 rounds (1 minute) or special","reversible":false,"pp":235,"spell_desc":"<p>Sorcery transports a <b>lesser dæmon</b> from Underborea as selected by the sorcerer, depending on need. The dæmon will arrive 1 round after the spell is cast and will perform its designated task, after which, dead or alive, it will either disappear or turn on the caster and/ or any allies (see below). When casting this spell, the sorcerer must explicitly state the <i>summoned</i> type: “defender,” “illuminator,” or “seeker.”</p> <p><ul><li><b>Defender</b>: <i>Summons</i> a random dæmon to assault the sorcerer’s enemies as directed for no longer than 6 rounds. The target(s) must be pointed out straight away, or else the dæmon will attack the sorcerer and/or any allies. If the stated target(s) is defeated, the standard chance of betrayal applies. <p><table><caption><b>Table 114: Summon Dæmon II Spell</b></caption> <tr><th>d6 Result</th><th style=text-align:left>Defender Summoned</th></tr> <tr><td>1–3</td><td style=text-align:left>Dæmon, Lesser, Class vi (1)</td></tr> <tr><td>4–5</td><td style=text-align:left>Dæmon, Lesser, Class vii (1)</td></tr> <tr><td>6*</td><td style=text-align:left>Dæmon, Lesser, Class viii (1)</td></tr></table> * A witch may summon this dæmon for the purpose of an unspeakable union.</p></li> <li><b>Illuminator</b>: <i>Summons</i> a single <b>class ix lesser dæmon</b>. The beast will use its special <b>legend lore</b> ability to determine the whereabouts of a subterranean artefact, of which it will then inform the caster and spend no more than 1 turn attempting to locate. If the artefact does not exist or is not underground, the beast will attack the sorcerer and/or any comrades. Even if the treasure location is revealed successfully, this dæmon will demand a blood sacrifice before returning to Underborea; if the sacrifice is deemed unsuitable (at the referee’s discretion), the dæmon will attack. Regardless, even after such a sacrifice is accepted, the standard chance of betrayal applies.</li> <li><b>Seeker</b>: <i>Summons</i> a single <b>class x lesser dæmon</b> to search and destroy. When the <i>seeker</i> type is designated, the sorcerer also must describe the prey (name, species, and so forth). The dæmon then will track its quarry until it is found and killed, after which the standard chance of betrayal applies. If no trail is found within 6 rounds, the dæmon will attack the sorcerer and/or any allies. If called upon to face an enemy that it cannot hunt, it likewise will turn on the sorcerer.</li></ul></p> <p><i>Betrayal:</i> Dæmons are infamous for betrayal. Upon completing their prescribed task, they may turn on the sorcerer and/or any allies on a 1-in-6 chance. Dæmons are, however, subject to morale checks during the entire <i>summon dæmon</i> process. Those that fail will attempt to flee (if possible), now permanent inhabitants of Hyperborea that may one day seek revenge. Wise sorcerers are known to take sanctuary within the confines of a candlelit magic circle whilst casting and maintaining this spell; of course, the magic circle will only protect the sorcerer, not allies.</p>"},{"spell_id":394,"spell_name":"Summon Dæmon III","level":"mag 6, nec 6, wch 5","rng":"10 feet","dur":"6 rounds (1 minute) or special","reversible":false,"pp":235,"spell_desc":"<p>Sorcery transports a <b>lesser dæmon</b> from Underborea as selected by the sorcerer, depending on need. The dæmon will arrive 1 round after the spell is cast and will perform its designated task, after which, dead or alive, it will either disappear or turn on the caster and/or any allies (see below). When casting this spell, the sorcerer must explicitly state the <i>summoned</i> type: “defender,” “illuminator,” or “seeker.”</p> <ul><li><b>Defender</b>: <i>Summons</i> a random dæmon to assault the sorcerer’s enemies as directed for no longer than 6 rounds. The target(s) must be pointed out straight away, or else the dæmon will attack the sorcerer and/or any allies. If the stated target(s) is defeated, the standard chance of betrayal applies. <p><table><caption><b>Table 115: Summon Dæmon III Spell</b></caption> <tr><th>d6 Result</th><th style=text-align:left>Defender Summoned</th></tr> <tr><td>1–3</td><td style=text-align:left>Dæmon, Lesser, Class xi (1)</td></tr> <tr><td>4–5</td><td style=text-align:left>Dæmon, Lesser, Class xii (1)</td></tr> <tr><td>6</td><td style=text-align:left>Dæmon, Lesser, Class xiii (1)</td></tr></table></p></li> <li><b>Illuminator</b>: <i>Summons</i> a single <b>class xiv lesser dæmon</b>. The beast can use its special <i>legend lore</i> ability to determine the whereabouts of an artefact, of which it will then inform the caster. If the artefact does not exist, the beast will attack the sorcerer and/or any comrades. Alternatively, it can be called upon to use its <i>tongues</i> ability to converse with any intelligent creature present. Lastly, it instead can grant wisdom by use of its <i>contact otherworldly being</i> ability, with no risk of insanity. No matter the case, once the dæmon has completed its service, the standard chance of betrayal applies; however, in the latter case (<i>contact otherworldly being</i>), each question beyond the first increases the dæmon’s chance of betrayal by 1-in-6.</li> <li><b>Seeker</b>: <i>Summons</i> a single <b>class xv lesser dæmon</b> to search and destroy. When the <i>seeker</i> type is designated, the sorcerer also must describe the prey (name, species, and so forth). The dæmon then will <i>teleport</i> itself and the sorcerer before said prey and attempt to slay it, after which the standard chance of betrayal applies. If no prey exists, the dæmon will attack the sorcerer and/or any comrades. Alternatively, this dæmon can be asked to <i>plane shift</i> the sorcerer and as many as five allies. This act of utter desperation cannot be undone by the same or another lesser dæmon; it is permanent, barring some other means of translocation. The dæmon then either will disappear (laughing all the while) or will turn on the sorcerer and any allies (q.v.).</li></ul> <p><i>Betrayal:</i> Dæmons are infamous for betrayal. Upon completing their prescribed task, they may turn on the sorcerer and/or any allies on a 1-in-6 chance. Dæmons are, however, subject to morale checks during the entire <i>summon dæmon</i> process. Those that fail will attempt to flee (if possible), now permanent inhabitants of Hyperborea that may one day seek revenge. Wise sorcerers are known to take sanctuary within the confines of a candlelit magic circle whilst casting and maintaining this spell; of course, the magic circle will only protect the sorcerer, not allies.</p>"},{"spell_id":395,"spell_name":"Summon Elemental","level":"mag 5, wch 5","rng":"240 feet","dur":"1 turn per CA level","reversible":false,"pp":236,"spell_desc":"<p>This conjuration requires 1 turn to cast and may be performed but once per day. The sorcerer <i>summons</i> a <b>class I air</b>, <b>earth</b>, <b>fire</b>, or <b>water elemental</b>. The conjured elemental will obey the bidding of the caster, performing all actions, including labour or combat, to the best of its ability.</p> <p>The sorcerer must maintain constant concentration on the elemental. If the sorcerer casts another spell, enters combat, or does anything else that is sufficient to interrupt concentration, the elemental will break free and attempt to kill the sorcerer and/or any allies. Wise sorcerers are known to take sanctuary within the confines of a candlelit magic circle whilst casting and maintaining this spell; of course, the magic circle will only protect the sorcerer, not allies. The sorcerer can dismiss the elemental at will, but not after concentration has been disrupted.</p>"},{"spell_id":396,"spell_name":"Summon Fire Elemental","level":"drd 6, pyr 6","rng":"240 feet","dur":"1 turn per CA level","reversible":false,"pp":236,"spell_desc":"<p>This conjuration requires 1 turn to cast and may be performed but once per day. The sorcerer <i>summons</i> a <b>class II fire elemental</b> to serve. On a 1-in-6 chance, this spell instead conjures <b>2 fire salamanders</b>.</p> <p>A conjured creature will obey the bidding of the caster, performing all actions, including labour or combat, to the best of its ability,. The sorcerer need not maintain concentration on the creature’s activity; other tasks (e.g., fighting or casting other spells) may be performed whilst the creature continues to heed the caster’s will. The sorcerer requires not the protection of a magic circle, for the <i>summoned</i> creature will not turn against him or her. The caster may not be aware of this fact, however.</p>"},{"spell_id":397,"spell_name":"Summon Firefly Swarm","level":"drd 5, pyr 5","rng":"90 feet","dur":"1 round per CA level","reversible":false,"pp":237,"spell_desc":"<p>The sorcerer <i>summons</i> 5d4 fist-sized <i>fireflies</i>, infernal insects sheathed in green flames, which attack on command. Each <i>firefly</i> has the following statistics: <b>MV</b> 0 (fly 50); <b>AC</b> 7; <b>HD</b> ½ (<b>hp</b> 1). The <i>firefly swarm</i> will attack 1 round after being <i>summoned</i>. The victim suffers 2 hp damage (3 hp for undead) per <i>firefly</i> per round, as long as the caster concentrates and points at the target.</p> <p>Whilst engulfed, the victim cannot cast spells, missile attacks are impossible, and melee attacks are at a −4 “to hit” penalty. Other actions such as drinking a potion, activating a magic item, using a magic ability, etc. are subject to a 3-in-6 chance of failure. Too, a <i>swarm</i> victim suffers a −4 AC penalty. Fleeing the <i>swarm</i> may be the victim’s only recourse, for it can harass only to the limit of the spell’s range. A <i>swarm</i> can be directed to move to another opponent within range, but 1 round will elapse for every 30 feet between the targets.</p>"},{"spell_id":398,"spell_name":"Summon Ice Dæmon","level":"cry 6","rng":"240 feet","dur":"1 turn per CA level","reversible":false,"pp":237,"spell_desc":"<p>This conjuration requires 1 turn to cast and may be performed but once per day. The sorcerer <i>summons</i> a <b>gnoph-yikk</b>, a dæmon of the ice. The conjured dæmon will obey the bidding of the caster, performing all actions, including labour or combat, to the best of its ability. Concentration on the dæmon’s activity need not be maintained; the sorcerer can go about performing other tasks (e.g., fighting or casting other spells) whilst the ice dæmon continues to heed the summoner’s will. Nonetheless, on a 1-in-6 chance per turn, the ice dæmon will attack its master and/or any comrades; however, it cannot breach a candlelit magic circle.</p>"},{"spell_id":399,"spell_name":"Summon Insect Swarm","level":"drd 3, wch 3","rng":"50 feet","dur":"1 round per CA level","reversible":false,"pp":237,"spell_desc":"<p>An angry horde of insects are <i>summoned</i>, manifesting on the caster’s person, that one’s arms spread wide. They are flying insects 7-in-10 times; otherwise, they are crawling. Flying insects, per the referee’s determination, might be bees, biting flies, hornets, or wasps; crawling insects might include biting ants, beetles, or non-venomous centipedes. (If this spell is cast underground, crawling insects will instead be <b>1d4 giant ants</b>, which will attack normally at the sorcerer’s will.) The <i>insect swarm</i> will attack 1 round after being <i>summoned</i>. The standard <i>swarm</i> (not the giant ants) will surge forth as directed by the sorcerer. As long as the caster concentrates and points at the target, the victim suffers 2 hp damage per round. Whilst engulfed, the victim cannot cast spells, missile attacks are impossible, and melee attacks are at a −4 “to hit” penalty. Other actions such as drinking a potion, activating a magic item, using a magic ability, etc. are subject to a 3-in-6 chance of failure. Too, a standard <i>swarm</i> victim suffers a −4 AC penalty. Fleeing the <i>swarm</i> may be the victim’s only recourse, for it can harass only to the limit of the spell’s range. A <i>swarm</i> can be directed to move to another opponent within range, but 1 round will elapse for every 30 feet between the targets.</p>"},{"spell_id":400,"spell_name":"Summon Invisible Stalker","level":"mag 6, nec 6, wch 6","rng":"60 feet","dur":"special","reversible":false,"pp":237,"spell_desc":"<p>Conjures an indiscernible, eight-foot-tall, extra-dimensional being to perform a task or service, which might be guardianship, combat, or the like. The <b>invisible stalker</b> is a flawless tracker, able to follow any trail not more than two weeks old. It is intelligent and oft possessed of hatred and loathing. It resents lengthy missions or assignments (i.e., those that last a week or more), and it will seek to follow the letter of the command whilst perverting the spirit or intent. An invisible stalker serves until its mission is completed, or until it is destroyed physically or by a <i>dispel magic</i> spell.</p>"},{"spell_id":401,"spell_name":"Summon Monster I","level":"mag 3","rng":"10 feet","dur":"1 turn per CA level","reversible":false,"pp":237,"spell_desc":"<p>Sorcery transports 1d4 monsters of 1 HD as determined by rolling on the below table. The monsters will arrive 1 round after the spell is cast and will defend the duration of the spell, after which, dead or alive, they disappear. The monsters will attack the caster’s enemies as directed; if no enemies are present, they may perform other simple tasks as commanded, intuiting the sorcerer’s intent.</p> <p><table><caption><b>Table 116: Summon Monster I Spell</b></caption> <tr><th>d8 Result</th><th style=text-align:left>Monster Summoned</th></tr> <tr><td>1</td><td style=text-align:left>Ape-Man</td></tr> <tr><td>2</td><td style=text-align:left>Beetle, Giant Fire</td></tr> <tr><td>3</td><td style=text-align:left>Cave-Man</td></tr> <tr><td>4</td><td style=text-align:left>Human, Wild Berserker</td></tr> <tr><td>5</td><td style=text-align:left>Orc</td></tr> <tr><td>6</td><td style=text-align:left>Skeleton</td></tr> <tr><td>7</td><td style=text-align:left>Stirge</td></tr> <tr><td>8</td><td style=text-align:left>Worm of Ymir</td></tr></table></p>"},{"spell_id":402,"spell_name":"Summon Monster II","level":"mag 4","rng":"10 feet","dur":"1 turn per CA level","reversible":false,"pp":238,"spell_desc":"<p>Sorcery transports 1d4 monsters of 2 HD as determined by rolling on the below table. The monsters will arrive 1 round after the spell is cast and will defend the caster for the duration of the spell, after which, dead or alive, they disappear. The monsters will attack the caster’s enemies as directed; if no enemies are present, they may perform other simple tasks as commanded, intuiting the sorcerer’s intent.</p> <p><table><caption><b>Table 117: Summon Monster II Spell</b></caption> <tr><th>d10 Result</th><th style=text-align:left>Monster Summoned</th></tr> <tr><td>1</td><td style=text-align:left>Bat, Giant</td></tr> <tr><td>2</td><td style=text-align:left>Bandogg</td></tr> <tr><td>3</td><td style=text-align:left>Dog, War</td></tr> <tr><td>4</td><td style=text-align:left>Fish-Man</td></tr> <tr><td>5</td><td style=text-align:left>Ghoul</td></tr> <tr><td>6</td><td style=text-align:left>Hyæna-Man</td></tr> <tr><td>7</td><td style=text-align:left>Lizard-Man</td></tr> <tr><td>8</td><td style=text-align:left>Spider, Giant Crab</td></tr> <tr><td>9</td><td style=text-align:left>Troglodyte</td></tr> <tr><td>10</td><td style=text-align:left>Zombie</td></tr></table></p>"},{"spell_id":403,"spell_name":"Summon Monster III","level":"mag 5","rng":"10 feet","dur":"1 turn per CA level","reversible":false,"pp":238,"spell_desc":"<p>Sorcery transports 1d4 monsters of 3 HD as determined by rolling on the below table. The monsters will arrive 1 round after the spell is cast and will defend the caster for the duration of the spell, after which, dead or alive, they disappear. The monsters will attack the caster’s enemies as directed; if no enemies are present, they may perform other simple tasks as commanded, intuiting the sorcerer’s intent.</p> <p><table><caption><b>Table 118: Summon Monster III Spell</b></caption> <tr><th>d12 Result</th><th style=text-align:left>Monster Summoned</th></tr> <tr><td>1</td><td style=text-align:left>Crab-Man*</td></tr> <tr><td>2</td><td style=text-align:left>Dwarf</td></tr> <tr><td>3</td><td style=text-align:left>Frog, Giant</td></tr> <tr><td>4</td><td style=text-align:left>Harpy</td></tr> <tr><td>5</td><td style=text-align:left>Lycanthrope, Wererat</td></tr> <tr><td>6</td><td style=text-align:left>Shadow</td></tr> <tr><td>7</td><td style=text-align:left>Spider, Giant Black Widow</td></tr> <tr><td>8</td><td style=text-align:left>Spider, Giant Ogre-faced</td></tr> <tr><td>9</td><td style=text-align:left>Spider, Giant Trapdoor</td></tr> <tr><td>10</td><td style=text-align:left>Tick, Giant</td></tr> <tr><td>11</td><td style=text-align:left>Toad, Giant</td></tr> <tr><td>12</td><td style=text-align:left>Vhuurmis</td></tr></table> * Sans laser rifle</p>"},{"spell_id":404,"spell_name":"Summon Monster IV","level":"mag 6","rng":"10 feet","dur":"1 turn per CA level","reversible":false,"pp":238,"spell_desc":"<p>Sorcery transports 1d4 monsters of 4 HD as determined by rolling on the below table. The monsters will arrive 1 round after the spell is cast and will defend the caster for the duration of the spell, after which, dead or alive, they disappear. The monsters will attack the caster’s enemies as directed; if no enemies are present, they may perform other simple tasks as commanded, intuiting the sorcerer’s intent.</p> <p><table><caption><b>Table 119: Summon Monster IV Spell</b></caption> <tr><th>d12 Result</th><th style=text-align:left>Monster Summoned</th></tr> <tr><td>1</td><td style=text-align:left>Abominable Snow-Man</td></tr> <tr><td>2</td><td style=text-align:left>Ape, Albino</td></tr> <tr><td>3</td><td style=text-align:left>Ape, Mountain</td></tr> <tr><td>4</td><td style=text-align:left>Gargoyle</td></tr> <tr><td>5</td><td style=text-align:left>Ghast</td></tr> <tr><td>6</td><td style=text-align:left>Hippogriff</td></tr> <tr><td>7</td><td style=text-align:left>Lizard, Giant Draco</td></tr> <tr><td>8</td><td style=text-align:left>Night-gaunt</td></tr> <tr><td>9</td><td style=text-align:left>Scorpion, Giant</td></tr> <tr><td>10</td><td style=text-align:left>Weasel, Giant</td></tr> <tr><td>11</td><td style=text-align:left>Wight</td></tr> <tr><td>12</td><td style=text-align:left>Wolf, Dire</td></tr></table></p>"},{"spell_id":405,"spell_name":"Summon Toad Swarm","level":"nec 3, wch 3","rng":"90 feet","dur":"1 turn per CA level","reversible":false,"pp":238,"spell_desc":"<p>A summoned horde of fat, warty toads manifest around the sorcerer. The <i>toad swarm</i> will attack 1 round after being summoned, surging forth as directed. The toads will pursue their target (at 30 MV) to the spell’s range limit. As long as the caster concentrates and points at the target, the victim will be assailed by the <i>swarm</i>, knocked down and overborne by hundreds of amphibians, unless an <i>avoidance</i> saving throw is made. An overborne victim is crushed by the unusual weight of the swarm, sustaining 1d4 hp damage, +1 for each CA level of the caster per round. For example, a 5th-level magician’s toad swarm inflicts 1d4+5 hp damage per round. One may attempt an <i>extraordinary feat of strength</i> to break free (the referee may need to dice for the strength score on the spot, using 3d6 or 4d6 drop low); otherwise, the victim remains <i>prone</i>, unable to take any other actions. Other methods of escape must be adjudicated by the referee on a case-by-case basis. A <i>toad swarm</i> can be directed to hop to another opponent within range, but 1 round will elapse for every 30 feet between targets.</p>"},{"spell_id":406,"spell_name":"Telekinesis","level":"cry 5, mag 5, pyr 5","rng":"120 feet","dur":"6 rounds (1 minute)","reversible":false,"pp":239,"spell_desc":"<p>Standing stationary and using sorcery to empower the mind, the caster lifts an object and moves it vertically and/or horizontally at 10 MV; also, minor manipulation (e.g., twists, turns) is possible. The weight of the object is limited to 25 pounds per CA level. If a living creature is targeted (presuming it is within the weight limit), a <i>sorcery</i> saving throw can be made to resist the effect.</p>"},{"spell_id":407,"spell_name":"Teleport","level":"cry 5, mag 5, pyr 5","rng":"10 feet","dur":"1 round","reversible":false,"pp":239,"spell_desc":"<p>The sorcerer or another recipient is instantaneously transported with all gear intact to any unoccupied space on the same world/dimension. Distance is irrelevant. An unwilling recipient may make a <i>sorcery</i> saving throw to resist the spell (and see below). <i>Teleportation</i> is dangerous sorcery. The less familiar with the destination the caster is, the greater the risk of error and, potentially, injury or death. Roll a d20 to determine the results of the <i>teleport</i> spell:</p> <p><table><caption><b>Table 120: Teleport Spell</b></caption> <tr><th colspan=3>Familiarity with Destination</th><th colspan=2 rowspan=3>Result of Spell</th></tr> <tr><th><i>Very Familiar</i></th><th><i>Somewhat Familiar</i></th><th><i>Vaguely Familiar</i></th></tr> <tr><th>d20 Result</th><th>d20 Result</th><th>d20 Result</th></tr> <tr><td>1–18</td><td>1–15</td><td>1–10</td><td>Success</td></tr> <tr><td>19</td><td>16–18</td><td>11–15</td><td>1d10×10 ft high</td></tr> <tr><td>20</td><td>19–20</td><td>16–20</td><td>1d10×10 ft low</td></tr></table></p> <p>The three degrees of familiarity are defined as follows:</p> <ul><li><i>Very Familiar:</i> The sorcerer has frequented the location many times and knows it well.</li> <li><i>Somewhat Familiar:</i> The sorcerer has been to the location only a few times. (An unwilling subject sent to a <i>somewhat familiar</i> location gains a +2 saving throw bonus.)</li> <li><i>Vaguely Familiar:</i> The sorcerer has been there only once and did not stay for more than a brief time. (An unwilling subject sent to a <i>vaguely familiar</i> location gets a +4 saving throw bonus.)</li></ul> <p>Success indicates the desired location has been achieved without error. <i>Teleporting</i> too high may result in a fall, in which case 1d6 hp damage should be rolled for every 10 feet fallen. <i>Teleporting</i> too low might cause one to appear in solid ground, in which case death is instantaneous. (<i>Teleporting</i> the subject to an occupied space cannot be intentional; the destination must be an unoccupied location on solid ground.) Exceptions can apply. For example, a sorcerer who attempts to <i>teleport</i> to the ground floor of a two-storey building might end up 20 feet too high, in which case he appears on the roof.</p>"},{"spell_id":408,"spell_name":"Temporal Acceleration","level":"ill 5","rng":"0","dur":"24 turns (4 hours)","reversible":false,"pp":239,"spell_desc":"<p>This illusion affects the minds of all within a 10-foot radius, including the caster. Unwilling subjects are allowed <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. The affected believe the passage of time is accelerated, the illusion being so powerful that it becomes reality for all involved. For every 1 turn spent within the <i>temporal acceleration</i> area of effect, time passes as though it were 6 turns; i.e., every 10 minutes effects a one-hour passage of time. One hour is as six, four hours as twenty-four, and so on. As a result, all bodily functions of the affected are hastened; indeed, they must eat, drink, sleep, and so forth at the accelerated rate. The durations of spells and innate abilities are likewise quickened. <i>Temporal acceleration</i> allows for rest, sleep, recovery of hit points, and renewal of spells. <i>Dispel phantasm</i> disrupts this spell; the sorcerer may also terminate it at any time.</p>"},{"spell_id":409,"spell_name":"Terrify","level":"ill 1","rng":"10 feet","dur":"2 rounds + 1 round per CA level","reversible":false,"pp":239,"spell_desc":"<p>The fears of the subject (human, humanoid, or giant only) are exploited by this enchantment. Eye contact must be established, and a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable, allows one to resist the spell’s effects.</p> <p>A subject who fails the saving throw imagines the caster as something that is poignantly malefic in a personal way. This menace could be the monster of childhood nightmares, or some other horror from the subject’s past—something that compels a phobic reaction. The caster must pretend to approach the victim in a deliberate and threatening manner despite not knowing what the victim imagines. The <i>terrified</i> will flee for the duration of the spell, and if cornered, will simply cringe in fear; if a cowering subject is attacked, the spell is broken.</p>"},{"spell_id":410,"spell_name":"Them","level":"clr 4, drd 4","rng":"30 feet","dur":"2 rounds per CA level","reversible":false,"pp":239,"spell_desc":"<p>Transforms one or more ants into <b>giant radioactive ants</b> that at once begin to issue a loud, warbling whistle. The number depends on the sorcerer’s casting ability: 2 ants at CA 7, 3 ants at CA 9, and 4 ants at CA 11. The giant ants can act 1 round after transformation. They will not harm the caster and will obey simple commands such as “Attack!”, “Defend!”, “Lift!”, and so forth. If the giant ants are not otherwise instructed, they will attack the nearest creature (not differentiating between and betwixt allies and enemies).</p>"},{"spell_id":411,"spell_name":"Tiny Hut","level":"cry 3, mag 3","rng":"0","dur":"12 turns (2 hours) per CA level","reversible":false,"pp":240,"spell_desc":"<p>A hemispherical globe of force is evoked, surrounding the sorcerer and providing suitable shelter for as many as six companions. The <i>tiny hut</i> is 15 feet in base diameter, with walls that arch to an apex 7½ feet high. It has an opaque exterior, but from the inside the walls appear transparent, allowing its inhabitants to see the outdoors with perfect clarity, unless the caster wills it to opacity.</p> <p>The <i>tiny hut</i> interior temperature is mild and comfortable (about 70°F). This condition is maintained so long as the temperature without is no warmer than 110°F and no colder than −10°F; for every degree warmer or colder, the interior temperature of the <i>tiny hut</i> will rise or drop accordingly. A lambent light emanates from the interior ceiling upon the command of the caster.</p> <p>The <i>tiny hut</i> can survive strong winds, rain, sleet, hail, and snow, but it is vulnerable to attack: If struck, it can sustain only 6 hp damage before it is destroyed. Whereas the caster’s companions are free to enter and exit the <i>tiny hut</i>, once the caster leaves, the spell terminates.</p>"},{"spell_id":412,"spell_name":"Tongues","level":"clr 4, cry 3, ill 3, mag 3, nec 3, pyr 3, wch 3","rng":"0","dur":"1 turn","reversible":true,"pp":240,"spell_desc":"<p>Enables the sorcerer to speak the language of any intelligent creature within 50 feet, including secret languages such as Druidic or Thieves’ Cant. Once the spell’s duration ends, the caster retains no knowledge or memory of otherwise unknown languages. The reverse of this spell, <i>gibberish</i>, confuses and jumbles the words of all speakers within 50 feet (except those of the caster), pending individual <i>sorcery</i> saving throws, modified by <i>willpower adjustment</i>, if applicable. Spells may also be jumbled to ineffectiveness, but this allows for a second <i>sorcery</i> saving throw, with +1 for every CA level of the opposing caster.</p>"},{"spell_id":413,"spell_name":"Transfer Wounds","level":"nec 4, wch 4","rng":"touch","dur":"instantaneous","reversible":false,"pp":240,"spell_desc":"<p>A spell that can <i>transfer wounds</i> from a willing subject to another willing recipient, which may be the spell caster. A maximum of 20 hp damage can be <i>transferred</i>. The process involves a 1-turn ritual in which the wounds, by way of hands firmly grasped, pass from the subject to the recipient. If a recipient other than the sorcerer is involved, both must be touched by the caster. The one who absorbs the damage may be drained to no lower than 0 hp; e.g., someone with 16 hp can absorb 1–16 hp of damage from the subject.</p>"},{"spell_id":414,"spell_name":"Transfer Youthfulness","level":"wch 6","rng":"touch","dur":"permanent","reversible":false,"pp":240,"spell_desc":"<p>This Evil spell must be cast under a full moon (Phobos or Selene), the victim lashed to a stone table and bathed in moonlight. The victim must be of the same gender as the sorcerer and aged 25 or younger. Upon the culmination of a 6-turn (1-hour) ritual of nameless rites and incantations, which also requires the sacrifice of 1,000 gp worth of gems, the sorcerer lays hands on the victim, draining him or her of youthfulness. The sorcerer becomes young, whilst the victim must make a <i>death</i> saving throw.</p> <p>If the saving throw fails, the victim withers and dies; if the save succeeds, the victim becomes elderly and senile. Only a <i>restoration</i> spell can restore the victim to their true age, pending a <i>trauma survival</i> check (see <b>Chapter 3: Statistics</b>, <i>constitution</i>); otherwise, they die. A sorcerer who has used this spell is sometimes revealed by their shadow, which never reflects a young person, but an elderly wizard or hag.</p>"},{"spell_id":415,"spell_name":"Transform to Asp","level":"nec 6","rng":"0","dur":"special","reversible":false,"pp":240,"spell_desc":"<p>A popular spell amongst the most accomplished Ixian necromancers, this 1-turn ritual culminates in the shedding of the sorcerer’s human skin (and any other effects) to assume the form of a <b>giant asp</b>, a dark, narrow-hooded cobra of about 12-foot length. This transmogrification includes all physical and special abilities, and it heals all damage previously suffered. <i>True seeing</i> reveals the asp for its actual shape.</p> <p><i>Transform to asp</i> persists for as long as the caster wishes, unless the transformed individual is reduced to 0 hp or fewer, in which case the true form is revealed, naked and unconscious. Those who remain in asp form for more than one week risk losing their humanity. This spell can be broken by <i>dispel magic</i>.</p>"},{"spell_id":416,"spell_name":"Transform to Hell Hound","level":"pyr 5","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":240,"spell_desc":"<p>The sorcerer <i>transforms</i> into a <b>hell hound</b>. Upon metamorphosis, the sorcerer is subject to the following benefits and restrictions:</p> <ul><li>Physical (AC, FA) and special abilities of the hell hound are gained, including <i>breathe fire</i>.</li> <li>The previous hit point total and saving throws of the caster are retained.</li> <li>Possessions are melded with the new form; the caster no longer realizes their benefits, except for magic rings.</li> <li>Mental capacity is retained, though the sorcerer is unable to cast other spells; speech changes to the <i>infernal tongue</i> spoken by hell hounds and other netherworldly species.</li></ul> <p>The sorcerer can terminate the spell at will or await its expiration. When the spell ends, the caster reverts to his or her normal form and is healed of 2d6 hp damage (if applicable). If killed whilst in hell hound form, the sorcerer’s true appearance is revealed.</p>"},{"spell_id":417,"spell_name":"Transform to Winter Wolf","level":"cry 5","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":242,"spell_desc":"<p>The sorcerer <i>transforms</i> into a <b>winter wolf</b>. Upon metamorphosis, the sorcerer is subject to the following benefits and restrictions:</p> <ul><li>Physical (AC, FA) and special abilities of the winter wolf are gained, including <i>frost blast</i>, <i>immunity to cold damage</i>, and <i>fire vulnerability</i>.</li> <li>The previous hit point total and saving throws of the caster are retained.</li> <li>Possessions are melded with the new form; the caster no longer realizes their benefits, except for magic rings.</li> <li>Mental capacity is retained, though the sorcerer is unable to cast other spells; speech changes to the uncanny language spoken by winter wolves.</li></ul> <p>The sorcerer can terminate the spell at will or await its expiration. When the spell ends, the caster reverts to normal form and is healed of 2d6 hp damage (if applicable). If killed whilst in winter wolf form, the sorcerer’s true appearance is revealed.</p>"},{"spell_id":418,"spell_name":"Transformation","level":"cry 6, mag 6, pyr 6","rng":"0","dur":"1 round per CA level","reversible":false,"pp":242,"spell_desc":"<p>The sorcerer must quaff a <b>potion of heroic action</b> or <b>potion of super-heroic action</b> to cast this spell. After imbibing and speaking the incantation, the sorcerer increases in size and strength to herculean proportions. Indeed, the sorcerer takes the aspect of a berserk killing machine! Note the following changes:</p> <ul><li>Hit points doubled; subsequent damage is subtracted from the “false total” first</li> <li>+4 AC</li> <li>Fighting ability of a fighter of equal level (i.e., FA equal to CA)</li> <li>3/2 melee attack rate</li> <li>Attacks at 18 strength; i.e., +2 “to hit” and +3 damage</li> <li>Intense battle lust; will not stop attacking enemies until they are dead, the sorcerer is dead, or the spell ends</li></ul> <p><i>N.B.:</i> Other spells cannot be cast whilst the <i>transformation</i> spell is in effect.</p>"},{"spell_id":419,"spell_name":"Transmute Rock to Lava","level":"pyr 6","rng":"60 feet","dur":"1 turn per CA level","reversible":true,"pp":242,"spell_desc":"<p>Changes earth, gravel, rock, or sand into hot lava. The sorcerer affects an area as large as 40 × 40 feet and 1 foot deep. If this spell takes effect under the feet of an enemy, this foe will die a horrible, liquifying death unless an <i>avoidance</i> save is made, in which case 5d6 hp damage is suffered. Movement through the lava is at 10 MV, with a save required for each round of exposure. When the spell’s duration elapses, the lava dries to light, porous rock, potentially trapping victims (<i>avoidance</i> save to escape); those so trapped require <i>extraordinary feats of strength</i> to break free. The reverse of this spell, <i>transmute lava to rock</i>, hardens lava into solid stone, affecting a 10 × 10 × 10-foot area per CA level.</p>"},{"spell_id":420,"spell_name":"Transmute Rock to Mud","level":"drd 5, mag 5","rng":"120 feet","dur":"3d6 days","reversible":true,"pp":242,"spell_desc":"<p>This dweomer takes effect 1 turn after casting, changing earth, gravel, rock, or sand into mud. The sorcerer is able to affect a cubic area with sides one foot long per CA level; e.g., a CA 10 sorcerer can affect a 10 × 10 × 10-foot area. When the spell’s duration elapses, the mud dries to dirt. If this spell takes effect under the feet of an enemy, this foe may make an <i>avoidance</i> saving throw to escape the muddy ground. Creatures that enter the <i>transmuted</i> area move but five feet per turn, so long as they are able to keep their heads above the mud. If the depth of the mud is greater than their height, they must make <i>transformation</i> saving throws or be sucked in and die, as with quicksand. The reverse of this spell, <i>transmute mud to rock</i>, hardens muddy ground into solid stone. Creatures mired in the muddy area must make <i>transformation</i> saving throws or become trapped in solid stone (likely a fatal outcome).</p>"},{"spell_id":421,"spell_name":"Transport via Plants","level":"drd 6","rng":"touch","dur":"special","reversible":false,"pp":242,"spell_desc":"<p>The sorcerer or other recipient can step within any large plant and pass almost any distance to another plant of like size and species. This transference is effected in but 1 round, regardless of distance. The traveler need not be familiar with the precise destination plant; indeed, only direction and distance are required. The dweomer will then transport the spell’s subject to the closest available specimen. (Of course, it can be many miles away from the desired location, depending on circumstances.) Upon arrival, the subject need not step out from the destination plant immediately; one may remain within, observing with all normal senses and those of the plant itself. Egress can be delayed for up to 24 hours, but if the plant is not stepped out from within that time, the subject will be ejected violently for 6d6 hp damage.</p>"},{"spell_id":422,"spell_name":"Tree Shape","level":"drd 3","rng":"0","dur":"6 turns (1 hour) per CA level","reversible":false,"pp":242,"spell_desc":"<p>The sorcerer and all gear assume the form of a small tree, a shrub, or even a log or stump. Whilst in this form, a caster can observe all that transpires in a 75- foot radius unless obstructions are present. This spell can be ended at will. Only <i>true seeing</i> reveals the <i>tree shape</i> for what it is.</p>"},{"spell_id":423,"spell_name":"True Seeing","level":"clr 5, drd 6, ill 6","rng":"0","dur":"1 round per CA level","reversible":false,"pp":243,"spell_desc":"<p>The sorcerer perceives things for what they really are. A diamond of 500-gp value or greater must be sacrificed to cast this spell. Upon speaking the incantation, invisible creatures or objects are revealed; <i>phantasms</i> and like illusions are exposed; mundane and magical disguises are penetrated; secret doors are made obvious. Even the subjects of spells such as <i>polymorph</i> (<i>other</i> or <i>self</i>), <i>stone shape</i>, or <i>tree shape</i> are shewn by <i>true seeing</i>. For those sorcerers casting the clerical/ druidic version of this spell, alignment is also cognized by means of a projected aura, so Good, Evil, and Neutrality are distinguished, as well as Law and Chaos. The sorcerer can move (but not run) after casting this spell, fully concentrating. Any other actions (combat, other spells, item use, etc.) will break the spell.</p>"},{"spell_id":424,"spell_name":"Turn Sticks to Serpents","level":"clr 4, drd 5, nec 4, wch 4","rng":"30 feet","dur":"2 rounds per CA level","reversible":true,"pp":243,"spell_desc":"<p>Through incantations the sorcerer transforms sticks into snakes, in numbers not exceeding the caster’s CA level, if sufficient sticks are within range. Each stick becomes a three-foot <b>viper</b> that obeys the sorcerer’s will. The reverse of this spell, <i>turn serpents to sticks</i>, transforms a snake or snakes into sticks. As many HD worth of snakes can be affected as the sorcerer has CA levels.</p>"},{"spell_id":425,"spell_name":"Twofold Missile","level":"mag 3","rng":"touch","dur":"3 rounds","reversible":false,"pp":243,"spell_desc":"<p>The sorcerer must touch a personal missile launcher to lay this dweomer (usually a bow, crossbow, or sling; siege weapons do not qualify). On the next round, the missile launcher will shoot <i>twofold missiles</i>; i.e., when a missile is fired, sorcery causes the missile to split into two identical missiles. Only one attack roll is made per <i>twofold missile</i>: A hit indicates both missiles strike; a miss indicates both missiles fail to connect. This spell will duplicate a magically enchanted missile (e.g., a <b>+1 arrow</b> will become two <b>+1 arrows</b>), but in all cases, only one missile can possibly be recovered, the duplicate disappearing.</p>"},{"spell_id":426,"spell_name":"Ultraviolet Vision","level":"ill 2","rng":"0","dur":"3 turns per CA level","reversible":false,"pp":243,"spell_desc":"<p>The caster’s eyes emit ultraviolet radiation in a 60-footlong cone that is 30 feet wide at its terminus. For the spell’s duration, the sorcerer can perceive the ultraviolet spectrum in varying shades of blue, violet, and white; effectively, the caster sees in the dark. This spell does not allow one to detect invisible objects or creatures.</p>"},{"spell_id":427,"spell_name":"Ungovernable Hideous Laughter","level":"mag 2, wch 2","rng":"50 feet","dur":"4 rounds","reversible":false,"pp":243,"spell_desc":"<p>The target of this spell (must be intelligent; see note below) perceives everything seen and heard as hilarious unless they make a successful <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. If the save fails, the victim will begin to chuckle and giggle. On the next round they will collapse to the ground, howling and shrieking with <i>ungovernable hideous laughter</i> (effectively <i>prone</i>). This condition persists for 3 rounds (again, the first round was chuckling and giggling). Even after the spell ends, the victim of this enchantment must spend 1 round recovering (no attacks allowed, though no longer considered <i>prone</i>). This spell functions solely on creatures with a sense of humour (humans, humanoids, giants, intelligent monsters, and so forth); it does not work on animals or otherwise unintelligent creatures.</p>"},{"spell_id":428,"spell_name":"Unseen Servant","level":"cry 1, ill 1, mag 1, pyr 1, wch 1","rng":"120 feet","dur":"6 turns (1 hour)","reversible":false,"pp":243,"spell_desc":"<p>This spell requires 1 turn to cast and necessitates the sacrifice of a 50-gp gem. It summons an invisible entity of limited means. The <i>unseen servant</i> can clean, fetch and carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell.</p> <p>The entity cannot fight, though it is not easy to kill: Magical weapons or spells must be used. The <i>unseen servant</i> has the following statistics: <b>MV</b> 30 (but it cannot run); <b>AC</b> 5; <b>HD</b> 1 (<b>hp</b> 6); <b>#A</b> 0; <b>D</b> —; <b>SV</b> 17. If the caster moves farther than 120 feet away from the <i>unseen servant</i>, it will disappear.</p>"},{"spell_id":429,"spell_name":"Vampiric Touch","level":"nec 3, wch 3","rng":"touch","dur":"special","reversible":false,"pp":243,"spell_desc":"<p>With a touch the sorcerer drains a victim of 1d6 hp for every 2 CA levels, to a maximum of 6d6 hp at CA 12. The sapped hit points are transferred to the sorcerer. Temporary hit points are added to the caster’s present total and will remain for 6 turns (1 hour). During this period, any damage sustained by the caster is first subtracted from the temporary total. The temporary hit points can exceed the caster’s normal maximum hit point allotment. <i>N.B.:</i> Even if the victim is sapped beyond death, the same hp are transferred; however, withering and decay accelerate disturbingly.</p>"},{"spell_id":430,"spell_name":"Veil","level":"ill 6","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":243,"spell_desc":"<p>Makes the caster and allies appear as something they are not. The sorcerer can affect allies in a 40-foot radius, but they must be willing participants. <i>Veil</i> can make them look as though they were inanimate objects such as boxes or kegs, small trees or shrubs; or perhaps dogs, <b>orcs</b>, or anything else imagined by the caster, so long as it is something with which the caster is familiar. Exact features cannot be duplicated. For example, whilst a band of guards who wear black chain mail and red capes may be imitated, the face of their captain cannot.</p>"},{"spell_id":431,"spell_name":"Ventriloquism","level":"ill 1, mag 1, wch 1","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":244,"spell_desc":"<p>The sound of the sorcerer’s voice and very words are made to issue from something, someplace, or someone else. Examples may include a painting or statue, or simply from behind a door. If cast on an unwilling subject, the effect can be negated by a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable.</p>"},{"spell_id":432,"spell_name":"Visualize Death","level":"nec 2","rng":"touch","dur":"1 turn","reversible":false,"pp":244,"spell_desc":"<p>By handling the corpse, carcass, or skeletal remains of an expired creature, the sorcerer enters a trance and visualizes the last 10 minutes (1 turn) of the deceased’s life, as seen through their eyes. Naturally, this revelation requires a full 10 minutes, for not a moment is missed. At the spell’s conclusion, the sorcerer will emerge from the trance exhausted and emotionally troubled/withdrawn for 1d6 turns.</p>"},{"spell_id":433,"spell_name":"Wall of Fire","level":"drd 5, mag 4, pyr 4","rng":"60 feet","dur":"special","reversible":false,"pp":244,"spell_desc":"<p>Evokes an opaque, shimmering barrier of violet-red flames to spring from the ground. The <i>wall of fire</i> can be as large as 60 feet long and 20 feet high, or a circle of flames 30 feet in diameter and 20 feet high; both variations are six inches thick. The sorcerer can adjust the size if so desired, but not the shape. The spell persists for as long as the sorcerer concentrates, plus 1 round per CA level thereafter.</p> <p>Creatures 3 HD and fewer cannot pass through the <i>wall of fire</i>; they are repelled. Creatures of 4 HD or greater can pass through, but they sustain 3d6 hp damage, +1 hp per CA level (so a CA 9 sorcerer’s <i>wall of fire</i> inflicts 3d6+9 hp damage). Undead suffer two extra damage dice: 5d6 hp, +1 hp per CA level.</p>"},{"spell_id":434,"spell_name":"Wall of Force","level":"mag 5","rng":"30 feet","dur":"1 turn","reversible":false,"pp":244,"spell_desc":"<p>Evokes an invisible, immoveable barrier that is impervious to most spells, including <i>dispel magic</i>; however, a <i>disintegrate</i> spell will destroy it. Weapons, missiles, breath weapons, cold, fire, and acid attacks cannot penetrate the <i>wall of force</i>. The <i>wall of force</i> can be created to be as large as 20 feet high and 50 feet long; or it can be a 20-foot-diameter hemisphere with a 10- foot apex, the latter form serving as protection for the sorcerer, if so desired.</p>"},{"spell_id":435,"spell_name":"Wall of Ice","level":"cry 4, mag 4","rng":"120 feet","dur":"6 turns + 1 turn per CA level","reversible":false,"pp":244,"spell_desc":"<p>Evokes an opaque, blue-white, rimy barricade to spring from the ground. The <i>wall of ice</i> can be as large as 60 feet long and 20 feet high, or a circle 30 feet in diameter and 20 feet high; both variations are six inches thick. The sorcerer can adjust the size if so desired, but not the shape. The <i>wall</i> negates most spells and powers related to fire, unless the magical fire wielder is of greater CA (or HD) than the sorcerer who conjured the <i>wall of ice</i>.</p> <p><i>Wall of ice</i> repels all creatures of 3 HD or fewer. Creatures of 4 HD or greater can attempt to break through with <i>extraordinary feats of strength</i>; this endeavour requires 1d6 turns and assumes the use of heavy hammers, axes, picks, or the like. (For many monsters, the referee will need to assign a reasonable strength score based on the creature’s HD, size, and mass.) Most unintelligent creatures will see the <i>wall</i> as an impenetrable barrier and will not consider breaking through it. Smashing through causes 2d6 hp damage for most creatures (due to collapsing ice); creatures of or related to heat or fire suffer 3d6 hp damage.</p>"},{"spell_id":436,"spell_name":"Wall of Iron","level":"mag 5","rng":"60 feet","dur":"permanent","reversible":false,"pp":244,"spell_desc":"<p>Evokes a vertical metal partition to rise from the ground, typically to seal off a passage or wall breach. The <i>wall of iron</i> must have appropriate anchor points and cannot be made to stand in open space. The <i>wall</i> is three inches thick and covers an area as large as 600 square feet (e.g., 20 feet high and 30 feet long, 10 feet high and 60 feet long). A <i>wall of iron</i> can be destroyed by a <i>dispel magic</i> spell; it is otherwise permanent unless battered down.</p>"},{"spell_id":437,"spell_name":"Wall of Shadow","level":"ill 2, mag 2","rng":"60 feet","dur":"1 round per CA level","reversible":false,"pp":244,"spell_desc":"<p>The sorcerer conjures from the Black Gulf a barrier of darkness. The <i>wall of shadow</i> must be 10 feet thick and 10 feet high; only the length is malleable, allow for 10 feet per CA level (e.g., a CA 7 sorcerer may create a 10 × 10-foot wall that is 70 feet long). The <i>wall</i> can be straight or form a semicircle.</p> <p>The <i>wall of shadow</i> is not impenetrable; persons and objects can be seen through it, but they are vague, hazy, and nebulous. Missile fire directed at a person beyond the wall is at a −2 penalty. Other benefits might be derived from this spell; e.g., a thief attempting to <i>hide</i> might gain a bonus to his chance-in-twelve, or perhaps even automatic success, at the referee’s discretion.</p>"},{"spell_id":438,"spell_name":"Wall of Stone","level":"mag 5","rng":"60 feet","dur":"permanent","reversible":false,"pp":244,"spell_desc":"<p>Evokes a granite barricade to spring from the ground. The <i>wall of stone</i> can be made to stand vertically or lie horizontally, per the will of the sorcerer. The <i>wall</i> is two feet thick and covers an area as large as 1,000 square feet (e.g., 20 feet high and 50 feet long; 10 feet high and 100 feet long). A <i>wall of stone</i> can be destroyed by a <i>dispel magic</i> spell. It is otherwise permanent unless broken down or chipped away.</p>"},{"spell_id":439,"spell_name":"Wall of Thorns","level":"drd 5","rng":"90 feet","dur":"1 turn per CA level","reversible":false,"pp":245,"spell_desc":"<p>Evokes a giant mass of gnarly, resilient, pliable brush to take form. These thick, tangled vines bristle with dagger-like thorns of three- to five-inch length. The sorcerer may shape the barrier as desired, as large as 1,000 cubic feet per CA level; for instance, a CA 10 sorcerer may create a <i>wall of thorns</i> 50 feet long, 20 feet deep, and 10 feet high. Creatures caught in the spell’s designated area of effect suffer 1d10+10 hp damage. If one attempts to push through the <i>wall of thorns</i> or otherwise comes into abrupt contact with it, similar damage is sustained and repeated for every 10 feet of movement within the mass.</p> <p>To avoid additional damage, one can chop through with a stout blade, such as a sword, axe, or heavy knife. Cutting through 10 feet of this enchanted barrier requires 1 turn. Mundane fire will not harm the <i>wall of thorns</i>, as the vines are coated with an oily enzyme; magical fire will burn the <i>wall of thorns</i> within 1 turn of contact, effecting a <i>wall of fire</i> spell that blazes for a single turn.</p>"},{"spell_id":440,"spell_name":"Wall of Vapours","level":"cry 2, ill 1","rng":"60 feet","dur":"1 turn","reversible":false,"pp":245,"spell_desc":"<p>Evokes a hedge of Æthereal mists as large as 10 × 30 × 30 feet in volume. These <i>vapours</i> are opaque and normal sight cannot penetrate them; likewise, <i>infrared vision</i> is blocked. The <i>wall of vapours</i>, however, is easily dispersed. A <i>gust of wind</i> spell, or any natural wind of 10 mph or greater, will diffuse the effect. The cryomancer version of this spell generates a mist of ice crystals.</p>"},{"spell_id":441,"spell_name":"Ward Off Insects","level":"drd 4","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":245,"spell_desc":"<p>Evokes an invisible barrier to form around the caster in a 10-foot radius, repelling all normal insect life. Giant insects are allowed <i>sorcery</i> saving throws. Successful saves allow the creatures to behave as normal, though they suffer 1d6 hp damage for entering the field; failed saves cause the insects to flee in fear. This spell does not affect spiders and centipedes.</p>"},{"spell_id":442,"spell_name":"Warp Wood","level":"drd 2","rng":"60 feet","dur":"permanent","reversible":false,"pp":245,"spell_desc":"<p>Beams, shafts, or planks of wood no more than two inches thick are altered by this spell. The caster can bow a three-foot length of wood per CA level, so a CA 4 sorcerer may <i>warp</i> two six-foot spears or six twofoot arrows. The planks of a boat or a door can also be buckled. Magical wood can be affected by sorcerers of CA 6 or greater.</p>"},{"spell_id":443,"spell_name":"Water Breathing","level":"cry 3, drd 3, mag 3","rng":"30 feet","dur":"6 turns (1 hour) per CA level","reversible":true,"pp":245,"spell_desc":"<p>Allows the recipient to breathe fresh or salt water as easily as air. The reverse form of this spell, <i>air breathing</i>, allows a water-breathing creature to respire aerially.</p>"},{"spell_id":444,"spell_name":"Water Walk","level":"clr 3","rng":"touch","dur":"1 turn + 1 turn per CA level","reversible":false,"pp":245,"spell_desc":"<p>Allows the sorcerer and one companion per CA level to ambulate across fluid surfaces. A horse or camel equates to three companions; such a beast can <i>water walk</i> whilst bearing a single rider and/or gear no heavier than 300 pounds.</p>"},{"spell_id":445,"spell_name":"Web","level":"mag 2","rng":"5 feet per CA level","dur":"2 turns per CA level","reversible":false,"pp":245,"spell_desc":"<p>Thick, sticky strands of webbing stream from the caster’s fingertips, covering a target area no greater than 10 × 10 × 20 feet. Targets are allowed <i>avoidance</i> saving throws to evade contact with the <i>web</i>. Those who make the save can carefully make their way out, moving at half speed. Those who failed the save can attempt to break free one round later: <ul><li><b>ST 3–8</b> = trapped until spell expires</li> <li><b>ST 9–12</b> = 2d6 rounds to break free</li> <li><b>ST 13–18</b> = 1d6 rounds to break free</li></ul> A <b>flame tongue</b> sword wielder can slash through in but 1 round. If the webs are set ablaze with a torch or other fire source, they will catch quickly, the entire mass burning in 2 rounds. Those trapped within the conflagration suffer 1d6 hp damage per round (1d8 hp vs. undead), and any flammable clothing or gear is subject to burning and ruination.</p>"},{"spell_id":446,"spell_name":"Weird War Hammer","level":"clr 2","rng":"30 feet","dur":"1 round per CA level","reversible":false,"pp":245,"spell_desc":"<p>Conjures a brilliant war hammer composed of positive energy. The floating weapon can be directed to attack any opponent within the spell’s range. The caster need not focus on it; other actions (e.g., fighting or casting other spells) can be taken whilst directing the <i>weird war hammer</i> at will. The <i>hammer</i> strikes with a <i>fighting ability</i> (FA) equal to the sorcerer. For every 4 CA levels, the weapon is +1 “to hit” and damage: <ul><li><b>CA 1–4</b> = +1</li> <li><b>CA 5–8</b> = +2</li> <li><b>CA 9–12</b> = +3</li></ul> Hence, a CA 5 sorcerer can conjure a <i>weird war hammer</i> that strikes at +2 “to hit” and inflicts 1d8+2 hp damage. <i>Dispel magic</i> terminates this spell.</p>"},{"spell_id":447,"spell_name":"Whispering Wind","level":"ill 2","rng":"5 miles per CA level","dur":"special","reversible":false,"pp":246,"spell_desc":"<p>Evokes a gentle breeze to whirl around the sorcerer and then depart, taking with it a spoken message no more than 12 words (not including articles <i>a</i>, <i>an</i>, and <i>the</i>). The message will be conveyed to a familiar recipient within the spell’s range, so long as no insurmountable obstacles prevent delivery. If the caster and the subject are both outdoors, the spell is almost always successful; however, if one or the other is in a dungeon or inside a building, obstructions (e.g., walls, closed doors) can preclude the spell from functioning as desired. When the <i>whispering wind</i> reaches its objective, it swirls about the recipient creature and softly murmurs its message.</p>"},{"spell_id":448,"spell_name":"White Hand of Death","level":"nec 6","rng":"touch","dur":"special","reversible":false,"pp":246,"spell_desc":"<p>By the sorcerer’s touch, a death spell is delivered. The target must make a <i>death</i> saving throw or receive the spell’s mark and die. The victim of this spell is left with a pale handprint on their chest (the mark concealed unless the chest is bare). The <i>white hand of death</i> imprint remains burnt on the victim’s chest for nine days. Unless the body is incinerated, any creature who touches the body must also make a <i>death</i> save or die, branded with their own pale white handprint—and so spreads the contagion known as the <i>white death</i>.</p>"},{"spell_id":449,"spell_name":"Wind Wall","level":"cry 3, drd 4, mag 3, pyr 3, wch 3","rng":"120 feet","dur":"1 turn per CA level","reversible":false,"pp":246,"spell_desc":"<p>Evoked is a barrier of wind 10 feet thick, 20 feet long, and up to 50 feet high. The wind gushes upwards, sending any light materials skywards, including loose objects or unsecured creatures (birds, small animals, and the like) weighing no more than 25 pounds. <i>Wind wall</i> can disperse spells such as <i>cloudkill</i> and <i>stinking cloud</i>.</p>"},{"spell_id":450,"spell_name":"Witch Fire","level":"pyr 3, wch 2","rng":"90 feet","dur":"6 turns (1 hour)","reversible":false,"pp":246,"spell_desc":"<p>Creates fist-sized balls of phosphorescent light, in numbers equal to the caster’s CA level. The colours of the balls may be chosen by the sorcerer. The lights follow the caster and illume a 5-foot diameter area. Each ball of <i>witch fire</i> can be sent to cover one Medium creature or two Small creatures within the spell’s range, engulfing the target in a phosphorescent glow, and causing each to suffer a −1 AC penalty. For Large creatures, the referee must determine a reasonable size equivalent; e.g., two, three, or four balls of <i>witch fire</i> may be necessary to affect a giant.</p>"},{"spell_id":451,"spell_name":"Word of Recall","level":"clr 6","rng":"0","dur":"instantaneous","reversible":false,"pp":246,"spell_desc":"<p>The chanting sorcerer transports to a place that they hallowed with the <i>ceremony of consecration</i> spell, with no chance of error; no distance or subterranean depth is too great. The sorcerer may bring 25 pounds of material per CA level; this excess may comprise gear, treasure, or even a living creature, so long as the weight restriction is observed.</p>"},{"spell_id":452,"spell_name":"Wraithshape","level":"ill 3, nec 3, wch 3","rng":"0","dur":"1 turn per CA level","reversible":false,"pp":246,"spell_desc":"<p>The sorcerer and all gear assume a smoke-grey, incorporeal form. Whilst in <i>wraithshape</i>, the undead (except <b>vampires</b> and <b>liches</b>) will ignore the caster, believing him or her to be one of their own abysmal kind. The sorcerer can squeeze under doors or through small holes or cracks, and he can float in the air at 15 MV. Only magical weapons or spells can harm such a sorcerer. The sorcerer cannot, however, make any attacks unless confronted by a creature in a like state. <i>Dispel magic</i> breaks the spell; otherwise, the sorcerer can terminate it at will.</p>"},{"spell_id":453,"spell_name":"Write Spell","level":"cry 1, ill 1, mag 1, nec 1, pyr 1, wch 1","rng":"0","dur":"permanent","reversible":false,"pp":246,"spell_desc":"<p>Allows the sorcerer to transfer a spell from one spell book to another. The caster need not comprehend the spell being transferred, but it must be a spell from the sorcerer’s respective spell list. Once a spell is transferred, it disappears from its original volume. Completing this spell requires 6 turns (1 hour) per spell level and necessitates sorcerer’s ink (such as sepia), a fine quill, and a crushed gem of 100-gp value or greater. Upon completing the transfer, the sorcerer must make a <i>sorcery</i> saving throw or suffer 1d4 hp damage and be knocked unconscious for 1d4 turns. If the sorcerer is disrupted whilst performing this ritual, the transferred spell will be lost, ruined.</p>"},{"spell_id":454,"spell_name":"Wyvern Warden","level":"clr 2, ill 2, nec 2","rng":"30 feet","dur":"8 hours","reversible":false,"pp":246,"spell_desc":"<p>Taps the unspeakable power of the Black Gulf, conjuring a billowing black haze that assumes the vague shape of a <b>wyvern</b>: a large, two-legged dragon with a long, barbed tail. The <i>wyvern warden</i> is assigned a task of guardianship over a person, place, or thing. An approaching creature will not see the <i>wyvern warden</i> in the dark unless <i>detect magic</i> is cast. In naturally lit conditions, however, a wary approaching creature might discern the hazy, monstrous form.</p> <p>If anyone or anything approaches within 20 feet of the curling mass (except designated allies who were present and identified as such when the spell was cast), the <i>wyvern warden</i> lashes with its tail, striking without error. The victim must make a <i>death</i> saving throw or remain rigid for 1 round per CA level of the sorcerer. The <i>wyvern warden</i> will then disappear in a puff of black smoke, able to attack but one victim.</p>"},{"spell_id":455,"spell_name":"Zombie Visage","level":"ill 3, nec 2","rng":"0","dur":"1 round per CA level","reversible":false,"pp":247,"spell_desc":"<p>The sorcerer’s face and hands become like those of a <b>zombie</b>, accompanied by a conspicuous foetor and an aura of undeath, allowing one to pass amongst unintelligent undead without notice. This mien is merely a necromantic illusion, however. Ordinary animals that glimpse the sorcerer must make morale checks at −2 or flee in terror for 1d4 rounds. <i>Zombie visage</i> is broken by <i>dispel magic</i> or <i>dispel phantasm</i>; a <i>turn undead</i> attempt versus <i>Undead Type 2</i>, if successful, will cause the face to crumble and fall away from the sorcerer.</p>"}]