1 of 92

Legacy of the

Five Sentinels:

Spellbook

2 of 92

  • Most spells in L5S are modified versions of spells from AD&D1e.
  • Players wishing to use additional spells should present them to the DM for consideration. Most will likely be accepted, perhaps with some modification to fir the L5S rules set.
  • Modification scale:
    • Insignificant (minimal or none)
    • Light (substantially the same spell but one or two notable changes)
    • Significant (substantially the same spell but with at least one major change)
    • Heavy (resembles the 1e spell but substantially different in L5S)

Notes:

3 of 92

Divine Spells

Level 1

4 of 92

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.

  • Tricks cannot be more complex than typically taught to dogs or other pets
  • Training for each trick takes one week, and all tricks must be taught within 3 months
  • The animal will revert to its natural state if left alone for more than 3 days
  • Caster may befriend up to 2 HD of animals per experience level at one time

5 of 92

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.

6 of 92

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.

  • The command must be given in a language the target understands.
  • The clearer the command, the more likely it will be obeyed. Ambiguous commands may lead to unanticipated forms of “obedience”
  • Target will not obey command to directly harm self or others
  • Targets with 6 or more hit dice save at +2
  • Undead are not affected by a command
  • Commands that have proven consistently reliable include: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest

7 of 92

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.

  • Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard).
  • The spell requires at least a drop of water to create, or a pinch of dust to destroy, water.
  • Water cannot be created within a living thing.

8 of 92

  • Sphere: Telepathy School: Divination
  • Range: 30 Duration: 1 turn
  • Casting Time: 1 action Effect: One creature/rd.
  • Saving Throw: none Source: AD&D 1e
  • Components: spell focus (donkey blood)
  • Modifications: light (components, casting time)

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.

9 of 92

10 of 92

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:

    • First level spell slot: heals/causes d10+2 damage
    • Second level spell slot: heals/causes 2d10+5 damage
    • Third level spell slot: heals/causes 4d10+10 damage
    • Fourth level spell slot: heals/causes 8d10+20 damage
    • Fifth level spell slot: heals/causes 8d10+44 damage

Level 1

11 of 92

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

12 of 92

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.

  • Reveals intrinsically evil creatures, such as demons or most undead, as well as persons of decidedly evil intent/alignment
  • Generally does not reveal mere instrumentalities of evil, such as a hidden trap or a murder weapon, but will reveal genuinely evil objects such as a cursed item or a lich’s phylactery
  • The reverse spell, detect good, will reveal intrinsically good beings and objects (such as angels, holy water, paladins, etc.)

13 of 92

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.

  • Caster can turn 90° per round.
  • Stone walls of 1' or more thickness, solid metal of 1/12' thickness, or 3" or more of solid wood will block the spell.

14 of 92

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.

  • Light can spring from air, rock, metal, wood, or most any similar substance.
  • Caster must have line-of-sight to target spot
  • Caster may extinguish (by speaking word) before duration expires
  • Reverse spell, darkness, persists for only half the duration of light.
  • May be used as an offensive spell by casting upon a creature’s eyes. If so, the target is entitled to a saving throw (if successful, the light spell attaches to a different part of the target or the area immediately beside the target, but not its eyes)

15 of 92

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.

  • The spell does not kill the plant; it will regain its foliage during the ensuing spring cycle (assuming the plant survives to spring)

16 of 92

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.

  • Any upon the protected creature by evil creatures incur a penalty of -2, and any saving throws caused by such attacks are at +2
  • Can be reversed to become protection from good, although it still keeps out enchanted evil creatures as well.

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.

17 of 92

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.

  • The reverse spell putrefies food and drink, even holy water.
  • Purify water spoils unholy water.

18 of 92

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.

19 of 92

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.

20 of 92

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.

  • Does not protect caster from area-effect attacks.
  • The spell is broken if the caster takes any offensive action during the spell period
  • Material components include the caster’s spell focus and a small silver mirror.

21 of 92

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.

22 of 92

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.

  • Detects all forms of traps-deadfalls, missile trips, snares, etc.
  • Does not work inside buildings, caves, or other enclosed areas

23 of 92

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.

24 of 92

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.

25 of 92

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.

26 of 92

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.

27 of 92

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.

  • Area passed over will radiate traces of magic for 6-36 turns
  • Material component is a sprig of pine or evergreen, which must be ground into powder and scattered

28 of 92

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.

29 of 92

Divine Spells

  • Spell Level Two

30 of 92

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.

31 of 92

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.

  • Spell does not take effect until the caster has chanted for two full rounds.
  • Effect continues as long as the caster continues to chant the mystic syllables and is stationary.
  • Any interruption will break the spell (includes an attack on the caster which causes damage, grappling the chanter, or a magical silence)

32 of 92

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.

33 of 92

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.

  • If the caster targets three persons, each gets a saving throw at the normal score; if the caster targets two persons, saving throws are at -1; if cast at just one target, the saving throw is at -2.
  • A person whose saving throw is successful avoids any effect from the spell.
  • The spell caster needs a small, straight piece of iron as the material component of this spell.

34 of 92

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.

  • The reverse spell, obscure alignment, prevents a know alignment spell from working on any person targeted by the caster (also by concentrating on the target for one minute) during the spell duration.
  • More than one old sunfarer has told tales of spell casters driven insane by attempting to learn their own alignment from this spell.

35 of 92

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

36 of 92

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

37 of 92

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

    • Neutralizes d8 points per caster level of forthcoming poison damage (does not heal poison damage already accumulated)
    • Remaining poison damage slowed to 1 HP/turn as per original spell.
    • Any remaining poison damage upon spell expiration accrues per original rate

Level 2

38 of 92

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

  • To cast this spell, the caster must play a hypnotic song on a musical instrument. Charms 2 HD/snakes per level of the caster.
  • Contest between caster and snake(s). Caster may add: magic proficiency bonus + skill proficiency bonus (if proficient in the instrument) + casting modifier. Snake adds only mental saving throw bonus.
  • Flutes/wind instruments are the most effective, affect extra HD/caster level (e.g., a 5th level caster could charm up to 15 HD of snakes (3/HD per level) rather than 10 HD (2 HD/level).

Level 2

39 of 92

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

40 of 92

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

41 of 92

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

42 of 92

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

43 of 92

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

44 of 92

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

45 of 92

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

46 of 92

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

47 of 92

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

48 of 92

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

49 of 92

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

50 of 92

Divine Spells

Spell Level Three

51 of 92

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

52 of 92

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

53 of 92

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

54 of 92

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

55 of 92

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

56 of 92

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

57 of 92

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

58 of 92

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

59 of 92

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

60 of 92

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

61 of 92

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

62 of 92

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

63 of 92

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

64 of 92

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)

  • Light level corresponds to light level during spell preparation (e.g., a spell prepared in sunlight is brightest, in lamplight will be dim, in darkness will cast the reversed spell)

65 of 92

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

66 of 92

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.

67 of 92

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

68 of 92

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

69 of 92

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

70 of 92

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

71 of 92

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

72 of 92

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

73 of 92

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

74 of 92

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

75 of 92

Divine Spells

Spell Level Four

76 of 92

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

77 of 92

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

78 of 92

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

79 of 92

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

80 of 92

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

81 of 92

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

82 of 92

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

83 of 92

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

84 of 92

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

85 of 92

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

86 of 92

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:

  • Only works outdoors, in wooded area
  • Will summon 4d4 hit dice worth of woodland beings from the area, such as dryads, satyrs, or treants; the beings can avoid the summons with a successful luck save.
  • The beings arrive within 2d4 minutes, and will abide by the caster’s instructions—however, the beings will not perform any service they consider to be evil or immoral.
  • If the summoned beings observe the caster or the caster’s allies engage in any evil or immoral conduct, the beings receive another saving throw to break the spell. That save is taken with advantage.

Level 4

87 of 92

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

88 of 92

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

89 of 92

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

90 of 92

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.

  • If used to create a path, the area of effect is up to 4 wide and 8 high, and the distance is 12/experience level
  • If used to hide, certain trees may prolong the spell effect (oak trees are known to extend the spell ninefold, and ash trees last three times as long)

91 of 92

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.

  • The fire will cause 1-4 damage on any creatures within its area of effect
  • The reverse spell, quench fire will extinguish any non-magical fire within the area of effect.

92 of 92

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:

  • If cast upon self, confers complete invulnerability to small amounts of electricity and absorbs 12 HP/level of damage from actual lightning bolts, magical electricity, or other high-voltage exposures.
  • If cast upon another, confers +4 bonus to electrical attacks and reduces damage from electricity by 50%.

Level 4