The rules for spellcasting in B/X differ from those found in later editions of the world’s most popular fantasy role-playing game, especially 5e…
ABOUT B/X SPELLCASTING RULES
- Melee Spoilers: If being targeted by a melee attack, a caster may not cast a spell.
- No Ability Saves: Almost all spells require a saving throw versus spells, a number set by class level and modified by high Wisdom scores. If a spell requires a different save, it will be mentioned in the spell description.
- Casting As Turn Action: As a rule of thumb, all spells require the caster to be able to speak and gesture during a combat round to cast a spell. A gagged or bound character cannot cast a spell. If a spell takes longer than one turn’s action to cast and immediately occur, those details will be noted in the spell description. If a caster can take more than one action during a round, more than one spell may be cast.
- Maintain Multiple Spells: There is no “concentration” rule in B/X. A caster may have as many spells running at once as long as spell slots allow. (Though not in the B/X rules, most Game Masters rule that reducing a caster to 0 hit points also ends any ongoing spell effects that the caster created.)
- No Subtle Casting: All spellcasting is obvious. (Stars and sparks spray from the caster’s fingers, or howling spirits appear, or something else alerts observers that magic is happening.)
- No Cantrips: There are no “0-level” continuous use cantrip spells. All spell requires using a spell slot.
- Longer Lasting Spells: Spell durations tend to be much longer than those of spells found in later (21st century) editions, often lasting minutes or hours instead of rounds.
- One Version Per Spell House Rule: If the same spell appears on both cleric and magic-user spell lists but has subtle differences, the versions have been combined into one unified description for both classes.
- Spell Variation House Rule: Players may create themed variations of spells for their characters, such as “Speak With Fungi” instead of “Speak With Plants,” or “Freezing Sphere” instead of “Fire Ball,” or “Storm of Shadows” instead of “Insect Plague.” Range, duration, damage, saving throws, and other game-related details should stay the same.
B/X SPELL DESCRIPTIONS
Animate Dead: For each caster level, 1 Hit Die of dead bodies within 60 feet arises as animated skeletons or zombies. Such undead never sleep, obey all your commands, and continue to move about until destroyed, dispelled by a cleric, or ruined by a Dispel Magic spell. Skeletons have AC 7 and the same Hit Dice as the original creature. Zombies have AC 8 and one more hit die than the living creature had. Animated creatures do not have any spells or special abilities.
Anti-Magic Shell: For two hours, you become immune to the effects of any magical spell, but also cannot target anyone or anything with magical spells. You can still cast spells targeting yourself, but no effects can leave the shell. Dispel Magic has no effect on this spell, and Anti-Magic Shells created by different casters do not affect each other if they touch.
Bless/Blight: All allies not yet in battle within 60 feet gain +1 to morale and “to hit” attack rolls for the next hour. When reversed, all enemies within 60 feet suffer -1 to morale and “to hit” rolls unless making a saving throw versus spells.
Charm Monster: One creature within 120 feet must make a saving throw versus spells or become convinced you are a beloved friend worth protecting and obeying. (Undead cannot be affected by this spell.) If there are multiple creatures of 3 or fewer Hit Dice within range, a total of 3d6 creatures can be charmed with this spell. Commands that are suicidal or greatly outside the target creatures’ nature will not be obeyed. The spell’s duration depends on the Intelligence scores of the targets: Intelligence 13 or more may repeat the saving throw to break the charm once per day, 9 to 12 may repeat the save once per week, and 8 or less repeat the save once per month. A Dispel Magic spell can immediately end this charm.
Charm Person: One medium-sized humanoid (under 8 feet tall) within 120 feet must make a saving throw versus spells or become convinced you are a beloved friend worth protecting and obeying. (Undead and larger humanoids cannot be affected by this spell.) Commands that are suicidal or greatly outside the target’s nature will not be obeyed. The spell’s duration depends on the Intelligence score of the target: Intelligence 13 or more may repeat the saving throw to break the charm once per day, 9 to 12 may repeat the save once per week, and 8 or less repeat the save once per month. A Dispel Magic spell can immediately end this charm.
Clairvoyance: For two hours, you see through the eyes of another creature within 60 feet unless blocked by 2 feet or solid rock or a thin layer of lead. You can change to see through a different creature’s eyes within range once per round.
Cloudkill: A 15-foot-radius toxic cloud appears. You can move across clear spaces at 20 feet per round if there is no wind pushing it elsewhere. Walls, trees, and thick vegetation block its movement. The cloud lasts for one hour or until dispelled. Creatures of less than 5 Hit Dice must make a saving throw versus poison or die, taking 1 point of damage if the save is successful. Creatures with more than 5 Hit Dice take 1 point of damage. These effects are suffered each round the creature is still in contact with the cloud.
Commune: You have up to 30 minutes to ask three “yes or no” questions that will be answered truthfully by divine forces (the DM). This spell only works per caster once per week. Once per year, this spell may be cast to ask six questions instead of three.
Confusion: For 12 rounds (two minutes), 3d8 creatures within a 30-foot-radius circle up to 120 feet away become disoriented and do random actions. Targets with less than 2+1 Hit Dice have no saving throw; those with more Hit Dice may make a saving throw versus spells each round to ignore the spell’s effect. While confused, roll 2d6 for each target: 2 to 5, target attacks the spell’s caster; 6 to 8, target does nothing; 9 to 12, target attacks its allies.
Conjure Elemental: An elemental spirit of one type (air, earth, fire, or water) appears within 240 feet. It follows your commands as long as you maintain concentration by avoiding combat, refraining from casting other spells, and do not move more than half your normal speed. (If concentration is broken, the elemental turns against you and can never again be controlled.) The elemental has Armor Class -2, 16 Hit Dice, does 3d8 damage per round, has Morale 10, and Neutral alignment. An air elemental has 120-foot movement per round, earth elemental 20-foot move, fire elemental 40-foot move, and water elemental 20-foot move on land or 60-foot move swimming. Elementals can only be harmed by magic or magical weapons, or dispelled with a Dispel Magic or Dispel Evil spell.
Contact Higher Plane: You draw knowledge from cosmic or divine entities, asking three “yes or no” questions (answered by the DM) with a 25% chance of being answered, a 50% chance of any answers being lies, and a 5% chance of being driven insane by the experience. You may risk getting better responses with longer contact: For each additional question asked, modify the spell odds by +5% chance of answering, -5% chance of lying, and +5% chance of going insane. If driven to madness, you can recover after a period of two weeks plus one week for every 5% chance of insanity. Trying to use this spell more than once per week results in no answers, and you automatically go insane.
Continual Light/Darkness: You enchant an object or area within 120 feet to permanently glow with bright light in a 30-foot-radius circle. Creatures that have penalties when fighting in bright light are affected by this glow. If cast on the eyes of a creature, it must make a saving throw or become blinded until the magic is dispelled. When reversed, you cause a 15-foot-radius area to become pitch dark to normal sight, but infravision will work within this area. Light and Darkness spells can cancel each other out.
Control Weather: While stationary and concentrating, you command outdoor precipitation and temperatures within a 720-foot radius. Specific conditions that might arise from these changes 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 reduces visibility to 20 feet and reduces movement by half.
* Intense Heat: This reduces movement by half while in effect. It will also 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, 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.
Create Food: You conjure enough food to feed 12 people and their mounts for one day. For each caster level above 8th, you add enough food for another 12 people and their mounts.
Create Water: An enchanted spring appears from the ground near the caster’s feet and produces 50 gallons of drinkable water every day, enough for a dozen people and their mounts. For every level the caster is above 8th, 50 more gallons are added to supply another 12 people and their mounts. The enchanted spring lasts until dispelled by other magic.
Cure/Cause Disease: You cause one creature within 30 feet to become free of any natural or supernatural diseases, including lycanthropy and mummy rot. This spell can also sterilize a patch of green slime or similar corruption. When reversed, one target within 30 feet must make a saving throw versus spells or become gravely ill, suffering -2 on all “to hit” rolls, becoming immune to magical healing, and taking twice as long to heal naturally with rest. Regardless of hit points, the target will die in 2d12 days unless this spell is again used to remove the disease.
Cure/Cause Light Wounds: You either heal 1d6+1 damage or cure paralysis to yourself or any character or monster you can touch. When reversed, your touch causes 1d6+1 damage to anyone you hit with a combat roll.
Cure/Cause Serious Wounds: You heal 2d6+2 damage to yourself or any character or monster you can touch. When reversed, your touch causes 2d6+2 damage to anyone you hit with a combat roll.
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.
Detect Evil: For one hour, you detect any creatures’ evil intentions and evilly enchanted objects within 120 feet as a “bad feeling,” though specific thoughts remain unknown. Note that poison and physical traps are neither good nor evil.
Detect Invisible: For one hour, you can see all invisible creatures within 10 feet per caster level.
Detect Magic: For 20 minutes, you detect the glow of magical spells or enchantments put on any people, places, creatures, or things that come within 60 feet of you.
Dimension Door: You or a creature within 10 feet teleports to a point up to 360 feet away. An unwilling creature is allowed a saving throw versus spells to avoid the effect. If the intended destination would teleport the subject into a solid object, the spell automatically fails.
Disintegrate: One non-magical creature within 60 feet must make a saving throw versus death ray or instantly turn into dust. This spell can also affect an object or a 10-foot section of solid matter within 60 feet.
Dispel Evil: For 10 minutes, any enchanted or undead creature coming within 30 feet must make a saving throw versus spells. On a success, the creature flees the area; on a failure, the creature is banished or destroyed. Alternately, this spell may be cast against one specific creature that suffers a -2 penalty on its saving throw. This spell will also free a creature within range from a cursed item.
Dispel Magic: All spell effects permanently end within a 20-foot cube (20x20x20), based on a point up to 120 feet away. Magic items are not affected, but effects created by those items end. If the person who cast a spell’s effect is of a higher caster level than you, there is a 5% chance of this spell failing per level of difference.
ESP: For two hours, you can “hear” and understand the thoughts of others within 60 feet, regardless of language. You must concentrate for one round (10 seconds) to target a specific mind, or two rounds (20 seconds) if there are other minds between you and your target. This spell’s effect can be blocked by 2 feet of solid rock or a thin coating of lead. Undead minds are immune to this spell.
Feeblemind: One targeted magic-user or elf within 240 feet must make a saving throw versus spells at a -4 modifier or become nearly mindless, unable to think or cast magic spells until restored by a Dispel Magic spell. Targets that succeed on the saving throw, or targets that are not magic-users or elves, are unaffected by this spell.
Find Traps: For the next 20 minutes, mechanically and magically trapped areas glow with dull blue light when you come within 30 feet of them. This spell doesn’t tell the kind of trap or how to disarm it.
Fire Ball: Flames instantly explode in a 20-foot-radius sphere based on a point up to 240 feet away from you. Anyone caught in this sphere suffers 1d6 damage per your caster level, or half that damage if successful on a saving throw versus spells.
Floating Disc: An invisible magical platform about the size and shape of a small round shield materializes within 6 feet of you. For one hour, it follows within 6 feet of you and can carry gear or materials up to a maximum weight of 500 pounds. The disc drops whatever was carried when the spell ends.
Fly: You or one person you touch can fly in any direction, hover in place, or move at a speed of 120 feet per round. The spell effect lasts for 10 to 60 minutes (1d6) plus 10 minutes per level of the caster.
Geas/Remove Geas: One person or creature within 30 feet must make a saving throw versus spells or become compelled to do a specific action or avoid a specific action. (Example might include bringing back an object to you, dancing whenever the subject has the chance, never revealing certain information, or so forth.) The action must be possible and not directly fatal, or the compulsion will instantly affect you instead. A target who ignores a geas will suffer cumulative penalties (decided by the Game Master) until the target obeys the geas or dies. Suitable penalties include minuses in combat, lowered ability scores, loss of spells, pain and weakness ending in death, etc. The reverse of this spell (Remove Geas) will rid a character of an unwanted geas and its effects. There is a 5% chance of failure for every level of the caster lower than the caster who cast the geas.
Growth of Animal: You cause one normal or giant animal within 120 feet to double in size, strength, carrying capacity, and damage potential for two hours. This spell has no effect on intelligent animal species or fantastical creatures.
Growth of Plants: Normal brush or woods within 120 feet become thickly overgrown with creepers, vines, thorns, briars, and so on, making the area impassable to all but the largest creatures. The spell affects up to 3,000 square feet (100×30, or 50×60, or any combination). The spell lasts until dispelled. There must be plants in the area for this spell to work.
Hallucinatory Terrain: An illusion covers a point up to 240 feet away, either showing an imaginary terrain feature (a hill, woodlands, swamps, or so forth), or concealing an actual feature. The spell lasts until an intelligent creature touches the illusion.
Haste: For 30 minutes, action speed is doubled for up to 24 creatures in a 30-foot-radius circle within 240 feet of you. Such a creature moves at twice normal speed, may make double missile or melee attacks, or rapidly perform other tasks. This spell does not affect the rate at which magic works, so the casting of spells and the use of devices such as wands cannot be sped up.
Hold Monster: One targeted creature within 120 feet must make a saving throw versus spells at a -2 penalty or become paralyzed for one hour plus 10 minutes per your caster level. Alternatively, this spell can affect 1 to 4 (1d4) individuals in a group of creatures, each of which makes the saving throw at no penalty. This spell cannot affect the undead.
Hold Person: One medium-sized humanoid (under 8 feet tall) within 180 feet must make a saving throw versus spells at a -2 penalty or become paralyzed for 90 minutes. Else, this spell can be cast at a group who save without penalty, paralyzing a maximum of 1d4 individuals. Undead or creatures larger than medium size cannot be affected by this spell.
Hold Portal: A door, gate, or similar portal within 10 feet becomes magically held shut. A Knock spell or a creature with 3 Hit Dice/levels more than the caster can break open the held portal in one round.
Infravision: You or one creature you touch gains 60-foot infravision for 24 hours, becoming able to “see” heat patterns (similar to modern infrared thermography/thermal vision). Warm things (like living bodies) stand out in darkness, but writing cannot be read. Normal or magical light spoils infravision, but returning to darkness during the spell’s duration restores the magically enhanced vision.
Insect Plague: While above ground and maintaining concentration, you cause a 60-foot diameter swarm of insects to appear within 480 feet of you. The cloud of insects will obscure vision and will drive off creatures of less than 3 Hit Dice. You can command the swarm to move 20 feet per round while within 480 feet of you. You must remain stationary and concentrate to maintain the spell. If you are disturbed, the insects scatter, and the spell ends.
Invisibility 10-Foot Radius: You or another target (a person and worn gear, or one object) within 120 feet becomes the center point for a magical 10-foot-radius sphere. All creatures within this sphere become invisible. A person remains invisible until making an attack or casting a spell. Any gear held or worn by an invisible creature becomes visible if it is taken off or dropped. If the center point of this spell moves, the sphere of invisibility moves with it. Anyone who moves more than 10 feet away from the center point immediately becomes visible.
Invisibility: You or another target (a person and worn gear, or one object) within 240 feet becomes invisible. A person remains invisible until making an attack or casting a spell. Any gear held or worn by an invisible person becomes visible if it is taken off or dropped. If an invisible person carries another creature, that other creature does not become invisible.
Invisible Stalker: You summon a very intelligent type of air elemental that will obey your clear and simple commands. The invisible stalker will continue on a given mission until the task is accomplished, it is reduced to zero hit points, or is banished by a Dispel Evil spell. If a commanded task is complex or lengthy, the invisible stalker will try to distort the intent while obeying the literal command. (For example, an order to “guard a treasure for longer than a week” may result in the stalker taking it away to its native plane of existence and guarding it there forever.) Invisible stalkers are faultless trackers and are most often used to track and slay enemies. Stats for the invisible stalker: AC 3, HD 8 (36 h.p.), Move 120′ (fly 40′), Atk slam, Damage 4 to 16 (4d4), SV as F8, Morale 12. Can surprise any creature that cannot detect invisible creatures on a 1d6 roll of 1 to 5.
Knock: For one round (10 seconds), any known secret doors, held and wizard-locked doors, barred and otherwise secured or stuck gates, or locked chests within 60 feet automatically unlock and open.
Know Alignment: You immediately know if one creature, magical item, or enchanted area within 10 feet is Lawful, Neutral, or Chaotic. (If a person or creature has no strong alignment bias, if reads as “mostly Neutral” to you.)
Levitate: Your body moves up or down in the air without any support, at a movement rate of 20 feet per round, but you must push or pull on something to move from side to side. You can carry a normal amount of weight (possibly including another person). This spell lasts for one hour plus 10 minutes per caster level.
Light/Darkness: You enchant an object or area within 120 feet to glow with bright light in a 15-foot-radius circle for two hours. If cast on the eyes of a creature, it must make a saving throw or become blinded for the duration. When reversed, you cause a 15-foot-radius area to become pitch dark to regular sight, but infravision will work within this area. Light and Darkness spells can cancel each other out.
Lightning Bolt: A bright 5-foot-wide, 60-foot-long blast of electrical energy, heat, and thunder burst from a point up to 180 feet away from you. Anyone caught on this path suffers 1d6 damage per your caster level, or half that damage if successful on a saving throw versus spells. If the lightning bolt strikes a solid surface before reaching its 60-foot length, it will extend back toward the caster until it reaches its full length.
Locate Object: For one hour, you intuitively know when and where a specific familiar item can be found when it is within 120 feet of you. Else, you may focus on a common type of object (stairs, treasure, secret doors) and the spell points you toward the nearest example of such an object. This spell cannot locate creatures.
Lower Water: The depth of water in an area of up to 10,000 square feet (100 feet x 100 feet) within 240 feet lowers by 50% (up to a maximum of 100 feet) for one hour.
Magic Jar: Your body falls into a catatonic trance as your spirit becomes linked to an object (the “magic jar”) within 30 feet. You may then attempt to send your spirit to possess and control the body of another person or creature within 120 feet. If the target succeeds on a saving throw, you cannot attempt possession of them again for 10 minutes. If the target fails to save, you fully control the target’s body until releasing control, being cast out via a Dispel Evil spell, or the host body is killed. Any of these conditions returns your spirit to the magic jar, allowing you to then either attempt to possess another body or return to your original body. While possessed, none of the target’s memories or spells can be used by you. The targeted victim remains aware but helpless to move, communicate, or act. If the magic jar is destroyed, you are either trapped in the body you currently possess, or you are slain if outside a body. Killing your original body traps your spirit either in its current body or within the jar.
Magic Missile: At any point during the next 10 minutes, a glowing arrow can automatically strike a target you can see within 150 feet, causing 1d6+1 damage. (No “to hit” attack roll is needed, and Armor Class is ignored.) Casters of 5th to 9th level may shoot two additional missiles (three total) at the same or other targets, while casters of 10th to 14th level may shoot four additional missiles (five total). Higher-level casters continue to gain pairs of additional missiles every five levels.
Massmorph: From a point up to 240 feet away, this spell will make up to 100 human or man-sized creatures in a 120-foot-radius circle appear as the trees of an orchard or dense woods. The illusion will even hide those it is cast on from creatures moving through the area of illusion. The spell lasts until a dispel magic is cast on it or the caster wills it away. The appearance of each disguised creature will return to normal when it moves away from the area where the spell was cast.
Mirror Image: You become surrounded by 1d4 illusionary duplicates of yourself. Any attack targeting you will instead target a duplicate, which then instantly vanishes regardless of the attacker’s “to hit” roll. All remaining mirror images of yourself vanish after one hour.
Move Earth: Soft soil in a 240-foot radius can be moved 10 feet per round for up to one hour. Solid rock cannot be affected and will block the area of this spell.
Neutralize Poison: Your touch revives any character or creature that has been poisoned since the previous round (past 10 seconds) and renders harmless any poison or toxins within 5 feet.
Part Water: Within 120 feet of you, a corridor of air 120 feet long and 10 feet wide appears through a body of water (pool, lake, river, sea), enabling creatures to walk along its bottom. The corridor remains open for up to one hour, or until you decide to close it.
Pass-Wall: A 5-foot diameter hole up to 10 feet deep opens in solid rock up to 30 feet away. After 30 minutes, the hold closes.
Phantasmal Force: A moving illusionary vision covers a 20-foot cube (20x20x20) at a point up to 240 feet away. If anything touches the illusion (Armor Class 9), the spell is broken and the vision disappears. If the illusion appears to attack someone or create a damaging hazard (fire, a collapsing wall), targets may make a saving throw versus spells to disbelieve the illusion. This spell never inflicts any real damage; targets that fail the save will believe they have been hurt and become unconscious at “zero hit points,” or suffer some other appropriate consequence (paralyzed if “turned to stone”). Fooled targets remain affected for 10 to 40 minutes (1d4 x 10). The illusion persists as long as the caster concentrates, remains in position, and is not targeted by an attack; otherwise, it disappears and does not return.
Polymorph Others: One living creature up to 60 feet away must succeed at a saving throw versus turn to stone (polymorph) or become transformed into a creature of the caster’s choosing. (A willing target may choose to lose this saving throw.) The new form must be a type of creature with hit points less than twice those of the spell’s target, but the target’s actual hit points do not change. The transformed person or creature gains all the special abilities of the new form, plus its mental tendencies and behavior. The spell lasts until dispelled or until the creature dies.
Polymorph Self: You transform into any creature of your choosing for one hour plus 10 minutes per caster level. The transformation does not change the caster’s hit points, “to hit” rolls, or saving throws. The caster does not gain special abilities or special immunities of the new form, although physical abilities are (size, movements, Strength, Dexterity, and Constitution). Spell casters cannot use their own spells when polymorphed into a different form. The spell lasts for the given duration, or until dispelled, or until the caster is killed. This spell will not allow the caster to take the form of a specified individual.
Projected Image: You create an illusionary duplicate of yourself up to 240 feet away. It looks and sounds real, and your spells even appear to originate from it, but any touch or hit by a melee weapon causes the image to disappear. (You must be able to see spell targets from your actual body to cast such spells.) Spells and missile attacks neither affect nor disrupt the image. If not touched, the image lasts for up to one hour.
Protection from Evil 10-Foot Radius: For two hours, enchanted, summoned, or created creatures cannot target you or anyone within 10 feet of you with melee attacks, though they may target you with ranged attacks. This protection immediately ends against anything you target with a melee attack. All other creatures suffer a -1 penalty to attack you, and you gain a +1 bonus on all saving throws.
Protection from Evil 10-Foot Radius: For two hours, enchanted, summoned, or created creatures cannot target you or anyone within 10 feet of you with melee attacks, though they may target you with ranged attacks. This protection immediately ends against anything you target with a melee attack. All other creatures suffer a -1 penalty to attack you, and you gain a +1 bonus on all saving throws.
Protection from Evil: For two hours, enchanted, summoned, or created creatures cannot target you with melee attacks, though they may target you with ranged attacks. This protection immediately ends against anything you target with a melee attack. All other creatures suffer a -1 penalty to attack you, and you gain a +1 bonus on all saving throws.
Protection from Normal Missiles: You or one target within 30 feet becomes immune to harm from all small non-magical missiles for two hours. Enchanted weapons (such as magic arrows) or larger missiles (such as catapult stones) can affect the target normally.
Purify Food and Water: You instantly make enough spoiled or poisoned food and water within 10 feet usable and safe to consume for up to a dozen people.
Quest/Remove Quest: You force a character or creature within 30 feet to make a saving throw versus spells that, if failed, compels the target to do whatever specific task you command (slay a particular monster, rescue a hostage, obtain a magic item). This spell has no effect if the saving throw is successful or if the quest would be suicidal. The compulsion ends when the quest is completed, no matter how long it takes. If the target refuses the quest, a curse (of the DM’s design) immediately goes into effect. When reversed, a target under the effect of a Quest spell or similar curse is freed from the effect. If the person who cast the Quest spell is of a higher caster level than you, there is a 5% chance of this spell failing per level of difference.
Raise Dead/Finger of Death: One corpse within 120 feet that has been dead for no more than four days returns to life with 1 hit point in a weakened condition (cannot fight, cast spells, use abilities, carry heavy loads, or move more than half speed). This weakness cannot be removed by magic but ends naturally with two weeks of rest. For each caster level above 8th, the corpse may have been dead for an additional four days. If this spell is targeted against an undead creature, it must succeed at a saving throw versus spells or be destroyed. When reversed, this spell forces one target within 120 feet to succeed at a saving throw versus death ray or immediately die.
Read Languages: For 20 minutes, you can read (but not speak) any unknown language, code, treasure map, secret symbol, and similar writing.
Read Magic: For 10 minutes, you know how to read one magic-user spell scroll and understand how to cast it at any point in the future. This spell may also be used to learn spells from the spellbook of another magic-user.
Reincarnation: Your touch restores a dead character to life in a random new body based on the deceased’s alignment. If reincarnated as a character class, the level is randomly determined from 1 to 6 (1d6). This level can never be higher than the character’s original level when slain. If a monster rolled has more Hit Dice than the character had at the time of death, then the monster type must be rolled again.
LAWFUL
* 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
* 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)
CHAOS
* 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)
Remove/Cause Curse: Your touch ends the effects of one curse placed on a character, including ending any ties to a cursed magical item. When reversed, one targeted creature touched with a melee attack must make a saving throw versus spells or suffer one of the following effects until ended by recasting this spell: Suffer -4 on all “to hit” attack rolls, suffer -2 on all saving throws, or lose half the total score on one ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). (The DM may allow more creative curses as well.)
Remove/Cause Fear: Your touch causes a target to become calm and immune to normal fear. If the target is under the effect of magical fear, it may make another saving throw with a bonus equal to your caster level. When reversed, one target within 120 feet must make a saving throw or suffer magical fear and flee from you. Either the remove fear or cause fear effect lasts for 20 minutes.
Resist Cold: One target within 30 feet ignores freezing temperatures and gains +2 on saving throws vs. cold attacks for one hour. Any damage suffered from cold is reduced by -1 point per die of damage rolled.
Resist Fire: One target within 30 feet ignores heat and regular fires, and gains +2 on saving throws vs. fire attacks, for 20 minutes. Any damage suffered from heat or fire is reduced by -1 point per die of damage rolled.
Shield: For 20 minutes, a magical barrier gives you an Armor Class of AC 2 against missiles and AC 4 against other attacks.
Silence 15-Foot Radius: A point within 180 feet becomes the center of a 15-foot-radius area inside which no sound can be made for two hours. Noises from outside this area can still be heard from within the spell’s radius. If this spell is cast directly at a creature, the target must make a saving throw versus spell or become the center point of the silence zone for the duration, even if moving away. If the targeted creature makes the saving throw, the spell immediately takes effect in the surrounding area instead.
Sleep: Within 240 feet, up to 2d8 Hit Dice/levels of targets with each 4 Hit Dice or less fall unconscious. (Ignore pluses on Hit Dice; treat “2d8+2” as two Hit Dice). This spell can instead target one creature of 4d#+1 Hit Dice. For mixed groups, lower hit die/level targets are affected before higher hit die/level targets. Any targets with more than 4d#+1 Hit Dice (or of 5th level or higher), along with all undead creatures, are immune to this spell. Any sleeping creature may be awakened by force (such as a slap). A sleeping creature may be killed (regardless of its hit points) with a single blow from any edged weapon.
Snake Charm: You cause a number of serpents within 60 feet that have a total of Hit Dice equal to your level to not attack you. The effect lasts for 1d4+1 rounds if the snakes had already been attacking, or 20 to 50 minutes (1d4+1 x 10) otherwise.
Speak with Animals: For one hour, you may talk with one type of normal or giant beast (dogs, cats, birds, rats) that comes within 30 feet. This spell does not affect intelligent animal species or fantastical creatures.
Speak with Plants: For 30 minutes, you may talk with all plants that come within 30 feet. This spell may allow impenetrable undergrowth to open up paths and allow communication with plant-based monsters (treants and the like). (Note that algae and fungi are not technically plants.)
Sticks to Snakes: You transform 2d8 sticks within 120 feet into snakes that obey your commands (Snakes: AC 6, HD 1, 4 hit points, MV 90 ft. (swim 30 ft.), one bite attack per turn for 1d4 damage, Save as Fighter Level 1, Morale 7, Alignment neutral). There is a 50% chance the transformed snakes will be venomous, forcing those bitten to make a saving throw versus poison or die. Each snake reverts into a stick after one hour or immediately when its hit points are reduced to 0.
Stone to Flesh/Flesh to Stone: One petrified creature within 120 feet is permanently restored to normal, or one target must make a saving throw versus turn to stone or permanently become a statue.
Striking: For 10 minutes, one normal weapon within 30 feet becomes enchanted to harm creatures only hit by magical weapons. The weapon also adds +1d6 extra damage to hits against any opponent, but the spell has no effect on an attacker’s “to hit” roll.
Telekinesis: You may levitate up to 100 lbs. per your caster level and move the material 20 feet per round while concentrating. The effect ends if you break concentration or if one hour has elapsed. It used to lift a living creature, it may make a saving throw versus spells to resist this effect.
Teleport: You or another creature within 10 feet instantly transports to a familiar location, but with a 1 in 20 (1d20) chance of arriving 1d10 x 10 feet too high above the destination. If nothing is below, the misplaced teleported being drops, impacts the next solid surface, and suffers 1d6 damage per 10 feet fallen. If the target location is only generally known (you have visited the area often or watched it for weeks via scrying), roll 1d20. On a 1 or 2, the arrival is too high as described before; on a 3 or 4, the arrival is too low by 1d10 x 10 feet. For destinations only casually known (you visited once or twice, only studied descriptions, or are currently seeing through scrying), roll 1d20; 1 to 5 results in arrival too high, 6 to 10 too low. In any case, if a result that is too high or too low puts the teleported subject into solid matter, that individual is killed. You cannot intentionally send a subject into solid matter. If this teleportation targets an unwilling creature, it may make a saving throw versus spell to resist the effect.
Transmute Rock to Mud/Mud to Rock: You change a volume of solid stone measuring 3,000 square feet (about 55 feet x 55 feet) and 10 feet deep into wet, viscous mud for 3 to 18 days (3d6). Moving through this mud reduces movement to 10% of normal rates. If used in reverse, an equal volume of mud is permanently transformed into stone.
Ventriloquism: For 20 minutes, you can make your voice come from any point within 60 feet (a statue, animal, or so forth).
Wall of Fire: An opaque curtain of flames appears, starting from any point within 60 feet. The total length of the wall is 1,200 feet in any combination (30×40, 20×60, 20-foot-radius circle, and 20 feet high). Creatures of 4 Hit Dice/Levels or less cannot see or cross through this barrier, but more powerful creatures can move through it while suffering 1d6 damage. (Undead and cold-based creatures like frost giants take double damage.) The wall cannot be cast in a space occupied by another object. The wall lasts as long as the caster remains stationary and concentrates on it.
Wall of Ice: An opaque sheet of ice appears, starting from any point within 120 feet and running 60 feet long, 20 feet high. Creatures of 4 Hit Dice/Levels or less see or cross through this barrier, but more powerful creatures can break through it while suffering 1d6 damage. (Fire-based creatures like red dragons take double damage.) The wall must be anchored to the ground or a similar support and cannot be cast in a space occupied by another object.
Wall of Stone: A rock barrier measuring 1,000 cubic feet (such as 10 feet x 10 feet x 10 feet, and 2-feet thick) instantly appears in any shape you desire, so long as it is within 60 feet of the caster, anchored on the ground, and does not occupy a space where another object or creature is already located. The wall lasts until physically broken up or dispelled by a Dispel Magic spell.
Water Breathing: You or one target within 30 feet becomes able to breathe underwater at any depth without harm for 24 hours. This spell does not affect any ability to move underwater or to breathe air.
Web: A 10-foot cube (10x10x10) becomes filled with sticky strands that bind creatures caught inside and block movement. Creatures with a Strength score of 20 or more can break free in two rounds, those with a Strength score of 18 to 19 are free in two rounds, and weaker beings remain caught for 2d4 turns. Flames (as from a torch, for example) will destroy the web in two rounds, but doing so will burn any creature within it for 1d6 damage.
Wizard Eye: You see through an invisible floating eye that has normal vision and 60-foot infravision. You can move this eye up to 120 feet per round, so long as it stays within 240 feet of you. It cannot move through solid objects. The caster must concentrate to look through the eye.
Wizard Lock: Anything with a lock within 10 feet becomes magically held shut. A Knock spell, the caster, or a creature with 3 Hit Dice/levels more than the caster can open the lock without ending the spell, which lasts until dispelled.
SPELL LISTS
First Level Clerical Spells
1. Cure/Cause Light Wounds
2. Detect Evil
3. Detect Magic
4. Light/Darkness
5. Protection from Evil
6. Purify Food and Water
7. Remove/Cause Fear
8. Resist Cold
Second Level Clerical Spells
1. Bless/Blight
2. Find Traps
3. Know Alignment
4. Hold Person
5. Resist Fire
6. Silence 15-Foot Radius
7. Snake Charm
8. Speak with Animal
Third Level Clerical Spells
1. Continual Light/Darkness
2. Cure/Cause Disease
3. Growth of Animals
4. Locate Object
5. Remove/Cause Curse
6. Striking
Fourth Level Clerical Spells
1. Create Water
2. Cure/Cause Serious Wounds
3. Neutralize Poison
4. Protection/Evil 10-Foot Radius
5. Speak with Plants
6. Sticks to Snakes
Fifth Level Clerical Spells
1. Commune
2. Create Food
3. Dispel Evil
4. Insect Plague
5. Quest/Remove Quest
6. Raise Dead/Finger of Death
First Level Magic-User/Elf Spells
1. Charm Person
2. Detect Magic
3. Floating Disc
4. Hold Portal
5. Light/Darkness
6. Magic Missile
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism
Second Level Magic-User/Elf Spells
1. Continual Light/Darkness
2. Detect Evil
3. Detect Invisible
4. ESP
5. Invisibility
6. Knock
7. Levitate
8. Locate Object
9. Mirror Image
10. Phantasmal Force
11. Web
12. Wizard Lock
Third Level Magic-User/Elf Spells
1. Clairvoyance
2. Dispel Magic
3. Fire Ball
4. Fly
5. Haste
6. Hold Person
7. Infravision
8. Invisibility 10-Foot Radius
9. Lightning Bolt
10. Protection/Evil 10-Foot Radius
11. Protection/Normal Missiles
12. Water Breathing
Fourth Level Magic-User/Elf Spells
1. Charm Monster
2. Confusion
3. Dimension Door
4. Growth of Plants
5. Hallucinatory Terrain
6. Massmorph
7. Polymorph Others
8. Polymorph Self
9. Remove/Cause Curse
10. Wall of Fire
11. Wall of Ice
12. Wizard Eye
Fifth Level Magic-User/Elf Spells
1. Animate Dead
2. Cloudkill
3. Conjure Elemental
4. Contact Higher Plane
5. Feeblemind
6. Hold Monster
7. Magic Jar
8. Pass-Wall
9. Telekinesis
10. Teleport
11. Transmute Rock to Mud/Mud to Rock
12. Wall of Stone
Sixth Level Magic-User/Elf Spells
1. Anti-Magic Shell
2. Control Weather
3. Death Spell
4. Disintegrate
5. Geas/Remove Geas
6. Invisible Stalker
7. Lower Water
8. Move Earth
9. Part Water
10. Projected Image
11. Reincarnation
12. Stone to Flesh/Flesh to Stone