This spell library contains a collection pre-built spells for use in Open Adventure games. Each describes one way to create a classic spell Effect using the Open Adventure rules. These spells are examples of fully packaged spells, where the outcome, the maximum Range, the game Effect, the target, and even the Difficulty Score are pre-defined. Open Adventure gives players great flexibility when it comes to Spellcasting, but this collection demonstrates the use of the Open Adventure rules to create more traditional RPG spells.
Spell Entries #
Each spell entry includes:
- Name: The name of the spell.
- Range: Depending on the nature of the spell, this is the Range at which the spell Effect originates, the maximum Range for a selected targeted, or the maximum Distance at which a target may be manipulated with the spell.
- Area of Effect: If the spell is an Area of Effect spell, this lists the shape and size of the spell.
- Target: The target of the spell. A target of Self indicates a spell cast directly on the caster. A target of character means the spell may target a Player Character, NPC, or Adversary. A target of target space indicates a point within the spell’s Range where the spell Effect will be centered.
- DS: The Difficulty Score for the Spellcasting Check.
- 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.
- MO: MOs that commonly cast this type of spell in a classic fantasy RPG setting. In some settings, the Adventure Guide may wish to limit the use of certain spells or types of spells to specific MOs.
- 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.
Animate Dead #
A corpse touched by the Spellcaster returns to a state of unlife under the Spellcaster’s Control.
| Range: | Reach |
| Target: | One corpse |
| DS: | 10 |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pinch of grave dust |
A roughly Human-sized corpse touched by the Spellcaster is raised to a state of unlife. It can move, perform simple actions, and will follow the Spellcaster’s orders, but it has no independent thought. Giving the animated dead an order is a Major Action. Typically, the animated dead will only obey its creator.
Examples of appropriate orders for animated dead include attacking a target, moving to a particular place, and moving an object. The animated corpse cannot cast spells, use special traits or abilities, think for itself, or perform complex actions, regardless of its abilities before death. Once given an order, the animated dead will continue to perform that Action until it is clearly completed or the Spellcaster orders it to do otherwise.
The spell will hold the pieces of a corpse together, allowing the animation of highly decomposed corpses, such AS skeletons. If scores are needed for the animated dead, use the scores for the Skeleton NPC on page 212 of the Open Adventure: Fantasy Core Rules. Use these scores regardless of how intact the corpse is.
The corpse remains animated AS Long AS the Spellcaster Maintains the spell. With the Adventure Guide’s permission, the Spellcaster may make the spell permanent, rather than Maintained, by expending 5 Story Points.
Animate Vines #
Vines spring to life and entangle the Spellcaster’s enemies.
| Range: | Across the Room |
| Target: | One character or object |
| DS: | Target’s Body Defense + 3 |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A small 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 on page 168 of the Open Adventure: Fantasy Core Rules. The Spellcaster may Maintain the spell (and thus the Grab) or make additional Animate Vines Spellcasting Checks to perform Harm, Restrain, or other actions allowed against a Grabbed target.
The target may make a standard Escape Check to escape the vines, with the Spellcaster substituting a Spellcasting Check for the typical opposed Coordination Check or Strength Check. Unless the target is Restrained, they may use an Attack Check with an edged weapon for their Escape Check. This represents the target hacking their way free. The target may not Drag the vines, AS they are immobile.
The Adventure Guide should apply an appropriate Reality Modifier based on the location. For instance, the modifier may Range from +0 in an outdoor area with lots of growing plants to +6 if the spell is cast on the second floor of a stone building.
Arcane Bolt #
The foe is struck by a blue bolt of arcane energy.
| Range: | Across the Room |
| Target: | One character |
| DS: | Target’s Body Defense + 3 |
| 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.
Arcane Shield #
A blue shield of magical energy appears on the Spellcaster’s arm.
| Range: | Self |
| Target: | Self |
| DS: | Spellcaster’s Current Body Defense |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A miniature shield carved from 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 any Attack a character with a real shield could block. The maximum Effect is equal to the Spellcaster’s Spellcasting Primary Attribute.
Bless #
Divine Light surrounds the faithful, giving them a Benefit to all Action Scores.
| Range: | Self |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Self |
| DS: | 3 (Size) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | Smoke from a swung censer |
The Spellcaster calls upon the divine power of the gods to Aid the heroes. On a successful Spellcasting Check, allies within the Area of Effect when the spell is cast gain a Benefit to all Action Scores. Characters entering the Area of Effect after the spell is cast do not gain the Benefit. The Effect lasts until the start of the Spellcaster’s next Turn, although the Spellcaster may choose to Maintain the spell.
Bull’s Strength #
The target of the spell is infused with the raw Strength of a bull.
| 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.
Charm #
The target is ensorcelled and must obey the Spellcaster’s commands.
| Range: | Reach |
| Target: | One character |
| DS: | Target’s Mind Defense + 2 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A dollop of fresh honey |
The magic entwines itself around the mind of the target so they will obey the Spellcaster’s commands. The target will not do something they are opposed to, nor will it make them behave in a way that is counter to their nature. The Charm spell is not mind Control, but rather it is the use of magic to convince a person to go along with something already aligned with their beliefs and desires. Charm may not be used by a Player Character to direct the Actions of another Player Character.
The spell lasts until the start of the Spellcaster’s next Turn, although they may choose to Maintain the spell. AS a Minor Action, the subject of a Maintained Charm spell may make a Willpower Check with a Difficulty Score equal to the Effect of the original Spellcasting Check to attempt to break free of the Spellcaster’s power. On a success the spell ends.
Confusion #
Twists the mind of the target so they cannot tell what is real.
| Range: | Across the Room |
| Target: | One character |
| DS: | Target’s Mind Defense + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A spinning top |
The spell twists the target’s mind, leaving them uncertain about what is real, who their friends are, and what is happening around them. The Spellcaster does not Control what the target sees, hears, or thinks, but rather distorts the target’s thinking to the point where they struggle to take actions on their Turn.
At the beginning of their Turn, a target affected by the Confusion spell must roll on the Confusion Table below to determine how they behave that Turn.
Confusion Table #
| d6 Result | Target’s Action for the Turn |
| 1-3 | No Effect. The target may act normally. |
| 4 | Struggles to maintain their sanity. They may act normally but suffer a Drawback to all Difficulty Scores. |
| 5 | Takes no actions and moves in a random direction to a position a Stone Throw away, even if that movement places the target in harm’s way. |
| 6 | Makes an Attack Check against a random target within Reach. |
If their roll on the Confusion Table allows it, the subject of a Confusion spell may use a Minor Action to make a Willpower Check with a Difficulty Score equal to the Effect of the original Spellcasting Check. On a success, they break free of the Spellcaster’s power and the spell ends.
Cure Disease #
Cures the target of a disease.
| Range: | Reach |
| Target: | One character |
| DS: | Base DS to Cure Disease + 2 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A piece of willow bark clenched in the target’s teeth |
The Spellcaster uses their magic to cure a character of a disease. On a success, the disease is cured and the character is freed of any non-permanent effects of the illness.
Cure Petrification #
Cures the target of petrification.
| Range: | Across the Room |
| Target: | One character |
| DS: | Target’s Maximum Body Points + 3 (Range) + 6 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A miniature silver chisel |
The Spellcaster magically reverts a petrified character back to flesh. The base Difficulty Score for a targeted Player Character is their maximum Body Points. For NPCs, the base Difficulty Score is their Body Score times three.
Death Touch #
The touch of the Spellcaster causes the target to die.
| Range: | Reach |
| Target: | One character |
| DS: | Target’s Body Defense + 2 (Range) + 3 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A leaf of deadly nightshade |
The Spellcaster reaches out, touches the target, and forces them to make an immediate Death Check, regardless of their current Body Points or Wound Status. For Player Characters, determine the base Difficulty Score AS normal for a Death Check from a Body Wound. For NPCs, the base Difficulty Score is the Effect of the Spellcasting Check.
Detect Evil #
Sense whether a person or object has an evil nature.
| Range: | Across the Room |
| Target: | One target |
| DS: | Target’s Spirit Defense + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A dab of Holy Water |
The Spellcaster determines if the subject of the spell is inherently evil, is corrupted by evil, or has evil intentions toward the Spellcaster or the Spellcaster’s allies. The spell does not reveal the origin or nature of the evil, nor does it expose the details around a target’s evil intentions. Inanimate objects do not typically have a spirit, so they have Spirit Defense 0.
Detect Invisible #
Detect the Presence of invisible objects or creatures.
| Range: | Self |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Invisible creatures and objects |
| DS: | Spell Effect + 3 (Size) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A dash of glitter |
The Presence and position of invisible characters and objects within the Area of Effect are revealed to the Spellcaster. The spell does not make the target visible, identify the invisible thing, or track the thing if it moves. It simply tells the Spellcaster that there is something invisible in the room and where it is located. The base Difficulty Score is 3 or the Effect of the Spellcasting Check made to Turn the thing invisible, whichever is higher.
Disintegrate #
The target begins to disintegrate.
| Range: | Reach |
| Target: | One Human-sized target |
| DS: | Target’s Body Defense + 2 (Range) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A vial of acid |
This spell emulates a standard Attack: Melee Action and is resolved accordingly. The added wrinkle is that any Challenge Points or Body Points lost from the spell represent a complete disintegration of a portion of the target. Targets reduced to 0 Challenge Points from the spell are completely disintegrated, along with items they are wearing or carrying. Player Characters reduced to 0 Body Points take a Wound normally and make the associated Death Check. If this Death Check leads to the eventual death of the Character, at the moment of death, their body and anything they are wearing or carrying disintegrates.
Dispel Magic #
Ends a magical Effect of the Spellcaster’s choosing.
| Range: | Across the Room |
| Target: | One spell |
| DS: | Target Spell’s Spellcasting Check Result + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A vial of turpentine |
If the Dispel Magic Spellcasting Check succeeds, the target spell ceases and its non-permanent effects end. Add a Drawback to the Difficulty Score to dispel an actively Maintained spell. If the Spellcaster has a Readied Action, they may use this spell to counter a spell their opponent just cast, but add a Drawback to the Difficulty Score.
Empower Spell #
Increase the Effect of a maintained spell, making it harder for targets to break free of the magic.
| Range: | Self or Reach |
| Target: | One spell |
| DS: | Spell’s Current Effect + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pinch of diamond dust |
The Spellcaster increases the Effect of a Maintained Spell in the same fashion AS an Assist Action. The base Difficulty Score is the spell’s current Effect. The empowerment lasts until the start of the Spellcaster’s next Turn, or AS Long AS they Maintain the empowerment. They may repeat the spell to further empower the Effect, but the base Difficulty Score for the next casting is the spell’s Effect AS empowered by the previous spell. Each empowerment counts AS an additional Maintained spell, adding yet another Drawback to the Difficulty Scores for all other Actions. This is in addition to the Drawback from Maintaining the original spell.
Ethereal Hand #
Use a glowing, magical hand to manipulate items from a Distance.
| 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.
Faerie Door #
A magical door allows the Spellcaster to step through to another place.
| Range: | Reach |
| Target: | Target space |
| DS: | 3 (Range) + 6 (Reality) + Modifier for Destination Distance |
| Casting Time: | 6 seconds |
| Duration: | 1 Turn |
| Components: | A small chip of lapis lazuli |
The Spellcaster uses their talisman to trace the outline of a door, causing a glowing portal to another place to appear in space before them. Stepping through the door is a Minor Action. The door closes at the end of the Turn during which the Spellcaster cast the Faerie Door spell. In addition to the modifiers for the base casting Range (Reach) and reality alteration (Significant), there is an additional modifier to the Difficulty Score based on how far it is to the door’s destination. Use the standard Range Modifiers for Spellcasting. The destination must be within Line of Sight or a place the Spellcaster knows intimately, such AS their Wizard’s tower or their home.
Other characters (friends or enemies) may use the door, but they must have a Readied Action so they can step through before the door closes at the end of the Spellcaster’s Turn.
Fear #
The targets are overwhelmed by a sense of soul-crushing 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.
Fireball #
Throw a roiling ball of flame that explodes when it hits the target.
| 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.
Fly #
Fly through the air like a bird.
| Range: | Self |
| Target: | Self |
| DS: | 12 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | An eagle’s feather |
Using a Major Action, the Spellcaster can fly up to Across the Room. AS a Minor Action, the Spellcaster can hover in place.
Grease #
Coat the floor with grease to make movement difficult.
| 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.
Haste #
The target moves at incredible speed.
| Range: | Reach |
| Target: | One target |
| DS: | Target’s Maximum Body Points + 2 (Range) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A silver arrowhead |
The target of a Haste spell may move up to a Stone Throw AS a Minor Action. In addition, the target may make the same Action Check twice AS a single Major Action. The spell does, however, have an unfortunate side-Effect. For each Round the character benefits from the Haste spell, they lose one month off their natural life expectancy. The base Difficulty Score for a targeted Player Character is their maximum Body Points. For NPC targets, the base Difficulty Score is their Body Score times three.
Heal Wounds #
Magically heal the target’s 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.
Hold #
Prevent the target from taking any actions.
| Range: | Across the Room |
| Target: | One character |
| DS: | Target’s Body Defense + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A length of Rope |
The Hold spell is, effectively, a Grab Action made at Range using magic. On the first casting of the spell, the target is Grabbed AS per th e Grab Action. The Spellcaster may cast Hold on the same target on a later Turn to change the Grab to a Restrain, AS per the Restrain Action. The second casting is simply an improvement of the original spell and does not need to be Maintained independently. The target may attempt an Escape Action, using the Spellcasting Check result AS the Difficulty Score.
Invisibility #
Turns the target invisible.
| Range: | Reach |
| Target: | One character |
| DS: | Target’s Maximum Body Points + 3 (Range) + 6 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A clear glass Sphere |
This spell turns the target and everything they are wearing or carrying invisible to all forms of natural sight. Only items worn or carried at the time the spell is cast gain the spell’s benefits. New items picked up or put on while invisible remain visible. This means if blood spatters on them, if they pick something up, or if a clever foe covers them with something, all of these will remain visible even if the character and their belongs remain unseen.
The base Difficulty Score for a targeted Player Character is their maximum Body Points. For targeted NPCs, the base Difficulty Score is their Body Score times three. While invisible, the invisible character has a Drawback on the Difficulty Scores for any Action Check requiring Coordination or manual dexterity.
The target does not cast a shadow, but they may leave footprints or other signs of their passing. They are detectable to touch, and if they move objects that movement is visible. Attacks against an invisible character must rely on pure luck or other senses, and the Adventure Guide should apply one or more Drawbacks AS appropriate.
Killer Cloud #
A cloud of acrid green smoke fills the air and burns the lungs of those caught within.
| 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 coal from a blacksmith’s forge |
A cloud of thick green smoke boils up from the target space with an Area of Effect of Across the Room. All creatures within the Area of Effect that breathe must make a Reaction Check with a base Difficulty Score equal to the spell’s Effect to leap clear or at least hold their breath. On a failed Reaction Check, they breathe in the smoke and lose Body Points or Challenge Points equal to the amount they rolled under the Difficulty Score. Armor (Body) does not reduce the Effect.
Attack Checks made into, out of, or through the cloud suffer a Drawback due to obscured vision. A moderate wind will dissipate the cloud after 2 Rounds; This ends the spell even if it is being Maintained. Characters that hold their breath can pass through the cloud without harm.
Levitate #
The target rises slowly into the air.
| Range: | Across the Room |
| Target: | One target |
| DS: | 3 (Range) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | Breath of a child |
The Spellcaster causes a target of roughly Human size to float up or down. The maximum weight they can levitate is 100 pounds for each point of Effect. Moving the target up to Reach Distance or holding it at a point above the ground requires the Spellcaster to use a Major Action.
If cast on an unwilling target, add the target’s Mind Defense or Spirit Defense to the Difficulty Score. Unwilling targets of the spell may use a Major Action on their Turn to make a Resilience Check or Willpower Check against a Difficulty Score equal to the spell’s Effect to break the spell. On a success, the spell is broken and the target is no longer levitating—which might not be a good thing depending on how high up the target is.
Levitating Litter #
A glowing sheet of arcane energy that carries whatever is placed on it and floats along behind the Spellcaster.
| Range: | Reach |
| Target: | Target space |
| DS: | 3 Base Difficulty + 2 (Range) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A small clay dish |
The Spellcaster creates a magical construct roughly the size of a stretcher. It floats a few feet off the ground and follows the Spellcaster at a Distance of Reach to Across the Room AS dictated by the Spellcaster. It holds up to 100 pounds for each point of Effect, but if loaded with anything heavier the spell immediately ends, dropping whatever it was carrying. It will move up inclines no steeper than a flight of stairs, but if the Spellcaster climbs a cliff or wall, when the Spellcaster passes a Distance of Across the Room from the litter, the spell ends. If the litter falls more than 5-10 feet, the spell ends when it hits the ground.
Light #
Cause a small object to glow.
| 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.
Lightning Bolt #
Fire a lightning bolt that blasts everything in its path.
| Range: | Reach |
| Area of Effect | Stone Throw (Line) |
| Target: | Target space |
| DS: | 2 (Range) + 6 (Length) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A palm-sized, copper lightning bolt |
A lightning bolt surges from the Spellcaster’s fingertips, starting directly in front of the Spellcaster and extend out a Stone Throw. The bolt is roughly Reach wide and anything in its path is a potential target. If allowed, targets may attempt to leap to safety, but if unable to or in the case of a failed leap, they lose Points equal to the spell’s Effect.
Locate Object #
Sense the location of a specific desired object.
| Range: | Reach |
| Area of Effect | Across the Room (Cone) |
| Target: | Self |
| DS: | Adventure Guide Sets + 3 (Length) + 3 (Width) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A magnifying class |
The Spellcaster concentrates on the item or class of items they are seeking. Examples include “the Wizard’s Spellbook”, “weapons”, “traps”, or “my wedding band.” The base Difficulty Score is set by the Adventure Guide based on how difficult it would be to find the item using mundane means. By maintaining the spell, the Spellcaster can scan an entire room in about 3 Rounds.
Lock #
The Spellcaster magically locks a door.
| Range: | Reach |
| Target: | One door, container, or portal |
| DS: | 2 (Range) + 3 (Speed) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A key |
The Spellcaster touches a door, container, or other portal they wish to lock and cast the spell. If the spell succeeds, the door is magically prevented from opening. The base Difficulty Score for anyone trying to force the door open is the Effect of the Spellcasting Check. The spell remains in affect AS Long AS maintained, until someone dispels the magic, or until someone breaks through. This does not prevent someone from smashing through the door using an axe or other tool. The spell simply prevents it from opening, AS if it were locked. The Spellcaster can make the spell permanent by expending 3 Story Points, but at that point the portal is locked for the Spellcaster AS well.
Pass Through Wall #
Step through a wall and appear on the other side.
| Range: | Reach |
| Target: | Self |
| DS: | 2 (Range) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A hinge |
AS part of their movement, the Spellcaster steps straight through a wall. The spell works on any wall, floor, or similar surface that is no more than a foot thick. The Spellcaster must have seen what is on the other side of the wall to pass through it. If there is an unexpected object or person on the opposite side of the wall, the Spellcaster is ejected back out of the wall in the direction they came and immediately take one Body Wound.
Phantom Image #
Phantasmal duplicates of the Spellcaster appear, making it difficult to know which one to Attack.
| Range: | Reach |
| Target: | Self |
| DS: | Spellcaster’s Body Defense |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained or Special |
| Components: | A piece of mirror |
One a successful Spellcasting Check, the Spellcaster’s Body Defense is raised by the Effect and a number of false versions of the Spellcaster appear equal to the Effect. There is no Drawback for Maintaining this spell, but each time an enemy misses the Spellcaster with an Attack, one of the phantom images disappear and the Spellcaster’s Body Defense drops by 1 point. The spell ends if all the phantom images disappear or if the Spellcaster stops Maintaining the spell.
Plant Growth #
Plants within the Area of Effect grow with incredible speed.
| Range: | Self |
| Area of Effect | Stone Throw (Sphere) |
| Target: | Target Space |
| DS: | 6 (Diameter) + 8 (Speed) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A handful of seeds |
All plants within the Area of Effect add a month’s worth of natural growth. The growth is on par with a plant growing naturally in that climate, season, and location that received a normal about of water and sun for the region. The spell cannot be maintained, but it can be cast repeatedly on the same area.
Protection from Arrows #
It becomes difficult to hit the target.
| Range: | Self |
| Target: | Self |
| DS: | Spellcaster’s Body Defense |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A broken arrow |
The Spellcaster’s Body Defense is increased by the Effect when they are targeted with bolts and arrows. Since the spell limits the Effect to a single class of weapons, the Spellcaster gains a Benefit on the Action Score for their Spellcasting Check.
Protection from Evil #
The targets are protected from attacks by evil creatures.
| Range: | Self |
| Area of Effect | Across the Room (Sphere) |
| Target: | Allies |
| DS: | 3 (Diameter) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | Blessed candle |
All allies within the Area of Effect gain a Benefit to their Body, Mind, and Spirit Defense scores when evil creatures try to Attack. The Area of Effect is centered on the Spellcaster, and all targets must remain within the Area of Effect to gain the benefts.
Purify Food and Drink #
A single serving of food or drink is purged of contaminants.
| Range: | Reach |
| Target: | One serving of food or drink |
| DS: | Contaminants + 2 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A dash of sea salt |
The spell removes all contaminants, including poisons, from a single serving of food or drink. The base Difficulty Score is determined by the types of contaminants present and their danger they present. Harmless contaminants, such AS sand or dry leaves, might have a base Difficulty Score of 0, while harmful contaminants might have a Base Difficulty of 6 or more. If multiple contaminants are present, the spell might remove some, but not all, of the Dangerous substances, depending on the result of the Spellcasting Check.
Raise Dead #
A dead character is returned to life.
| Range: | Reach |
| Target: | One dead character |
| DS: | 2 (Range) + 2 (Speed) + 12 (Reality) |
| Casting Time: | 1 hour |
| Duration: | Instantaneous |
| Components: | Cicada exuvia |
The Spellcaster brings a character back to life. The target must have been dead for less than 24 hours. When they return to life, their current Body Points, Mind Points, and Spirit Points are all 0, and they have the same number and type of Wounds they were suffering from when they died. The spell only works if the body is left in a state where it could continue to function when brought back. Beheading, disintegration, cremation, and loss of vital organs make it impossible to bring the target back, although loss of limbs or similar serious injuries might be acceptable if the Adventure Guide allows.
Only one attempt is allowed. If the Spellcasting Check fails, the character is beyond the help of magic. On a Critical Failure, there is a chance the target will rise AS some form of undead.
Read Languages #
The Spellcaster can read any language.
| Range: | Self |
| Target: | Self |
| DS: | Familiarity and complexity |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A pristine writing quill |
For the duration of the spell, the Spellcaster can read a single language of their choice. The Adventure Guide selects a base Difficulty Score based on the complexity of the language, how close it is to other languages the Spellcaster knows, and how common it is in the world. Dead languages or undeciphered languages add a significant Reality Modifier, since there is no collective knowledge to pull on when magically deciphering the text.
Recover Body Points #
Restore Body Points to an injured person.
| 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.
Rock to Mud #
Turn solid stone into mud.
| Range: | Reach |
| Target: | Target space |
| DS: | 2 (Range) + 6 (Speed) + 2 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A trowel |
Permanently transform a volume of stone roughly the size of a Human into mud.
Shapeshift #
Change the physical appearance of a Human-sized target.
| Range: | Reach |
| Target: | One character |
| DS: | Target’s Maximum Body Points + 2 (Range) + 6 (Reality) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A piece of sculpting clay |
At the Spellcaster’s touch, the target is reshaped and given a new appearance. The final form must be roughly the same size AS the target’s original form, but there are no other limits to the chosen shape beyond those placed by the Adventure Guide. The new form does not grant special powers, such AS the ability to breathe fire, but it may grant natural abilities related to the new form. For instance, a person transformed into a fish could breathe underwater, and a person transformed into a bird could fly. If the target of the spell is unwilling, add the target’s Body Defense to the Spellcasting Checks’ Difficulty Score.
Sleep #
Everyone in the area of Effect feels a sudden, uncontrollable desire to go to 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.
Telepathy #
Change the physical appearance of a Human-sized target.
| Range: | Stone Throw |
| Target: | One character |
| DS: | 6 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A piece of parchment |
The Spellcaster sends a message directly into the mind of the target. The length of the message should be something the character could realistically say in 1 Turn. If the target is unwilling, add the target’s Mind Defense to the Difficulty Score.
Teleport #
The Spellcaster is instantly transported to another place.
| 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.
Throw Voice #
Change the physical appearance of a Human-sized target.
| Range: | Across the Room |
| Target: | Target space |
| DS: | 2 (Base Difficulty) + 3 (Range) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A stone shaped like a mouth |
When the Spellcaster speaks it sounds like the words are coming from the targeted space.
Turn Undead #
Channel divine power to destroy 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.
Wall Crawler #
Climb walls like a spider.
| 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.
Weather Control #
Alter the weather.
| Range: | Within View |
| Area of Effect: | Withing View (Sphere) |
| Target: | Target space |
| DS: | 12 (Range) + 12 (Diameter) |
| Casting Time: | 6 seconds |
| Duration: | Instantaneous |
| Components: | A puff of steam |
The Spellcaster changes the current weather. This spell allows a shift from one standard weather pattern to another, such AS sunny to rainy or warm to cold. For extreme shifts in weather (sunny summer day to snowing) or extreme weather effects (tornado, hurricane, etc.) the Adventure Guide should apply an appropriate Reality Modifier.
Web #
Trap your foes in a giant, sticky web.
| Range: | Across the Room |
| Area of Effect: | Across the Room (Sphere) |
| Target: | Target space |
| DS: | 3 (Range) + 3 (Diameter) |
| Casting Time: | 6 seconds |
| Duration: | 1 Round, Maintained |
| Components: | A strand of spiderweb |
The area of Effect is filled with sticky spiderwebs. Targets caught in the area of Effect are Restrained and must make an Escape Check to reduce the Effect to a Grab and then a second Escape check to break completely free of the web. Alternatively, characters who are no restrained may use edged weapons to cut free of the webs with an Attack Check. Applying an open flame to the webs automatically destroys all the webs within Reach. The Difficulty Score for any Action Checks to break free is equal to the Effect of the Spellcasting Check. Characters free of the web that step into a webbed space must make a Coordination Check against the Spellcasting Check’s Effect or they are immediately Restrained.
