Fast B/X Magic-User Spells

Fast Cleric Spells | Fast Magic-User Spells | Psionics | Occult Spells

Shortened versions of the original spells descriptions…

LEVEL 1 MAGIC-USER SPELLS

Charm Person. One humanoid under 8 feet tall becomes a loyal friend unless it saves versus spells; repeats save daily at INT 13+, weekly at INT 9-12, or monthly at INT 8 or less.
Floating Disc. Creates an invisible platform that follows within 6 feet for 1 hour and carries up to 500 pounds.
Hold Portal. Magically holds a portal shut; Knock or a creature 3 HD/levels above the caster can force it open.
Magic Missile. Automatically deals 1d6+1 damage to a creature within 150 feet; 3 missiles if caster level 6; 5 missiles if level 11.
Read Languages. Read any language, code, map, symbol, or similar writing for 20 minutes.
Read Magic. Read and learn one magic-user spell from a scroll or another magic-user’s spellbook.
Shield. Gives the caster AC 2 against missiles and AC 4 against other attacks for 20 minutes.
Sleep. Puts 2d8 HD of creatures with 4 HD or less into magical sleep; creatures of 4+1 HD or more and undead are immune.
Ventriloquism. Makes your voice come from any point within 60 feet for 20 minutes.

LEVEL 2 MAGIC-USER SPELLS

ESP. Read and understand thoughts within 60 feet for 2 hours; blocked by 2 feet of stone or thin lead, and cannot affect undead.
Invisibility. Makes one creature and its worn gear, or one object, invisible until the creature attacks or casts a spell.
Knock. Automatically opens known secret doors, locked or barred portals, secured gates, and locked chests within 60 feet.
Levitate. Moves the caster vertically at 20 feet per round for 1 hour + 10 minutes/level; horizontal movement requires pushing or pulling against a surface.
Mirror Image. Creates 1d4 illusory duplicates that each absorb one attack before vanishing; lasts up to 1 hour.
Phantasmal Force. Creates a moving illusion within a 20-foot cube up to 240 feet away; affected creatures may save versus spells to disbelieve harmful effects.
Web. Fills a 10-foot cube with sticky strands that trap creatures unable to make a Strength task roll to escape; fire destroys the web in 2 rounds and deals 1d6 damage to creatures inside.
Wizard Lock. Magically seals one lock until dispelled; Knock, the caster, or a creature 3 HD/levels above the caster can open it temporarily.

LEVEL 3 MAGIC-USER SPELLS

Clairvoyance. See through the eyes of a creature within 60 feet for 2 hours; may change targets once per round and connection blocked by 2 feet of stone or thin lead.
Dispel Magic. Permanently ends spell effects within a 20-foot cube up to 120 feet away; 5% failure chance/level if the original caster is higher level.
Fire Ball. Explodes in a 20-foot-radius sphere up to 240 feet away, dealing 1d6 fire damage/level; save versus spells for half damage.
Fly. One touched creature flies or hovers at 120 feet per round for 1d6 x 10 minutes + 10 minutes/level.
Haste. Doubles movement, attacks, and mundane action speed for one creature within a 30-foot-radius circle for 30 minutes. (House ruled.)
Infravision. One touched creature sees heat patterns up to 60 feet in darkness for 24 hours; light temporarily spoils the effect.
Invisibility 10-Foot Radius. Creatures within 10 feet of the target become invisible until they attack, cast a spell, or leave the area.
Lightning Bolt. Creates a 5-foot-wide, 60-foot-long bolt up to 180 feet away, dealing 1d6 electrical damage/level; save versus spells for half damage.
Protection from Evil 10-Foot Radius. For 2 hours, summoned or enchanted creatures cannot make melee attacks against creatures within 10 feet; others suffer -1 to attacks, and protected creatures gain +1 on saves.
Protection from Normal Missiles. One target within 30 feet is immune to small nonmagical missiles for 2 hours.
Water Breathing. One target within 30 feet can breathe underwater at any depth for 24 hours.

LEVEL 4 MAGIC-USER SPELLS

Charm Monster. One creature, or 3d6 creatures of 3 HD or less, becomes a loyal friend unless it saves versus spells; undead are immune.
Confusion. Causes 3d8 creatures within a 30-foot-radius circle to act randomly for 12 rounds; creatures above 2+1 HD may save each round.
Dimension Door. Teleports one creature up to 360 feet; unwilling targets may save versus spells.
Growth of Plants. Makes up to 3,000 square feet of vegetation within 120 feet thick, overgrown, and impassable until dispelled.
Hallucinatory Terrain. Creates or conceals a terrain feature up to 240 feet away until touched by an intelligent creature.
Massmorph. Makes up to 100 human-sized creatures within a 120-foot-radius circle appear as trees until dispelled, dismissed, or they leave the area.
Polymorph Others. Permanently transforms one living creature within 60 feet into another creature unless it saves versus polymorph; ends if dispelled or the target dies.
Polymorph Self. Transforms the caster into another type of creature for 1 hour + 10 minutes/level, gaining its physical form and movement but not its special abilities.
Wall of Fire. Creates up to 1,200 square feet of flame; creatures above 4 HD may pass through for 1d6 damage, doubled for undead and cold-based creatures.
Wall of Ice. Creates a 60-foot-long, 20-foot-high wall of ice; creatures above 4 HD may break through for 1d6 damage, doubled for fire-based creatures.
Wizard Eye. Creates an invisible floating eye with normal vision and 60-foot infravision that moves 120 feet per round within 240 feet.

LEVEL 5 MAGIC-USER SPELLS

Animate Dead. Animates 1 HD/level of skeletons or zombies from corpses within 60 feet; they obey the caster until destroyed or dispelled.
* Skeleton: AC 7 (ACC 12), HD 1, 4 h.p., Atk +1, Dmg 1d6, MV 6, Morale 12
* Zombie: AC 9 (ACC 11), HD 2, 9 h.p., Atk +2, Dmg 1d8, MV 6, Morale 12.
Cloudkill. Creates a movable 15-foot-radius poisonous cloud for 1 hour; creatures below 5 HD save versus poison or die, while others suffer 1 damage/round.
Conjure Elemental. Summons a 16 HD air, earth, fire, or water elemental within 240 feet; it obeys while the caster concentrates but attacks the caster if concentration is broken.
* Air Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside (save versus death).
* Earth Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures on the ground, MV 6, Morale 10; Blocked by water: Cannot cross a channel wider than own height (16 feet).
* Fire Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. cold-based creatures, MV 12, Morale 10; Blocked by water: Cannot cross a channel wider than own diameter (16 feet).
* Water Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures within water, MV 12, Morale 10; Water-bound: Must remain within 60’ of water.
Contact Higher Plane. Asks three yes-or-no questions with a 25% chance of an answer, 50% chance of lies, and 5% chance of insanity; additional questions improve answers but increase the risk.
Feeblemind. One arcane spellcaster within 240 feet saves versus spells at -4 or becomes unable to think clearly or cast spells until dispelled.
Hold Monster. Paralyzes one creature at a -2 save penalty, or 1d4 creatures with normal saves, for 1 hour + 10 minutes/level; undead are immune.
Magic Jar. Places the caster’s spirit in an object within 30 feet and allows possession of a creature within 120 feet; ends when released, dispelled, or the host dies.
Pass-Wall. Opens a 5-foot-wide passage up to 10 feet through solid rock within 30 feet for 30 minutes.
Telekinesis. Moves up to 100 pounds/level at 20 feet per round for up to 1 hour while concentrating; living targets may save versus spells.
Teleport. Instantly transports one creature to a known location; unfamiliar destinations risk arriving too high or low (20% error on areas visited often or seen via scrying for weeks, or 50% for visited once or currently scrying). Unwilling targets may save versus spells.
Transmute Rock to Mud/Mud to Rock. Changes 3,000 square feet of stone, 10 feet deep, into mud for 3d6 days, or permanently turns an equal volume of mud into stone.
Wall of Stone. Creates up to 1,000 cubic feet of permanent stone in any supported shape within 60 feet; lasts until broken or dispelled.

LEVEL 6 MAGIC-USER SPELLS

Anti-Magic Shell. Makes the caster immune to external magic for 2 hours, but prevents spells and magical effects from passing into or out of the shell.
Control Weather. Controls outdoor weather within a 720-foot radius while the caster remains stationary and concentrates. Effects may include:
* Clear: Cancels bad weather (rain, snow, fog) but not secondary effects (like mud).
* Fog: Visibility is reduced to 20 feet and movement is reduced by half.
* High Winds: Prevents missile fire and flying, and reduces movement by half. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm that reduced visibility to 20 feet and reduces movement by half.
* Intense Heat: This reduces movement by half while in effect, but will dry out mud caused by rain, snow, Transmute Rock to Mud spells, and other conditions.
* Rain: Attackers suffer a -2 penalty on ranged “to hit” rolls. After 30 minutes, the ground in the affected area will be muddy, reducing movement by half.
* Snow: Visibility is reduced to 20 feet and movement is reduced by half. When the snow thaws, mud will still reduce movement. Rivers and streams may freeze over.
* Tornado: A whirlwind under the caster’s control moves 120 feet per round, attacks as a 12-dice air elemental (AC 0 (ACC 19), HD 12, 54 h.p., Atk +9, Dmg 2d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside [save versus death].), and dissipates when the spell ends. At sea, ships caught by a
tornado must make a saving throw versus spells or take 12 points of hull damage.
Death Spell: Within a cube-shaped area of 60 feet x 60 feet x 60 feet within 240 feet of the caster, a number of creatures with a total number of Hit Dice or Levels ranging from 4 to 32 (4d8) must each make a saving throw versus death ray. Any who fail to save are instantly killed, while those who make the saving throw are unaffected. This spell cannot affect the undead
Death Spell. Forces creatures with a combined total of 4d8 hit dice (from 4 to 32 HD) within a 60-foot cube up to 240 feet away to save versus death or die; undead are immune.
Disintegrate. One creature within 60 feet saves versus death or turns to dust; also destroys one object or a 10-foot section of nonmagical matter..
Geas/Remove Geas. Compels one creature within 30 feet to perform or avoid a possible action until fulfilled, or removes an existing geas.
Invisible Stalker. Summons an invisible 8 HD air elemental that pursues a clear task until it succeeds, is destroyed, or is banished.
Lower Water. Reduces the depth of up to 10,000 square feet of water within 240 feet by half, to a maximum of 100 feet, for 1 hour.
Move Earth. Moves soft earth within a 240-foot radius at 10 feet per round for up to 1 hour; solid rock is unaffected.
Part Water. Creates a 120-foot-long, 10-foot-wide corridor through water within 120 feet for up to 1 hour.
Projected Image. Creates an illusory duplicate up to 240 feet away through which spells appear to originate; touch or a melee hit dispels it.
Reincarnation. Restores one dead creature to life in a random new body based on alignment, with class levels determined by 1d6.
Lawful Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 to 92 … Gnome (1 Hit Die)
* 93 to 94 … Neanderthal (2 Hit Dice)
* 95 to 96 … Blink Dog (4 Hit Dice)
* 97 to 98 … Pegasus (2+2 Hit Dice)
* 99 … Unicorn (4 Hit Dice)
* 100 … Roc (small) (6 Hit Dice)
Neutral Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Pixie (1 Hit Die)
* 92 … Sprite (1/2 Hit Die)
* 93 to 94 … Rock Baboon (2 Hit Dice)
* 95 to 96 … Lizard Man (2+1 Hit Dice)
* 97 to 98 … Ape (4 Hit Dice)
* 99 … Centaur (4 Hit Dice)
* 100 … Werebear (6 Hit Dice)
Chaotic Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Kobold (1/2 Hit Die)
* 92 … Goblin (1-1 Hit Die)
* 93 … Orc (1 Hit Die)
* 94 … Hobgoblin (1+1 Hit Die)
* 95 … Gnoll (2 Hit Dice)
* 96 … Bugbear (3+1 Hit Dice)
* 97 … Wererat (3 Hit Dice)
* 98 … Ogre (4+1 Hit Dice)
* 99 … Werewolf (4 Hit Dice)
* 100 … Minotaur (6 Hit Dice)
Stone to Flesh/Flesh to Stone. Permanently restores one petrified creature within 120 feet, or turns one creature to stone unless it saves versus petrification.