Default Spells


Name

Class

Level

Description

Bless Cleric 1 imrove THAC0 of target

Cause Light Wounds

Cleric

1

inflicts 1d8 hp of damage

Cure Light Wounds

Cleric

1

cure 1d8 HP of target that does not have mummy rot

Curse

Cleric

1

lower THAC0 of target

Detect Magic|Cleric

Cleric

1

used to detect if magic items present

Protection From Evil|Cleric

Cleric

1

protects target from evil

Protection From Good| Cleric

Cleric

1

protects target from good

Resist Cold

Cleric

1

target takes half damage from cold-based attack

Entangle|Druid

Druid

1

targets affected lose movement

Faerie Fire|Druid

Druid

1

target AC increased by 2

Invisibility to Animals|Druid

Druid

1

as Invisibility but only effects animals

Burning Hands

MU

1

Deals 1 HP per level of caster to target

Charm Person

MU

1

target enemy becomes friendly

Detect Magic|MagicUser

MU

1

caster can tell if item is magical

Enlarge

MU

1

target combat damage ingreased

Friends

MU

1

target's charisma raised

Magic Missile

MU

1

deals damage to target

Protection From Evil|MagicUser

MU

1

target takes no damage from evil aligned attacker

Protection From Good|MagicUser

MU

1

target takes no damage from good aligned attacker

Read Magic

MU

1

target can read magic scrolls

Reduce

MU

1

target damage decreased

Shield

MU

1

target's AC is improved

Shocking Grasp

MU

1

deals damage to target

Sleep

MU

1

target cannot move or do an action

Find Traps

Cleric

2

allows target to find traps

Hold Person

Cleric

2

targets may not move or do an action

Resist Fire

Cleric

2

target takes half damage from fire-based attacks

Silence 15' Radius

Cleric

2

target cannot cast spells

Slow Poison

Cleric

2

character HP set to 1 if poisoned

Snake Charm

Cleric

2

target is charmed if a snake

Spiritual Hammer

Cleric

2

target gains use of magical, spiritual hammer for round

Barkskin|Druid

Druid

2

target AC set to 6 minus a number relative to the caster's level

Cause Light Wounds|Druid

Druid

2

as cleric spell of the same name

Charm Person|Druid

Druid

2

as magic user spell of the same name

Cure Light Wounds|Druid

Druid

2

as cleric spell of the same name

Hold Animal|Druid

Druid

2

target animal loses movement and ability to attack

Detect Invisibility

MU

2

target can see “invisible” combatants

Invisibility

MU

2

target cannot be attacked

Knock

MU

2

used to unlock doors

Mirror Image

MU

2

target AC increased by 2

Ray of Enfeeblement

MU

2

target strength reduced to 5

Stinking Cloud

MU

2

target held for 2 to 5 rounds

Strength

MU

2

target strength increased

Bestow Curse

Cleric

3

curses target

Cause Blindness

Cleric

3

blinds target

Cause Disease

Cleric

3

diseases target

Cure Blindness

Cleric

3

cures blindness

Cure Disease

Cleric

3

cures disease

Dispel Magic

Cleric

3

dispels magic and magical effects on target

Prayer

Cleric

3

improves target's THAC0 and saving throws

Remove Curse

Cleric

3

removes curse

Cause Disease|Druid

Druid

3

as cleric spell of the same name

Cure Disease|Druid

Druid

3

as cleric spell of the same name

Neutralize Poison|Druid

Druid

3

as cleric spell of the same name

Poison|Druid

Druid

3

as cleric spell of the same name

Protection from Fire|Druid

Druid

3

target takes half damage from fire-based attacks

Blink

MU

3

blinking target may not be targetted by other combatants after that rounds actions are completed

Dispel Magic|Magic User

MU

3

removes magical effect

Fireball

MU

3

deals fire-based damage to target

Haste

MU

3

targets max movement is doubled and aged 1 year

Hold Person|Magic User

MU

3

target movement and available actions nullified

Invisibility 10' Radius

MU

3

as invisibility but for multiple targets

Lightning Bolt

MU

3

deals electrical-based damage to target

Monster Summoning

MU

3

monsters come to aid caster in combat

Protection From Evil 10' Radius| Magic User

MU

3

as protection from evil, but for multiple targets

Protection From Good 10' Radius| Magic User

MU

3

as protection from good, but for multiple targets

Protection from Normal Missiles

MU

3

target immune to damage from normal weapons

Slow

MU

3

target movement actions reduced by half

Cause Serious Wounds

Cleric

4

does 2d8 + 1 damage to target

Cure Serious Wound

Cleric

4

restores 2d8 + 1 HP except if target suffers from mummy rot

Neutralize Poison

Cleric

4

counters poison and restores full HP

Poison

Cleric

4

sets status to “poisoned” and HP to 0

Protection From Evil 10' Radius| Cleric

Cleric

4

target is protected from evil

Protection From Good 10' Radius| Cleric

Cleric

4

target is protected from good

Sticks to Snakes

Cleric

4

does 1d4 + 1 damage to target

Animal Summoning I|Druid

Druid

4

animals come to aid caster in combat

Cause Serious Wounds|Druid

Druid

4

as cleric spell of the same name

Cure Serious Wounds|Druid

Druid

4

as cleric spell of the same name

Dispel Magic|Druid

Druid

4

as magic user spell of the same name

Bestow Curse|Magic User

MU

4

target is cursed

Charm Monster

MU

4

target monster becomes friendly to caster

Confusion

MU

4

target intelligence and wisdom lowered by 5 points

Dimension Door

MU

4

caster can teleport during combat

Fear

MU

4

target freezes or flees from caster

Fire Shield

MU

4

caster deals damage to attackers using fire-based attacks

Fumble

MU

4

target dexterity lowered by 4

Ice Storm

MU

4

deals cold-based damage to target

Minor Globe of Invulnerability

MU

4

target is protected from spells 4th level and below

Monster Summoning II

MU

4

monsters come to aid caster in combat

Remove Curse|Magic User

MU

4

curse is removed from target

Cause Critical Wounds

Cleric

5

does 3d8 + 3 damage to target

Cure Critical Wounds

Cleric

5

heals 3d8 + 3 HP to target not suffering from mummy rot

Dispel Evil

Cleric

5

target gains protection from evil aligned creatures

Flame Strike

Cleric

5

deals 6d8 damage to target

Raise Dead

Cleric

5

target status changed from dead to okay and HP set to 1

Slay Living

Cleric

5

target is killed

Animal Summoning II|Druid

Druid

5

animals come to aid caster in combat

Insect Plague|Druid

Druid

5

target receives 1 HP damage per round while spell lasts

Sticks to Snakes|Druid

Druid

5

deals 1d4 + 1 HP per level of caster to target

Cloudkill

MU

5

deals damage to target

Cone of Cold

MU

5

deals cold-based damage to target

Feeblemind

MU

5

spellcasters intelligence lower

Fire Touch

MU

5

deals fire-based damage to target

Hold Monster

MU

5

target movement and available actions nullified

Monster Summoning III

MU

5

monsters come to aid caster in combat

Blade Barrier

Cleric

6

deals 8d8 damage to target

Harm

Cleric

6

target becomes diseased and is set to 1d4 hit points

Heal

Cleric

6

blindness and disease are cured and all HP restored

Animal Summoning III|Druid

Druid

6

animals come to aid caster in combat

Cause Critical Wounds|Druid

Druid

6

as cleric spell of the same name

Conjure Fire Elemental|Druid

Druid

6

fire elemental comes to aid caster in combat

Cure Critical Wounds| Druid

Druid

6

as cleric spell of the same name

Feeblemind|Druid

Druid

6

as magic user spell of the same name

Death Spell

MU

6

target is killed

Disintegrate

MU

6

target is killed and may not be resurrected

Flesh to Stone

MU

6

target is turned to stone

Globe of Invulnerability

MU

6

target is protected from spells 6th level and lower

Monster Summoning IV

MU

6

monsters come to aid caster in combat

Stone to Flesh

MU

6

stoned target is returned to OK status

Destruction

Cleric

7

target is killed

Energy Drain

Cleric

7

target is aged 2 years and drained 1 level

Restoration

Cleric

7

target is aged 2 years and drained levels restored

Resurrection

Cleric

7

dead targets are restored to OK status, full HP and aged 3 years

Confusion|Druid

Druid

7

target intelligence and wisdom lowered by 5 points

Conjure Earth Elemental|Druid

Druid

7

earth elemental comes to aid caster in combat

Delayed Blast Fireball

MU

7

deals fire-based damage to target

Mass Invisibility

MU

7

as invisibility but for multiple targets

Monster Summoning V

MU

7

monsters come to aid caster in combat

Power Word, Stun

MU

7

target movement and attacks set to 0 and intelligence set to 3

Mass Charm

MU

8

as charm but for multiple targets

Mind Blank

MU

8

target is protected from mind-effecting spells and devices

Monster Summoning VI

MU

8

monsters come to aid caster in combat

Otto's Irresistible Dance

MU

8

target AC increased by 4 and all saving throws set to 20

Power Word, Blind

MU

8

target is blinded, movement and actions set to 0

Meteor Swarm

MU

9

deals fire-based damage to target

Monster Summoning VII

MU

9

monsters come to aid caster in combat

Power Word, Kill

MU

9

target is killed and may not be resurrected



Back to Designer's Guide Index