Additional Spells

Clerical

Armor of Faith

Cleric 1
Range: Touch
Duration: 2 Rounds + 2 per Caster Level

This spell is effective only upon those individuals of the same faith as the cleric, who are also wearing metal armor. The spell temporarily imbues them with holy might, turning them into “holy warriors” with hit point and Armor Class benefits based on the caster’s level. The cleric casting the spell can affect one person for every two levels of experience (round up), to a maximum of 5. For example, a 3rd level cleric can affect two, while a 9th level cleric could affect 5. The spell duration is two rounds, plus two rounds per caster level.

This rarely-known spell may only be learned through prayer in a holy sanctuary, such as Lah’s Retreat.

Caster’s LevelHit Points Below 0Armor Class Bonus
1-2-51
3-4-61
5-6-71
7-8-82
9-10-92
11+-102

Holy warriors fight without penalty at negative hit points, but if they go below that number, they die immediately with no chance save from death. Holy warriors at negative hit points following the spell expiration return to zero hit points and immediately roll on the death table.

Negative Plane Protection

Cleric 3
Range: Touch
Duration: 1 turn/caster level

This spell adds protection against negative energy such that produced by the touch of a wraith. The protected subject who would otherwise suffer a negative level may make a save versus death to neutralize one negative level. On success, the energies cancel each other, producing a bright flash and thunderclap. The attacking undead creature suffers 2d6 damage.

The protection is proof against any level of negative energy and is dispelled even if the saving throw fails. Any damage inflicted by the attack is not affected, whether the save fails or not. You may cast any number of protections on a subject.

Strength of the Anointed One

Cleric 3
Range: 30 feet
Duration: 2d6 rounds

The cleric joins hands with up to 1 + level/2 faithful companions in a prayer circle. Upon completion, a heavenly glow surrounds them all. For the duration of the spell, the highest natural strength bonus among them is applied to all. The strength bonus applies to damage (melee and slings), carrying capacity, opening doors, and wrestling. It does not apply to attack rolls. Affected creatures must have faith in The Anointed One and be human, demihuman or humanoid of man-size or smaller.

Arcane

Resistance

Magic User 1
Range: Touch
Duration: 1 round/caster level

The subject gleams with magical energy, adding an extra measure of luck for the duration of the spell. Add +1 to all saving throws.

Detect Secret Doors

Magic User 1
Range: 60 feet
Duration: 1 minute/caster level while concentrating

The caster concentrates, casting his eyes about him, seeing hidden doors, including small compartments constructed for the purpose of concealment. The longer concentration continues, the more information the caster gains.

In the first round, the presence of any hidden doors becomes known to the caster as a faint wave of heat or absence of such if nothing hidden is within range. Hidden portals beyond walls cannot be detected, though light material such as cloth will not.

In the second round, the location of each hidden portal may be felt as a projection of warmth. If the portal can be seen, it will also glow faintly, visible only to the caster.

Each additional round spent concentrating will reveal the triggering mechanism to open one of the detected doors.

Tienarth’s Transferred Shield

Magic User 2
Range: touch
Duration: 5 rounds+1/level

This spell operates exactly like the 1st level Shield spell except that it is applied to any touched creature. It was imagined by the renowned mage, Tienarth.

Analyze

Magic User 1
Range: touch
Duration: 1 round

This spell reveals the enchantment on a magic item. The caster handles the the item according to its purpose, such as placing a ring upon his finger, triggering any magical properties. The chance to discover one magical property of the item is 15% + 5%/level. On success, one general property becomes known or that there are no more knowable properties. Non-magical items are detected as such automatically.

The general aspects of a magic item that can be discovered include one of the effects produced, how to activate an effect, and limitations on use. A +1 longsword, +2 vs dragons has two effects. A wand of fireball may require speaking a command word. A ring of charm monster may work three times a day.

Some magical items resist analyzing. These include cursed items and great artifacts.

Enlarge

Magic User 1
Range: 25 feet + 5 feet/2 levels
Duration: 10 rounds/level

This spell instantly increases the size of one creature or object in both size and mass. The target grows up to 10% / caster level to a maximum of double size. Weight increases by the cube of size increase. Equipment worn or carried by a target creature is also enlarged. If so growing is constrained by weak material, it bursts, else growth stops. Creatures are never harmed by growing inside a small area.

Magical properties are not increased, neither are hit points, armor class or stat bonuses. Effective strength is increased as well as damage dealt by melee attacks. Multiple base damage by the growth factor then apply all applicable bonuses. For example, a fighter enlarged by 80% who normally does 1d8 damage plus +1 due to STR rolls a 6, making 12 damage (6 times 1.8 is 10.8 rounded to 11 plus one more).

Unseen Servant

Magic User 1
Range: 25′ + 5’/2 levels
Duration: 6 turns + 1 turn/level

An invisible spirit appears to follow the instructions of the caster. It must It may exert up to 20lbs of force in any direction, allowing it to lift or push light objects. It can perform simple actions such as sweeping a broom or sewing with needle and thread. The force can move 15’/round and must remain within range of the caster or dissipate. It cannot fight in combat and may be automatically struct by attackers, being destroyed if it takes 6 damage.

Cali’s Curing Verse (Cure Moderate Wounds)

Magic User 1
Range: touch
Duration: 1 round

The caster sings a four-line poem while placing both hands on the target, healing 2d6+1 damage.

Burning Hands

Magic User 1
Range: 15 feet
Duration: 1 round

A fan of flames shoots out from the caster’s hands to a length of 3′. Any creature touched by the flames suffers 1 hp damage per caster level. Anything able to burn may catch fire.

Silent Image

Magic User 1
Range: 400 feet + 40 feet/level
Duration: while concentrating

The caster summons the vision of any object up to a volume of 400 square feet + 100 square feet/level. The image may move at any speed within the allowed range. Viewers may save versus spells +WIS if interaction such a way to strain belief, such as not feeling heat from the illusion of flame.

Summon Monster I

Magic User 3
Range: 25 feet + 5 ft./2 levels
Duration: 2 rounds + 1 round/level

In 1D4 rounds, 2D4 HD 1 creatures appear at any spot chosen by the caster within range. The caster can command summoned creatures to attack or perform any task according to capability. The creatures appearing are chosen at random from the following list.

  1. Giant Bee
  2. Giant Centipede
  3. Goblin
  4. Hawk
  5. Kobold
  6. Giant Rat
  7. Rat
  8. Rot Grub
  9. Human Bandit
  10. Giant Fire Beetle
  11. Deer
  12. Dog
  13. Gnome
  14. Hobgoblin
  15. Orc
  16. Pony
  17. Giant Shrew
  18. Skeleton
  19. Pit Viper
  20. Stirge

Summon Monster II

Magic User 4
Range: 25 feet + 5 ft./2 levels
Duration: 3 rounds + 1 round/level

In 1D4 rounds, 1D6 HD 2 creatures appear at any spot chosen by the caster within range. The caster can command summoned creatures to attack or perform any task according to capability. The creatures appearing are chosen at random from the following list.

  1. Giant Bat
  2. Giant Bombardier Beetle
  3. Camel
  4. Giant Cave Locust
  5. Caveman
  6. Cheetah
  7. Crocodile
  8. Donkey
  9. Giant Fly
  10. Giant Frog
  11. Ghoul
  12. Gnoll
  13. Harpy
  14. Insect Swarm 2 HD
  15. Lizard Man
  16. Giant Rattlesnake
  17. Giant Crab Spider
  18. Troglodyte
  19. Wolf
  20. Zombie

Summon Monster III

Magic User 5
Range: 25 feet + 5 ft./2 levels
Duration: 4 rounds + 1 round/level

In 1D4 rounds, 1D4 HD 3 creatures appear at any spot chosen by the caster within range. The caster can command summoned creatures to attack or perform any task according to capability. The creatures appearing are chosen at random from the following list.

  1. Giant Tiger Beetle
  2. Boar
  3. Bugbear
  4. Giant Crab
  5. Elk
  6. Gray Ooze
  7. Hell Hound
  8. Hippogriff
  9. War Horse
  10. Insect Swarm 3 HD
  11. Crystal Living Statue
  12. Giant Gecko Lizard
  13. Wererat
  14. Moose
  15. Mountain Lion
  16. Shrieker
  17. Sea Snake
  18. Giant Black Widow Spider
  19. Tentacle Worm
  20. Wight

Owl’s Wisdom

Magic User 2
Range: touch
Duration: 1 minute/level

The target becomes wiser, increasing the the WIS bonus by 4.