WARLOCK/WITCH ------------- * Witches and Warlocks do not use spellbooks and scrolls in the same way that a wizard does. Their magic comes from: 1) Innate Psychic Powers which they must learn to channel and control. 2) Alchemy, Magical Items, and Learned Spellcraft. 3) Calling on various ancient Powers of the multiverse(through commands, invocations, summonings, and incantations). Some spells may only be performed as rituals, and several witches/warlocks may come together in a coven in order to facilitate the casting of much more powerful magicks by combining their individual powers. * A Witch/Warlock may undo the spell(or dispel the magic) of another Witch or Warlock of equal or lesser power. To undo the spell of a more powerful caster requires knowing the 'trick' or specific way in which the spell was cast OR tricking or convincing the original caster to undo the spell. * Warlocks and Witches are a pretty secretive lot and live in hidden cities which are magically 'cloaked' from mundane eyes. Their magical and psychic abilities are genetic and have been passed down from parents to children through the centuries. They are of a Chaotic nature and often have dealings, friendships, work relationships, or pacts with other creatures of Chaos. * Magical Spells and Potions are affected by the positions of the moon, stars, and planets when they are cast, created, or imbibed. * Magical spells of up to 7th level of power can be learned and Witches/Warlocks use the Magic-User Spell Progression Table. PER bonuses add to the number of spells that can be cast per day and additional "spell points" are gained at XP Levels 6, 11, and 16(See Magic-user). * Witches and Warlocks are assumed to know all of the spells of First Level when they begin. Upon reaching an XP level where they can cast more powerful spells, they will intuitively know 2 new spells from the next spell list(at 3rd level, for example, the Witch/Warlock will automatically know 2 2nd-Level spells). The rest of the spells of that level will come to mind at a rate of 2 new spells per game week, until all of the spells of that level are known. * Spell research may be done by the use of insightful experimentation with the spells already known. Spell research typically takes 1 month per spell level of the spell being researched. The research must be uninterrupted, except for meals and rest and other small, necessary activities. A D6 is rolled at the end of that time to determine if the R&D was successful. If a '1' is rolled, the new spell fails - sometimes dramatically - and research must begin all over again. If the spell being researched is a simple variation of one already known, the research time will be only 1 week per spell level. Spells of a higher level than the Witch/Warlock can cast cannot be researched. * Spell Books: Witches an Warlocks will sometimes write their spells down in books - from giant tomes to small journals in size. These are usually written in the native language of the caster and can therefore be read by anyone who knows the language. Spell books will also often contain astrological charts, magical sigils, mystical calculations, notes on magical history, creatures, and places, potion ingredients and brewing instructions, and many more things of an esoteric and occult nature. Any non-witch/warlock trying to cast spells or brew the potions written therein has a 2 in 6 chance of them working as planned. On a 3-6(D6) the magic will either fizzle and fail or create a completely unexpected result. For those with an INT of 15+, the chance of success is 4 in 6, with a 5 or 6 indicating failure. ------------------------------------------------------------------------ * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +3 to SPELLS Saving Throws. * Warlocks and Witches do not wear armor or use shields. * Weapons: Daggers, 1-Handed Swords, Small thrown weapons * 2 attribute scores are increased by 1 point or 1 score is increased by 2 points at levels 6, 11, and 16 (18 is still the maximum score). * PER, INT, and CHA are the primary attributes of a Warlock/Witch. --------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 levels 3, 5, 7, 8, 9, 11, 13, 15. (DEX/PER)Filching(pick pockets/palming/concealing small objects on their body): Begin with +1. Add +1 every level through level 16. (INT)Open Magical Closures/Puzzle Boxes: Begin with +1. Add +1 every level though level 16. (INT)Occult Lore(mystical places, fantastic beasts, astrology, divination, famous spellcasters, legends, magical physics, etc): Begin with +1. Add +1 every level through level 16. (CHA)Influence, persuade, seduce: Begin with +1. Add +1 at every level through level 16. ---------------------------------------------------------------------------- Base Chance By Level Table ---------------------------- level 1 = 1(D6) level 7 = 1-3 level 13 = 1-5 level 4 = 1-2 level 10 = 1-4 level 16 = 1-19/D20 * To identify a found potion, roll on the chance/level table above to see if it is identifiable by visual examination(takes 1 TURN). If it is not, the Magic-user may either spend D4 days in the lab(if they have access to one) doing experiments in order to discover the type of potion, or simply take a small sip. A sip will give a slight effect of the potion - the DM will describe the effect that is felt which may allow the mage to guess the nature of the magical potion. Poison sipped will give the effect of the full dose. * A Witch/Warlock also has the chance to identify a magic item that is unknown to them without doing extensive research. The chance/level is as above. * A Witch/Warlock has the chance to detect magic in their immediate surr- oundings if actively concentrating on detecting it. Chances increase using the numbers above. * Insight: Read a creature or a situation, operation of a mechanism or artifact, etc. * Escape Artist: Escape from ropes, bonds, non-magical bindings, in D6 rounds. * Move Silently: as a Thief. * Hide in Shadows/Hide in Natural Surroundings: as a Thief and Hobbit. ---------------------------------------------------------------------------- * Languages: Begin with Common, Chaos Speech, Faerie Language, Goblinoid, Hag, Elemental * Can use most general magic items. * +4 on Reaction Rolls from Elementals, Faerie-kind, Goblinoids, and Hags. +2 on Reaction Rolls from any other Chaos Creatures. * A Warlock's/Witch's familiar will give them special abilities(a cat might grant Move Silently as a thief of the same level, an owl might grant night vision, a rabbit might grant the MU the Hobbit's Luck ability, while a snake might grant a poisonous bite which would do damage + lower the CON of a victim until healed, etc). The Warlock/Witch may also see and hear through the eyes and ears of their familiar and communicate with each other telepathically. * Warlocks and Witches are unaffected by the wail of Banshees and the songs of Sirens. They are also very long-lived, aging at only 1/10 the rate of normal mortals once they reach adulthood, and are thus unaffected by the aging power of Ghosts. * Witches and Warlocks know Astrology, Tarot, and other methods of casting auguries and divinations. These are the tools they use in many Divination/ Detection Spells'(these types of spells are commonly "ritual spells"). * Witches and Warlocks are known for their extraordinary culinary skills and may bake or cook magical spells and enchantments into their dishes. * Witches and Warlocks are able to telepathically communicate when within sight each another. This communication can also cross dimensional and planar boundaries as long as the speakers are in spatial proximity to one another. Range: 12" * Witches and Warlocks can use all Magic-User and Illusionist Cantrips at any time. * Death Walk: A Witch/Warlock can walk to the Land of the Dead and retrieve a dead soul. He or she walks a narrow path of destruction with a 25% chance of being lost forever and unable to return to the real world. This chance goes down by 1% per level of the witch/warlock but there is always a 5% chance of getting lost. The warlock must have a body for the soul to inhabit and that body must make a CON Resurrection roll or the soul is pulled back forever. ---------------------------------------------------------------------------- * At 1st level: Hypnosis - The Warlock/Witch is able to put a creature in trance and instruct the creature as to a course of action which seems reasonable. A post-hypnotic suggestion to perform some preordained action may be implanted at 5th level. The suggestion disappears the from victim's mind after performing the action. The suggestion may not include an order to kill itself, friends or associates or to perform an action that would be completely reprehensible to its worldview. Hypnosis affects 1 creature of 1 level or hit die per XP Level of the Witch/Warlock. Range 3". Duration D6 Turns + 1 Turn per Warlock/Witch XP level. Usable once per day. * At 1st level: Animal Empathy - allows the basic needs, drives and/or emotions to be sensed. Thus, he or she can sense thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love and like emotions. This skill applies to mammals and marsupials. At 3rd level, avians, reptiles, and amphibians are added. At 4th level, plants are added. At 5th level, arachnids, insects, and fish are added. Range is 1" per XP level. * At 2nd level: Sensitivity to Psychic Impressions - When in physical contact with a known or unknown item or part of an ancient ruin or place which was surrounded by great power or involved in extraordinary or legendary events. These impressions may be mental, emotional, and/or involve any combination of the physical senses. Usable only once per item or place. * At 2nd level: All Witches and Warlocks know alchemy and herbalism and can research and brew magical potions. Once the ingredients are found, a potion usually takes 1 day per dose to brew. The cost of the research and components will vary(some potions will require exotic materials which must be adventured for, such as the eyes of a Basilisk for Flesh To Stone potions), and the Witch/Warlock must have a suitable workspace, tools, and several cauldrons of various sizes with which to conduct the research and distill their magical brews. Love Potions, Narcotics, Hallucinogens, Healing Potions, Truth Serums, Poisons, Growth, Shrinking, Heroism, etc... * At 3rd level: Disguise Self - The Witch/Warlock may alter the appearance of his or her form - including clothing and equipment - to appear 1' shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. Duration is 1 Turn/XP level. Usable XP level/3 rounded down times per day. * At 3rd level: Telekinesis - Can move objects with the mind that weigh up to 10 pounds at Level 3, and adding 20 pounds of weight per each subsequent XP level. Objects may be moved up to 3" on the first round. At higher levels, if desired, the movement per round may be increased by 2" cumulative on each of the following rounds - 6" on round 3, 9" on round 4, 12" on round 5, etc. High velocity objects(animate and inanimate) may cause great damage or be da- maged. Duration is 1 round at XP level 3, adding a round at each successive XP level. Range is 3" at 3rd level + 1" per each add- itional XP level. Usable XP level/5, rounded down, times per day. * At 3rd level: Firestarter - Create a normal fire from a candleflame to a small campfire in size or enlarge an existing fire up to 3 times its original size. Usable XP level/6, rounded down, times per day. * At 4th level: Enchanting Charms can be done. Charms are small items like amulets and bracelets which contain a low level spell - usually for protection, luck, or as a minor enchantment to produce a favorable outcome in some situation or endeavor. Charms typically give a temporary bonus to an attribute or a plus(or Advantage) to a die roll. The spell is stored within the item until it is activated. The item must be a suitably fashioned receptacle and takes 1 week per spell level to enchant once it has been crafted. Each charm can only hold one spell and it must be a spell that the Witch or warlock can cast. Once the spell has been used, the charm becomes an ordinary item. At 9th, a Permanency spell may be used if the Warlock/Witch wishes to make the enchantment permanent. There is a temporary loss of D4 points of CON for each Permanency spell cast. CON returns at a rate of 1 point/ month. * At 4th level: Creature Sense - A Warlock/Witch can use the senses of another creature to perceive what it is perceiving. The creature must be known to the Warlock, be on the same plane, and be within a 5 mile radius. This power is usable once per day. * At 5th level: Animal Telepathy - Allows 2-way mind communication with mammals, marsupials, avians, reptiles and amphibians. At 6th level, plants are added. At 7th level, arachnids, insects, and fish are added. Range is 1" per XP level. * At 5th level: ESP - This allows the user to "tune in" to the unshielded thoughts of the minds of any creatures within range when the power is employed. In most respects it is identical to the magic-user spell. Thoughts received in non-understood languages will be meaningless. Non-intelligent creatures will transmit "pictures" or raw drives. Range: 1" per XP level. Usable XP level/5, rounded down, times per day. * At 6th level: A Familiar may be acquired by ritual Summoning at this time. The animal or creature will be capable of human speech, have a high intelligence along with considerable cleverness, and will be AC 5 with 2 HD. It will otherwise appear similar to other creatures of its kind. If the Familiar dies, a new one may not be conjured for 7 years. * At 6th level: A Warlock/Witch may manufacture one magical candle per month. Types could include: Protection, Curing, Cursing, Charming/Love, Speak With The Dead, Telepathy, etc. The candles will burn for up to 6 Turns, or until extinguished. Saving Throws to Spells apply. * At 7th level: Oracle - Witch/Warlock can get a general sense of whether or not the result next action being contemplated will be helpful or harm- ful to the party - breaking the seal on the altar in the room for instance - by using Tarot cards. Usable once per Game Session. * At 7th level: Shape Change - Change into any other human shape. At 10th level, gain the abilities of that form. Duration 4 Turns + 1 Turn per Warlock's/Witch's XP level. Maximum number of changes during duration is D4+1. This power is usable once per day. * At 8th Level: Warlocks/Witches can use the power of Fascination once per day. The spell will last for 1 Turn per XP level of the caster and the subject of the spell will serve faithfully for that time. Save vs Spells. * At 8th level: A Warlock/Witch is able to clearly SEE invisible and out-of- phase creatures as well as peer into the near Ethereal and Astral planes if concentrating for 1 Turn. Lasts for 1 Turn. Usable 3 times per day. * At 9th level: Cell Regeneration - Heal 2 points of damage per XP level, regenerate injured or lost body parts, cure disease, remove poison in 1 creature. Usable once per day. * At 9th level: Warlock/Witch Name level - Many magical items can be created such as wands, rings, amulets, garb, scrying pools, crystal balls, bags of holding, etc. A Witch/Warlock can also (intuitively)read and use all Magic- User, Illusionist, and Clerical scrolls at this level. * At 10th level: 2 melee attacks per round. * At 11th level: Dreamscape - Can enter and control the dreams of a creature. Duration 6 Turns. Range: The creature must be on the same plane, be personally known to the Witch/Warlock, and must be seen - either physically or through scrying/crystal ball - while the dream contact is occurring. Usable once per day. * At 12th level: Shapeshift - As Shape Change but the caster can take on any humanoid or animal form from cricket to giant. * At 13th level: Closed mind - ESP, Telepathy, psychic location spells and similar such abilities don't work if the Warlock/Witch chooses to block contact. This ability may be used at any time and may be maintained as long as desired. This is simply willed, concentration is unnecessary. * At 14th level: A Warlock/Witch can make one clay or wax doll which they can use to control one character or monster. Dolls are made to fit general categories, e.g. a man, a woman, a troll, a dragon. For the doll to function as desired, a part of the specific target (a nail clipping, a lock of hair, a bit of outer skin or scales, etc.) must be made part of the doll. Once the spe- cific material is added, the doll acquires a focus. If the victim fails to save vs. spells, the victim is charmed (as per a monster's charm spell). The charm lasts as long as the doll is intact and in the maker's possession. Additionally, the victim will feel what the doll feels and the doll can be used to inflict pain upon the victim - pins, flame, etc. Dispel Evil can temporarily relieve the victim of pain inflicted by the Witch or Warlock. If the witch or warlock loses the doll, or if the doll is destroyed or damaged, the spell is broken. A Remove Curse must be cast upon the doll before it is destroyed in order to break the link, otherwise, the victim takes 1/2 of the damage inflicted upon the doll when it is destroyed. The doll takes 1 month to create and only 1 doll can exist at a time. Duration: until destroyed. Range: up to 100 miles. * At 15th level: True Sight(as the spell): Usable XP level/5 times per day, rounded down. * At 16th level: Astral Projection (as a ritual spell). * At 17th level: A Warlock or Witch can Planeshift(takes 1 Turn to prepare and then 1 round to enter another plane). If the planar environment is one that would be hostile to the traveler, their body will take on enough of the characteristics of the denizens of the new plane in order to comfortably exist there. This power is usable once per day and the traveler may return to their plane of origin at any time. Takes 1 Turn to cast. Warlocks and Witches Spell Progression Table -------------------------------------------- SPELL LEVEL XP LEVEL 1 2 3 4 5 6 7 ---------------------------------------------- 1 1 2 2 3 2 1 4 3 2 5 3 3 1 6 3 3 2 7 3 3 2 1 8 3 3 3 2 9 4 4 3 2 1 10 4 4 3 3 2 11 5 4 4 3 2 12 6 5 5 3 2 2 13 6 6 6 4 2 2 14 6 6 6 5 3 2 15 7 7 7 5 4 2 16 7 7 7 6 5 3 1 17 8 8 8 6 5 3 1 18 8 8 8 7 6 3 2 19 9 9 9 7 6 4 2 20 9 9 9 8 7 5 2 ----------------------------------------------------------------------------- SPELL LIST ---------- Level 1 ------- Affect Normal Fires: Audible Glamer: Calm Animals: Soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level caster could affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he or she wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural(e.g. winter wolf, hell hound, or owlbear). While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Duration: 1 turn + 1 round/level. Range: 6". Cat's Eye: See in very low light conditions as well as into the ultraviolet spectrum. The night sparkles bright and alive in the effervescence of UV light rays. Range 12". Duration: 1 Hour + 1 hour/XP level. Charm Person: Command: Caster can issue a single word command - back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. "Die" would cause the recipient to fall into a cataleptic state for 1 round, but then be fine. Creatures with 6 XP levels/HD and those with 13+ INT get a saving throw. Duration: 1 round. Area of Effect: 1 creature. Comprehend Languages: Control Vapor: Gases are moved at 6"/Turn. Those gases with intelligence, like Air Elementals, Save vs Spells. Range is 10'/XP level. Cure Light Wounds: Detect Charm: Detect Disease: Detect Evil: Detect Illusion: Detect Magic: Detect Poison: Fairy Mending: A small fairy appears and repairs broken objects - It will weld a broken ring, chain link, medallion or slender dagger. Ceramic or wooden objects with multiple breaks can be inv- isibly rejoined to be as strong as new. A hole in a leather sack can be completely healed over, etc. Feather Fall: The Sylphs of the Air effortlessly slow your descent. Light: Range: 3" radius. Duration: 6 Turns + 1 Turn/XP level. Minor Quest: Affects up to 12 XP levels of humanoids or up to 6HD of monsters. Lowest level in group affected first. Verbal command - sends foes off on an imaginary errand for themselves such as going to town to get supplies or going to a nearby river to fetch water. Saving Throw vs Spells. There is a 2 in 6 chance they forget about the Warlock/Witch after the errand is completed or the spell has worn off. Duration: 6 hours. Protection From Evil: Read Languages: Scare: Any creature of less than 6HD will fall into a fit of trembling and shaking. 1 in 6 chance the creature will drop an item or items. If cornered, the spell recipient will fight but at -2 to all rolls including saving throws. Range: 3". Duration: 2D6 rounds. Ventriloquism: Range is 1"/XP level. Duration is 2 rounds + 1 round/XP level. Whispering Wind: Send whispered message. Range: Line of Sight. Duration: 1 round. Witchlight: (a.k.a. Faerie Fire)An object or creature is outlined in a glowing or flickering greenish light. All attacks against an outlined creature are at +2 to hit. Area of Effect: 1 human- sized creature/object per XP level. Range: 24". Duration: 5 rounds/XP level. Level 2 ------- Charm Animal: This will affect any normal or giant-sized animal but not fantastic creatures or those with greater than animal intelligence. The witch/warlock can affect 1 HD of animals for each level of XP, ignoring plusses(2+2 for example). Summoned, conjured, and controlled animals can also be affected. Detect Invisible: Dispel Magic: As MU Spell. This is for dispelling the magic of wizards and other types of Non-Witch/Warlock spells. Entangle: Plants in the area entangle all designated creatures within the area of effect and hold them fast. A successful saving throw means that movement is halved in the area. Range: 9". Duration: 1 Turn. Area of Effect: 1"/level of caster. Fairy Boots: Gives Advantage to all Move Silently rolls for the next hour. Forget: Causes creatures within the area of effect to forget the events of the previous round. For every 3 XP levels the caster has, another minute is forgotten. Use: The caster of a Charm spell could be forgotten(while the charm still remains). D4 creatures can be affected. Saving throws apply. If only 1 is designated to be affected, the Save is at -2. Area of Effect is 2"x 2". Gaze Reflection: Duration: 2 rounds + 1 round/XP level. Hold Portal: Knock: Locate Object: Caster can locate a known or general/familiar object - apparel, jewelry, tools, weapons, furniture, stairs, etc - if it is within range. A small pendulum can be used which point the right direction and which will spin faster as the caster gets closer to the object. Divining rods, made of any substance, may also be used. Range is 6" + 1"/ XP level. Duration: 1 round/XP level. Magic Mouth: Mirror Image: Spell causes D4 duplicates of the caster to appear around themselves. The duplicates do exactly as the caster does making it almost impossible to tell who the real caster is. Any image struck by a weapon disappears. The images seem to shift round to round, so if the caster is hit, they cannot be picked out from their duplicates on the next round. Moon Rune: The caster can create an invisible mark or rune on any surface. This mark remains invisible until conditions specified at the time of the casting are met, such as the runes are only visible by the light of the moon or by the light of a moon of a certain phase (half, full, etc.), when viewed by an elf, at sunset or sunrise, when viewed by a witch, when the caster is present, and so on. The spell cannot be used to transcribe magical runes, but as many as seven letters or marks can be drawn. Unlike a magic mouth spell, a moon rune is permanent and will appear any time its conditions are met. A moon rune also becomes visible if a detect magic, detect invisibility, true seeing, or other such spell or effect is used on it. A read magic spell will reveal the maker’s words, if any. Moon rune cannot be cast on a living creature. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. Nature Call: Range is 12" radius. Summons D10 small birds or mammals or 1 creature as large as an eagle or wolf. Summoned creatures may be made to rush a foe and fake an attack, causing confusion. They can also be made to act as mess- engers, carrying any object their size permits for up to 3 days. Neutralize Poison: Pacify: Range 6", duration is 4 Turns + 1 per level of caster. The spell affects D8 creatures of 6 or fewer HD causing them to cease combat and either leave the scene or sit down on the spot to rest. Pacified creatures won't harm the caster, or any companions, as long as the pacified creatures are not harmed. This spell does not affect undead. Pit: Range 6", opens a 10' wide/20' deep pit outdoors. Victims get a saving throw to avoid falling in. Purify Food and Drink: Spoiled, rotten, poisonous, or contaminated food and drink is made suitable for consumption. Area of Effect: 1 cu foot/XP level, 1" square area. Range: 3". Pyrotechnics: Reflected Image: Duration is 1 day/XP level of caster. Area of Effect: up to 2"x 2". Forms a picture on any reflecting surface depicting a scene that the caster has in mind. Remove Fear: Gives recipient a +4 on Saves against magical fear attacks. If the recipient has already been affected by fear and failed its saving throw, it gets a new saving throw with a +1 bonus per XP level of the caster. The reverse, Cause Fear, causes the victim to flee at top speed away from the caster for as many rounds as the caster has levels. Range: Touch. Resist Cold: As Resist Fire below, but with cold and ice. Resist Fire: The recipient's body is toughened to withstand heat, and boiling temperature is comfortable. The recipient of the resist fire spell can even stand in the midst of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, firestorms, fire balls, meteor swarms, or red dragon's breath - but these will affect the creature, to some extent. The recipient of the spell gains a bonus of +3 on saving throws against such attack forms, and all damage sustained is reduced by 50%; therefore, if the saving throw is not made, the creature sustains one-half damage, and if the saving throw is made only one-quarter damage is sustained. Duration: 1 Turn/level. Silencing Hand: This spell creates an appropriately sized hand that will fly toward the chosen creature and clamp tightly over the creature's mouth unless the crea­ture makes its saving throw. A creature affected by the spell will be unable to talk clearly, cannot cast any spell requiring a verbal component, or use a magical item triggered by an audible command word. The hand cannot be pulled away from a creature's mouth or be harmed by a physi­cal attack, but can be destroyed by six or more points of magical damage, although most magical attacks carry the risk of harming the affected creature. A successful dispel magic spell destroys the hand without injury to the creature. Duration: 2 rounds/level. Range: 12". Sleep: Slippery as an Eel: The witch/warlock can only be grabbed or grappled on a to-hit roll of natural 20. In addition, the attacker must have a STR of at least 17 or the caster will simply wriggle away. When in the water, this spell confers the ability to swim at 18" and Mermen, and the like, if trying to net the caster, have a -4 penalty to their attacks. Serpent Rope: Enchants an ordinary 50' length of rope to act like a Rope of Entanglement with AC2 and 10 HP. Duration 2 Turns. Spring Cleaning: Brownies appear and clean an indoor area. Area of Effect is 10'x10'/XP level of caster. Tongues: Duration is 2 Turns + 1 Turn/XP level. Can understand and communicate with any intelligent entity. Only 1 language may be understood for each casting of the spell. Unseen Servant: An invisible valet. Duration: 6 Turns + 1 Turn/XP level. Warlock's Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. You can control the hand and use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, act- ivate magic items, or carry more than 10 pounds. Duration = 10 rounds. Level 3 ------- Airy Walk: walk on a cushion of air 2 inches above a solid or liquid surface. Duration: 2 Turns + 1 Turn/level. Animal Growth: Bone Dance: Temporarily animates the bones of a human, demi-human, or humanoid, which the caster manipulates like a puppet, by concentration. Duration: 3 Turns/level. Range: 1"/level. Breath of the Undine: A nereid with long green-gold hair coalesces in the water just before you, breathes bubble of air into your mouth, then fades back into the watery environs. Water breathing lasts 1 hour per XP level of caster. Call Lightning: Lightning bolt strikes from the heavens(or from the roof if indoors/underground). Does D6 damage per caster's XP level. Save vs Magic for half damage. Range: 24". Call Mirror Being: Witch/Warlock summons a netherworld spirit in the mirror who is obliged to answer 3 yes or no questions with 95% veracity. The questions may be about anything passing on the Material Plane, as mirrors are the windows to the world for these beings, and many things are seen and heard. Clairvoyance(includes clairaudience): Continual Light/Darkness: Create Food and water: Creates enough for 3 human-sized creatures or 1 horse-sized creature for 1 day per XP level of the caster. Cure Blindness/Deafness: Cure Disease: Cure Serious Wounds: Detect Scrying: When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately becomes known to the caster of the spell. The general location is a direction and significant landmark close to the scryer. Duration: D6 Turns + 1 Turn/level. Dissipate Vapor: Disperses any gas, Those with intelligence, like Air Elementals Save vs Magic. Enlarge/Shrink: Glide: Change vertical drop to horizontal motion. Must have enough room to turn the fall into a tight spiral at least. Goblin Eye: See in the Dark, range 6", Duration 1 hour/level. Haste: Haunt: The victim is haunted by astral entity upon performing some action or at a certain hour of each day. Being causes Fear when it manifests. Duration: until Remove Curse or exorcize is cast upon the victim. Hold Animal: This will affect any normal or giant-sized animal but not fantastic creatures or those with greater than animal intelligence. The witch/warlock can affect 1 HD of animals for each level of XP, ignoring plusses(2+2 for example). Summoned, conjured, and controlled animals can also be affected. Hold Person: This spell will affect human, demi-human, and human-like creatures(bugbear, pixie, dryad, lizardman, gnome, etc). It will not affect undead or creatures larger than ogres. It will affect up to 4 creatures(normal saving throw) or can be cast at just one(-2 to saving throw). The reverse, Free Person, removes paralysis of up to 4 victims. Invisibility: Levitation: Luck/Unluck: This curse causes a person's luck to go awry. -4 to saves, attack and defense, halves chances of finding secret doors, and avoiding traps or wandering monsters, etc. Range 6". Duration 1 day/caster level. Magic Broom: Normal broom becomes a Broom of Flying. Broom is AC 3, 20 HP. Duration until destroyed. Mirror Door: Enchants a mirror to be a 2-way door to another mirror. If mirrors are broken while the Warlock is traveling between, the Warlock/Witch is trapped between walls/rooms until set free by Dispel Magic, Passwall, etc. It takes 2 rounds to pass between the mirror portals. Mystic Rope: Duration is 1 Turn/XP level or until the rope is dispelled or destroyed. The rope can be up to 100' in length. It carries out the caster's commands and can attach itself to any solid object to allow climbing or be commanded to ensnare up to 6 small, 3 man-sized, or 1 giant-sized creature. The rope can only attack one potential victim at a time and a Saving Throw applies to avoid being tied up. The end not being used to tie up a character can move at 9" and drags any already ensnared creatures around with it in its attempt to tie up other victims. The rope has a STR of 19. Phantasmal Forces: Phantom Light: A mobile Witchlight, following or leading up to 12". Slow: Summon Water Horse: Hippocampus, Giant Seahorse, Sea Lion. Duration: as long as needed. Water Horse disappears once the caster leaves the water. Treasure Curse: Curses the Witch's/Warlock's treasure so anybody stealing it will act as if they had put on a Ring of Contrariness. Remove Curse has a 50% chance of working minus 1% per level of the caster. Weakness: Touch attack, not permanent, STR is halved. Duration is 1 Turn/XP level. Wind: Creates a gust of strong wind which can blow out torches, raise blinding clouds of dust, scatter papers, or power a small sailboat. Missiles fired against it are at -3 to hit. Range 12". Duration 2 Turns + 1 Turn per level. Level 4 ------- Animate Object: The speed of the object's movement depends its means of propulsion and its weight. A large wooden table would be heavy but its legs would give it speed. A rug would move like a snake or inchworm, a jar would roll, a large stone pedestal would rock forward at 1" per round. Light, supple objects can blind, trip, or smother. Hard, heavy objects can crush or strike. The frequency of attack is dependent upon the object's method of locomotion, appendages and method of attack. Charm Monster: As Charm Person, but any creature except undead can be affected. Commune: This spell allows the witch/warlock to ask questions of the greater powers (the DM, mythological deities, etc.). The cleric may ask three questions that can be answered yes or no. However, a warlock/witch may commune only once a month. Once a year the witch or warlock may ask twice the normal number of questions. Ritual Spell(takes 1 Turn to cast). Duration: 3 Turns. Control Fluid: Range 2"/XP level, liquid moves at 3"/Turn. Area of Effect is 6 cu feet/level. Control Lycanthropy: This spell temporarily returns a were-creature back into its human/oid form. Duration: 1 Turn/level. Range: 6". Control Plant: Affects 1 large oak, 6 medium-sized bushes, 12 small shrubs, or 24 little plants. These plants will do anything the caster demands if it is within their ability to comply. Duration: until dispelled. Range 12". Control Undead: 4D6 HD of undead can be controlled by the witch/warlock and will follow their verbal(or mental) commands. Range is 12". Duration is 1 Turn/level. Dance of the Salamanders: Conflagration! Inflammable materials ignite, Affects a 10'x 10' area per caster level indoors, 10 yards x 10 yards outdoors. Fabricate: Caster can convert material of one sort into a useful item; a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool. Area of Effect: 1 cu yd per XP level. Duration: Permanent. Find The Path: Can find the shortest, most direct route that he or she is seeking, be it the way to or out of a locale. It will free the caster from a Maze Spell in 1 round. In addition, any special knowledge needed to get to the place will also be gained; for example, locations of secret doors become known, passwords, and so forth. This spell is often used to find a fast escape route. Fly: Call on the Sylphs of the Air to fly at 36". Lasts 6 Turns + 1 Turn per level of caster. Hallucinatory Terrain: The caster hides the actual terrain of an area with an illusion. Open fields or a road can be made to look as if a swamp or hill or crevasse existed there. A pond can be made to appear as a grassy meadow, a precipice look as if it were a gentle slope, or the cottages of a small village look like a flock of sheep. The Hallucinatory terrain persists until a Dispel Magic is cast upon the area or until it is physically contacted by an intelligent creature. Area of Effect is 3"x3" square area/level. Range is 3"/level. Haunt(Greater): As Haunt, but by a Ghost who may do some physical harm to the victim. Hold Monster: Intensify: Range is 15", Duration 1 Turn, Area of Effect is 1/2 mile square. Outdoor only. This spell multiplies the power of a currently existing natural phenomenon - a light breeze could become a Gale, the sound of rustling leaves would become a deafening tumult, a sprinkle of rain would become a downpour resulting in a flash flood. Plant Growth: Protection From Evil 10' Radius: Remove Curse/Curse: Restore Attribute: Restores D4+1 points of a drained attribute - STR, INT, CON, etc, permanently. The Reverse, Drain Attribute, will diminish an attribute by the same amount, although this effect is temporary - lasts 1 hour per XP level of the caster. Range: touch. Stone to Flesh: This spell may be reversed. Summon Chaos Creature: Summons a creature from the Chaos Planes. Ritual(1 Turn to cast). Creature has 10HD, Attacks = 1-4, AC = 0 to 3, Magic Resistance 1 in 6 to 4 in 6 - All of these change each round. The Creature, walks, crawls, hops, slithers, flies, swims(if in water) - all at the same time. Teleport Without Error: Level 5 ------- Aging: A living thing will age 20 years immediately. Any amount of cloth, leather, or wood within range will rot in one turn. Just 2 turns after this spell is used a 3’x3’ section of 6” thick iron will rust through, and 4 foot thick stone (8’x8’ section) will crumble to dust in only 3 turns. Save vs Spells. Range: 2". Animate Dead: Creates skeletons and zombies from the bones and bodies of dead humans/humanoids that obey the commands of the caster. The witch/warlock can create one undead for each level of XP they have. Duration: permanent. Call Spirit: The spell must be cast at night and the name of the deceased known to the caster. Caster calls forth the spirit from the corpse and asks up to 4 questions that the spirit is compelled to answer truthfully if the answer is known to it or can be obtained by it in the Spirit World. There is a 3 in 6 chance that the spirit knows the answer to any question asked of it. If the answer is not known, a search of the Spirit World is required. This takes anywhere from 1 Turn up to 1 day depend- ing on the complexity of the question. The chances of finding the answer are 4 in 6. The spell lasts until the spirit returns and informs the caster of its success or failure, or until dispelled. Chain Lightning: A lightning bolt that, after striking the first enemy, it arcs to the next closest enemy, and keeps doing so up to a number of times equal to the XP level of the caster. If there are fewer foes in the group than the caster has levels, the arcing will become random after each member of the group has been hit once. Note that the strike does not have to cause any damage in order to arc to the next target. Save vs Spells = 1/2 damage. Combine: Allows Witches and Warlocks to create a coven to collectively cast a spell, thereby making it much more powerful. Conjure Elemental: Summon any 1 elemental. The elemental will understand the witch's/warlock's spoken commands and will perform any tasks within its power as directed by the caster. Unlike the MU spell, no concentration is needed to control the creature and it may be sent back to its own plane on command of the caster. Ritual Spell - takes 1 Turn to cast. Control Weather: Caster can change the weather in the area he or she is in when the spell is cast. Control Weather will not radically change the temperature(from below zero to 100 degrees, for instance). The weather control possible depends on the prevailing conditions. It takes 1 Turn to cast and then D4 more turns for the effects to be seen/felt. Duration: 4D12 hours. Area of Effect: 4D4 sq miles. Cure Critical Wounds: Dispel Evil: Causes summoned creatures of evil nature or monsters enchanted and caused to perform evil deeds to return to their own plane of place. The spell lasts for as many rounds as the caster has XP levels so more than 1 creature can be affected. Range: touch. Evaporate Fluids: As for Dissipate Vapor. Exorcise: This spell will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by Magic Jar Spell, demonic possession, curse, and charm. This is a ritual spell that must be continued until the goal is accomplished or else it must be cast again. The base chance for success is a random 1 - 100 percent(or the DM can deter- mine the base chance). Each Turn of exorcism, the die are rolled and if the base chance number or less is rolled, the spell is successful. Hallucinatory Fog: All who enter the area hallucinate - consistently detect one thing as another, can't detect something that's there, or detect something that's not there. There is no initial saving throw unless the victims attempt to disbelieve the hallucination. The wall of fog is 2"x2"x2" per XP level of the caster and will slowly roll toward the target(s) at 1" per round. Duration is 1 Turn per caster level and initial casting range is 2" per caster level. Immunity: For a time, the target is immune to disease, poison, and regen- erates like a vampire. Range: Touch. Duration: 3 hours/level. Mass Charm: A Charm (Person or Monster) which affects up to 30 levels, i.e. 30 level 1 creatures, 15 level 2 creatures, 10 level 3 creatures, and so on in any combination which is less than or equal to 30 levels. Saving throws are applicable, but the power of the spell causes the chance of saving to be -2. Range: 12". Polymorph Other: Changes victim into another living creature. The new form will have the same number of hit points as it did before, but will gain all special abilities of the new creature. The spell cannot create a duplicate of a specific individual. Saving Throw applies. Duration: permanent until dispelled. Range: 6". Ride the Lightning: Travel miles in less than 1 round on the back of a lightning bolt. Instantly travel to and from a cloud city. Secret Chest: The caster can hide a large chest on the Ethereal Plane. The chest is magically connected to a tiny replica of itself in the possession of the caster, and so can be recalled to the Prime Material Plane at any time. The inside of the chest can hold 1 cubic yard of material per level of the caster no matter its actual size. Storing living matter in the chest makes the spell 75% likely to fail. If the tiny replica is destroyed, the bond will be broken and the secret chest will be set adrift in the currents of the Ethereal. Spirit: Duration 4 + D8 Turns. Allows the caster or any one character they touch to have a non-corporeal body that can pass through solid objects. Magic weapons only do 1/2 damage and offensive spells are only 30% effective. Vision Crystal: Enables the caster to use any transparent or reflective object as a Crystal Ball for one viewing. Duration is 3 Turns. Voice: Shout out a command, no longer than 7 words. Those failing to Save vs. Spells will obey for the next melee round. A command to kill themselves will cause victims to strike themselves with their weapons at the usual hit probability, doing half damage. The Voice cannot be used more often than once in 3 turns on the same listeners. Youth: Forty game years may be removed from the age of any single living (no undead) creature. If desirable, twenty years may be taken from two living creatures making each 20 years younger. Range: 2". Level 6 ------- Blade Barrier: Sets up a wall of circling, razor-sharp blades. These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8D6 hit points of damage in doing so. The barrier can cover any area from as small as 5' square to as large as 2" square, i.e. 20'X20' underground, 60'X60' outdoors. Duration: 3 rounds/level. Range: 3". Conjure Object: Crimson Force Field: Duration is 2 Turns. The spell creates a shimmering, crimson field of energy around the caster which causes any magical attacks to be reflected back against the attacker. Dispel Enchantment: Anyone touched has all magical enchantments removed, magic items temporarily lose their power(1 day/XP level). Artifacts and Relics are unaffected. Range: Touch. Fly in Amber: Range is 3", Area of Effect is 2"x2"x2". Over a period of 5 rounds, the atmosphere within the area solidifies into an enormous block of amber, trapping all those within. The trapped creatures are alive and can breathe but are unable to escape. The air can be returned to normal at any time by the caster. Forge Lightning: Create an enchanted weapon from solidified lightning bolts that have struck the ground. Usable once a year. Love: Acts as a permanent Love Spell if the target fails its saving throw. Polymorph Any Object: This spell changes one object (living or otherwise) into another. When used as a polymorph other or stone to flesh, simply treat the spell as a more powerful version, with saving throws made at -4 on the die. When it is cast in order to change other objects, the duration of the spell will depend on how radically removed the original was from its magicked state, as well as how different in size. kingdom - animal, vegetable, mineral class - mammals, bipeds, fungi, metals, spheres, etc. relationship- twig is to tree, sand is to beach, etc. size - smaller, equal, larger shape - comparative resemblance of the original to the polymorphed state intelligence - particularly with regard to a change in which the end product is more intelligent Change in kingdom makes the spell work for hours or turns, i.e. hours if one removed, turns if two removed. Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change of only hours duration; turning a tusk into an elephant would be permanent, but turning a twig into a sword would be only a change of several turns duration. All polymorphed objects radiate a strong magic, and if a dispel magic spell is used upon them, they will return to their natural form. Note that a stone to flesh, or its reverse, will affect objects under this spell. Quest: Requires the affected creature to perform a service then and return to the caster with proof that the deed was accomplished. No Saving Throw. Any victim refusing to go on the quest is cursed until the quest is continued. The type of curse is decided by the DM, but may be double normal strength. The reverse of this spell, Remove Quest, may be used to dispel an unwanted quest or a quest-related curse. The chance of success is 5O%, reduced by 5% for every level of the caster below that of the caster of the quest. Regenerate: Regrow organs, limbs, head(if multi-headed creature, etc).Range is Touch. Seek: The caster can determine the location of any single item, place, or creature and visualize all major aspects of its immediate surroundings. The caster can tell what part of the world or area the thing being sought exists. The closer the caster is to the thing being sought, the more definite his or her general idea of its location. When casting the spell for someone else, the caster must be provided with an extremely detailed description of the item being sought. Summon Object: The spellcaster can cause one non-living object to leave their home and appear in hand. The object must weigh no more than 50 pounds and be no bigger than a chest or a staff. The caster may use this spell from any location and the item to be summoned may even reside on another plane. Summon Person: This spell summons one specific living person from wherever they are to in front of the caster. The person being summoned gets a saving throw to avoid the affects of the spell. If they pass, they are aware that they were being summoned. The summoned person is not enthralled in any way and is free to act as they please. When the spells duration expires, the subject returns to their place of origin, along with, and only with, the objects they brought with them. The person must be on the same plane of exist- ence to be targeted. Teleport Any Object: As Teleport but non-living objects can be affected. The object can weigh 50# per level of the caster. If the caster teleports themself, there will be no chance of error. If the caster tele- ports another, the creature, if unwilling, may make a saving throw with a -2 penalty to avoid teleporting. Level 7 ------- Banish: Sends a creature or animated object straight to a random plane. Saving throw vs Spells for living beings. Range 12". Heal: Massmorph: Temporal Stasis: Time Stop: Freezes time in a 3" cubic area surrounding the caster. The user may move freely. but any other creature within the area, or who enters the area while the spell is in effect, will be stopped in time.. Duration: 2-5 rounds (the caster will not know how long it will last). Wish: A most powerful spell. The caster will be unable to do any other magic for 2D6 days and will temporarily lose D6 CON points which will return at a rate of 1 point per week.