The spell library contains 15 pre-built spells for use in Open Adventure games. Each describes one way to create a particular spell 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 presented here or AS inspiration for building your own spells.
Spell Entries #
Each entry includes:
- Name: The name of the spell.
- Range: The spell’s maximum Range.
- Area of Effect: If the spell is an Area of 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.
- DS: The Base Difficulty Score for the spell.
- Casting Time: The base time required to cast the spell.
- Duration: Whether the spell creates an instantaneous Effect or a 1 Round Effect. Also notes if the spell may be Maintained.
- Casting Time: The base time required to cast the spell.
- Components Suggested Spell Components for the spell. If the Spellcaster uses Spell Components, the Adventure Guide may award a Benefit to the Spellcaster’s Action Score.
- Description: A description of the spell and its game Effect.
- Design Notes: A short explanation of how the rules were used to create the spell.
Animate Vines #
| Range: | Across the Room |
| Target: | One character or object |
| DS: | Target’s Body Defense + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A palm-sized wreath of woven vines |
The Spellcaster causes vines to spring from the ground and wrap around the target. On a successful Spellcasting Action Check, the target is Grabbed by the vines AS per the Grab Action described in Appendix B: Action Library. On subsequent Rounds, the Spellcaster may Maintain the spell (and thus the 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 substituting a Spellcasting Check for their Coordination Check or Strength Check. In addition, the Spellcaster suffers a Drawback since they are Maintaining the spell. The target may, if they wish, substitute an 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 since the vines are immobile.
The Adventure Guide should apply an appropriate Reality Modifier based on the location. The modifier may 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 to perform the Grab Action using their Spellcasting ability. It uses the same rules AS for the standard Grab Action, but the Spellcaster substitutes their Spellcasting Action Check for the normal Grab Check. It also allows the Spellcaster to perform the Action from Across the Room, since most Spellcasters avoid direct combat. The nature of this Grab permits the target some additional options, such AS cutting their way free instead of a normal Escape Check. This is not part of the Grab Action or Escape 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 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: | Across the Room |
| Target: | One character |
| DS: | Target’s Body Defense + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A small chip of lapis lazuli |
A bolt of blue energy streaks from the Spellcaster’s fingertips toward the target. On a successful strike, the spell reduces the target’s Challenge Points or Body Points by the Effect. Armor (Body) reduces the Effect.
Design Notes
This is a standard Ranged Attack. This is the same AS an Attack by a character with a bow, just using Spellcasting instead of Attack: Melee or Ranged.
If a player Wanted a mind strike (Attack Check vs. Mind Defense) or a soul burn strike (Attack Check vs. Spirit Defense) the spell works the same way. The only difference is the Difficulty Score is based on a different Defense and the Effect is applied to Mind Points or Spirit Points.
Arcane Shield #
| Range: | Self |
| Target: | Self |
| DS: | Spellcaster’s Current Body Defense |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A miniature shield carved from a chip of oak |
A glowing Medium Shield of a design chosen by the caster appears on the Spellcaster’s arm. This shield allows the Spellcaster to add the Effect of the Spell to their Body Defense against the same types of attacks a character with a real shield could block. The maximum Effect is equal to the Spellcaster’s Spellcasting Primary Attribute.
Design Notes
This is a variation on the Defend Action described in Appendix B: Action Library. The spell is especially useful if the Adventure Guide decides blocking with a shield is the only viable Defense against an Adversary’s attacks.
Bull’s Strength #
| Range: | Reach |
| Target: | One creature |
| DS: | Target’s Strength + 2 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pinch of bull’s hair or a chip of bull’s horn |
On a successful Spellcasting Check, a red nimbus which vaguely resembles a bull or minotaur surrounds the recipient, and the target’s Strength Attribute increases by the Effect. The maximum Effect is equal to the Spellcaster’s Spellcasting Primary Attribute.
Design Notes
This spell allows the Spellcaster to use magic to perform an Assist Action. Normally, an Assist is limited to a particular 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 benefiting all Strength-based Action Checks.
Ethereal Hand #
| Range: | Across the Room |
| Target: | One object |
| DS: | 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A songbird’s talon |
The 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. The Spellcaster may use the hand to Reach far away objects. The objects may not weight more than the Spellcaster can normally lift with one hand. The 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 Long AS the spell is Maintained, until it is impossible to continue the task, or until the Spellcaster changes the task.
Design Notes
This spell emulates the classic 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, since these are things the Spellcaster could easily do by mundane means. It’s just far more interesting and fun for the 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: | Across the Room |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Target Space |
| DS: | 3 (Range) + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pinch of crushed bone and dried blood |
The Spellcaster rubs the mixed bone and blood between their palms while casting the spell. On a successful Spellcasting Check, all living creatures in the Area of Effect must make a Resilience Check with a Base Difficulty Score equal to the Effect. If they fail, they lose Challenge Points or Spirit Points equal to the amount they rolled under the Difficulty Score. Armor (Spirit) reduces the Spirit Point or Challenge Point loss. The Area of Effect is only to determine who is initially affected. Characters who enter the Area of Effect later are not affected by the spell.
If a target’s Spirit Points or Challenge Points are reduced to 0, they are overcome with fear. The only Action they may attempt on their Turn is to move away from the Spellcaster. The condition persists AS Long AS the Spellcaster Maintains the spell, but the targets may attempt a new Resilience Check against the same Difficulty Score each Round AS a 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 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 an Attack against the victim’s Spirit. An alternative approach is to treat the spell AS a Manipulate Check. Each approach achieves the same goal of causing enemies to flee the 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 term damage.
There is no built-in Reality Modifier, but the Adventure Guide may wish to add one if the 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 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 by Leaping Clear or by leaving the area AS with other Area of Effect spells.
Fireball #
| Range: | Across the Room |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Target Space |
| DS: | 3 (Range) + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A coal from a blacksmith’s forge |
The Spellcaster blows on the coal which causes it to glow red, then throws the coal at the target space. On a successful Spellcasting Check, the coal explodes into a ball of fire with an Area of Effect of Across the Room. All living creatures within the Area of Effect must make a Reaction Check with a Base Difficulty Score equal to the spell’s Effect to leap clear. On a failed Reaction Check, the target loses Body Points or Challenge Points equal to the amount they rolled under the Difficulty Score. Armor (Body) reduces the Effect. Flammable objects within the Area of Effect may ignite at the Adventure Guide’s discretion.
Design Notes
This is a standard Attack: Area of Effect Action AS described in Appendix B: Action Library. Escaping the blast when there is somewhere to run to is relatively easy (depending on the result of the Spellcasting Check), but the potential to cause damage to every Adversary in a group is powerful advantage.
Grease #
| Range: | Across the Room |
| Area of Effect: | Across the Room (Plane) |
| Target: | Target Space |
| DS: | 3 (Range) + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | An egg-sized pottery jar of cooking grease |
The Spellcaster throws the jar at the space where they want to center the spell’s Effect. The Area of Effect is covered with a coating of slippery grease. Targets may make a Reaction Check to escape the area, AS per the standard rules for Area of Effect Actions and spells. While the spell is Maintained, moving through the greased area requires a Major Action.
Design Notes
This spell uses the rules for the Slow Action to make it difficult for opponents to cross the Area of Effect. Although the grease is created magically, mundane solutions for crossing the grease or nullifying the Effect of the grease still work, such AS throwing sand on it or laying a board across it.
Players might want to try variations on the spell, such AS a greased area that acts AS an Obstruct Action, adding a Drawback to all Difficulty Scores for Actions performed within the Area of Effect that require solid footing. Alternatively, the spell could emulate a Trip Action, tripping any character that fails their 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.
Heal Wounds #
| Range: | Reach |
| Target: | One character |
| DS: | 6 (base DS) + 2 (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, the Spellcaster heals a single Wound of a pre-selected type. The Base Difficulty Score is 6 and the base casting time is 1 hour, the same AS for healing a Wound by mundane means. On a successful Spellcasting Check, one Wound of the selected type is healed.
Design Notes
This is an example of how the Base Difficulty Score for a spell is set AS if the character is performing the Action by mundane means. The Spellcaster is performing the standard Heal Wounds Action described in Appendix B: Action Library, only they make a Spellcasting Check to achieve the same outcome. The Adventure Guide may even apply the same Drawbacks, since more magical power is required to overcome the negative impact of filthy conditions or other environmental complications.
Light #
| Range: | Self |
| Area of Effect | Across the Room (Sphere) |
| Target: | Carried Item |
| DS: | 0 (Range) + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pinch of sulfur |
The Spellcaster holds a small object while casting the spell. On a successful Spellcasting Check the object glows with a brightness equal to a lit torch.
Design Notes
Anyone can Light a lantern or a torch, so the Base Difficulty Score for this spell is 0. The only modifier to the Difficulty Score is the size of the Effect. The Adventure Guide may, however, apply a Reality Modifier if the source of the Light has no connection with the physical world. For instance, a glowing Sphere that floats beside the Spellcaster might warrant a +2 or +3 Reality Modifier. 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 #
| Range: | Reach |
| Target: | One character |
| DS: | 2 (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, the Target recovers a number of Body Points equal to the Effect of the spell, up to the target’s maximum points.
Design Notes
This is the standard Recovery Action performed using magic instead of mundane tools and skills. This version is to recover Body Points, but just swap out Body in the spell with Mind or Spirit to change the type of points recovered.
Sleep #
| Range: | Across the Room |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Target space |
| DS: | 3 (Range) + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A pinch of fine purified sand |
On a successful Spellcasting Check, all living creatures in the Area of Effect must make a Willpower Check with a Base Difficulty Score equal to the spell’s Effect. If they fail, they lose Challenge Points or Mind Points equal to the Effect. Armor (Mind) reduces the number of points lost. NPCs and Adversaries reduced to 0 Challenge Points fall into a deep slumber for hours equal to the Spellcasting Check’s Effect. For NPCs and Adversaries not reduced to 0, the Challenge Point loss represents lethargy and a general feeling of tiredness.
When a Player Character is reduced to 0 Mind Points, their Incapacitation takes the form of a deep sleep. Reducing a Player Characters Mind Points to 0 in this fashion does not cause a Wound. Any Action by an ally that raises the character’s Mind Points above 0 wakes the character. The character may not perform a Self-Recovery but they may use the Catch Your Breath version of the Recovery 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 a simple Attack 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 by a Sleep spell are asleep rather than Incapacitated, a slightly worse outcome than normal for reaching zero Mind Points.
Teleport #
| Range: | Stone Throw |
| Target: | Self |
| DS: | 6 (Range) + 6 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A puff of smoke |
On a successful Spellcasting Check, the Spellcaster disappears from their original location and reappears at the desired end point. The Spellcaster does not pass through the space between the two points. The end point must be a place the Spellcaster can see AS per the Line of Sight requirement for spells, and no farther than a Stone Throw away.
The Difficulty Score includes a +6 Reality Modifier to reflect the impossibility of the Effect. This modifier also reflects that such movement avoids any dangers between the Spellcaster and their destination, and opponents are not able to interrupt the movement.
On a Critical Failure, the Spellcaster still teleports, but they move the desired Distance in a random direction (including up or down). If this places the Spellcaster within another object, they instantly teleport back to the starting point but suffer a loss of Body Points equal to the amount they rolled under the Difficulty Score.
Design Notes
Teleportation is relatively 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 an example) are a better choice for most of their needs. The Critical Failure result is just one idea. Adventure Guides may come up with others, such AS all of the Spellcaster’s belongings teleporting to the target location leaving the Spellcaster behind.
Turn Undead #
| Range: | Across the Room |
| Target: | Target Space |
| DS: | 3 (Range) + highest Spirit Defense among targets + 1 per targeted undead |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A rib bone |
The Spellcaster brandishes their holy symbol and calls on their chosen god to drive back the undead. On a successful Spellcasting Check, the targeted undead creatures must move away from the Spellcaster and remain at least Across the Room while the spell is Maintained. Affected undead may continue to move toward and Attack other characters or take any other Action, so Long AS they remain Across the Room (or further) from the Spellcaster.
If the Spellcaster advances on the affected undead, the undead retreat Across the Room again on their next Action. Attempting to force any of the affected undead into harm’s way, such AS into a known trap or off a cliff, ends the spell for all the targets. If the Spellcaster performs any other Attack Action against the affected undead, this also ends the spell. Undead with ranged attacks may still make Attack Checks against the Spellcaster.
Design Notes
This spell emulates the Manipulate Action, convincing the undead to stay away from the Spellcaster. The spell is effective because it convinces the targets to perform an act of Self-preservation. Avoiding harm is something most characters desire, making it a suitable command for a Manipulate Action. For more information on the Manipulate Action see Appendix B: Action Library.
Wall Crawler #
| Range: | Self |
| Target: | Self |
| DS: | Base Difficulty Score to Climb the surface |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A strand of spiderweb |
On a successful Spellcasting Check, the Spellcaster climbs a wall or cliff, sticking to the surface like a spider. If climbing the surface is a Challenge with Challenge Points, reduce the Challenge Points by the Effect of the Spellcasting Check. If the Spellcasting Check fails to reduce the Challenge Points to 0, the Adventure Guide may allow the character to Maintain the spell, applying the same Effect each Round until they Reach the end of the climb.
Design Notes
This spell simply replaces a Climb Check with a Spellcasting Check. The Base Difficulty Score is the same AS for a character attempting a standard Climb Check.
