MACE

Magic-User Spells


1st Level

Charm Person

Duration: Until dispelled | Range: 120 ft

Applies to all two-legged, generally mammalian figures up to man-size — excluding all monsters in the Undead class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins, and Gnolls. If successful, the charmed entity comes completely under the Magic-User's influence until the charm is Dispel Magic-ed.


Detect Magic

Duration: Short | Range: Limited

Determines whether there has been some enchantment laid on a person, place, or thing — useful for discovering if an item is magical, a door has been held or wizard locked, and so on. Duration and range are short.


Hold Portal

Duration: 2d6 turns | Range: 10 ft

Holds a door, gate, or similar barrier shut. A Dispel Magic will negate it immediately; a strong anti-magical creature will shatter it; and a Knock spell will open it.


Light

Duration: 6 turns + 1/level | Range:

Casts light in a circle 30 ft in diameter — not equal to full daylight. Lasts for the number of turns equal to 6 plus the caster's level.


Protection from Evil

Duration: 6 turns | Range: Self

Hedges the caster with a magic circle. Adds +1 to all saving throws against attacks from evil creatures, and subtracts −1 from attack dice of evil opponents. Not cumulative with magic armor and rings, but continues to keep out enchanted monsters.


Read Languages

Duration: Short | Range:

Allows the caster to read directions, treasure maps, and similar writings. Otherwise like Read Magic.


Read Magic

Duration: 1–2 readings | Range:

The means by which incantations on items or scrolls are read. Without this spell or a similar device, magic is unintelligible even to a Magic-User. Short duration; usually one or two readings are the limit.


Sleep

Duration: Referee's discretion | Range: 240 ft

Affects creatures by level or hit dice: 2–16 1st-level types (up to 1+1 HD), 2–12 2nd-level types (up to 2+1 HD), 1–6 3rd-level types, 1 4th-level type (up to 4+1 HD). Always affects up to the number determined by the dice. If more than the number rolled could be affected, determine which by random selection.


2nd Level

Continual Light

Duration: Until dispelled | Range: 120 ft

Creates light wherever the caster desires. Sheds a circle of illumination 240 ft in diameter, but does not equal full daylight. Continues to shed light until dispelled.


Detect Evil

Duration: 2 turns | Range: 60 ft

Detects evil thought or intent in any creature, or evilly enchanted objects. Note that poison is neither good nor evil.


Detect Invisible

Duration: 6 turns | Range: 10 ft × caster level

Finds secreted treasure hidden by an Invisibility spell, and will also locate invisible creatures. A "Wizard" (level 6) would have a range of 60 ft, more if above base level.


ESP

Duration: 12 turns | Range: 60 ft

Detects the thoughts (if any) of whatever lurks behind doors or in the darkness. Can penetrate solid rock up to 2 ft thick; a thin coating of lead prevents penetration.


Invisibility

Duration: Until broken | Range: 240 ft

Lasts until broken by the user or some outside force. A character cannot remain invisible and attack simultaneously.


Knock

Duration: Instant | Range: 60 ft

Opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates.


Levitate

Duration: 6 turns + 1/level | Range: 20 ft/level

Lifts the caster; all motion is in the vertical plane only. The caster may levitate to the ceiling and move horizontally by use of hands. Upward motion at 60 ft/turn.


Locate Object

Duration: — | Range: 60 ft + 10 ft/level

To be effective, the spell must be cast with certain knowledge of what is to be located — exact nature, dimensions, coloring, etc. Well-known objects such as a staircase can be detected with this spell. The spell gives the direction to the object desired but not the distance. The desired object must be within range.


Phantasmal Forces

Duration: Concentration | Range: 240 ft

Creates vivid illusions of nearly anything the caster envisions. As long as the caster concentrates, the illusion continues unless touched by a living creature. Damage caused by a Phantasmal Force will be real if the illusion is believed to be real.


Wizard Lock

Duration: Permanent | Range: Close

Similar to Hold Portal, but lasts indefinitely. Can be opened by a Knock without breaking the spell. A Magic-User three levels above the one who placed the lock may pass through without a spell of any kind.


3rd Level

Clairaudience

Duration: — | Range:

Same as Clairvoyance but allows hearing rather than visualization. One of the few spells that can be cast through a Crystal Ball.


Clairvoyance

Duration: — | Range:

Same as ESP except the caster can visualize the target area rather than merely pick up thoughts.


Dispel Magic

Duration: 1 turn | Range: 120 ft

Unless countered, dispels enchantments of most kinds (referee's option), except those on magical items. Success is a ratio of the dispeller's level over the original caster's level — a 5th-level Magic-User attempting to dispel a 10th-level Magic-User's spell has a 50% chance.


Fire Ball

Duration: 1 turn | Range: 240 ft

A missile springs from the caster's finger and explodes with a burst radius of 20 ft. In a confined space, the Fire Ball conforms to the shape of the space. Damage is equal to the caster's level in d6 — a 6th-level caster throws a 6-die missile, a 7th throws a 7-die missile, and so on. Fire Balls from Staves and Wands are 8-die missiles.


Fly

Duration: Level + 1d6 turns | Range: Self

The caster flies at up to 120 ft/turn. Duration is secretly determined by the referee.


Haste Spell

Duration: 3 turns | Range: 240 ft

Exactly the opposite of Slow Spell in effect, otherwise like it. Note that it will counter its opposite and vice versa.


Hold Person

Duration: 6 turns + 1/level | Range: 120 ft

Similar to Charm Person, but of limited duration and greater effect. Affects 1–4 persons. If cast at a single person, that person's saving throw is reduced by −2. Duration is 6 turns plus the caster's level.


Infravision

Duration: 1 day | Range:

Allows the recipient to see infrared light waves, enabling sight in total darkness. Range of infravision: 40–60 ft.


Invisibility, 10' Radius

Duration: Until broken | Range: Self

An Invisibility spell with an extended projection, otherwise no different.


Lightning Bolt

Duration: 1 turn | Range: 240 ft

A bolt 60 ft long and up to 7½ ft wide. If the space is too short for its full extension, the missile doubles back to attain full length, possibly striking its creator. Otherwise similar to Fire Ball — damage by caster level in d6. The head of the bolt may never extend beyond the 240 ft range.


Protection from Evil, 10' Radius

Duration: 12 turns | Range: Self

A Protection from Evil spell extended to include a circle 10 ft around the Magic-User. Lasts 12 turns instead of 6.


Protection from Normal Missiles

Duration: 12 turns | Range: 30 ft

The recipient becomes impervious to normal missiles — only those projected by normal (not above normal) men and weapons.


Slow Spell

Duration: 3 turns | Range: 240 ft

Affects up to 24 creatures in a maximum area of 60 ft × 120 ft.


Water Breathing

Duration: 12 turns | Range: 30 ft

Allows breathing underwater without harm or difficulty.


4th Level

Charm Monster

Duration: Until dispelled | Range:

The counterpart of Charm Person applicable against all creatures. If animals or creatures with 3 or fewer HD are involved, determine how many are affected by rolling 3d6. Otherwise identical to Charm Person.


Confusion

Duration: 12 turns | Range: 120 ft

Immediately affects creatures with 2 or fewer HD. For creatures above 2 HD the following formula determines when the spell takes effect: a 12-sided die roll less than the level of the caster = delay in turns; zero or negative means immediate effect. Creatures with 4+ HD save against magic; if they fail they are confused. Confused creatures attack the Magic-User's party (2–5), stand around doing nothing (6–8), or attack each other (9–12). Roll each turn. Affects creatures as indicated by 2d6 +1 per level above 8th.


Dimension Door

Duration: Instant | Range: 10 ft

A limited Teleport allowing instantaneous transport up to 360 ft in any direction, including vertically. There is no chance of misjudging — the caster always arrives exactly where called.


Growth of Plants

Duration: Until dispelled | Range: 120 ft

Causes normal brush or woods to become thickly overgrown and entangled with creepers, vines, thorns, briars, and so on, making the area virtually impassable. Affects up to 30 square inches (in map scale). Negated by Dispel Magic.


Hallucinatory Terrain

Duration: Until contacted | Range: 240 ft

Terrain features can be hidden or created — an illusion which affects a large area. A swamp, hill, ridge, woods, or the like can be concealed or made to appear. The spell is broken when the area is contacted by an opponent.


Massmorph

Duration: Until dispelled | Range: 240 ft

Conceals up to 100 men (or near man-size creatures) as a woods or orchard. The concealed figures may be moved through without being detected as anything other than trees. Negated by a command from the caster or by Dispel Magic.


Polymorph Others

Duration: Until dispelled | Range: 60 ft

Unlike Polymorph Self, this lasts until dispelled. A creature polymorphed acquires all characteristics of its new form — a creature polymorphed into a dragon acquires all the dragon's ability, not necessarily mentality. A troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man.


Polymorph Self

Duration: 6 turns + 1/level | Range: Self

Allows the caster to take the shape of anything desired, but the caster does not thereby acquire the combat abilities of the form. While the caster may turn into a dragon and fly, he will not gain the ability to fight and breathe fire.


Remove Curse

Duration: Permanent | Range: Adjacent

Removes any one curse or evil sending. Using this spell on a cursed sword would make it an ordinary sword, not an enchanted blade.


Wall of Fire

Duration: Concentration | Range: 60 ft

Creates an opaque wall of fire. Prevents creatures with under 4 HD from entering/passing through. Undead take 2 dice (2–12) of damage, other creatures 1 die (1–6) when breaking through the fire. The wall may be a plane up to 60 ft wide and 20 ft high, or cast as a circle 30 ft in diameter and 20 ft high.


Wall of Ice

Duration: — | Range: 120 ft

Creates a wall of ice six inches thick; dimensions like a Wall of Fire. Negates effects of creatures employing fire and/or fire spells. May be broken by creatures with 4+ HD, dealing 1–6 damage for non-fire creatures and double that for fire-users.


Wizard Eye

Duration: 6 turns | Range: 240 ft

Allows the caster to send a visual sensor up to 240 ft away to observe the scene without moving. The eye is invisible. It moves at 120 ft/turn.


5th Level

Animate Dead

Duration: Until dispelled | Range:

Creates animated skeletons or zombies. Does not bring a creature back to life. Roll one die per level above 8th to determine the number animated — a "Sorcerer" (9th level) gets one die, or from 1–6 animated dead. Skeletons or dead bodies must be available. The animated dead serve until dispelled.


Cloudkill

Duration: 6 turns | Range:

Creates a moving, poisonous cloud of vapor deadly to all creatures with fewer than 5 HD. Moves at 60 ft/turn according to wind direction, or directly away from the caster if there is no wind. Dimensions: 30 ft diameter. The cloud sinks to the lowest possible level, as it is heavier than air. Dispersed by unusually strong winds or trees.


Conjure Elemental

Duration: Until dispelled | Range: 240 ft

Conjures an Air, Water, Fire, or Earth Elemental. Only one of each type may be conjured during any one day. The Elemental remains until dispelled, but the caster must concentrate on maintaining control — losing concentration causes the Elemental to turn on its conjurer. Conjured Elementals are the strongest, with 16 HD.


Contact Higher Plane

Duration: — | Range: Self

Allows the Magic-User to seek advice from creatures inhabiting higher planes. The higher the plane contacted, the more questions can be asked, the better the chance the information is known and true — and the higher the probability of going insane. Only yes/no questions are permitted. Usable once per game week.

PlaneQuestionsChance KnownVeracityInsanity
3rd325%30%Nil
4th430%40%10%
5th535%50%20%
6th640%60%30%
7th750%70%40%
8th860%75%50%
9th970%80%60%
10th1080%85%70%
11th1190%90%80%
12th1295%100%90%

If the caster goes insane, they remain so for a number of weeks equal to the plane contacted. Each level above 11th gives a 5% better chance of retaining sanity.


Feeblemind

Duration: Until dispelled | Range: 240 ft

Usable only against Magic-Users. Causes the recipient to become feeble-minded until countered by Dispel Magic. Has a 20% better chance of success — lowers the Magic-User's saving throw against magic by 4.


Growth of Animals

Duration: 12 turns | Range: 120 ft

Causes 1–6 normal-sized animals (not merely mammals) to grow to giant size with proportionate attack capabilities.


Hold Monster

Duration: — | Range:

Same as Hold Person, but applicable to monsters.


Magic Jar

Duration: Until dispelled | Range: 120 ft

The caster houses his life force in some inanimate object (even a rock) and attempts to possess the body of any creature within 120 ft. Possession occurs when the creature fails its saving throw against magic. If the possessed body is destroyed, the spirit returns to the Magic Jar. If the Magic Jar is destroyed, the Magic-User is totally annihilated.


Passwall

Duration: 3 turns | Range: 30 ft

Opens a man-sized hole up to 10 ft deep in a solid rock wall.


Telekinesis

Duration: 6 turns | Range: 120 ft

Objects may be moved by mental force. Weight limit equals the caster's level multiplied by 200 gp. A 10th-level Magic-User could move a weight of 2,000 gp.


Teleport

Duration: Instant | Range: Unlimited

Instantaneous transportation regardless of distance, provided the caster knows the destination. Without sufficient knowledge (less than 75% familiarity with the destination), there is a 1–10% chance of arriving too low (death) and a 91–100% chance of arriving too high (fall from 10–100 ft). If solid material is contacted at either extreme, death results. With careful prior study, the chance of arriving too low drops to 1%, and too high to 4%.


Transmute Rock to Mud

Duration: Until reversed | Range: 120 ft

Takes effect in one turn, turning earth, sand, and rock to mud. Affects up to 30 square inches of terrain. Creatures moving into the mud become mired, possibly sinking if heavy enough, or losing 90% of movement. Can only be countered by reversing the incantation (requiring another Transmute Rock to Mud spell) or by normal evaporation (3–18 days as determined by three d6).


Wall of Iron

Duration: 12 turns | Range: 60 ft

Like a Wall of Stone, but iron three inches thick with a maximum area of 5 square inches.


Wall of Stone

Duration: Until dispelled | Range: 60 ft

Creates a stone wall 2 ft thick with a maximum length and height equalling 10 square inches. Lasts until dispelled, broken down, or battered through as a usual stone wall.


6th Level

Anti-Magic Shell

Duration: 12 turns | Range: Self

A field surrounding the Magic-User makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic-User who conjured it.


Control Weather

Duration: — | Range: Self

The caster can perform any one of the following weather control operations: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.


Death Spell

Duration: Instant | Range: 240 ft

Kills 2–16 creatures with fewer than 7 HD. The creatures must be within a 60 ft × 60 ft area.


Disintegrate

Duration: Instant | Range: 60 ft

Causes material of any kind — other than that of a magical nature — to disintegrate. Will blast a tree, dragon (if it fails its saving throw against magic), wall section, or whatever.


Geas

Duration: Until task complete | Range: 30 ft

Forces the recipient to perform some task as desired by the caster. Any attempt to deviate results in weakness, and ignoring the Geas entirely brings death. Duration is until the task is completed.


Invisible Stalker

Duration: Until mission complete | Range:

Conjures an extra-dimensional monster that can be controlled with merely a word from the Magic-User. The Invisible Stalker will continue on its mission until it is accomplished, regardless of time or distance. It cannot be dispelled once conjured, except through attack. Invisible Stalkers resent long periods of service and will pervert the letter of their orders when given long or trivial assignments.


Lower Water

Duration: 10 turns | Range: 240 ft

Causes a river or similar body of liquid to drop 50% of its depth.


Move Earth

Duration: 6 turns | Range: 240 ft

When above ground, the caster can move prominences such as hills or ridges. The terrain affected moves at the rate of 60 ft/turn.


Part Water

Duration: 6 turns | Range: 120 ft

Parts water up to 10 ft deep for a maximum of 6 turns.


Projected Image

Duration: 6 turns | Range: 240 ft

The Magic-User projects an image of himself up to 240 ft away. All spells and the like used thereafter appear to originate from the Projected Image.


Reincarnation

Duration: Permanent | Range: Touch

Brings a dead character back to life in some other form. The form of reincarnation is dependent on the character's former alignment. Use a random determination on the Character Alignment table; whatever the result, the reincarnated character is that creature and must play it as such. If the character comes back as a man, determine class and roll a d6 for level; similarly check level for reincarnation as an elf or dwarf.


Stone to Flesh

Duration: Permanent | Range: 120 ft

Turns stone to flesh; reversible to turn flesh to stone. Particularly useful in reviving characters who have been "stoned" by a monster. The reverse is permanent unless this spell is used.