* Distance Measurement example: 12" = 120 feet inside and 120 yards outside * There are a number of spells which may be reversed. Examples are Remove Curse/Curse, Remove Fear/Cause Fear, Light/Darkness, Geas/ Remove Geas, Strength, etc. * Many attack spells(Fireball, Lightning Bolt), Charm Spells, Spells which directly affect a victim's mind, emotions, health, or physical attributes(STR, INT, etc), as well as many illusions will allow sav- ing throws for half damage or to avoid the effect entirely. Most other spells do not. OD&D LEVEL 1 ------------ Affect Normal Fires: Duration: 1 turn/level This spell enables the magic-user to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' maximum diameter - to reduce in size and light to become match-like or increase in light so as to become as bright as a light spell Detect Magic: A spell to determine if an enchantment has been laid on a person, object, or area. Range 6" lasts 2 turns. Feather Fall: When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a feathery piece of down. Rate of falling is thus instantly changed to a mere constant 2' per second or 12' per round, and no damage is incurred when landing when the spell is in effect Find Familiar: A familiar is typically a small creature with no more than 1HD and an AC of 6, and can be an animal or a special "monster" - pseudodragon, imp, tiny elemental, etc. The familiar has maximum hit points, is abnormally intelligent for its species, and is completely loyal to the mage. It will convey its sensory powers to the wizard(and perhaps an additional form of attack or movement), can converse with the wizard, and will serve as a guard/scout/spy. It also gives the wizard a number of bonus hit points equal to its own. Casting time is 1-24 hours depending on how long it takes the familiar to arrive. Ritual casting requires a brazier of burning incense and sweet herbs. A mage may have no more than 1 familiar at a time and this conjuration may be attempted but once per year. If the familiar is killed, the wizard will lose all benefits and the bonus hit points as well as D6 hit points of his own. These latter will return at the rate of 1 per month(unless the mage has been killed by the loss). Hold Portal: Holds a door, gate, or the like. Lasts 2D6 turns. Dispel Magic will negate it, Knock will open it, and strong anti-magical creatures will shatter it. Read Languages: Read and understand unknown language or code, including treasure maps, secret symbols, ciphers, and so forth. Read Magic: Read and understand the magical incantations on a scroll or item. Once something is looked at with this spell, the magic-user can read it again later without such aid. This spell will also reveal and read invisible magic runes. 1 item or scroll per use. Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can control the hand and use it to manipulate an object, open an un- locked 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, activate magic items, or carry more than 10 pounds. Duration = 10 rounds. Otto's Chime of Release: When this spell is cast, a delicate chime rings out, the vibrations of which release any form of non-magical bonds holding a single creature or person. Ropes are untied, chains and shackles loosened, leather straps unbound, a gag undone, even a wooden stock can be opened by the chime. The spell can release a bit and bridle on a horse, freeing the mount from a rider's direct control. Range: 60 yards. Bigby's Feeling Fingers: This spell calls into existence a disembodied hand under the caster's command. The hand can­not hold, grasp, or carry, but it does have an amazingly sensitive sense of touch. The hand's sense of touch is so fine that it can note minus­cule cracks, separations, or openings in a surface, and thus, detect the presence of a secret or con­cealed door with a 50% chance of success. The hand can search a 10 foot by 10-foot area each turn. The hand cannot be destroyed by physical attacks, but it is dispelled if dealt 4 or more points of magical damage. The hand can trip a non-magical trap if the location of the trap is known. Duration: 1hour + 1 Turn/level. Range: 60 yards. Dancing Lights: Creates from 1 to 4 lights which resemble either A) torches and/or lanterns (and cast that amount of light), B) glowing spheres of light (such as evidenced by will-o-wisps), or C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemen- tal Plane of Fire. The Dancing Lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration = 2 rounds per level of the caster. Tongues: Understand and speak the language of the creature you wish to communicate with. useful only with creatures having a higher intellect - not animals, plants, etc. Mending: Repairs small breaks in objects, will weld back together chain links, a broken ring, dagger, ceramic and wooden objects, broken glass vase, torn garment or pouch, etc. Message: The magic-user can whisper a message and secretly, or openly, point his or her finger while so doing, and the whispered message will travel in a straight line and be audible to the creature pointed at. The message must fit spell duration, and if there is time remaining, the creature who re- ceived the message can whisper a reply and be heard by the spell caster. Note that there must be an open and unobstructed path between the spell caster and the recipient of the spell. Range is 6"+ 1"/level. Duration is 1 round. Protection From Evil: Magic circle to keep out enchanted(summoned or created) monsters. The barrier will move with the caster. It will keep out hand to hand attacks but not missile attacks from these creatures. Adds +1 to all the caster's saving throws and subtracts 1 from all to-hit rolls the attacking creature makes. The caster can break this protection by attacking the monster in hand to hand combat but still gains the bonus to-hit and saves. Duration is 12 turns. Light: Casts light in a 30 foot diameter circle. Lasts for number of turns equal to 6 + 1/xp lvl of caster. Can be reversed to Darkness. Charm Person: Applies to all humans or human-like/humanoid creatures from sprites to Hobgoblin sized. Causes charmed entity to come completely under the control of the caster until the charm is dispelled. Range is 12". Intelligence allows the charmed person to eventually free itself from the charm. A check will be made on the following basis, and if a score equal to a save vs. magic is made the charm is broken. Charms do not affect the Undead. Intelligence Check Every ------------- ----------- up to 6 month 7-9 three weeks 10-11 two weeks 12-15 week 16-17 two days 18 and above day Obscurement: Causes a misty vapor to arise around the magic-user. Persists for 2 turns and reduces visibility of any sort (including infravision, etc) to 3 feet. Area of effect has a radius of 1" per level of the caster. A strong wind will cut the duration of the spell by 75%. Push: Invisible force which can push small objects up to 10 feet in a direction away from the caster, topple an object under the right conditions or cause a small creature to lose its balance. Range is 10 feet/level, duration: instantaneous Sleep: Affects 2D8 first level types(up to 1+1 HD), 2D6 2nd level types D6 3rd level types, or 1 4th level(4+1 HD). Sleep does not affect undead. Falling over, striking a surface, etc. as a result of falling asleep will NOT awaken the victim, nor will loud noises, including the sounds of melee all around. However, deliberate physical contact by another (shaking, slapping) or direct damage/harm(stabbing, burning, drowning, etc) WILL awaken the sleeper. There is no saving throw against this spell. Duration: 4D4 Turns. Range: 24" Shield: By means of this spell the user imposes a self-moving magical barrier between themself and their enemies. It provides the equivalent of AC2 vs. missiles and AC4 vs. other attacks. Duration: 2 turns. Spider Climb: Move at 3". Lasts 1 round/xp level Magic Missile: One energy bolt + 2 more at levels 4, 7, 10, 13. Each bolt does D6+1 damage and will automatically hit any visible creature it is aimed at. These missiles can hover in the air beside the wizard for up to 1 turn before being used. They dissipate after that time. Range:15" Unseen Servant: Invisible butler/valet to fetch small things, open doors, hold chairs, clean and mend. It can be magically dipelled or eliminated after 6 HP of damage. Lasts 6 turns + 1/level Ventriloquism: Any voice or sound. Range 6", lasts 2 turns Growth: Grow or shrink a creature or object by 20% for each caster level. This will of course increase/decrease the recipient's strength accordingly. Range 1"/level, lasts 1 turn/level Cure Light Wounds: Restores D6+1 health to a creature. Purify Food and Water: Will make spoiled or poisoned food and beverage usable. The quantity affected is that which would serve a dozen people. Detect Illusion: Enables the caster(and others if the caster touches them while is he under the spell) to become aware that what he sees is an illusion. Lasts 2 turns, Range 6". OD&D LEVEL 2: ------------ Audible Glamour: Cause a volume of sound to arise, at whatever distance within range, and seeming to close, recede or remain stationary - talking, singing, marching, music, thumping and bumping, etc. Lasts 2 rounds/level, Range 6" + 1"/level Bigby's 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:40 yards. Strength: Increases recipient's STR by 2D4(max of 18). This spell may be reversed to cause weakness(minimum of 3). Duration = 8 hours Shatter: Shatter non-magical objects of crystal, glass, porcelain, or ceramic - bottles, flasks, windows, mirrors, etc. Web: Covers an area 10'x 10'x 10' in sticky webbing. Creatures with STR of 13-15 can break free of 1' of webbing per turn, 16-17 = 2', 18 = 3'. Hard to cut through but may be burned completely away in 1 round with fire(trapped creatures take 2D4 damage). Range 3", lasts 8 hours. Detect Invisible: Lasts 6 turns, range 1" x level of caster Find Traps: Locates any mechanical or magical traps within a radius of 3". The spell lasts 2 turns. Levitate: Can also move horizontally very slowly. Lasts 6 turns + 1/level. Range 2"/level of caster Phantasmal Forces: Vivid illusions of anything the caster can envision. Lasts as long as the caster concentrates on the spell AND as long as it is not touched by the viewer. Damaged caused by illusion is real if the illusion is believed to be real. If viewer decides to disbelieve the illusion, they get a saving throw(INT). Locate Object: The exact nature, size, dimensions, color, etc of the thing to be located must be known. Commonplace objects like stairs can be detected without knowing all of the particulars. Spell gives caster the direction but not the distance. Range 6" + 1"/level of caster. Invisibility: Lasts until broken by user or some outside force. The spell is auto- matically broken if the user attacks a creature. Spell can be cast on any person or object. Range 24". Wizard Lock: Similar to Hold Portal but lasts indefinitely. Can be opened by Knock without breaking the spell. A wizard Lock can also be passed through without a spell of any kind by the caster and anyone he designates. A Caster of 3+ levels higher can also pass through without using a spell. Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. Duration: 2 turns. Range: 6". ESP: Allows user to detect the surface thoughts of whatever lurks behind the doors or in the darkness. It can penetrate about 2 feet of rock, but a thin coating of lead will prevent the spell from penetrating into a chamber area. range 6", lasts 12 turns. Continual Light/Dark: Area of effect: 24" diameter, range: 12", lasts until dispelled. Knock: Opens secret doors, held portals, gates, magical and mundane locks/bars. Range 6" Mirror Image: Caster creates D4 images of himself/caster level. All images move exactly as the caster. Any attack on a single image dispels it, but does not affect the others. Lasts 6 turns. Magic Mouth: A mouth appears on an object or the mouth of the object moves and appears to speak. The mouth can be programmed to speak under specific conditions. The spell lasts until the message is given. Pyrotechnics: Requires some sort of fire to work - torch, brazier, bonfire. Can create either a great display of flashing, fiery lights and colors, like fire- works, or can cause a great amount of smoke which will cover an area of at least 20 cubic feet. The overall effects depend on the size of the fire used to cause them. Lasts 6 turns, range 24" Speak With Animals: Lasts 6 turns, Range: 3". Hypnotic Pattern: Caster creates a weaving, turning pattern of colors in the air which causes any creature(s) looking at it to become fascinated and stand gazing at it as long as the caster continues to maintain the effect. The spell can captivate up to 24 levels of creatures. Each gets a saving throw. Caster must concentrate on the effect. Area of Effect = 3"x 3" area. Misdirection: Caster misdirects the information from any detection-type spell to another creature, another area, the opposite of the truth, etc. The person casting the detection spell gets a saving throw to avoid the misdirection. Range 3", Lasts 1 round/level. Twisty Little Maze: Usually used to confuse the route to a wizard's abode or to send pursuing enemies chasing off in the wrong direction. This spell causes all woodland paths, carved passageways, hallways/aisles, and similar such things within the spell's range to look alike and/ or twist and wind off in other directions than at first supposed - east becomes south, west becomes east(roll randomly for direction). Range is 30" radius from caster per caster level. Duration: 1 Turn/ level. Snake Charm: This spell is of variable strength depending on the level of its user. For each level the user has attained one level or HD (1-6 hit points) of snakes may be charmed. Thus, a 6th level Wizard could Snake Charm six normal snakes or a very large one, and at 12th level the Wizard would be exactly twice as effective. Duration: 7-12 melee turns or 2-5 turns. Range: 6". Silence. 15' Radius: This spell allows the user to either cast Silence upon himself and his party so as to move with no sound or to cast the spell upon some object or thing to silence it. Duration: 12 turns. Range: 18". OD&D LEVEL 3 ------------ Fly: Fly up to 24"/turn. Lasts for 1 turn/level of caster + D6 Hold Person: Effects D4 persons/humanoids. Holds them rooted to the spot. Lasts 6 turns + 1/caster level, range 12" Suggestion: A spell which works on the principle of hypnosis. If the creature which it is thrown at fails to make its saving throw vs. magic it will carry out the suggestion, immediately or deferred according to the wish of the magic-user. Self-destruction is 99% unlikely, but carefully worded sugg- estions can, at the referee's option, alter this probability. Suggestions must be simple and relatively short, i.e. a sentence or two. Duration: 1 game week. Dispel Magic: Does not dispel magic contained within magical items. Dispel magic success is 100% - 10% per each level above your own, of the original caster of the magic you are trying to dispel. For example, an 8th level mage trying to dispel the magic cast by a 10th level mage would have an 80% chance of success. Clairsentience: See and hear what transpires in an area some distance away. Distance is not a factor, but the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). The place must be on the same plane as the magic-user at the time of casting. Lead sheeting or magical protections will foil the spell. lasts 12 turns. Fireball: Explodes in burst radius of 2". In a confined space, fire ball will conform to the shape of the space. Damage is D6/caster level, range 24", Save for 1/2 damage. Glyph of Warding: Inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, ward an entry, or as a trap on a chest or box. When the spell is completed, the glyph and tracery become invisible, but any creature touching the protected area without first speaking the name of the glyph the mage has used to serve as a ward will be subject to the magic it stores. Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed. Lightning Bolt: Bolt is 6" long and up to 3/4" wide. range 24", Will be reflected by highly polished/mirrored surfaces. Save for 1/2 damage. Protection Circle 10'R: As previous protection but encompasses a wider area and lasts 12 turns. Explosive Runes: Invisible runes placed on parchment, book, map, to destroy the parchment and deliver 4D6 damage to any unauthorized reader. The runes may be removed by the caster whenever he desires, and a caster of 2+ levels above the original caster may be able to remove the runes (50% chance to detect runes and 75% chance to remove them once detected) Invisibility 10'R: As previous invisibility but with an extended area. See in the Dark: Lasts 1 hour per XP level, range: 60 feet Haste: An area spell which affects up to 24 creatures in a max area of 6"x12", creatures move at double speed, lasts 3 turns, range 24" Slow: As above but move at 1/2 speed Water Breathing: Lasts 12 turns, range 3" Rope Trick: User can cause a length of rope to stand upright by itself. When climbed to its summit, the user(and up to 3 others) disappears into another dimension. The rope can be hauled up by the user (or yanked down by any passersby, if left freestanding). If it is not in place/put back in place at/by the spell's end, all creatures will fall the distance they climbed to the top of the rope. Lasts 6 turns + 1 turn/level of caster Monster Summoning I: Summon D6 1 HD monsters(goblins, skeletons, etc). Monster(s) serve faithfully until they depart at spell's end(or are killed). Delay equals 1 turn, Lasts 6 melee rounds Gust Of Wind/Windwall: Causes a strong gust able to blow over light objects and extinguish candles, torches, etc. It will cause protected flames such as those of lanterns to wildly dance and has a 5% chance/caster level to extinguish even such lights. It will tear papers from unsuspecting hands(saving throw to maintain grip). It will force back small flying creatures 1" to 6", and cause man-sized ones to be held motionless if attempting to move into its force, and similarly slow large flying creatures by 50% for 1 round per level. objects. Its path is 1" wide/high by 1" of length per level - i.e. an 8th level caster causes a Gust Of Wind which travels 8". Duration: 1 round/level. Cure Disease: Cures any form of disease, including those created by a curse. Cure Blindness: Restore vision, hearing, speech - any of the sense organs. Neutralize Poison: A spell to counter the harmful effects of poison. Note that it will not aid a character killed by poison, however. It will affect only one object. Duration: 1 turn. Conjure Animals: Conjure 1 large animal(elephant, hippo, rhino, etc), 3 medium-sized animals(lions, tigers, bears, etc), or 6 small ones(wolves, dogs, lynx). The animals will obey the caster. Lasts 10 turns, Range: 3". Programmed Illusion: As Phantasmal Forces but will activate upon command or when a certain condition is met. No concentration is necessary. Lasts until dispelled. OD&D LEVEL 4 ------------ Bigby's Battering Gauntlet: This spell brings into existence a shimmering violet force shaped like a battering ram with a clenched fist as the ram's head. The force assumes a cylindrical shape 12 feet long by 2 feet in diam­eter, but the caster can shorten its length to 3 feet in order to fit in a cramped space. The spell acts as a battering ram of great power, destroying a normal door with one hit, destroying a reinforced door with three hits, destroying a stone door with five hits, and having a 50% chance to destroy a metal door (the spell is destroyed if the gauntlet fails). Only one attack can be made per round, as with any ordinary bat­tering ram. Used against a smaller physical obstruction, such as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the level of the wizard who cast the reinforcing spell on the door. If the sav­ing throw is successful, the gauntlet is destroyed. If the saving throw fails, the gauntlet begins working on the door. Against a living target, the ram has no effect. The caster must always remain within 60 feet of the ram or it will dissipate. The ram cannot be damaged by physical attacks, but it can be destroyed by magical damage equal to half the number of hit points of the caster. A dispel magic or disintegrate spell can destroy the gauntlet, also. The spell cannot be used to open chests or batter anything but a door. It only func­tions against portals that are designed to open at some time. Duration: 1 round/level. Range: 20 yards. Bigby's Construction Crew: This spell summons disembodied hands that will do the work of an entire construction crew. The caster creates as many pairs of hands as he has experience levels. All of the hands come equipped with carpentry tools. The hands do the work of a construction team equal in ability to any crew of professional carpenters, masons, miners, or sappers. The hands never need to rest or eat, and each pair performs as one worker. The hands are unable to fight or inflict physical dam­age on anything. They cannot be destroyed by non-magical means, and each pair has as many hit points as the caster has levels. Duration: 12 hours. Range: 60 yards. Bigby's Force Sculpture: This very flexible spell enables the wizard to create a visible plane of force that can be shaped into any form the caster wishes. The caster could create a table, ladder, club, bucket, stilts, or cane, for example. Once an object is formed, it retains its form for the duration of the spell. The object imitated must be fairly rigid, can have no moving parts, cannot have a sharp point or edge, and cannot possess finely detailed features. A rope, long bow, sword, chariot, or accurate statue cannot be created with the spell. All objects formed out of force cannot be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of damage to the object than the creator's hit points. Up to 1 cubic foot of matter per level of the caster can be simulated. Duration: 1 Turn/level. Range: 30 yards. AOE: creates 1 cubic foot/level. Charm Monster: The counterpart of the charm person spell which is useable against all creatures. If animals/creatures with 3 or fewer HD are involved, roll to determine how many are effected by rolling 3D6. The number of hit dice possessed by the charmed monster allow it progressively greater possibilities of breaking free of the spell. A check must be made weekly. Hit Dice Chance of Breaking Charm -------- ------------------------ under 2 5% 2-4 10% 5 - 7 20% 8 - 10 40% 11 and up 80% Ice Storm: Cubic storm area of 3" per side, great hailstones fall causing 3D10 damage to those within its confines(saving throws are not possible). Lasts 1 turn, range 12" Monster Summoning II: Like MS I but 1-2 2nd level monsters will appear Fear: Save vs fear or flee at full speed in random direction. 50% chance to drop any weapons or items they had in hand when they were struck by the magical fear. Lasts 6 turns(movement or melee as applicable), range 24" Polymorph Self: User can take any shape he desires. Does not gain the combat abilities of the creature but does gain normal physical attributes (as a dragon, the caster can fly but not breathe fire or fight like a dragon would) Lasts 6 turns + 1/level Polymorph Other: Lasts until dispelled, Range 6", recipient has ALL of the abilities of the shape it now resembles. As a dragon, the recipient can fight as a dragon and breathe fire. Also, a troll polymorphed into a snail would retain its innate resistance to being stepped on and crushed like a normal snail. Remove Curse: Range = adjacent to object. The opposite(Curse) may also be invoked. Wall of Fire: Firewall prevents creatures with less than 4HD to pass. Those above 4HD will take D6 if they pass through the wall. Undead will take 2D6. The shape of the wall can be either a plane up to 6" width and 2" in height, or cast as a circle of 3" diameter and 2" in height. Range 6 ", Lasts until caster stops concentrating on it. Wall of Ice: Wall is 6 inches thick. Dimensions are as the wall of fire. Negates the effects of creatures employing fire or fire spells. creatures above 4 HD may break through, taking D6 damage and 2D6 damage for fire using/dwelling creatures. Range 12" Confusion: Immediately effects creatures of 2 HD or less. For creatures of 3-4 HD, the effect is delayed by D12 - caster level rounds. Creatures with 4+ HD will get a saving throw each turn the spell lasts. On the turns in which they make their saving throw, they are not confused. Up to 2D6 creatures will be affected. For each round the that creatures are confused, roll 2D6, On 2-5 They attack the caster and his party, on 6-8 stand around or meander, on 9-12 attack each other. Lasts 12 rounds, range 12" Plant Growth: Normal brush or woods become ovvergrown with creepers, vines, briars, etc, and virtually impassable. Affects an area up to 30 sq " - the dimensions decided by the caster. Range 12", lasts until dispelled. Dimension Door: Limited teleport for creature or object(up to 36" in any direction). Range 1" Wizard Eye: Send an invisible visual sensor up to 24" away in order to observe a scene without moving. Eye moves 12"/turn, lasts 6 turns. Speak With Dead: A spell which allows the user to converse with a dead body, the Wizard being able to ask three questions. Note that the length of time the creature has been dead will be a consideration. Up to 7th level MU's can only converse with recent dead (within 1-4 days); up to 14th level MU's can converse with creatures dead 1-4 months); above 18th level MU's have no limitations as to time. (The referee will answer the three questions asked in any reasonable form he desires, riddles being recommended!). Massmorph: Spell conceals 100 men(or creatures of near man-size) as woods or orchards. The concealed figures may be moved without being detected as anything other than trees, and it will not effect the spell. It can be negated by the caster or by a dispel magic. Range 24" Hallucinatory Terrain: Change the appearance of an area (ex. a swamp, mountain, woods, etc may be concealed or made to appear) The spell is broken when it is contacted by an opponent(ex. victim falls into very real swamp that appeared as a field of flowers). Range 24" Dig: Enables the caster to excavate 125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5' per side per caster level. The material thrown from the excavation scatters evenly around the pit. Lasts 1 round/level. Animate Object: Objects may be animated and issued simple commands. The heavier the object, the slower it will move, but the more deadly will be its blows. An animated statue will move 3"/turn and attack only every other round, do damage commensurate with its size. A chair would do small damage, but it would move rapidly on its 4 legs. A rug would trip and smother, a tapestry would blind and smother. One large object(up to 25 feet), 4 man-sized objects, or several smaller objects can be animated. Range 6", Lasts 6 turns. Magic Mirror: Can change a normal mirror - or reflective surface - into a device similar to a Crystal Ball. Lasts 1 round/level, Range = touch. Speak with Plants: Lasts 6 turns, Range: 3". Cure Serious Wounds: Restores 2D6+2 health to creature. OD&D LEVEL 5 ------------ Bigby's Fantastic Fencers: This spell creates one hand for every three lev­els of the caster, each of which holds a long sword. Each hand fights with the skill of a fighter of one-half the experience level of the caster. Each hand is AC 2 because of its small size and speed, and each can sustain 15 points of damage before being dispelled. Each fencer is capable of disarming an opponent and does so on a roll four greater than the roll needed to hit. A fencer like­wise disarmed of its sword is dispelled automati­cally. The caster need not concentrate on the fencers to keep them functioning, but only has to give them orders as if they were henchmen. Duration: 1 round/level. Range: 30 yards radius from caster. Bigby's Superior Force Sculpture: This spell is a more advanced form of the 4th-level force sculpture spell. The object or objects formed from force can be more complex, com­posed of large, moving parts, or have an edge or point, but still must be fairly rigid. A wagon, quiver of quarrels, shovel, sword, or water wheel all could be simulated, but not a mechanical time­piece, crossbow, or spring. Fine details can be worked into an object, provided the caster has suff- icient skill as an artisan or sculptor. Fine details take 2d4 rounds to place on an object, but remain for the duration of the spell. Up to 8 cubic feet of matter per level of the caster can be simu­lated. The duration of the spell is also longer than force sculpture. Superior force sculpture is otherwise identical to the 4th-level spell. Duration: 3 Turns + 1 Turn/ level. Range: 30 yards. Airy Element: Changes an unbreathable environment around the caster into a breathable substance - water, smoke, fire, poisonous vapors, etc. The area of effect is a sphere 2" in diameter or hemisphere 4" in diameter that moves with the caster. Creatures that can naturally breathe in these environments will avoid the sphere/hemisphere as they cannot breathe the transmuted substance within. Duration is 1 Turn/level. Teleport: Without certain knowledge of the destination, teleportation is 75% uncertain(75% chance of death). If the user is aware of the general topography of the destination there is a 10% chance (roll of 1-10 on percentile dice) of coming in low(death) and 10% chance(roll of 91-100) of coming in high(falling from D4x10 feet). If the destination has been carefully studied, the chance of teleporting low/high is only 1%. Hold Monster: As Hold Person, but applicable to monsters. Conjure Elemental: Only one of each type may be conjured during any one day. The elemental will remain until dispelled but the caster must concentrate on control or the elemental will turn upon him and attack. Conjured elementals have 16HD. Range 24". Conjure Object: The caster can summon any desired, non-unique object - a sword, a pizza, a fancy carriage pulled by red and black striped horses, etc. The object's origin will be from somewhere in the Prime Material (or Alternate Prime) and will materialize instantly in front of the caster. Duration: 1 hour/level of caster. Save: none. Monster Summoning III: As MS II except that 1 or 2 3rd level monsters appear. Telekinesis: Move objects with mental force - 20# per level. Range 12", lasts 6 turns. Transmute Rock to Mud: Turns earth, sand, rock to mud. Area affected is up to 30 square ". Creatures will become mired and possibly sink if heavy enough, unless they can fly/levitate. Spell can be countered by casting its reverse form or by normal process of evaporation (3D6 days). Range 12" Wall of Stone: Create a stone wall 2 feet thick, with a max length of 10 square ". Wall lasts until dispelled, broken down or battered through. Range 6". Wall of Iron: Like above but thickness of wall is 3 inches and max area is 5 square "". Lasts 12 turns, Range 6" Wall of Force: Creates an invisible barrier which is totally unaffected by any other spells, including Dispel Magic, accept for Disintegrate. The Wall of Force is not affected by blows, missiles, cold, heat, electricity, or similar things. Spells or breath weapons will not pass through it in either direction. The wall can be shaped to be hemispherical or spherical with an area equal to the caster's ability - maximum of 20sq feet per level of xp. Animate Dead: Create D6 animated skeletons and zombies per caster level. Lasts until dispelled or until the creatures are destroyed. Magic Jar: Caster houses his lifeforce in some inanimate object and attempts to possess the body of a creature within 12" of his 'Magic Jar'. The container must be within 3" of his body when the spell is first pronounced. Possession takes place when the creature fails to make its saving throw. If the possessed body is destroyed, the caster may return to the jar(he may also return to the jar anytime he desires and try to possess another body or return from there to his own - provided it has not been destroyed). If the Magic Jar is destroyed while the caster is inside of it, the caster is totally annihilated. PassWall: Opens a hole in solid rock, man-sized and up to 10' in length. Range 3", lasts 3 turns. Cloudkill: Creates a moving, poisonous cloud of vapor deadly to all creatures under 5HD. Moves 6"/turn according to wind direction, or directly away from the caster if there is no wind. Dimensions = 3" diameter, lasts 6 turns, but cloud is dispelled by unusually strong wind or trees. The cloud is heavier than air and will sink to the lowest possible level. Animal Growth: Causes D6 normal-sized animals to grow to giant size with proportionate attack capabilities. Lasts 12 turns, range 12" Cone of Cold: Cone is 1/2"(5 feet/5 yds) long per level of caster. Causes D4+1/caster level of damage. Save for 1/2 damage. Fabricate: The caster can convert material of one sort into the product desired - a wooden bridge from a tree, a rope from a piece of hemp, clothes from flax or wool, etc. Magical or living things cannot be created or altered. the quality of created item is commensurate with the quality of the source material. Duration = permanent. Range = 1"/level. OD&D LEVEL 6 ------------ Stone to Flesh: This spell is reversible. It is permanent unless a reverse spell is used. Range 12" Invisible Stalker: Conjures an other-dimensional monster which can be controlled with merely a word from the caster. The invisible stalker will continue on its mission until it is accomplished, regardless of time or distance. They cannot be dispelled except through attack. Lower Water: Causes water level in a river or similar body of liquid to drop to 50% of its depth for 10 turns. Range 24" Part Water: Parts water up to 100' deep for a maximum of 6 turns. Range 12" Projected Image: Caster projects an image of himself up to 24" away, and any spells and the like can originate from the location of this image. Lasts 6 turns, range 24". No saving throw to see through illusion. Find the Path: By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found. It will, for example, allow the user to free himself from a Maze spell in a single turn after employing the spell, and if a subsequent Maze was cast at him it would not have any effect. Duration: 6 turns plus the level of the Wizard, or 1 day out- doors. Blade Barrier: When uttered this spell creates a barrier up to 3" in diameter, its whirling blades doing from 7-70 points of damage upon anyone or thing which attempts to pass through it. Duration: 12 turns. Range: 6". Anti-Magic Shell: A field which surrounds the caster making him impervious to all spells. It also prevents him from casting any spells through the shield. Lasts 12 turns. Guards and Wards: Used to defend the magic-user's stronghold. The following take place in the area of effect upon casting of the spell: 1. All corridors become misty, and visibility is reduced to 10'. 2. All doors are Wizard Locked. 3. One door per level of experience of the magic-user is covered by an illusion as if it were a plain wall. 4. Stairs are filled with webs from top to bottom. 5. Where there are choices of direction - such as a cross or side passage - a minor confusion-type spell functions so as to make it 50% probable that intruders will believe they are going in the exact opposite direction. 6. The whole area radiates magic. 7. The magic-user can place one of the following additional magics: A. Dancing Lights in four corridors, or B. Magic Mouths in two places, or C. Stinking Clouds in two places, or D. Gust Of Wind in one corridor or room, or E. Suggestion in one place. Dispel Magic can remove one effect, at random, per casting of a dispel. Area of Effect: 1" radius/level extending from 2" diameter sphere. Death Spell: Kills 4D20 creatures with fewer than 2 HD, 3D10 creatures with 2-4HD, 2D4 creatures with 4+1-6+3HD, D4 with 7-8+3HD. Range 24" Geas: Forces the recipient to perform some task or quest. Attempting to deviate from the performance of the task results in weakness, and ignoring the Geas entirely brings death. Lasts until task is complete, Range 3". Disintegrate: Causes material of any kind - other than that of a magical nature - to disintegrate. It will blast a tree, dragon (if it fails to make its saving throw), wall section, force field, or whatever. Range 6". Move Earth: When above ground the caster may use this spell to move prominences such as hills or ridges. The spell takes 1 turn to go into effect and the terrain will move at 6" per turn. Lasts 6 turns, Range 24" Control Weather: The caster can perform any one of the following operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Becalm, Deep Clouds, Clear Sky. Lore: By means of this spell, the magic-user may gain knowledge of one item, place, or person. If an item is held by the caster, the spell takes 1-4 turns to complete, and the magic-user learns the item’s name, method of operation and command words (if any), and approximate number of charges (if any, within 5 of the correct number). If the item has more than one mode of operation, or more than one command word, only one function will be revealed for each lore spell used, without a clue to others. If a place or person is being investigated or if the item is not held, the spell may take 1-100 days to complete, depending on the number of details already known. (The DM may reveal only general details if the place is large, or if the person is of great power.) A purely legendary topic should require large amounts of time, and the information gained may be in the form of a riddle or poem. Repulsion: Enables the user to cause objects or entities to move in a course opposite from their intended course towards him. Lasts 6 turns or melee rounds, Range 12". Monster Summoning IV: As MS III but only a single monster of 4th level/4HD appears. True Sight: All things in the area are revealed to be what they truly are - illusions are seen through, invisible or hidden things are found, displaced things are obvious, astral and ethereal things become visible, magical items or effects are revealed, etc. Lasts 1 round/lvl, Range: 12" sight range. Veil: As Hallucinatory Terrain, but also with regards to an area or people within an area of 2"x 2". Only a creature using True Sight or some magical device which provides the same will be able to see through the illusion. Touch will not cause the illusion to vanish. Lasts 1 turn/ level. Range: 1"/level. OD&D LEVEL 7 (Spells of level 7-9 have no saving throw unless otherwise ------------ indicated) Bigby's Grasping Hand: Bigby's grasping hand is a superior version of the 6th-level spell Bigby's forceful hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The grasping hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command. Duration: 1 round/level. Range: 10 yards/level. Delayed Blast Fireball: Blast can be delayed up to 10 rounds. Reverse Gravity: Spell effects a cubic area of 3", causing gravity to reverse itself. Lasts 1 round, Range 9". Limited Wish: Spell alters reality past, present, or future, but only within limited bounds. Power Word-Stun: When this word is spoken at any creature, it will stun it for from 2-12 turns (or rounds) if the creature has up to 35 Health Points. If the creature has 36-70, the stun lasts D6 turns/rounds. It has no effect on creatures over 70 hp. Phase Door: Causes an invisible door to open for the caster. The door acts as a Passwall but is invisible to all but the caster. Lasts for 7 uses then vanishes. It can be dispelled only by another caster of at least twice the level of the original caster. Range 1". Charm Plants: Charms the equivalent of 1 large oak, 6 medium-sized bushes, 12 small shrubs, or 24 little plants. These charmed plants will do anything the caster demands as along as it is within their ability to comply. Lasts until dispelled. Range 12". Mass Invisibility: Affects as many as 6 dragon-sized objects or from 100-300 men and horses. Lasts until dispelled, Range 24". Simulacrum: Creates a duplicate(form only) of any person the caster desires to duplicate. Several other spells are necessary to make a complete Simu- lacrum. If snow is not available, an Ice Storm from which to which to fashion the form must be cast. When the form is completed, Animate must be cast upon it. Finally, a Limited Wish must be used to give the form a personality and knowledge similar to the real person which it imitates. (The simulacrum will only have from 30-60% of the full abil- ities, knowledge, level, etc.) of what it imitates. It is possible to detect a Simulacrum by magic, close association, and so forth. It will be easily identifiable as a copy if interacted with next to the real person. If, however, the real person is dead, the Simulacrum will slowly gain the abilities of the former person(1%/week) until it reaches 90%. It will always comply with any orders given it by its creator. 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. Monster Summoning V: As MS IV except that a 5th level monster appears. Banishment: Enables the caster to force some creature from another plane to return to its own place. More than 1 creature can be forced into banishment providing the caster is of sufficient level to do so. The creature may not return unless again summoned by a magical spell or some special manner of egress from its plane is found. The reverse of this spell conjures a creature (may be a specific creature) from another plane. Deities and beings of similar power are not affected. Area of Effect: 2levels/HD of creature per level of caster. Range: 2", Duration: Permanent. Regenerate: Regenerates lost bodily members(even the heads of multi-headed creatures. If the severed member is present and touching the creature, healing will take 1 round, otherwise regeneration will take 1 turn. 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 teleports another, the creature, if unwilling, may make a saving throw with a -2 penalty to avoid teleporting. Teleport Without Error: Teleport to any known location on his or her home plane - with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at at best, “Studied carefully.” This assumes that the caster has, in fact, actually been to the plane and carefully perused an area so that it could later be used as a destination for teleportation. Vanish: The magic-user causes an object to vanish. The magic-user can cause the object to be teleported if it weighs up to a maximum of 50#/per level of experience of the spell caster. Greater objects can be made to vanish, but they are simply placed into the ethereal plane(and replaced with whatever material was originally there, if any. A door in a stone wall could vanish and be replaced with natural stone as if there had never been a door there). The maximum volume of material which can be affected is 3 cubic feet per level of experience. Thus, both weight and volume limit the spell. A dispel magic which is successful will bring back van- ished items from the ethereal plane. OD&D LEVEL 8 ------------ Bigby's Most Excellent Force Sculpture: This spell is the most advanced form of the force sculpture spells. The object formed can be highly complex, containing many moving parts, such as a siege machine or sailing ship. Parts of an object simulated could be as flexible as a rope or the wood of a bow, so a large net, ballista, rope bridge, or collection of crossbows could be formed. As with lesser force sculptures, fine or accurate details require an additional 2d4 rounds to form, along with sufficient skill as an artist or artisan. Up to 1 cubic yard of matter per level of the caster can be simulated. With the exceptions noted above, the spell is otherwise identical to the 4th-level spell of the same type. Duration: 6 Turns + 1 Turn/level. Range: 30 yards. Bigby's Clenched Fist: The Bigby's clenched fist spell brings forth a huge, disembodied hand that is balled into a fist. This magical member is under the mental control of the spellcaster, who can cause it to strike one opponent each round. No concentration is required once the spell is cast. The clenched fist never misses, but it can only strike as directed by the caster. Thus, it can be fooled by invisibility or other methods of concealment and misdirection. The effectiveness of its blows varies from round to round. 1-12 Glancing blow — 1d6 hp 13-16 Solid punch — 2d6 hp 17-19 Hard punch — 3d6 hp; opponent is stunned for next round 20 Crushing blow* — 4d6 hp; opponent is stunned for next three rounds * The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the opponent is not capable of dodging or defending against the attack effectively. The fist has an Armor Class of 0, and is destroyed by damage equal to the hit points of its caster at full health. Duration: 1 round/level. Range: 5 yards/level. Mass Charm: A Charm(Person or Monster) which affects up to 30 levels (30 level 1 creatures, 15, level 2 creatures, 10 level 3...). Saving Throws are at -2. Range 12". Clone: Process by which a small piece of living flesh is taken, and from it is grown an exact duplicate of the person from whom the flesh was taken. The clone is exactly as the person was at the time the flesh was taken. If a clone is created while the original person is still in existance, the clone will either attempt to do away with the original or both the clone and the original will be driven insane. Force Field: Creates an invisible, immovable barrier or object of pure force. Can only be broken or destroyed by a Disintegrate spell or a Wish. Force can be shaped as a sphere or a box with a maximum radius of 20 feet. Any creature completely enclosed will not starve or suffocate. A sealed force field magically preserves any within it from natural death. Nothing can pass through it from either direction, but a Teleport, Dimension Door, or Planar Travel spell, or the like, can bypass it. Range: 12". Duration: 6 Turns. Power Word-Blind: A spell like Stun except that its full effects work up to 40hp and it does not affect creatures with over 80hp. Lasts 2-8 days or 1-4 days. Symbol: An inscribed rune, which if passed over, touched, or read by a creature of hostile intent to the inscriber, the Symbol will take effect. The runes are: Fear: affect = unlimited, as Fear spell Discord: affect = unlimited, disharmony among all who pass Sleep: affect = unlimited, a double strength Sleep spell Stunning: affects = 150 level points, as Power Word-Stun Insanity: affects = 100 level points, sanity may only be restored by a Remove Curse Death: affects 75 level points A Symbol may be negated only by a caster of at least 1 level higher than the one who placed it. Permanent Spell: Can make certain spells permanent(magic mouth, protection, read magic, detect, levitate, etc). Dispel Magic by a caster who is at least twice the level of the original caster will negate it - so 3 level 8 casters could negate a Permanent Spell of a level 12 caster. Mind Blank: Prevents any form of detection by ESP, Clairsentience, scrying, and any other form of mental influence or information gathering(Contact Higher Plane, Summon Object, etc). +8 to saving throws against Charm, Illusion, Feeblemind, and the like. Lasts 1 week, Range 1". Polymorph Any Object: Duration will be in direct relationship to what the creature/object has been altered to become. There are 3 major classes -- animal, vegetable, mineral -- and various similar forms -- man-like, rock-like, many-limbed, and so on -- as well as similarities in relationships -- bird is to feather, tree is to leaf, drop of water is to puddle, flame is to fire- ball, etc. It is possible to change a wall of stone to sand, a mighty tree into a sapling, a feather into a bird, or an ape into a man, and such changes will be lasting. The farther from the above guidelines the polymorph becomes, the less likely is its permanency. A piece of rock changed into a man will last but a few turns. Basic duration = until dispelled, Range 24". Monster Summoning VI: As MS V except one level 6 monster appears. Maze: Puts victim in an extra-dimensional maze for 2-8 turns. After the time has elapsed, the creature will reappear on the spot where it originally 'mazed out'. Creatures with INT above 12 will require 1/2 the number of turns to escape, while those with INT under 8 will require 2-3 times the amount of time. Range 6". Explosive Cloud: Range: 1". Duration: 6 turns. Effect: Creates a moving poisonous cloud This spell creates an effect which appears the same as the 5th level Cloudkill spell (a 20’ tall cloud of greenish gas 30’ in diameter appearing next to the caster). The cloud is only mildly poisonous; all victims within it must make a Saving Throw vs. Spells or be para- lyzed that round. Each victim within the cloud makes a new Saving Throw each round. The cloud is filled with sparkling lights (visible only to those within it), which are small explosions. Each round, all those within the cloud take damage from the explosions, with no Saving Throw allowed. This damage is 1 point for each 2 levels of experience of the magic-user, rounding down (9 points at 18th level for example). This explosive damage will affect any creature, including those immune to fire, gas, electricity, and other special attacks. Travel: Allows the spellcaster to fly at a rate of 36" and enter nearby planes of existence by concentrating for 1 round. A maximum of 1 plane per turn may be entered. While the spell is in effect, the caster(along with all carried equipment) may assume Gaseous Form by concentrating for 1 round. In this form the caster may travel at 72" per turn. A gaseous being cannot pass through a Protection From Evil spell or Anti-magic Shell. Lasts 1 Turn per level of caster. 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 existence to be targeted. OD&D LEVEL 9 ------------ Contingency: This spell acts as a trigger for one stated magic-user spell of 4th level or less that does not normally cause damage. While casting the Contingency spell, the caster must describe one situation that will be used to trigger the stated spell. Lasts until used. Meteor Swarm: A blast of 4 Fire Balls, thrown in whatever pattern the caster desires, each of 10-60hp of damage -- or 8 Fire Balls of 1/2 normal diameter and 5-30 damage. Range 24" Shape Change: A spell used by a caster upon himself which has the effect of a Polymorph Others Spell. Furthermore, it may be altered at will -- caster changes into a Roc and flies off, then he changes in flight into a red dragon in order to attack an army beneath, is pursued by other casters so changes himself into a stone and plummets into a lake wherein he alters his shape yet again and becomes a fish. Lasts 10 turns + 1/ caster level. 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.. Lasts 2-5 rounds (the caster will not know how long it will last). Power Word-Kill: Kills instantly any creature up to 50 hp. Gate: Opens a cosmic portal and allows an ultra-powerful being to enter this plane. It is recommended that the user of this spell have a highly valid reason for summoning such aid. There is a 95% chance the being called will come, 5% chance that some other being shows up instead. There is also a 5% chance that whatever being shows up will simply turn around and leave after observing the situation. Plane Shift: The wizard can move himself or herself or some other creature to another plane of existence. The recipient of the spell will remain in the new plane until sent forth by some like means. If several persons link hands in a circle, up to seven can be affected by the plane shift at the same time. An unwilling victim is allowed a saving throw. Heal: Cures all wounds and damage, regenerates lost body parts, removes a curse, neutralizes poison, cures diease, blindness, feeblemind, etc. Raise Dead: For each level the caster has, the time limit for resurrection extends another week Thus an 18th level caster can revive someone who has been dead for 18 weeks. Raised characters will be at only half strength and half level. They must spend an additional 2 weeks rest and recuperation. *For Clerics, this would be a 7th level spell* Wish: Can do anything. Careful wording is very important as the words of the wish are taken literally and may result in unexpected and unfortunate consequences. Using a Wish spell leaves the caster unable to do anything further magically for 1 week. Astral Spell: Allows the user to send forth his astral form, undetectable to all but others on the astral plane, from his body to other places. The caster may use other spells while astral. If while the caster has left his body, it is moved beyond the spell range or destroyed, the caster is dead and his essence will fade over the next few rounds. Duration: Subterranean = 12 turns, outdoors = 8 hours, Range: Subterranean = 24", Outdoors = 100 miles/level. Movement: Subterranean = 12"/turn, outdoors - 100 miles per level per hour. Prismatic Wall/Sphere: Invokes a whirling, scintillating, multi-colored globe into existence around the caster. The sphere is up to 20 feet in diameter while a wall can be up to 1"+1"/level of the caster. The sphere will often appear as a hemisphere as it is usually centered upon the caster. Any creature of below 8HD who looks at it will be blinded for D6 turns. The colors of the walls indicate its powers, and each color must be destroyed (in order) in order to negate the spell. The caster may freely pass through the globe without harm. Lasts 1 hour + 1 turn/level. Color & Order To Negate Use & Effect of Color -------------- ---------- --------------------- Red 1 Ice Storm prevents magical missiles, causes 12 points of damage when passed through Orange 2 Lightning prevents non-magical missiles, causes 24 points of damage when passed through Yellow 3 Magic Missile prevents all breath weapons, causes 48 points of damage when passed through Green 4 Passwall anti-location/detection, save vs poison when passed through or die Blue 5 Disintegrate anti-cleric spell shield, save vs stone when passed through or petrified. Indigo 6 Dispel Magic general purpose force field, save vs cold when passing through or crystallized, dead Violet 7 Continual Light anti-magic shell of unusual type, save vs spell when passed through or permanently insane Monster Summoning VII: As MS VI except that a 7th level monster appears. High level NPCs might be summoned as well (15th level Thief, Lich, etc) Temporal Stasis: Places a creature in suspended animation. This lasts until a Dispel magic or the reverse of this spell - Temporal Reinstatement is cast. Range: 1".