Legacy of the
Five Sentinels:
Spellbook
Notes:
Divine Spells
Level 1
Animal Friendship
Sphere: Nature School: Enchantment
Range: 10 Duration: Permanent
Casting Time: 1 hr. Effect: 1 animal
Saving Throw: neg. Source: AD&D 1e
Components: magic circle, candles, holy symbol, food the animal likes, rod or other casting device
Modifications: light (removes animal alignment restriction, mistletoe component)
Level 1
Explanation/Description: may be cast upon any animal with at least animal intelligence (but not above semi-intelligent). Target animal makes a mental saving throw. On failed save, animal will stand quietly while caster finishes spell. Thereafter, animal will follow caster about. Caster can teach 3 specific tricks for each point of intelligence the animal possesses.
Bless/Curse
Sphere: Universal School: Conj./Summ.
Range: 60 Duration: 6 rounds
Casting Time: 1 action Effect: 50-foot cube
Saving Throw: none Source: AD&D 1e
Components: holy symbol, spell focus (holy water/unholy water)
Modifications: prior involvement in melee combat immaterial
Level 1
Explanation/Description: Raises the morale and combat proficiency bonuses of all creatures friendly to the cleric within area of effect by +1 for the duration of the spell.
The spell can be reversed to curse the cleric’s enemies, which lowers morale and combat proficiency by -1.
In addition to its verbal and somatic gesture components, bless requires holy water, while curse requires a sprinkling of specially polluted water.
Command
Sphere: Telepathic/Psychic
School: Enchantment
Range: Hearing range
Duration: 1 round
Casting Time: 1 action
Effect: one creature
Saving Throw: special
Source: AD&D 1e
Components: rod or other focus
Modifications: minor
Level 1
Explanation/Description: Enables caster to issue a single-word command that target must, on a failed mental save, obey to the best of their ability.
Create/Destroy Water
Sphere: Elemental School: Alteration
Range: 1 Duration: Permanent
Casting Time: 1 action Effect: Up to 27 cubic feet
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (water/dust) Note: use of dousing rod improves effect by 20%
Modifications: light (dousing rod effect)
Level 1
Explanation/Description: Generates four gallons of water per experience level of the caster. The water is clean and drinkable (it is just like rain water).
The reverse spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water.
Detect/Mask Charm
Level 1
Explanation/Description: Detects whether a person or monster is under the influence of a charm spell. Caster can check up to 10 creatures before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded.
Heal/Cause Wounds
Sphere: Universal, Life/Death School: Necromantic
Range: Touch Duration: Permanent
Casting Time: 1 action Effect: 1 creature
Saving Throw: n/a Source: AD&D 1e
Components: rod or spell focus
Modifications: heavy
Description: caster chants invocation and touches rod to heal person. Cast in reverse will cause wounds. Can be cast using first-level spell slot, effect increases exponentially if higher spell slot used:
Level 1
Sunmother’s Favor
Sphere: Life School: Abjuration
Range: 30 Duration: Until next attack or save
Casting Time: 1 action Effect: Allies in 30’ circle
Saving Throw: n/a Source: L5S homebrew
Components: spell focus (sunlight, seeds)
Description: caster chants invocation and flicks rod or wand to create lightly shimmering cloud. All allies in zone of spell are blessed with a +1 bonus on their next attack roll or saving throw (whichever comes first). Can only be cast in sunlight.
Level 1
Sphere: Universal School: Divination
Range: 120 Duration: 1 turn + ½ turn per level
Casting Time: 1 action Effect: 10’ wide path
Saving Throw: n/a Source: AD&D 1e
Components: holy symbol
Modifications: insignificant
Detect Evil/Detect Good
Level 1
Explanation/Description: Causes any creature or object in a path 1-foot wide in the direction caster is facing to radiate visible emanations.
Sphere: Universal School: Divination
Range: 30 Duration: 6 rounds
Casting Time: 1 action Effect: 10’ wide path
Saving Throw: n/a Source: AD&D 1e
Components: holy symbol, holy water, rod or other spell focus
Modifications: insignificant
Detect Magic
Level 1
Explanation/Description: Enables caster to detect magical radiation up to 30 feet away in the direction caster is facing.
Sphere: Universal School: Alteration
Range: 120 Duration: 6 turns +1/level
Casting Time: 1 action Effect: 20’ sphere
Saving Throw: special Source: AD&D 1e
Components: spell focus (sunlight)
Modifications: minor (size of light, details of combat use)
Light/Darkness
Level 1
Explanation/Description: Excites molecules so as to create light equal to torch light in brightness, in a sphere 20’ in diameter.
Sphere: Death School: Necromancy
Range: 40 Duration: Permanent
Casting Time: 1 action Effect: One plant
Saving Throw: fortitude Source: L5S original
Components: spell focus (animal urine)
Defoliate
Level 1
Explanation/Description: Targets one plant within the caster’s line-of-sight. On a failed save, all the plant’s leaves, flowers, etc. will wither and fall off. On a successful save, about half the plant’s foliage loses its color and withers, about one-fourth falls off.
Sphere: Universal School: Abjuration
Range: Touch Duration: 3 rounds/level
Casting Time: 1 action Effect: Character touched
Saving Throw: n/a Source: AD&D 1e
Components: holy symbol, magic circle, holy water /burning incense (evil) or blood/smoldering dung (good)
Modifications: Insignificant
Protection from Evil/Good
Level 1
Explanation/Description: Creates magical barrier that encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature. Summoned animals or monsters are similarly hedged from the protected creature.
To complete this spell, the caster must trace a 3' diameter circle upon the ground with holy water for protection from evil, with blood for protection from good-or in the air using burning incense or smoldering dung with respect to evil/good.
Sphere: Life/Death School: Alteration
Range: 30 Duration: Permanent
Casting Time: 1 action Effect: 1 cubic foot/level
Saving Throw: none Source: AD&D 1e
Components: rod or other spell focus
Modifications: insignificant
Purify/Putrefy Food & Drink
Level 1
Explanation/Description: Transforms spoiled, rotten, poisonous or otherwise contaminated food and/or water into safe, pure, and suitable food for eating and/or drinking wager.
Sphere: Psychic School: Abjuration
Range: Touch Duration: 1 turn
Casting Time: 1 action Effect: Creature touched
Saving Throw: willpower Source: AD&D 1e
Components: rod or other spell focus
Modifications: significant (bonuses, save vs. cause fear)
Remove/Cause Fear
Level 1
Explanation/Description: By touch, the caster instills courage in the spell recipient, raising the creature's willpower saving throws by +1 per level of the caster. If the recipient has already been affected by fear, the touch allows another saving throw to be made, with the bonus.
The reverse spell, cause fear, requires the target to make a willpower save or flee in panic at maximum movement speed away from the caster, for 1 round per level of the caster.
Cause fear can be countered by remove fear, and vice versa.
Sphere: Elemental School: Alteration
Range: Touch Duration: 1 turn/level
Casting Time: 1 action Effect: Creature touched
Saving Throw: n/a Source: AD&D 1e
Components: rod or other spell focus (sulfur)
Modifications: prior involvement in melee combat immaterial
Resist Cold
Level 1
Explanation/Description: Inures the spell recipient’s body to cold. The recipient can withstand zero degrees Fahrenheit without discomfort, even without clothing. Saving throws vs. cold-based attacks are made with a +3 bonus, and damage sustained is halved. A pinch of sulphur is necessary to complete this spell.
Sphere: Space School: Abjuration
Range: Caster Duration: 2 rounds + 1 rd./level
Casting Time: 1 action Effect: Caster
Saving Throw: luck Source: AD&D 1e
Components: spell focus (silver mirror)
Modifications: insignificant
Sanctuary
Level 1
Explanation/Description: Causes adversaries to ignore the caster in combat unless they save vs. luck.
Shillelagh
Sphere: Space School: Alteration
Range: Touch Duration: 2 rounds + 1 rd./level
Casting Time: 1 action Effect: one wooden club
Saving Throw: none Source: AD&D 1e
Components: wooden club, spell focus (mistletoe & shamrock leaf)
Modifications: works with any wood, longer duration
Level 1
Explanation/Description: Enables caster to change a wooden stick or club into a magical weapon that is +1 to hit and inflicts 2-8 hit points of damage on adversaries. Only the caster may wield the shillelagh, of course. The material components of this spell are an oaken club, mistletoe, and a shamrock leaf.
Sphere: Space School: Divination
Range: 40 Duration: 4 rounds/level
Casting Time: 1 action Effect: 10’ path
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (mistletoe)
Modifications: light - only works outdoors
Detect Outdoor Traps
Level 1
Explanation/Description: Enables caster to detect snares & pits along a 10x40 path when outdoors.
Sphere: Nature School: Alteration
Range: 80 Duration: 1 turn
Casting Time: 1 action Effect: 40’ diameter circle
Saving Throw: block Source: AD&D 1e
Components: spell focus (vine or bramble)
Modifications: insignificant
Entangle
Level 1
Explanation/Description: Animates plants to entangle any creatures in the area of effect. Upon casting, the grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, holding any who fail a blocking save fast for the duration of the spell. A creature that makes its saving throw is slowed to half its normal rate of movement so long as it remains in the area of effect.
Sphere: Elemental School: Alteration
Range: 80 Duration: 4 rounds per level
Casting Time: 1 action Effect: 40’ radius
Saving Throw: none Source: AD&D 1e
Components: spell focus (flower petal)
Modifications: insignificant
Faerie Fire
Level 1
Explanation/Description: Outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12' per level (i.e. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8’ in the dark, 4’ if the viewer is near a bright light source. Outlined creatures are easier to strike, thus attack rolls gainst them are made at +2. The faerie fire can be blue, green, or violet according to the word of the caster. The faerie fire does not itself cause any harm to the object or creature lined.
Sphere: Life, Telepathy School: Alteration
Range: Touch Duration: 1 round per level
Casting Time: 1 action Effect: Creature touched
Saving Throw: disbelieve Source: AD&D 1e
Components: spell focus (holly)
Modifications: L5S invisibility (chance for mental save)
Invisibility to Animals
Level 1
Explanation/Description: Makes the spell recipient completely undetectable with respect to normal (non-magical) animals with intelligence under 6.
The material component of this spell is holly rubbed over the individual.
Sphere: Life, Telepathy School: Divination
Range: 100 + 20/level Duration:1 round per level
Casting Time: 1 action Effect: 20’-wide path
Saving Throw: none Source: AD&D 2e
Components: spell focus
Modifications: insignificant
Locate Animals or Plants
Level 1
Enables caster to find the direction and distance of any one type of animal or plant by facing a direction, thinking of the animal or plant, and then knowing if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell's duration, the caster can face in only one direction. Some casters are only able to locate those animals or plants closely associated closely with their deity.
The material component is the caster's holy symbol.
Pass Without Trace
Sphere: Life, Time/Space School: Enchantment
Range: Touch Duration: 1 turn per level
Casting Time: 1 action Effect: Creature touched
Saving Throw: none Source: AD&D 1e
Components: spell focus, sprig of pine or evergreen
Level 1
Explanation/Description: Prevents tracking of the spell recipient by enabling them to move through any type of terrain--even mud, snow, or dust–without leaving any footprint or scent.
Sphere: Elemental, Space School: Divination
Range: Caster Duration: 2 hours/level
Casting Time: 1 action Effect: Nine sq. miles
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (drop of mercury)
Modifications: light – requires mercury
Predict Weather
Level 1
Explanation/Description: Bestows 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering upon the caster. For each level of experience of the caster, two hours advance weather can be forecast.
Divine Spells
Level 2
Augury
Sphere: Psychic School: Divination
Range: 0 Duration: Special
Casting Time: 1 action Effect: within 3 turns
Saving Throw: n/a Source: AD&D 1e
Components: exceptional
Modifications: insignificant
Explanation/Description: Gives caster a chance to divine whether an action in the immediate future (within 3 turns) will benefit or harm the party. The base chance of success is 70%, plus 1% for each level of the cleric casting the spell. Particular conditions and circumstances may further increase or decrease the chances of success (e.g., the complexity of the action, number of persons affected, time scale involved, casting conditions, etc.).
The material component is a set of gem-inlaid sticks, dragon bones, or similar tokens, and the wet leaves of a crushed pearl infusion which remain in the container after the infused brew is consumed.
Chant
Sphere: Telepathy School: Conj./Summ.
Range: 30 Duration: Concentration
Casting Time: 2 rounds Effect: allies in 30 radius
Saving Throw: n/a Source: AD&D 1e
Components: spellcasting focus, feathers
Modifications: shortened casting time
Level 2
Explanation/Description: Grants +1 bonus to all attacks, damage and saving throws made by those in the area of effect who are friendly to the caster, while impose a -1 penalty on those of the caster’s enemies.
Find Traps
Sphere: Psychic, Space School: Divination
Guardian Duration: 3 turns
Range: 30 Effect: 30’ line of sight
Casting Time: 1 action Source: AD&D 1e
Saving Throw: none
Components: spell focus (spring, dart, string)
Modifications: light (range)
Level 2
Explanation/Description: Reveals all traps in the caster’s line of sight, whether mechanical or magical in nature.
Hold Person
Sphere: Telepathy School: Enchantment
Range: 60 Duration: 4 rds. +1 rd./level
Casting Time: 1 action Effect: One creature
Saving Throw: luck Source: AD&D 1e
Components: spell focus (piece of iron)
Modifications: insignificant
Level 2
Explanation/Description: This spell freezes in place, and holds immobile, from 1-3 humans or humanoid creatures for 5 or more melee rounds.
Know/Obscure Alignment
Sphere: Psychic School: Divination
Range: 10 Duration: 1 turn
Casting Time: 1 action Effect: One creature/rd.
Saving Throw: none Source: AD&D 1e
Components: spell focus (petals of purple/white flower)
Modifications: insignificant
Level 2
Explanation/Description: Reveals the exact alignment of the creature targeted by the spell after one minute of concentration. Caster may target multiple creatures before the spell expires.
Resist Fire
Sphere: Elemental School: Alteration
Range: Touch Duration: 1 turn per level
Casting Time: 1 action Effect: Creature touched
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (drop of mercury)
Modifications: insignficant
Level 2
Silence
Sphere: Space School: Alteration
Range: 120 Duration: 2 rounds per level
Casting Time: 1 action Effect: 15’ radius sphere
Saving Throw: none Source: AD&D 1e
Components: spell focus (lilies work best but other white flowers can be substituted)
Modifications: insignificant
Level 2
Slow Poison
Sphere: Life/Nature School: Alteration
Necromancy/Death Range: Touch
Duration: 1 hour per level Casting Time: 1 action
Effect: Creature touched Saving Throw: n/a
Components: spell focus (garlic) Source: AD&D 1e
Modifications: heavy
Level 2
Snake Charm
Sphere: Telepathy School: Enchantment
Range: 30 Duration: Variable
Casting Time: 1 action Effect: 2 HD of snakes per level
Saving Throw: mental Source: AD&D 1e
Components: Integral: music
Modifications: heavy
Level 2
Spiritual Hammer
Sphere: Time/Space School: Evocation
Range: 30 Duration: 1 round per level
Casting Time: 1 action Effect: One adversary
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (war hammer)
Modifications: light
Level 2
Charm Person or Mammal
Sphere: Telepathy School: Enchantment
Range: 80 Duration: Special
Casting Time: 1 action Effect: One person or mammal
Saving Throw: mental Source: AD&D 1e
Components: spell focus (white rose petals)
Modifications: light
Level 2
Barkskin
Sphere: Life/Nature School: Alteration
Range: Touch Duration: 4 rounds + 1 rd./level
Casting Time: 1 action Effect: Creature touched
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (bark from oak tree)
Modifications: insignificant
Level 2
Feign Death
Sphere: Necromantic School: Necromancy
Range: Touch Duration: 2 rounds per level
Casting Time: 1 action Effect: Creature touched
Saving Throw: none Source: AD&D 1e
Components: spell focus (dead oak leaf)
Modifications: light
Level 2
Fire Trap
Sphere: Elemental School: Evocation
Range: Touch Duration: Permanent
Casting Time: 1 turn Effect: Object touched
Saving Throw: ½ damage Source: AD&D 1e
Components: spell focus (holly berries, sulphur or charcoal)
Modifications: insignificant
Level 2
Heat/Chill Metal
Sphere: Elemental School: Alteration
Range: 40 Duration: 7 rounds Casting Time: 1 action
Effect: Special Saving Throw: none
Source: AD&D 1e Components: spell focus (vial of alcohol)
Modifications: light
Level 2
Obscuring Mist
Sphere: Elemental, Space School: Alteration
Range: 0 Duration: 4 rounds per level
Casting Time: 1 action Effect: 103 per level
Saving Throw: none Source: AD&D 1e
Components: spell focus (colored powder – determines color of mist)
Modifications: light
Level 2
Produce Flame
Sphere: Elemental School: Alteration
Range: 0 Duration: 2 rounds per level
Casting Time: 1 action Effect: torch-sized flame
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (flammable oil)
Modifications: insignificant
caster’s
caster
caster
caster
caster’s
Level 2
Sphere: Nature School: Alteration
Range: 30 Duration: 2 rounds per level
Casting Time: 1 action Effect: One animal
Saving Throw: none Source: AD&D 1e
Components: spell focus, food the animal would eat
Modifications: light (component choice limits animal)
Speak with Animals
Level 2
Trip
Sphere: Time/Space School: Enchantment
Range: Touch Duration: 1 turn per level
Casting Time: 1 action Effect: Object touched
Saving Throw: luck Source: AD&D 1e
Components: integral
Modifications: insignificant
Level 2
Warp Wood
Sphere: Nature School: Alteration
Range: 10 per level Duration: Permanent
Casting Time: 1 action Effect: 15 inches of wood/level
Saving Throw: none Source: AD&D 1e
Components: spell focus (waterlogged chunk of wood)
Modifications: insignificant
Level 2
Divine Spells
Spell Level Three
Sphere: Telepathy School: Enchantment
Range: 80 Duration: 2 rounds/level
Casting Time: 1 action Effect: 1-4 animals
Saving Throw: mental Source: AD&D 1e
Components: spell focus (pine sap)
Modifications: light
Hold Animal
Level 3
Protection from Fire
Sphere: Elemental School: Abjuration
Range: Touch Duration: 1 turn/level
Casting Time: 1 action Effect: 1-4 animals
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (water)
Modifications: light
Level 3
Sphere: Elemental School: Evocation
Range: 200 Duration: d4 rounds
Effect: 903 sphere Casting Time: 1 action
Saving Throw: luck Source: AD&D 1e
Components: spell focus (dried leaves)
Modifications: heavy
Explanation/Description: Conjures a flashing burst of colored aerial fireworks that temporarily blinds all creatures in the area of effect.
Fireworks
Level 3
Snare
Sphere: Time/Space School: Enchantment
Range: Touch Duration: 3 rounds
Effect: 2’ circle + 2 in./level Casting Time: 3 rounds
Saving Throw: luck Source: AD&D 1e
Components: exceptional
Modifications: light
Level 3
Stone Shape
Sphere: Elemental School: Alteration
Range: Touch Duration: Permanent
Effect: 33 + 13 per level Casting Time: 1 round
Saving Throw: luck Source: AD&D 1e
Components: integral (clay model)
Modifications: insignificant
Level 3
Summon Insects
Sphere: Nature School: Conj./Summ.
Range: 30 Duration: 1 round/level
Effect: one target at a time Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (flower petal & mud)
Modifications: insignificant
Level 3
Tree
Sphere: Nature School: Alteration
Range: Caster Duration: 6 turns + 1 turn/level
Effect: Caster Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (twig)
Modifications: insignificant
Level 3
Water/Air Breathing
Sphere: Elemental School: Alteration
Duration: 5 turns/level Range: Touch
Casting Time: 1 action Effect: Creature touched
Saving Throw: n/a Source: AD&D 1e
Components: casting focus (reed or straw)
Modifications: light
Explanation/Description: spell recipient may breathe freely underwater for spell duration. Reverse spell enables water breathing creatures to breathe air for equal duration.
Level 3
Plant Growth
Sphere: Nature School: Alteration
Range: 160 Duration: permanent
Effect: 20x20 area/level Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (mistletoe)
Modifications: insignificant
Level 3
Viper Strike
Sphere: Necromancy/Death School: Alteration
Range: Touch Duration: 1 rd./caster level
Effect: Creature touched Casting Time: 1 action
Saving Throw: fortitude (half dam.) Source: AD&D 1e
Components: spell focus (snake venom)
Modifications: heavy
Explanation/description: upon invoking this spell, the caster makes a melee attack against the target and if successful, the target is poisoned. The poison lasts one round per experience level of the caster. Each round, the target rolls a fortitude saving throw; if successful, the poison cause d8 damage in that round, but if the saving throw fails then the poison inflicts 2d8 damage.
Level 3
Neutralize Poison
Sphere: Life School: Alteration
Range: Touch Duration: Permanent
Effect: Creature touched Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (horse blood)
Modifications: insignificant
Explanation/description: detoxifies any sort of venom in the spell recipient. If the spell recipient is unwilling, caster must make successful melee hit. Effects are permanent only with respect to poison existing at the time of the spell (i.e., creatures such as snakes that generate new poison will not be permanently detoxified).
Level 3
Call Lightning
Sphere: Elemental School: Alteration
Range: 5 miles Duration: 1 turn/level
Effect: 360’ radius Casting Time: 1 action
Saving Throw: evade (half damage) Source: AD&D 1e
Components: integral (thunderstorm)
Modifications: light
Animate Dead
Sphere: Necromantic School: Necromancy
Range: 10 Duration: Permanent
Effect: 1 undead/level Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (blood, human flesh & bone)
Modifications: insignificant
Continual Light/Darkness
Sphere: Universal School: Alteration
Range: 120 Duration: Permanent
Effect: 63 globe Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (candle)
Modifications: significant (divine same as arcane, range)
Create Food & Water
Sphere: Time/Space School: Alteration
Range: 10 Duration: Permanent
Effect: 13 per level Casting Time: 1 turn
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (food crumb)
Modifications: insignificant
Cure/Cause Blindness
Sphere: Life School: Abjuration
Range: Caster Duration: Permament
Effect: Creature touched Casting Time: 1 action
Saving Throw: luck Source: AD&D 1e
Components: spell focus (prism)
Modifications: insignificant
Explanation/Description: cure most forms of blindness in the afflicted creature. The reverse spell, cause blindness, requires a successful touch upon the target. If successful, the spell will permanently blind the target unless a successful luck save is made.
Cure/Cause Disease
Sphere: Life/Death School: Abjuration
Range: Touch Duration: 6 Permanent
Effect: Creature touched Casting Time: 1 turn
Saving Throw: luck Source: AD&D 1e
Components: spell focus (medicinal herb)
Modifications: insignificant
Dispel Magic
Sphere: Universal School: Abjuration
Duration: Permanent Casting Time: 1 action
Range: 60 Effect: 303 cube
Saving Throw: none Source: AD&D 1e
Components: casting focus (ashes)
Modifications: light
Glyph of Warding
Sphere: Time/Space School: Alteration-Evocation
Range: Touch Duration: Permanent
Effect: 252 per level Casting Time: 3 rounds
Saving Throw: luck Source: AD&D 1e
Components: exceptional
Modifications: light
Locate/Hide Object
Sphere: Telepathic School: Divination
Range: 60 + 10/level Duration: 1 round/level
Effect: One object Casting Time: 1 turn
Saving Throw: n/a Source: AD&D 1e
Components: casting focus (lodestone)
Modifications: insignificant
Level 3
Prayer
Sphere: Telepathy School: Conj./Summ.
Range: Caster Duration: 1 round/level
Effect: 60’ radius Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (holy symbol, prayer beads, etc.)
Modifications: insignificant
Bestow Curse
Sphere: Universal School: Abjuration
Range: Touch Duration: 1 turn/level
Effect: Thing touched Casting Time: 1 action
Saving Throw: luck Source: AD&D 1e
Components: spell focus (gem worth at least 50 gp)
Modifications: light
Explanation/description:
Level 3
Remove Curse
Sphere: Universal School: Abjuration
Range: Touch Duration: Permanent
Effect: Thing touched Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (gem worth > 50 gp)
Modifications: light
Explanation/Description: frees a person or location from a curse. Spell does not necessarily destroy the curse, but relieves a person affected by it.
Level 3
Speak with the Dead
Sphere: Necromancy School: Necromancy
Range: 10 Duration: up to 6 turns
Effect: remains of one person Casting Time: 1 turn
Saving Throw: n/a Source: AD&D 1e
Components: integral
Modifications: light
Explanation/Description: allows the caster to converse with a decedent by casting this spell upon the decedent’s remains. Caster must speak the decedent’s language. The decedent will answer only if it wants to. Components include the caster’s holy symbol, burning incense, and a substantial portion of the decedent’s remains.
Level | Time dead | Duration | Qs |
< 7th | d8 days | 1 min. | d4 |
7-8 | d20+20 days | 3 min. | d4+1 |
9-12 | 3d6 mos. | 10 min. | d4+2 |
13-15 | d12+3 years | 20 min. | d4+3 |
16-20 | 2d20+80 yrs | 30 min. | d4+4 |
21+ | 800 yrs. + 10 yrs/level | 1 hour | d6+5 |
Level 3
Divine Spells
Spell Level Four
Detect Lie
Sphere: Telepathy School: Enchantment
Range: 30 Duration: 1 round/level
Effect: One person Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (gold dust)
Modifications: insignificant
Explanation/Description: enables spell recipient to immediately know whether truth is being spoken. Counters an undetectable lie spell.
Level 4
Undetectable Lie
Sphere: Telepathy School: Enchantment
Range: 30 Duration: 1 round/level
Effect: One person Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (brass dust)
Modifications: significant
Explanation/Description: if spell recipient tells a lie while this spell is in effect, listener must make a successful mental save or believe truth is being spoken.
Level 4
Exorcise
Sphere: Telepathy/Psychic School: Abjuration
Range: 10 Duration: Permanent
Effect: One creature or object Casting Time: 1+ turns
Saving Throw: special Source: AD&D 1e
Components: exceptional
Modifications: heavy
Explanation/Description: negates possession of a creature or object by any magical, demonic, or other supernatural force.
Each turn the spell is underway, the caster engages in a willpower contest with the possessor. If caster prevails, the exorcism succeeds. If possessor prevails, then caster takes 2d6 damage and possession continues. If caster chooses to continues spell, caster gains +1 each successive round (i.e., +1 in the second round, +2 in the third round, etc.).
Minimum spell components are caster’s holy symbol and holy water. But sacrificing a holy magic item will improve the chances of success (from an immediate +1 to +8 depending on the power of the sacrificed item).
Level 4
Lower/Raise Water
Sphere: Elemental School: Alteration
Range: 120 Duration: 1 turn/level
Effect: 10x10 per level Casting Time: 1 turn
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (pinch of dust)
Modifications: insignificant
Level 4
Enhanced Protection
from Evil/Good
Sphere: Universal School: Abjuration
Range: Touch Duration: 1 turn/level
Effect: 103 sphere Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: holy symbol, and caster must draw a magic circle using either spell focus or holy water/burning incense (evil) or blood/smoldering dung (good)
Modifications: Insignificant
Explanation/Description: protection encircles recipient at 10-foot distance, preventing bodily contact by creatures of an intrinsically evil (or good) nature or any summoned creatures. Attack rolls by evil creatures incur -2 penalty, saves by protected creature against evil attacks gain +2 bonus. Requires a magic circle of at least 10’ diameter.
Level 4
Speak with Plants
Sphere: Telepathic School: Alteration
Range: Caster Duration: 1 round/level
Effect: 30’ radius Casting Time: 1 turn
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (water, fertilizer, and flame)
Modifications: light
Level 4
Sticks to Snakes
Sphere: Nature School: Conj./Summ.
Range: 30 Duration: 2 rounds/level
Effect: 1 stick/level Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: integral (bark, snake scales)
Modifications: insignificant
scales.
Level 4
Snakes to Sticks
Sphere: Time/Space School: Alteration
Range: 30 radius Duration: 2 rounds/level
Effect: 1 snake/level Casting Time: 1 action
Saving Throw: luck Source: AD&D 1e
Components: integral (bark, snake scales)
Modifications: light
Explanation/Description: changes one snake within the area of effect to a stick for spell duration, unless the snake makes a successful saving throw (luck).
Level 4
Tongues/Babble
Sphere: Telepathic School: Alteration
Range: Caster Duration: 1 turn
Effect: 302 circle Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: casting focus (clay model)
Modifications: light
Explanation/Description: this spell enables the caster to speak the language of any other creature within the area of effect. Material component is a clay model ziggurat which disintegrates upon casting.
The reverse spell, babble, renders all creatures within area of effect unable to communicate verbally
Level 4
Animal Summon I
Sphere: Nature, Time/Space School: Conj./Summ.
Range: 1 mile radius Duration: 1 round/level+
Effect: up to eight animals Casting Time: 1 action
Saving Throw: none Source: AD&D 2e
Components: spell focus (raw meat)
Modifications: light
Explanation/Description: calls up to eight animals of a kind specified by the caster. The animals will arrive at the end of the round if there are any within the spell range. The animals can have no more than four hit dice each; they will aid the caster by whatever means are at their disposal. The animals will remain until the caster dismisses them or the spell duration ends.
If the initial type of animal summoned does not arrive, the caster may try two more times to summon different kinds of animals. Note this spell summons only “normal” animals; the spell will not summon fantastic animals or monsters.
Level 4
Call Woodland Beings
Sphere: Telepathic School: Conj./Summ.
Range: 120 + 10/level Duration: one hour
Effect: 4d4 hit dice of creatures Casting Time: 1 turn
Saving Throw: luck Source: AD&D 1e
Components: spell focus (pinecone & holly berries)
Modifications: heavy
Explanation/Description:
Level 4
Control Temperature
Sphere: Elemental School: Alteration
Range: Caster Duration: 4 turns + 1 turn/level
Effect: 10’ radius sphere Casting Time: 1 action
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (chunk of iron)
Modifications: light
Explanation/Description: caster may raise or lower the temperature within the area of effect by nine degrees Fahrenheit per experience level. Spell is always centered on the caster.
Level 4
Hallucinatory Forest
Sphere: Psychic School: Illusion
Range: Caster Duration: 1 week per level
Effect: 402 per level Casting Time: 1 action
Saving Throw: willpower Source: AD&D 1e
Components: spell focus (leaf from a type of desired tree)
Modifications: substantial
Explanation/Description: creates an illusory forest that appears to be perfectly natural and indistinguishable from a real forest. Any who look upon the illusory forest muse succeed on a willpower saving throw or will believe the forest to be real—except for forest beings (such as nymphs, treants, or wood elves), who are not affected by the illusion.
The illusion can be dispelled by a reverse spell or by dispel magic.
Level 4
Hold Plant
Sphere: Time/Space School: Enchantment
Range: 80 Duration: 1 round/level
Effect: 1-4 plants Casting Time: 1 action
Saving Throw: mental Source: AD&D 1e
Components: spell focus (soil)
Modifications: insignificant
Level 4
Plant Door
Sphere: Nature School: Alteration
Range: Touch Duration: 1 turn/level
Effect: 1 growth Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (key carved from wood)
Modifications: light
Level 4
Explanation/Description: Opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth- even growth of a magical nature. The door even enables the caster to enter into a solid tree trunk and remain hidden there until the spell ends.
The plant door is generally open only to the caster, though certain nature-focused beings (such as dryads) or spell casters (such as druids) may be able to enter.
Produce/Quench Fire
Sphere: Elemental School: Conj./Summ.
Range: 40 Duration: 1 round
Effect: up to 122 square Casting Time: 1 action
Saving Throw: none Source: AD&D 1e
Components: spell focus (flint)
Modifications: light
Level 4
Explanation/Description: Conjures a fire that appears in the targeted area. The flames are non-magical and last only one round. But the fire will ignite combustible materials so as to continued burning.
Protection from Lightning
Sphere: Elemental School: Abjuration
Range: Touch Duration: 1 turn/level
Casting Time: 1 action Effect: Creature touched
Saving Throw: n/a Source: AD&D 1e
Components: spell focus (ceramic or rubber)
Modifications: light
Explanation/Description:
Level 4