Analyze

Range: 0 (touch only)
Duration: 1 Round
Effect: Analyzes magic on one item

A spellcaster using this spell can handle one item and learn the enchantment on it. Helms must be put on the spellcaster’s head, swords held in his hand, bracelets put on his wrist, etc. for this spell to work. Any consequences of this action (for example, from cursed or boobytrapped objects) fall upon the spellcaster, though he gets his usual saving throws.

The spellcaster has a chance of 15 % plus 5 % per experience level to determine one magical characteristic of the item; if the item is nonmagical, his chance is to determine that fact.

The spell does not reveal much precise information. It will characterize a weapon’s pluses (attack bonus) as “many” or “few,” will estimate the number of charges on an item within 2 5 % of the actual number, etc.

Bleach

Range: 0 (touch only)
Duration: Permanent, until magically bleached
Effect: Changes color of affected area

This spell was created by hedge-wizards (the low-level magic-users of Alphatia whose spells were mostly concerned with household affairs). Each application of the bleach spell will bleach a certain amount of material down to its original color — one basket of laundry, one painting, one application of the color spell, one tattoo, etc. Ordinary stains are automatically bleached. When cast on a color spell, it will only work if the caster is the same level or a higher level than the caster of the color.

The spell will not discolor the surfaces beneath the pigments or paints. Cast on a tattoo, for instance, it will entirely eliminate the tattoo, bu the skin beneath will be normally colored.

Charm Person

Range: 120′
Duration: See Below
Effect: One living person (see below)

This spell will onlv affect humans, demihumans and certain other creatures. The victim is allowed a saving throw vs. spells. If the saving throw is successful , the spell has no effect. If it fails will believe that the spellcaster is its “best friend” and will try to defend the spellcaster against any threat, whether real or imagined. The victim is charmed.

As a general rule, the spell only affects creatures which look similar to humans in various ways -humans, demihumans, certain giant class creatures, etc. It will not affect animals, magical creatures (such as living statues), undead monsters, or human-like creatures larger than ogres.

If the spellcaster can speak a language that the charmed victim understands, the spellcaster may give orders to the victim. These orders should soun like suggestions, as if “just between friends.” The charmed victim will usually obey, but the victim may resist orders that are contrary to victim’s nature (alignment and habits)- He doesn’t need to roll anything to resist. A victim will refuse to obey if ordered to kill itself.

A charm may last for months. The victim may make another saving throw every so often, depending on its Intelligence score.

Charm Person Duration
f The Victim Has: He Saves Every:
High Intelligence (13-18): 1 day
Ave. Intelligence (9-12): 1 week
Low Intelligence(3-8): 1 mon

Custom Spell

A more complex system for determining the duration of a charm spell appears in Chapter 13, on page144.

A victim who is given conflicting orders and impressions by his old adventuring friends and his new “best friend” should react as any person would in real life: with confusion. He will not automatically assume that one party or the other lying… even if the player wants him to.

The charm is automatically broken if the spellcaster attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the spellcaster’s allies

Detect Magic

Range: 0
Duration: 2 turns
Effect: Everything within 60′

When he casts this spell, the spellcaster will see a glow surround all magical objects, creatures and places which are visible and within range of the spell. No saving throw is allowed.

Example: Shortly after casting this spell, a magic-user walks into a room containing a door locked by magic, a magical potion lying nearby, and a treasure chest containing a magical wand. All the magic will glow, but the spellcaster can see onlv the door and potion; the light of the glowing wand is hidden by the treasure chest.

Floating Disc

Range: 0
Duration: 6 turns
Effect: Disc remains within 6′ of caster

This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 5000 cn (500 pounds). It cannot be created in a place occupied by a creature or object. The floating disc is created at the height of the spellcaster’s waist, and will always remain at that height. It will automatically follow the spellcaster at his current movement rate, remaining within 6′ of him at all times. It can never be used as a weapon, because it has no solid existence and veers away from anything it might run into. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it. No saving throw is allowed.

Foam

Range: 50′
Duration: 1 round/2 levels
Effect: Liquid to Foam

causes up to four gallons of liquid to foam. 

Acquired from Orinocco mage’s guild. honestly, what is this spell for?

Gyroins Candle Flame

Range: 10′
Duration:1 round/ level
Effect: creates candle flame

Creates a small candle flame.  Famously decorates the helm of the Efreeti Armor owned by Al Bino.

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Party Spell

Hold Portal

Range: 10′
Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar portal

This spell will magically hold shut any portal-for example, a door or gate. A knock spell will open the hold portal. Any creature three or more Hit Dice greater than the caster (and characters three or more levels higher) may break open a held portal in one round, but the portal will relock if allowed to close within the duration of the spell.

Example: Any 5th level character can break through a hold portal spell cast by a 2nd level spellcaster.

Custom Spell

Party Spell

Light/DARkness

Range: 120′
Duration: 6 turns + 1 turn/ level of the caster
Effect: Volume of 30′ diameter

This spell creates a large ball of light, much like a bright torchlight. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature’s eyes, the creature must make a saving throw vs. spells. If he fails the saving throw, the victim will be blinded by the light until the duration ends (see page 150, for the effects of blindness). If he makes the saving throw, the light appears in the air behind the intended victim.

When reversed, this spell, darkness, creates a circle of darkness 30′ in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it (but may itself be canceled by another light spell). If cast at an opponent’s eyes, it will cause blindness until canceled, or until the duration ends; as before, the victim does get a saving throw.

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Party Spell

Magic Missile

Range: 150′
Duration: 1 round
Effect: Creates 1 or more arrows

A magic missile is a glowing arrow, created and shot by magic, which inflicts 1d6+1 (2-7) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the spellcaster and hovers there (moving with him) until the spellcaster causes it to shoot. When shot, the magic missile will automatically hit any one visible target the spellcaster specifies. The magic missile actually has no solid form, and cannot be touched. A magic missile never misses its target and the target is not allowed a saving throw. For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th level spellcaster may create three missiles. The spellcaster may shoot the missiles all at one target or at different targets.

Custom Spell

Party Spell

Protection from Evil

Range: 0
Duration: 6 turns
Effect: The spellcaster only

This spell creates an invisible magical barrier all around the spellcaster’s body (less than an inch away). All attacks against the spellcaster are penalized by -1 to their attack rolls, and the spellcaster gains a +1 bonus to all saving throws, while the spell lasts.

In addition, enchanted creatures cannot attack the spellcaster in hand-to-hand or melee combat. (An enchanted creature is one that normal weapons cannot hurt; only magical weapons can hit the creature. A creature that can be only hit by a silver weapon, a werewolf, for example, is not an enchanted creature. Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be an enchanted creature.)

The barrier thus completely prevents all attacks from those creatures unless they use missile weapons; the barrier is no defense against missiles, though the attackers still suffer the attack roll penalties.

This spell will not affect a magic missile, either incoming or outgoing. If the spellcaster attacks (hand-to-hand) anything during the spell’s duration, the effect changes slightly. Enchanted creatures are then able to touch the speticaster, but the attack roll and saving throw adjustments still apply until the spell duration ends.

Custom Spell

Party Spell

Read Languages

Range: 0
Duration: 2 turns
Effect: The spellcaster only

This spell will allow the spellcaster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends.

Custom Spell

Party Spell

Read Magic

Range: 0
Duration: 1 Turn
Effect: The spellcaster only

This spell will allow the spellcaster to read, not speak, any magical words or runes, such as those found on scrolls and other items. A spellcaster cannot understand unfamiliar magic writings without using this spell. However, once a spellcaster reads a scroll or runes with this spell, he can read or speak that magic later without using a spell.

All spell books are written in magical words, and only their owners may read them without using this spell.

Custom Spell

Party Spell

Shield

Range: 0
Duration: 2 turns
Effect: The spellcaster only

This spell creates a magical barrier all around the spellcaster (less than an inch away). It moves with the spellcaster. While the duration lasts, the spellcaster has an AC of 2 against missiles, and AC 4 against all other attacks.

If someone shoots a magic missile at a spellcaster protected by this spell, the spellcaster may make a saving throw vs. spells (one saving throw per missile). If the saving throw is successful, the magic missile has no effect; it hits the barrier and evaporates.

Custom Spell

Party Spell

Sleep

Range: 240′
Duration: 4d4 (4-16) turns
Effect: 2-16 Hit Dice of living creatures within a 40′ square area

This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4+1 Hit Dice or less-generally, small of man-sized creatures. The spell will not affect creatures outside the 40’x 40′ area which the player chooses as the spell’s target area. The spell will not work against undead or very large creatures, such as dragons.

When a character is first hit with a sleep spell, falling or sagging to the ground will not wake him up. However, characters affected by a sleep spell are not in a deep sleep. Any sleeping character or creature will awaken if slapped, kicked, or shaken.

Characters can kill a sleeping victim with a single blow of any edged weapon, regardless of the creature’s hit points.

Your Dungeon Master will roll 2d8 to find the total Hit Dice or experience levels of monsters affected by the spell.

The victims get no saving throw against this spell.

Custom Spell

Party Spell

Ventriloquism

Range: 60′
Duration: 2 turns
Effect: One item or location

This spell will allow the spellcaster to make the sound of his or her voice come from somewhere else, such as a statue, animal, a dark corner, and so forth. The “somewhere else” must be within range of the spell.

Custom Spell

Party Spell

Assume Effegee

Range: touch
Duration: 2 turns
Effect:Head turns to astrology symbol

After casting this spell, the recipients head turns into their astrology symbol. This illusion lasts for 2 turns..

Custom Spell

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