Magic-User Spells

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6


Animate Dead

5th Level Magic-User Spell

Duration: Permanent

Range: 60’

Causes corpses or skeletons to rise as undead skeletons or zombies.

Number: The spell animates up to 1 Hit Die of zombies or skeletons per level of the caster:

Anti-Magic Shell

6th Level Magic-User Spell

Duration: 12 turns

Range: The caster

Wreathes the caster in an anti-magic barrier.

Charm Monster

4th Level Magic-User Spell

Duration: One or more days (see below)

Range: 120’

This spell places a charm upon either 3d6 creatures of 3 HD or less or a single creature of more than 3 HD. Each subject must make a save versus spells or be charmed as follows:

Restrictions: Undead are not affected.

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.

Charm Person

1st Level Magic-User Spell

Duration: One or more days (see below)

Range: 120’

A single human, demihuman, or human-like monster (see Persons must save versus spells) or be charmed, as follows:

Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers) are not affected.

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on their INT score. If one of these saves succeeds, the spell ends.

Clairvoyance

3rd Level Magic-User Spell

Duration: 12 turns

Range: 60’

The caster gains the ability to see through the eyes of other living creatures.

Cloudkill

5th Level Magic-User Spell

Duration: 6 turns

Range: 30’

A poisonous fog streams from the caster’s fingertips, filling a 30’ diameter area.

Confusion

4th Level Magic-User Spell

Duration: 12 rounds

Range: 120’

3d6 creatures within a 30’ radius area are stricken with delusions and become unable to control their actions.

2d6Behaviour
2-5Attack caster’s group
6-8No action
9-12Attack subject’s group

Conjure Elemental

5th Level Magic-User Spell

Duration: Permanent (until dismissed or slain)

Range: 240’

A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding.

Restrictions: The caster may summon at most one elemental from each plane in a single day.

Air Elemental

Huge vortexes of whirling air.


AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’) flying, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


Earth Elemental

Huge, humanoid figures of earth or stone.


AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


Fire Elemental

Whirling columns of fire.


AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 120’ (40’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


Water Elemental

Huge waves of water.


AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’ (60’) swimming, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


Contact Higher Plane

5th Level Magic-User Spell

Duration: One conversation

Range: The caster

A communication channel is opened to a higher plane of existence, allowing the caster to ask powerful, otherworldly beings for advice and knowledge on any subject.

Restrictions: Casting contact higher plane is a great and perilous deed.

Plane#QsDon’t KnowTruthInsanity
3rd375%50%5%
4th470%55%10%
5th565%60%15%
6th660%65%20%
7th750%70%25%
8th840%75%30%
9th930%80%35%
10th1020%85%40%
11th1110%90%45%
12th125%95%50%

Continual Light (Continual Darkness) (MU)

2nd Level Magic-User Spell

Duration: Permanent

Range: 120’

This spell has three usages:

  1. Conjuring light: In a 30’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
  3. Cancelling darkness: Continual light may cancel a continual darkness spell (see below).

Reversed: Continual Darkness

Creates a 30’ radius area of magical blackness, preventing both normal sight and infravision. Light sources brought within the area of darkness do not illuminate it. Like continual light, it may alternatively be used to blind creatures or to dispel a continual light spell.

Control Weather

6th Level Magic-User Spell

Duration: Concentration

Range: 240 yards around the caster

By concentrating (no movement allowed), the caster causes one of the following conditions to manifest in the surrounding area. This spell only functions outdoors.

Tornado

A whirling column of air, 24’ high and 6’ across, that wreaks havoc for flying creatures and ships.


AC 0 [19], HD 12* (54hp), Att 1 × blow (2d8), THAC0 10 [+9], MV 360’ (120’) flying, SV D6 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP 1,900


Death Spell

6th Level Magic-User Spell

Duration: Instant

Range: 240’

Up to 4d8 Hit Dice of creatures within a 60’ cube area must save versus death or die, instantly.

Restrictions: Undead and creatures with greater than 7 Hit Dice are unaffected.

Detect Evil (MU)

2nd Level Magic-User Spell

Duration: 2 turns

Range: 60’

Objects under an evil enchantment and living beings with evil intentions are caused to magically glow.

Detect Invisible

2nd Level Magic-User Spell

Duration: 6 turns

Range: 10’ per level

Invisible creatures or items in range are revealed to the caster.

Detect Magic (MU)

1st Level Magic-User Spell

Duration: 2 turns

Range: 60’

Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.

Dimension Door

4th Level Magic-User Spell

Duration: 1 round

Range: 10’

The caster or a single creature is instantly transferred to another location up to 360’ distance. The destination may be selected in two ways:

  1. Known location: A location, within 360’, known to the caster.
  2. An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up) totaling not more than 360’.

Stipulations: The following apply:

Disintegrate

6th Level Magic-User Spell

Duration: Instant

Range: 60’

The material form of a single, non-magical creature or object is instantly and permanently destroyed.

Dispel Magic

3rd Level Magic-User Spell

Duration: Instant

Range: 120’

Dispel magic ends spell effects within a 20’ cube area.

ESP

2nd Level Magic-User Spell

Duration: 12 turns

Range: 60’

This spell grants the caster the ability to perceive and understand the thoughts of other living creatures.

Feeblemind

5th Level Magic-User Spell

Duration: Permanent

Range: 240’

An arcane spell caster (e.g. a magic-user or elf within range must save versus spells (at a -4 penalty) or become an imbecile, unable to think clearly or cast spells.

Fire Ball

3rd Level Magic-User Spell

Duration: Instant

Range: 240’

Flame streaks towards a point within range and detonates in a 20’ radius sphere.

Floating Disc

1st Level Magic-User Spell

Duration: 6 turns

Range: 6’

Conjures an invisible disc of magical force that can be used to carry loads.

Fly

3rd Level Magic-User Spell

Duration: 1d6 turns +1 per level

Range: The caster or a creature touched

The subject gains the ability to fly through the air.

Geas (Remove Geas)

6th Level Magic-User Spell

Duration: Permanent / Instant (remove geas)

Range: 30’

The caster commands a subject to perform or avoid performing a specific action.

Reversed: Remove Geas

Can dispel an active geas spell and any incurred penalties. A geas placed by a lower-level caster is automatically dispelled. A geas created by a higher level caster has a 5% chance per level difference of not being dispelled.

Growth of Plants

4th Level Magic-User Spell

Duration: Permanent

Range: 120’

A dense, thorny thicket of vines and brambles overwhelms an area of normal woodland or scrub within range.

Hallucinatory Terrain

4th Level Magic-User Spell

Duration: Until touched

Range: 240’

Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.

Haste

3rd Level Magic-User Spell

Duration: 3 turns

Range: 240’

Up to 24 creatures in a 30’ radius area are enchanted to be able to move and act twice as quickly as normal:

Hold Monster

5th Level Magic-User Spell

Duration: 6 turns +1 per level

Range: 120’

This spell causes one or more creatures to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:

  1. Against an individual: The target’s saving throw is penalized by -2.
  2. Against a group: 1d4 individuals in the group are targeted.

Restrictions: Undead are not affected.

Hold Person (MU)

3rd Level Magic-User Spell

Duration: 1 turn per level

Range: 120’

This spell causes one or more humans, demihumans, or human-like monsters (see Persons) to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:

  1. Against an individual: The target’s saving throw is penalized by -2.
  2. Against a group: 1d4 individuals in the group are targeted.

Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers are not affected.

Hold Portal

1st Level Magic-User Spell

Duration: 2d6 turns

Range: 10’

Magically prevents a portal (e.g. door, gate, etc.) from being opened.

Infravision

3rd Level Magic-User Spell

Duration: 1 day

Range: The caster or a creature touched

Grants infravision to 60’.

Invisibility

2nd Level Magic-User Spell

Duration: Permanent (but may be broken, see below)

Range: 240’

The caster or another creature or object within range becomes invisible:

Invisibility 10’ Radius

3rd Level Magic-User Spell

Duration: Permanent (but may be broken; see below)

Range: 120’

A selected creature and all creatures within 10’ of it become invisible:

Invisible Stalker (MU)

6th Level Magic-User Spell

Duration: One mission

Range: Summoned to caster’s presence

An invisible stalker (see below) is summoned to the caster’s presence and magically bound to perform a mission of the caster’s choosing.

Invisible Stalker

Highly intelligent, magical creatures are summoned from another plane of existence to perform tasks for powerful magic-users.


AC 3 [16], HD 8* (36hp), Att 1 × blow (4d4), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (F8), ML 12, AL Neutral, XP 1,200


Knock

2nd Level Magic-User Spell

Duration: 1 round

Range: 60’

Causes locked, barred, secured, or stuck doors, gates, chests, and so forth to open.

Levitate

2nd Level Magic-User Spell

Duration: 6 turns +1 per level

Range: The caster

This enchantment allows the caster to move up and down through the air:

Light (Darkness) (MU)

1st Level Magic-User Spell

Duration: 6 turns +1 per level

Range: 120’

This spell has three usages:

  1. Conjuring light: In a 15’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
  3. Cancelling darkness: Light may cancel a darkness spell (see below).

Reversed: Darkness

Creates a 15’ radius area of magical blackness, preventing normal sight (but not infravision. Like light, it may alternatively be used to blind creatures or to dispel a light spell.

Lightning Bolt

3rd Level Magic-User Spell

Duration: Instant

Range: 180’

A bolt of lightning 60’ long and 5’ wide blasts from a point within range.

Locate Object (MU)

2nd Level Magic-User Spell

Duration: 2 turns

Range: 60’ +10’ per level

The caster can sense the direction (but not the distance) of an object. One of two types of object may be located:

  1. General class: An object of a general class (e.g. a stairway, an altar, etc). In this case, the nearest object of the type is located.
  2. Specific object: A specific object known to the caster.

Restrictions: This spell cannot be used to locate creatures.

Lower Water

6th Level Magic-User Spell

Duration: 10 turns

Range: 240’

This spell reduces the depth of a body of water by half for the duration. An area of up to 10,000 square feet may be affected.

Magic Jar

5th Level Magic-User Spell

Duration: Special

Range: The caster

The caster’s body enters a comatose trance as their life force is transferred into a receptacle (any inanimate object within 30’), known as a magic jar. From there, the caster may attempt to possess the bodies of other creatures.

When the caster’s life force is in the magic jar:

When the caster’s life-force is possessing a victim:

Magic Missile

1st Level Magic-User Spell

Duration: 1 turn

Range: 150’

This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.

Massmorph

4th Level Magic-User Spell

Duration: Permanent

Range: 240’

Up to 100 human-sized creatures within a 120’ radius area are veiled by illusion to appear as a copse of trees or orchards.

Mirror Image

2nd Level Magic-User Spell

Duration: 6 turns

Range: The caster

1d4 illusory images of the caster appear.

Move Earth

6th Level Magic-User Spell

Duration: 6 turns

Range: 240’

Earth (but not stone) within range is rearranged as the caster wishes.

Part Water

6th Level Magic-User Spell

Duration: 6 turns

Range: 120’

A body of water parts, revealing a pathway across the bottom.

Pass-Wall

5th Level Magic-User Spell

Duration: 3 turns

Range: 30’

A 5’ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10’ deep.

Phantasmal Force

2nd Level Magic-User Spell

Duration: Concentration

Range: 240’

A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:

  1. An illusionary monster: That can be directed to attack. The monster has an Armor Class of 9 [10] and will vanish if hit in combat.
  2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
  3. A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Stipulations: The following apply:

Polymorph Others

4th Level Magic-User Spell

Duration: Permanent

Range: 60’

A living subject is changed into another type of creature, as chosen by the caster:

Polymorph Self

4th Level Magic-User Spell

Duration: 6 turns +1 per level

Range: The caster

The caster transforms themselves into another being:

Projected Image

6th Level Magic-User Spell

Duration: 6 turns

Range: 240’

An illusory duplicate of the caster appears within range.

Protection from Evil (MU)

1st Level Magic-User Spell

Duration: 6 turns

Range: The caster

This spell wards the caster from attacks by creatures of another alignment, as follows:

Protection from Evil 10’ Radius (MU)

3rd Level Magic-User Spell

Duration: 12 turns

Range: 10’ around the caster

This spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:

Protection from Normal Missiles

3rd Level Magic-User Spell

Duration: 12 turns

Range: 30’

A single subject in range gains complete immunity to small, non-magical missiles (e.g., no protection is granted against hurled boulders or enchanted missiles).

Read Languages

1st Level Magic-User Spell

Duration: 2 turns

Range: The caster

The caster gains the ability to understand written information in any language, including coded messages or symbols (e.g. on treasure maps). No ability to speak unknown languages is conferred.

Read Magic

1st Level Magic-User Spell

Duration: 1 turn

Range: The caster

Allows the caster to decipher magical script or runes, as follows:

Reincarnation

6th Level Magic-User Spell

Duration: Permanent

Range: Appears in the caster’s presence

A dead character is returned to life in a new physical form that manifests in the presence of the caster. The character’s new body is not necessarily the same as the original; it is determined by rolling on the Reincarnated Class table below.

The roll indicates either a character class or a monster:

d10Reincarnation
1Cleric
2Dwarf
3Elf
4Fighter
5Halfling
6Magic-user
7Thief
8Monster (roll on alignment table)
9–10Same class
d6ReincarnationHD
1Gnome1
2Neanderthal2
3Pegasus2
4Blink dog4
5Unicorn4
6Roc, small6
d6ReincarnationHD
1Pixie or sprite1
2Lizard man2
3Rock baboon2
4Ape, white4
5Centaur4
6Werebear6
d10ReincarnationHD
1Goblin1
2Hobgoblin1
3Kobold1
4Orc1
5Gnoll2
6Bugbear3
7Wererat3
8Ogre4
9Werewolf4
10Minotaur6

Alternative Reincarnation Tables

The classes and monsters listed in the tables are drawn from Old-School Essentials Classic Fantasy.

If other classes or monsters are in use, the referee may wish to create alternative reincarnation tables.

Remove Curse (Curse) (MU)

4th Level Magic-User Spell

Duration: Instant / Permanent (curse)

Range: The caster or a creature touched

This spell removes a single curse from the subject. It may allow a character to discard a cursed magic item.

Reversed: Curse

Places a deleterious effect upon a creature, if it fails a save versus spells.

Shield

1st Level Magic-User Spell

Duration: 2 turns

Range: The caster

Conjures a barrier of magic that gives the caster an improved AC:

Sleep

1st Level Magic-User Spell

Duration: 4d4 turns

Range: 240’

It causes creatures (except undead to fall into a magical slumber. The spell may target either:

  1. A single creature with 4+1 Hit Dice (see Hit Point Modifiers).
  2. A total of 2d8 Hit Dice of creatures of 4 HD or lower each.

When targeting creatures of 4 HD or less, the following rules apply:

Killing: A single attack with a bladed weapon can kill a creature enchanted by this spell.

Awakening: Enchanted creatures can be forcefully awakened (e.g., by slapping).

Stone to Flesh (Flesh to Stone)

6th Level Magic-User Spell

Duration: Permanent

Range: 120’

Transforms stone into living flesh. It is especially useful for restoring a magically petrified creature to life.

Reversed: Flesh to Stone

Transforms a living creature (including equipment) into stone. The victim may save versus paralysis to resist.

Telekinesis

5th Level Magic-User Spell

Duration: Concentration (up to 6 rounds)

Range: 120’

By concentrating, the caster is able to move objects or creatures by the power of thought.

Teleport

5th Level Magic-User Spell

Duration: Instant

Range: 10’

The caster or a chosen creature vanishes and reappears at a location of the caster’s choosing.

Knowledge of Dest.Ground LevelToo HighToo Low
Scant01–5051–7576–00
Moderate01–8081–9091–00
Exact01–9596–9900

Ground level: The subject appears at the intended destination.

Too high: The subject appears 1d10×10’ above the intended destination. If this causes the subject to appear inside solid matter, they die instantly. Otherwise, the subject falls from a height.

Too low: The subject appears below the surface of the ground and dies instantly.

Knowledge of destination: The caster’s knowledge of the destination is rated as follows:

Transmute Rock to Mud (Mud to Rock)

5th Level Magic-User Spell

Duration: 3d6 days / Permanent (transmute mud to rock)

Range: 120’

Changes an area of rock into thick mud.

Reversed: Transmute Mud to Rock

Permanently changes an area of mud—up to 3,000 square feet and up to 10’ deep—into rock.

Ventriloquism

1st Level Magic-User Spell

Duration: 2 turns

Range: 60’

Allows the caster to cause their voice to emanate from anywhere within range (e.g., a statue, a tapestry, an animal).

Wall of Fire

4th Level Magic-User Spell

Duration: Concentration

Range: 60’

Conjures an opaque curtain of raging flame, shaped as the caster wishes.

Wall of Ice

4th Level Magic-User Spell

Duration: 12 turns

Range: 120’

Conjures a semi-transparent sheet of ice, shaped as the caster wishes.

Wall of Stone

5th Level Magic-User Spell

Duration: Permanent

Range: 60’

A wall of solid rock appears.

Water Breathing

3rd Level Magic-User Spell

Duration: 1 day

Range: 30’

Bestows the ability to breathe water upon a single subject.

Web

2nd Level Magic-User Spell

Duration: 48 turns

Range: 10’

Conjures a volume of sticky webbing, blocking a 10’ cube area.

Breaking free: Depends on STR:

Wizard Eye

4th Level Magic-User Spell

Duration: 6 turns

Range: 240’

An invisible, magical eye is conjured that allows the caster to see at a distance.

Wizard Lock

2nd Level Magic-User Spell

Duration: Permanent

Range: 10’

A wizard lock spell magically locks a door, gate, similar portal, or any item that has a lock. The magical lock is permanent but may be bypassed as follows: