---
title: "Appendix D: Spell Library"
description: "The spell library contains 15 pre-built spells for use in *Open Adventure* games. Each describes one way to create a particular spell [Effect](https://openadventurerpg.com/glossary/effect/) using the *Open Adventure* rules. The spell entries include information about casting the spell, plus design notes…"
url: "https://openadventurerpg.com/coc/appendix-d-spell-library/"
updated: "2025-12-31"
category: Core Rules
---

# Appendix D: Spell Library

The spell library contains 15 pre-built spells for use in *Open Adventure* games. Each describes one way to create a particular spell [Effect](https://openadventurerpg.com/glossary/effect/) using the *Open Adventure* rules. The spell entries include information about casting the spell, plus design notes describing how the spell is built. Use these spells [AS](https://openadventurerpg.com/glossary/as/) presented here or [AS](https://openadventurerpg.com/glossary/as/) inspiration for building your own spells.

## **Spell Entries**

Each entry includes:

- **Name**: The name of the spell.
- **[Range](https://openadventurerpg.com/glossary/range/)**: The spell’s maximum [Range](https://openadventurerpg.com/glossary/range/).
- **Area of [Effect](https://openadventurerpg.com/glossary/effect/)**: If the spell is an Area of [Effect](https://openadventurerpg.com/glossary/effect/) spell, this shows the shape and size of the spell.
- **Target**: The target of the spell. A target of **character** means the spell may target a Player Character, NPC, or [Adversary](https://openadventurerpg.com/glossary/adversary/).
- **[DS](https://openadventurerpg.com/glossary/ds/)**: The [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score for the spell.
- **Casting Time**: The base time required to cast the spell.
- **Duration**: Whether the spell creates an instantaneous [Effect](https://openadventurerpg.com/glossary/effect/) or a 1 [Round](https://openadventurerpg.com/glossary/round/) [Effect](https://openadventurerpg.com/glossary/effect/). Also notes if the spell may be Maintained.
- **Casting Time**:The base time required to cast the spell.
- **Components**Suggested [Spell Components](https://openadventurerpg.com/glossary/spell-components/) for the spell. If the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) uses [Spell Components](https://openadventurerpg.com/glossary/spell-components/), the Adventure Guide may award a [Benefit](https://openadventurerpg.com/glossary/benefit/) to the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s [Action](https://openadventurerpg.com/glossary/action/) Score. 
- **Description**:A description of the spell and its game [Effect](https://openadventurerpg.com/glossary/effect/).
- **Design Notes**:A short explanation of how the rules were used to create the spell.

## **Animate Vines**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Target**: | One character or object |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | Target’s [Body Defense](https://openadventurerpg.com/glossary/body-defense/) + 3 ([Range](https://openadventurerpg.com/glossary/range/)) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**: | A palm-sized wreath of woven vines |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) causes vines to spring from the ground and wrap around the target. On a successful Spellcasting [Action Check](https://openadventurerpg.com/glossary/action-check/), the target is Grabbed by the vines [AS](https://openadventurerpg.com/glossary/as/) per the [Grab](https://openadventurerpg.com/glossary/grab/) [Action](https://openadventurerpg.com/glossary/action/) described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library***. On subsequent Rounds, the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) may Maintain the spell (and thus the [Grab](https://openadventurerpg.com/glossary/grab/)) and make additional Animate Vines Spellcasting Checks to perform Drag, Harm, Restrain, or other Actions allowed against a Grabbed target.

The standard rules for making an Escape Check apply to the Grabbed target, with the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) substituting a [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/) for their [Coordination](https://openadventurerpg.com/glossary/coordination/) Check or [Strength](https://openadventurerpg.com/glossary/strength/) Check. In addition, the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) suffers a [Drawback](https://openadventurerpg.com/glossary/drawback/) since they are Maintaining the spell. The target may, if they wish, substitute an [Attack](https://openadventurerpg.com/glossary/attack/) Check with an edged weapon for their Escape Check, which represents the character attempting to cut themselves free. If the target succeeds at a Drag Check, they also Escape the [Grab](https://openadventurerpg.com/glossary/grab/) since the vines are immobile.

The Adventure Guide should apply an appropriate [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/) based on the location. The modifier may [Range](https://openadventurerpg.com/glossary/range/) from +0 in an outdoor area with lots of growing plants to +6 if casting on the second floor of a stone building.

> **Design Notes**
>
>
>
> This spell allows a [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) to perform the [Grab](https://openadventurerpg.com/glossary/grab/) [Action](https://openadventurerpg.com/glossary/action/) using their Spellcasting ability. It uses the same rules [AS](https://openadventurerpg.com/glossary/as/) for the standard [Grab](https://openadventurerpg.com/glossary/grab/) [Action](https://openadventurerpg.com/glossary/action/), but the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) substitutes their Spellcasting [Action Check](https://openadventurerpg.com/glossary/action-check/) for the normal [Grab](https://openadventurerpg.com/glossary/grab/) Check. It also allows the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) to perform the [Action](https://openadventurerpg.com/glossary/action/) from [Across the Room](https://openadventurerpg.com/glossary/across-the-room/), since most Spellcasters avoid direct combat. The nature of this [Grab](https://openadventurerpg.com/glossary/grab/) permits the target some additional options, such [AS](https://openadventurerpg.com/glossary/as/) cutting their way free instead of a normal Escape Check. This is not part of the [Grab](https://openadventurerpg.com/glossary/grab/) [Action](https://openadventurerpg.com/glossary/action/) or Escape [Action](https://openadventurerpg.com/glossary/action/), but rather a commonsense addition. The same spell design could be used to create grasping hands reaching out of the ground in a graveyard, a sticky web, or animated chains.
>
>
>
> The [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/) comes into play when there aren’t any roots, vines, or other plants to animate. In such a case, they need to spring from cracks in the stone or grow up out of the floorboards, which is a much more significant bending of reality.

## **Arcane Bolt**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Target**: | One character |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | Target’s [Body Defense](https://openadventurerpg.com/glossary/body-defense/) + 3 ([Range](https://openadventurerpg.com/glossary/range/)) |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**: | A small chip of lapis lazuli |

A bolt of blue energy streaks from the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s fingertips toward the target. On a successful strike, the spell reduces the target’s [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) or [Body Points](https://openadventurerpg.com/glossary/body-points/) by the [Effect](https://openadventurerpg.com/glossary/effect/). Armor (Body) reduces the [Effect](https://openadventurerpg.com/glossary/effect/).

> **Design Notes**
>
>
>
> This is a standard Ranged [Attack](https://openadventurerpg.com/glossary/attack/). This is the same [AS](https://openadventurerpg.com/glossary/as/) an [Attack](https://openadventurerpg.com/glossary/attack/) by a character with a bow, just using Spellcasting instead of [Attack](https://openadventurerpg.com/glossary/attack/): Melee or Ranged.
>
>
>
> If a player [Wanted](https://openadventurerpg.com/glossary/wanted/) a mind strike ([Attack](https://openadventurerpg.com/glossary/attack/) Check vs. [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/)) or a soul burn strike ([Attack](https://openadventurerpg.com/glossary/attack/) Check vs. [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/)) the spell works the same way. The only difference is the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) is based on a different Defense and the [Effect](https://openadventurerpg.com/glossary/effect/) is applied to [Mind Points](https://openadventurerpg.com/glossary/mind-points/) or Spirit Points.

## **Arcane Shield**

| **[Range](https://openadventurerpg.com/glossary/range/):** | [Self](https://openadventurerpg.com/glossary/self/) |
| --- | --- |
| **Target**: | [Self](https://openadventurerpg.com/glossary/self/) |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s Current [Body Defense](https://openadventurerpg.com/glossary/body-defense/) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components:** | A miniature shield carved from a chip of oak |

A glowing [Medium Shield](https://openadventurerpg.com/glossary/medium-shield/) of a design chosen by the caster appears on the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s arm. This shield allows the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) to add the [Effect](https://openadventurerpg.com/glossary/effect/) of the Spell to their [Body Defense](https://openadventurerpg.com/glossary/body-defense/) against the same types of attacks a character with a real shield could block. The maximum [Effect](https://openadventurerpg.com/glossary/effect/) is equal to the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s Spellcasting [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/).

> **Design Notes **
>
>
>
> This is a variation on the Defend [Action](https://openadventurerpg.com/glossary/action/) described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library***. The spell is especially useful if the Adventure Guide decides blocking with a shield is the only viable Defense against an [Adversary](https://openadventurerpg.com/glossary/adversary/)’s attacks.

## **Bull’s [Strength](https://openadventurerpg.com/glossary/strength/)**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Reach](https://openadventurerpg.com/glossary/reach/) |
| --- | --- |
| **Target**: | One creature |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | Target’s [Strength](https://openadventurerpg.com/glossary/strength/) + 2 ([Range](https://openadventurerpg.com/glossary/range/)) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**: | A pinch of bull’s hair or a chip of bull’s horn |

On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), a red nimbus which vaguely resembles a bull or minotaur surrounds the recipient, and the target’s [Strength](https://openadventurerpg.com/glossary/strength/) Attribute increases by the [Effect](https://openadventurerpg.com/glossary/effect/). The maximum [Effect](https://openadventurerpg.com/glossary/effect/) is equal to the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s Spellcasting [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/).

> **Design Notes**
>
>
>
> This spell allows the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) to use magic to perform an Assist [Action](https://openadventurerpg.com/glossary/action/). Normally, an Assist is limited to a particular [Action](https://openadventurerpg.com/glossary/action/), rather than a class of Actions or an Attribute. The risk involved in Spellcasting and the cost of Maintaining the spell offset the advantage of the Assist [Effect](https://openadventurerpg.com/glossary/effect/) benefiting all [Strength](https://openadventurerpg.com/glossary/strength/)-based [Action](https://openadventurerpg.com/glossary/action/) Checks. 

## **Ethereal Hand**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Target**: | One object |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**: | A songbird’s talon |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) creates an ethereal hand they may use to perform Minor Actions or Major Actions they could normally perform with one hand and that do not require an [Action Check](https://openadventurerpg.com/glossary/action-check/). The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) may use the hand to [Reach](https://openadventurerpg.com/glossary/reach/) far away objects. The objects may not weight more than the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) can normally lift with one hand. The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) may also assign the hand a simple task, like stirring a pot or moving a pile of logs from one place to another. Once the hand is assigned a task in this fashion, it continues to perform the task [AS](https://openadventurerpg.com/glossary/as/) [Long](https://openadventurerpg.com/glossary/long/) [AS](https://openadventurerpg.com/glossary/as/) the spell is Maintained, until it is impossible to continue the task, or until the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) changes the task.

> **Design Notes**
>
>
>
> This spell emulates the classic [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) trick of levitating a book off a shelf, magically stirring a pot, or telekinetically performing other mundane tasks. It has a low [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/), since these are things the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) could easily do by mundane means. It’s just far more interesting and fun for the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) to wave their hand to part a curtain or snap their fingers to float a mug of ale over to their table.

## **Fear**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Area of [Effect](https://openadventurerpg.com/glossary/effect/): ** | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) ([Sphere](https://openadventurerpg.com/glossary/sphere/)) |
| **Target**: | Target Space |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) + 3 (Size) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**:  | A pinch of crushed bone and dried blood |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) rubs the mixed bone and blood between their palms while casting the spell. On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), all living creatures in the Area of [Effect](https://openadventurerpg.com/glossary/effect/) must make a [Resilience](https://openadventurerpg.com/glossary/resilience/) Check with a [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score equal to the [Effect](https://openadventurerpg.com/glossary/effect/). If they fail, they lose [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) or Spirit Points equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/). Armor (Spirit) reduces the Spirit Point or [Challenge](https://openadventurerpg.com/glossary/challenge/) Point loss. The Area of [Effect](https://openadventurerpg.com/glossary/effect/) is only to determine who is initially affected. Characters who enter the Area of [Effect](https://openadventurerpg.com/glossary/effect/) later are not affected by the spell.

If a target’s Spirit Points or [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) are reduced to 0, they are overcome with fear. The only [Action](https://openadventurerpg.com/glossary/action/) they may attempt on their [Turn](https://openadventurerpg.com/glossary/turn/) is to move away from the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/). The condition persists [AS](https://openadventurerpg.com/glossary/as/) [Long](https://openadventurerpg.com/glossary/long/) [AS](https://openadventurerpg.com/glossary/as/) the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) Maintains the spell, but the targets may attempt a new [Resilience](https://openadventurerpg.com/glossary/resilience/) Check against the same [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) each [Round](https://openadventurerpg.com/glossary/round/) [AS](https://openadventurerpg.com/glossary/as/) a [Major Action](https://openadventurerpg.com/glossary/major-action/) to overcome the spell’s power. The point loss from this spell inflicted on the targets does not cause Wounds.

Characters may perform a Recovery [Action](https://openadventurerpg.com/glossary/action/) on allies stricken with fear. If the Target’s Spirit Points are restored to 1 or higher, they overcome their fear.

> **Design Notes**
>
>
>
> Since scaring someone is just a way to remove them from combat without killing them, this spell is built [AS](https://openadventurerpg.com/glossary/as/) an [Attack](https://openadventurerpg.com/glossary/attack/) against the victim’s Spirit. An alternative approach is to treat the spell [AS](https://openadventurerpg.com/glossary/as/) a Manipulate Check. Each approach achieves the same goal of causing enemies to flee the [Encounter](https://openadventurerpg.com/glossary/encounter/).
>
>
>
> The goal for this spell is to frighten enemies away—not kill them. This is especially true if an NPC is targeting a Player Character. To that end, this spell bends the rules slightly to remove the possibility of Wounds. With this approach it is possible to have a Player Character removed from combat temporarily without causing [Long](https://openadventurerpg.com/glossary/long/) term damage.
>
>
>
> There is no built-in [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/), but the Adventure Guide may wish to add one if the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) does not back up the spell with something that could realistically induce fear.
>
>
>
> Finally, the desire is to scare a group of targets who all occupy a certain space, not to create an ongoing “fear zone.” To that end, the Area of [Effect](https://openadventurerpg.com/glossary/effect/) is only used to determine the group initially affected by the spell. This is also a trade-off, offsetting the fact that targets can’t escape the spell [Effect](https://openadventurerpg.com/glossary/effect/) by [Leaping Clear](https://openadventurerpg.com/glossary/leaping-clear/) or by leaving the area [AS](https://openadventurerpg.com/glossary/as/) with other Area of [Effect](https://openadventurerpg.com/glossary/effect/) spells.

## **Fireball**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Area of [Effect](https://openadventurerpg.com/glossary/effect/): ** | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) ([Sphere](https://openadventurerpg.com/glossary/sphere/)) |
| **Target**: | Target Space |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) + 3 (Size) |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**:  | A coal from a blacksmith’s forge |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) blows on the coal which causes it to glow red, then throws the coal at the target space. On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), the coal explodes into a ball of fire with an Area of [Effect](https://openadventurerpg.com/glossary/effect/) of [Across the Room](https://openadventurerpg.com/glossary/across-the-room/). All living creatures within the Area of [Effect](https://openadventurerpg.com/glossary/effect/) must make a [Reaction](https://openadventurerpg.com/glossary/reaction/) Check with a [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score equal to the spell’s [Effect](https://openadventurerpg.com/glossary/effect/) to leap clear. On a failed [Reaction](https://openadventurerpg.com/glossary/reaction/) Check, the target loses [Body Points](https://openadventurerpg.com/glossary/body-points/) or [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/). Armor (Body) reduces the [Effect](https://openadventurerpg.com/glossary/effect/). Flammable objects within the area of [Effect](https://openadventurerpg.com/glossary/effect/) may ignite at the Adventure Guide’s discretion.

> **Design Notes**
>
>
>
> This is a standard **[Attack](https://openadventurerpg.com/glossary/attack/): Area of [Effect](https://openadventurerpg.com/glossary/effect/)** [Action](https://openadventurerpg.com/glossary/action/) [AS](https://openadventurerpg.com/glossary/as/) described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library***. Escaping the blast when there is somewhere to run to is relatively easy (depending on the result of the [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/)), but the potential to cause damage to every [Adversary](https://openadventurerpg.com/glossary/adversary/) in a group is powerful advantage.

## **Grease**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Area of [Effect](https://openadventurerpg.com/glossary/effect/):** | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) ([Plane](https://openadventurerpg.com/glossary/plane/)) |
| **Target**: | Target Space |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) + 3 (Size) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**: | An egg-sized pottery jar of cooking grease |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) throws the jar at the space where they want to center the spell’s [Effect](https://openadventurerpg.com/glossary/effect/). The Area of [Effect](https://openadventurerpg.com/glossary/effect/) is covered with a coating of slippery grease. Targets may make a [Reaction](https://openadventurerpg.com/glossary/reaction/) Check to escape the area, [AS](https://openadventurerpg.com/glossary/as/) per the standard rules for Area of [Effect](https://openadventurerpg.com/glossary/effect/) Actions and spells. While the spell is Maintained, moving through the greased area requires a [Major Action](https://openadventurerpg.com/glossary/major-action/).

> **Design Notes**
>
>
>
> This spell uses the rules for the Slow [Action](https://openadventurerpg.com/glossary/action/) to make it difficult for opponents to cross the Area of [Effect](https://openadventurerpg.com/glossary/effect/). Although the grease is created magically, mundane solutions for crossing the grease or nullifying the [Effect](https://openadventurerpg.com/glossary/effect/) of the grease still work, such [AS](https://openadventurerpg.com/glossary/as/) throwing sand on it or laying a board across it.
>
>
>
> Players might want to try variations on the spell, such [AS](https://openadventurerpg.com/glossary/as/) a greased area that acts [AS](https://openadventurerpg.com/glossary/as/) an Obstruct [Action](https://openadventurerpg.com/glossary/action/), adding a [Drawback](https://openadventurerpg.com/glossary/drawback/) to all Difficulty Scores for Actions performed within the Area of [Effect](https://openadventurerpg.com/glossary/effect/) that require solid footing. Alternatively, the spell could emulate a Trip [Action](https://openadventurerpg.com/glossary/action/), tripping any character that fails their [Reaction](https://openadventurerpg.com/glossary/reaction/) Check.
>
>
>
> Note that without the listed spell component or another source of slippery substance, the Adventure Guide may wish to apply a [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/).

## **Heal Wounds**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Reach](https://openadventurerpg.com/glossary/reach/) |
| --- | --- |
| **Target**: | One character |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 6 (base [DS](https://openadventurerpg.com/glossary/ds/)) + 2 ([Reach](https://openadventurerpg.com/glossary/reach/)) + Target’s number of Wounds |
| **Casting Time**: | 1 hour |
| **Duration**: | Instantaneous |
| **Components**: | A bit of willow bark soaked in alcohol |

On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) heals a single [Wound](https://openadventurerpg.com/glossary/wound/) of a pre-selected type. The [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score is 6 and the base casting time is 1 hour, the same [AS](https://openadventurerpg.com/glossary/as/) for healing a [Wound](https://openadventurerpg.com/glossary/wound/) by mundane means. On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), one [Wound](https://openadventurerpg.com/glossary/wound/) of the selected type is healed.

> **Design Notes**
>
>
>
> This is an example of how the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score for a spell is set [AS](https://openadventurerpg.com/glossary/as/) if the character is performing the [Action](https://openadventurerpg.com/glossary/action/) by mundane means. The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) is performing the standard Heal Wounds [Action](https://openadventurerpg.com/glossary/action/) described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library,*** only they make a [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/) to achieve the same outcome. The Adventure Guide may even apply the same [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/), since more magical power is required to overcome the negative impact of filthy conditions or other environmental complications.

## **[Light](https://openadventurerpg.com/glossary/light/)**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Self](https://openadventurerpg.com/glossary/self/) |
| --- | --- |
| **Area of [Effect](https://openadventurerpg.com/glossary/effect/)** | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) ([Sphere](https://openadventurerpg.com/glossary/sphere/)) |
| **Target**: | Carried Item |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 0 ([Range](https://openadventurerpg.com/glossary/range/)) + 3 (Size) |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**: | A pinch of sulfur |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) holds a small object while casting the spell. On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/) the object glows with a brightness equal to a lit torch.

> **Design Notes**
>
>
>
> Anyone can [Light](https://openadventurerpg.com/glossary/light/) a lantern or a torch, so the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score for this spell is 0. The only modifier to the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) is the size of the [Effect](https://openadventurerpg.com/glossary/effect/). The Adventure Guide may, however, apply a [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/) if the source of the [Light](https://openadventurerpg.com/glossary/light/) has no connection with the physical world. For instance, a glowing [Sphere](https://openadventurerpg.com/glossary/sphere/) that floats beside the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) might warrant a +2 or +3 [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/). [AS](https://openadventurerpg.com/glossary/as/) always, the Adventure Guide is cautioned against setting overly restrictive Difficulty Scores for simple spells, since this will cause Spellcasters to abandon magic for mundane solutions.

## **Recover [Body Points](https://openadventurerpg.com/glossary/body-points/)**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Reach](https://openadventurerpg.com/glossary/reach/) |
| --- | --- |
| **Target**: | One character |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 2 ([Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score) + Target’s total number of Body Wounds |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**: | Two tea leaves |

On a successful Spellcasting [Action Check](https://openadventurerpg.com/glossary/action-check/), the Target recovers a number of [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the [Effect](https://openadventurerpg.com/glossary/effect/) of the spell, up to the target’s maximum points.

> **Design Notes**
>
>
>
> This is the standard Recovery [Action](https://openadventurerpg.com/glossary/action/) performed using magic instead of mundane tools and skills. This version is to recover [Body Points](https://openadventurerpg.com/glossary/body-points/), but just swap out Body in the spell with Mind or Spirit to change the type of points recovered.

## **Sleep**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Area of [Effect](https://openadventurerpg.com/glossary/effect/):** | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) ([Sphere](https://openadventurerpg.com/glossary/sphere/)) |
| **Target**: | Target space |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) + 3 (Size) |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**: | A pinch of fine purified sand |

On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), all living creatures in the Area of [Effect](https://openadventurerpg.com/glossary/effect/) must make a [Willpower](https://openadventurerpg.com/glossary/willpower/) Check with a [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score equal to the spell’s [Effect](https://openadventurerpg.com/glossary/effect/). If they fail, they lose [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) or [Mind Points](https://openadventurerpg.com/glossary/mind-points/) equal to the [Effect](https://openadventurerpg.com/glossary/effect/). Armor (Mind) reduces the number of points lost. NPCs and Adversaries reduced to 0 [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) fall into a deep slumber for hours equal to the [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/)’s [Effect](https://openadventurerpg.com/glossary/effect/). For NPCs and Adversaries not reduced to 0, the [Challenge](https://openadventurerpg.com/glossary/challenge/) Point loss represents lethargy and a general feeling of tiredness.

When a Player Character is reduced to 0 [Mind Points](https://openadventurerpg.com/glossary/mind-points/), their Incapacitation takes the form of a deep sleep. Reducing a Player Characters [Mind Points](https://openadventurerpg.com/glossary/mind-points/) to 0 in this fashion does not cause a [Wound](https://openadventurerpg.com/glossary/wound/). Any [Action](https://openadventurerpg.com/glossary/action/) by an ally that raises the character’s [Mind Points](https://openadventurerpg.com/glossary/mind-points/) above 0 wakes the character. The character may not perform a [Self](https://openadventurerpg.com/glossary/self/)-Recovery but they may use the [Catch Your Breath](https://openadventurerpg.com/glossary/catch-your-breath/) version of the Recovery [Action](https://openadventurerpg.com/glossary/action/) to awaken.

> **Design Notes**
>
>
>
> Putting a target to Sleep is just a way to remove them from combat without killing them, so this spell is built [AS](https://openadventurerpg.com/glossary/as/) a simple [Attack](https://openadventurerpg.com/glossary/attack/) [Action](https://openadventurerpg.com/glossary/action/) against the targets’ minds. To properly reflect the spell’s desired outcome of defeating without killing, the rules are bent slightly to prevent Wounds. This ensures no Player Character ever dies from a Sleep spell. This softening of the outcome is offset by the fact that characters reduced to zero [Mind Points](https://openadventurerpg.com/glossary/mind-points/) by a Sleep spell are asleep rather than [Incapacitated](https://openadventurerpg.com/glossary/incapacitated/), a slightly worse outcome than normal for reaching zero [Mind Points](https://openadventurerpg.com/glossary/mind-points/).

## **Teleport**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) |
| --- | --- |
| **Target**: | [Self](https://openadventurerpg.com/glossary/self/) |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 6 ([Range](https://openadventurerpg.com/glossary/range/)) + 6 (Reality) |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**: | A puff of smoke |

On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) disappears from their original location and reappears at the desired end point. The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) does not pass through the space between the two points. The end point must be a place the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) can see [AS](https://openadventurerpg.com/glossary/as/) per the [Line](https://openadventurerpg.com/glossary/line/) of sight requirement for spells, and no farther than a [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) away.

The [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) includes a +6 [Reality Modifier](https://openadventurerpg.com/glossary/reality-modifier/) to reflect the impossibility of the [Effect](https://openadventurerpg.com/glossary/effect/). This modifier also reflects that such movement avoids any dangers between the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) and their destination, and opponents are not able to interrupt the movement.

On a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/), the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) still teleports, but they move the desired [Distance](https://openadventurerpg.com/glossary/distance/) in a random direction (including up or down). If this places the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) within another object, they instantly teleport back to the starting point but suffer a loss of [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).

> **Design Notes **
>
>
>
> Teleportation is relatively [Dangerous](https://openadventurerpg.com/glossary/dangerous/) and difficult, but quite useful under the right circumstances. Most players will quickly realize, however, that movement spells which bend reality less (see the Wall Crawler spell [AS](https://openadventurerpg.com/glossary/as/) an example) are a better choice for most of their needs. The [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/) result is just one idea. Adventure Guides may come up with others, such [AS](https://openadventurerpg.com/glossary/as/) all of the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)’s belongings teleporting to the target location leaving the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) behind.

## **[Turn](https://openadventurerpg.com/glossary/turn/) Undead**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| --- | --- |
| **Target**: | Target Space |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | 3 ([Range](https://openadventurerpg.com/glossary/range/)) + highest [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/) among targets + 1 per targeted undead |
| **Casting Time**: | 6 seconds |
| **Duration**: | 1 [Round](https://openadventurerpg.com/glossary/round/), Maintained |
| **Components**:  | A rib bone |

The [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) brandishes their holy symbol and calls on their chosen god to drive back the undead. On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), the targeted undead creatures must move away from the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) and remain at least [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) while the spell is Maintained. Affected undead may continue to move toward and [Attack](https://openadventurerpg.com/glossary/attack/) other characters or take any other [Action](https://openadventurerpg.com/glossary/action/), so [Long](https://openadventurerpg.com/glossary/long/) [AS](https://openadventurerpg.com/glossary/as/) they remain [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) (or further) from the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/).

If the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) advances on the affected undead, the undead retreat [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) again on their next [Action](https://openadventurerpg.com/glossary/action/). Attempting to force any of the affected undead into harm’s way, such [AS](https://openadventurerpg.com/glossary/as/) into a known trap or off a cliff, ends the spell for all the targets. If the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) performs any other [Attack](https://openadventurerpg.com/glossary/attack/) [Action](https://openadventurerpg.com/glossary/action/) against the affected undead, this also ends the spell. Undead with ranged attacks may still make [Attack](https://openadventurerpg.com/glossary/attack/) Checks against the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/).

> **Design Notes **
>
>
>
> This spell emulates the Manipulate [Action](https://openadventurerpg.com/glossary/action/), convincing the undead to stay away from the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/). The spell is effective because it convinces the targets to perform an act of [Self](https://openadventurerpg.com/glossary/self/)-preservation. Avoiding harm is something most characters desire, making it a suitable command for a Manipulate [Action](https://openadventurerpg.com/glossary/action/). For more information on the Manipulate [Action](https://openadventurerpg.com/glossary/action/) see ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library***.

## **Wall Crawler**

| **[Range](https://openadventurerpg.com/glossary/range/)**: | [Self](https://openadventurerpg.com/glossary/self/) |
| --- | --- |
| **Target**: | [Self](https://openadventurerpg.com/glossary/self/) |
| **[DS](https://openadventurerpg.com/glossary/ds/)**: | [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score to Climb the surface |
| **Casting Time**: | 6 seconds |
| **Duration**: | Instantaneous |
| **Components**: | A strand of spiderweb |
|  |  |

On a successful [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/), the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) climbs a wall or cliff, sticking to the surface like a spider. If climbing the surface is a [Challenge](https://openadventurerpg.com/glossary/challenge/) with [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/), reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) by the [Effect](https://openadventurerpg.com/glossary/effect/) of the [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/). If the [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/) fails to reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) to 0, the Adventure Guide may allow the character to Maintain the spell, applying the same [Effect](https://openadventurerpg.com/glossary/effect/) each [Round](https://openadventurerpg.com/glossary/round/) until they [Reach](https://openadventurerpg.com/glossary/reach/) the end of the climb.

> **Design Notes **
>
>
>
> This spell simply replaces a Climb Check with a [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/). The [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score is the same [AS](https://openadventurerpg.com/glossary/as/) for a character attempting a standard Climb Check.
