\documentclass{tables}
\usepackage{mdwlist}

\makeatletter
\newenvironment{spelllist}[1]{%
  \vbox\bgroup%
  \hrule height\arraythickrulewidth%
  \kern\doublerulesep%
  \hbox to\hsize{\hfil\bfseries #1 spells\strut\hfil}%
  \kern\doublerulesep%
  \hrule height\arrayrulewidth%
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  \lineskip\bigskipamount%
  \noindent%
  \hfill%
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      \def\endlevel{%
        \endtabular\hss\egroup%
        \penalty10000\hfill%
        \hbox{}\penalty0\hbox{}%
        \penalty10000\hfill%
      }%
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      \tabular{>{\global\advance\itemcount1%
          \hbox to2em{\hfil\the\itemcount.}\quad}l}%
      \multicolumn{1}{@{}l}{\bfseries Level \the\levelcount}\\%
  }%
  \def\split{%
    \\\hlx{vv}%
  }
}{%
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  \hss\egroup\penalty10000\hfill\hbox{}\par%
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}

\newenvironment{spells}[1]{%
  \raggedright%
  \begin{multicols}{2}[\sect{#1}]%
  \small%
  \itemcount1%
  \def\levelstart{%
    \medskip%
    \textbf{Level \the\itemcount}%
    \par\nobreak%
    \@nobreaktrue%
    \begin{basedescript}{%
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      \desclabelstyle{\nextlinelabel}%
      \desclabelwidth{2em}%
      \parsep\smallskipamount%
      \itemsep\smallskipamount%
    }%
    \ignorespaces%
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  \def\level{%
    \end{basedescript}%
    \advance\itemcount1%
    \levelstart%
  }%
  \levelstart%
}{%
  \end{basedescript}%
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}

\def\spell#1#2{\item[\emph{#1} {[#2]}]}

\begin{document}

\sect{Spells}

\begin{set}
\begin{tabular}{\shade rcccccccc} \hlx*{hv}
  \tt{Cleric/Druid spells by level} \\
  \th{Level} & \th{Free} &\th1&\th2&\th3&\th4&\th5&\th6&\th7 \\ \hlx{vhv}
       1     &    ---    & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
       2     &    ---    &  1 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
       3     &    ---    &  2 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
       4     &    ---    &  2 &  1 & ---& ---& ---& ---& --- \\ \hlx{+}
       5     &    ---    &  2 &  2 & ---& ---& ---& ---& --- \\ \hlx{+}
       6     &    ---    &  2 &  2 &  1 & ---& ---& ---& --- \\ \hlx{+}
       7     &    ---    &  3 &  2 &  2 & ---& ---& ---& --- \\ \hlx{+}
       8     &    ---    &  3 &  3 &  2 &  1 & ---& ---& --- \\ \hlx{+}
       9     &     1     &  3 &  3 &  3 &  2 & ---& ---& --- \\ \hlx{+}
      10     &     1     &  4 &  4 &  3 &  2 &  1 & ---& --- \\ \hlx{+}
      11     &     1     &  4 &  4 &  3 &  3 &  2 & ---& --- \\ \hlx{+}
      12     &     1     &  4 &  4 &  4 &  3 &  2 &  1 & --- \\ \hlx{+}
      13     &     1     &  5 &  5 &  4 &  3 &  2 &  2 & --- \\ \hlx{+}
      14     &     2     &  5 &  5 &  5 &  3 &  3 &  2 & --- \\ \hlx{+}
      15     &     2     &  6 &  5 &  5 &  3 &  3 &  3 & --- \\ \hlx{+}
      16     &     2     &  6 &  5 &  5 &  4 &  4 &  3 & --- \\ \hlx{+}
      17     &     2     &  6 &  6 &  5 &  4 &  4 &  3 &  1  \\ \hlx{+}
      18     &     3     &  6 &  6 &  5 &  4 &  4 &  3 &  2  \\ \hlx{+}
      19     &     3     &  7 &  6 &  5 &  4 &  4 &  4 &  2  \\ \hlx{+}
      20     &     3     &  7 &  6 &  5 &  4 &  4 &  4 &  3  \\ \hlx{+}
      21     &     3     &  7 &  6 &  5 &  5 &  5 &  4 &  3  \\ \hlx{+}
      22     &     3     &  7 &  6 &  5 &  5 &  5 &  4 &  4  \\ \hlx{+}
      23     &     4     &  7 &  7 &  6 &  6 &  5 &  4 &  4  \\ \hlx{+}
      24     &     4     &  8 &  7 &  6 &  6 &  5 &  5 &  4  \\ \hlx{+}
      25     &     4     &  8 &  7 &  6 &  6 &  5 &  5 &  5  \\ \hlx{+}
      26     &     4     &  8 &  7 &  7 &  6 &  6 &  5 &  5  \\ \hlx{+}
      27     &     5     &  8 &  8 &  7 &  6 &  6 &  6 &  5  \\ \hlx{+}
      28     &     5     &  8 &  8 &  7 &  7 &  7 &  6 &  5  \\ \hlx{+}
      29     &     5     &  8 &  8 &  7 &  7 &  7 &  6 &  6  \\ \hlx{+}
      30     &     5     &  8 &  8 &  8 &  7 &  7 &  7 &  6  \\ \hlx{+}
      31     &     5     &  8 &  8 &  8 &  7 &  7 &  7 &  6  \\ \hlx{+}
      32     &     6     &  9 &  8 &  8 &  8 &  8 &  7 &  7  \\ \hlx{+}
      33     &     6     &  9 &  9 &  8 &  8 &  8 &  8 &  7  \\ \hlx{+}
      34     &     6     &  9 &  9 &  9 &  8 &  8 &  8 &  8  \\ \hlx{+}
      35     &     6     &  9 &  9 &  9 &  9 &  9 &  8 &  8  \\ \hlx{+}
      36     &     7     &  9 &  9 &  9 &  9 &  9 &  9 &  9  \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade rccccccccc} \hlx*{hv}
  \tt{Magic-user spells by level} \\
  \th{Level} &\th1&\th2&\th3&\th4&\th5&\th6&\th7&\th8&\th9 \\ \hlx{vhv}
       1     &  1 & ---& ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
       2     &  2 & ---& ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
       3     &  2 &  1 & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
       4     &  2 &  2 & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
       5     &  2 &  2 &  1 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
       6     &  3 &  2 &  2 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
       7     &  3 &  2 &  2 &  1 & ---& ---& ---& ---& --- \\ \hlx{+}
       8     &  3 &  3 &  2 &  2 & ---& ---& ---& ---& --- \\ \hlx{+}
       9     &  3 &  3 &  2 &  2 &  1 & ---& ---& ---& --- \\ \hlx{+}
      10     &  4 &  3 &  3 &  2 &  2 & ---& ---& ---& --- \\ \hlx{+}
      11     &  4 &  3 &  4 &  3 &  2 & ---& ---& ---& --- \\ \hlx{+}
      12     &  4 &  4 &  4 &  3 &  2 &  1 & ---& ---& --- \\ \hlx{+}
      13     &  5 &  4 &  4 &  3 &  2 &  2 & ---& ---& --- \\ \hlx{+}
      14     &  5 &  4 &  4 &  4 &  3 &  2 & ---& ---& --- \\ \hlx{+}
      15     &  5 &  4 &  4 &  4 &  3 &  2 &  1 & ---& --- \\ \hlx{+}
      16     &  5 &  5 &  4 &  4 &  3 &  2 &  2 & ---& --- \\ \hlx{+}
      17     &  6 &  5 &  4 &  4 &  4 &  3 &  2 & ---& --- \\ \hlx{+}
      18     &  6 &  5 &  4 &  4 &  4 &  3 &  2 &  1 & --- \\ \hlx{+}
      19     &  6 &  5 &  5 &  5 &  4 &  3 &  2 &  2 & --- \\ \hlx{+}
      20     &  6 &  5 &  5 &  5 &  4 &  4 &  3 &  2 & --- \\ \hlx{+}
      21     &  6 &  5 &  5 &  5 &  4 &  4 &  3 &  2 &  1  \\ \hlx{+}
      22     &  6 &  6 &  5 &  5 &  5 &  4 &  3 &  2 &  2  \\ \hlx{+}
      23     &  6 &  6 &  6 &  6 &  5 &  4 &  3 &  3 &  2  \\ \hlx{+}
      24     &  7 &  7 &  6 &  6 &  5 &  5 &  4 &  3 &  2  \\ \hlx{+}
      25     &  7 &  7 &  6 &  6 &  5 &  5 &  4 &  4 &  3  \\ \hlx{+}
      26     &  7 &  7 &  7 &  6 &  6 &  5 &  5 &  4 &  3  \\ \hlx{+}
      27     &  7 &  7 &  7 &  6 &  6 &  5 &  5 &  5 &  4  \\ \hlx{+}
      28     &  8 &  8 &  7 &  6 &  6 &  6 &  6 &  5 &  4  \\ \hlx{+}
      29     &  8 &  8 &  7 &  7 &  7 &  6 &  6 &  5 &  5  \\ \hlx{+}
      30     &  8 &  8 &  8 &  7 &  7 &  7 &  6 &  6 &  5  \\ \hlx{+}
      31     &  8 &  8 &  8 &  7 &  7 &  7 &  7 &  6 &  6  \\ \hlx{+}
      32     &  9 &  8 &  8 &  8 &  8 &  7 &  7 &  7 &  6  \\ \hlx{+}
      33     &  9 &  9 &  9 &  8 &  8 &  8 &  7 &  7 &  7  \\ \hlx{+}
      34     &  9 &  9 &  9 &  9 &  8 &  8 &  8 &  8 &  7  \\ \hlx{+}
      35     &  9 &  9 &  9 &  9 &  9 &  9 &  8 &  8 &  8  \\ \hlx{+}
      36     &  9 &  9 &  9 &  9 &  9 &  9 &  9 &  9 &  9  \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade rccccccccc} \hlx*{hv}
  \tt{Elf spells by level} \\
  \th{Level} &\th1&\th2&\th3&\th4&\th5 \\ \hlx{vhv}
       1     &  1 & ---& ---& ---& --- \\ \hlx{+}
       2     &  2 & ---& ---& ---& --- \\ \hlx{+}
       3     &  2 &  1 & ---& ---& --- \\ \hlx{+}
       4     &  2 &  2 & ---& ---& --- \\ \hlx{+}
       5     &  2 &  2 &  1 & ---& --- \\ \hlx{+}
       6     &  3 &  2 &  2 & ---& --- \\ \hlx{+}
       7     &  3 &  3 &  2 &  1 & --- \\ \hlx{+}
       8     &  4 &  3 &  2 &  2 & --- \\ \hlx{+}
       9     &  4 &  4 &  3 &  2 & --- \\ \hlx{+}
      10     &  5 &  4 &  3 &  2 &  1  \\ \hlx*{vh}
\end{tabular}
\end{set}

\begin{spelllist}{Cleric/Druid}
\level
  Cure light wounds* \\
  Detect evil \\
  Detect magic \\
  Light* \\
  Prot./evil \\
  Purify food and water \\
  Remove fear* \\
  Resist cold \split
  \itshape Detect danger \\
  \itshape F\ae rie fire \\
  \itshape Locate \\
  \itshape Predict weather
\level
  Bless* \\
  Find traps \\
  Hold person* \\
%%  Know alignment* \\
  Resist fire \\
  Silence 15$'$r \\
  Slow poison \\ %% see house rules
  Snake charm \\
  Speak with animal \split
  \itshape Heat metal \\
  \itshape Obscure \\
  \itshape Produce fire \\
  \itshape Warp wood
\level
  Continual light* \\
  Cure blindness \\
  Cure disease* \\
  Growth of animals \\
  Locate object \\
  Remove curse* \\
  Speak with the dead \\
  Striking \split
  \itshape Call lightning \\
  \itshape Hold animal \\
  \itshape Prot./poison \\
  \itshape Water breathing
\level
  Animate dead \\
  Create water \\
  Cure serious wounds* \\
  Dispel magic \\
  Neutralize poison* \\
  Prot./evil 10$'$r \\
  Speak with plants \\
  Sticks to snakes \split
  \itshape Control temp.\ 10$'$r \\
  \itshape Plant door \\
  \itshape Prot./lightning \\
  \itshape Summon animals
\level
  Commune \\
  Create food \\
  Cure critical wounds* \\
  Dispel evil \\
  Insect plague \\
  Quest* \\
  Raise dead* \\
  Truesight \split
  \itshape Anti-plant shell \\
  \itshape Control winds \\
  \itshape Dissolve \\
  \itshape Pass plant
\level
  \AE rial servant \\
  Animate objects \\
  Barrier* \\
  Create normal animals \\
  Cureall \\
  Find the path \\
  Speak with monsters* \\
  Word of recall \split
  \itshape Anti-animal shell \\
  \itshape Summon weather \\
  \itshape Transp.\ through plants \\
  \itshape Turn wood
\level
  Earthquake \\
  Holy word \\
  Raise dead fully* \\
  Restore* \\
  Survival \\
  Travel \\
  Wish \\
  Wizardry \split
  \itshape Creeping doom \\
  \itshape Metal to wood \\
  \itshape Summon elemental \\
  \itshape Weather control
\end{spelllist}

\begin{spelllist}{Magic-user}
\level
  Analyse \\
  Charm person \\
  Detect magic \\
  Floating disc \\
  Hold portal \\
  Light* \\
  Magic missile \\
  Prot./evil \\
  Read languages \\
  Read magic \\
  Shield \\
  Sleep \\
  Ventriloquism
\level
  Continual light* \\
  Detect evil \\
  Detect invisible \\
  Entangle \\
  ESP* \\
  Invisibility \\
  Knock \\
  Levitate \\
  Locate object \\
  Mirror image \\
  Phantasmal force \\
  Web \\
  Wizard lock
\level
  Clairvoyance \\
  Create air \\
  Dispel magic \\
  Fire ball \\
  Fly \\
  Haste* \\
  Hold person \\
  Infravision \\
  Invisibility 10$'$r \\
  Lightning bolt \\
  Prot./evil 10$'$r \\
  Prot./normal missiles \\
  Water breathing
\level
  Charm monster \\
  Clothform \\
  Confusion \\
  Dimension door \\
  Growth of plants* \\
  Hallucinatory terrain \\
  Ice storm/wall \\
  Massmorph \\
  Polymorph others \\
  Polymorph self \\
  Remove curse* \\
  Wall of fire \\
  Wizard eye
\level
  Animate dead \\
  Cloudkill \\
  Conjure elemental \\
  Contact outer plane \\
  Dissolve* \\
  Feeblemind \\
  Hold monster* \\
  Magic jar \\
  Pass-wall \\
  Telekinesis \\
  Teleport \\
  Wall of stone \\
  Woodform
\level
  Anti-magic shell \\
  Death spell \\
  Disintegrate \\
  Geas* \\
  Invisible stalker \\
  Lower water \\
  Move earth \\
  Projected image \\
  Reincarnation \\
  Stone to flesh* \\
  Stoneform \\
  Wall of iron \\
  Weather control
\level
  Charm plant \\
  Create normal monsters \\
  Delayed blast fire ball \\
  Ironform \\
  Lore \\
  Magic door* \\
  Mass invisibility \\
  Power word stun \\
  Reverse gravity \\
  Statue \\
  Summon object \\
  Sword \\
  Teleport any object
\level
  Clone \\
  Create magical monsters \\
  Dance \\
  Explosive cloud \\
  Force field \\
  Mass charm* \\
  Mind barrier* \\
  Permanence \\
  Polymorph any object \\
  Power word blind \\
  Steelform \\
  Symbol \\
  Travel
\level
  Contingency \\
  Create any monster \\
  Gate* \\
  Heal \\
  Immunity \\
  Maze \\
  Meteor swarm \\
  Power word kill \\
  Prismatic wall \\
  Shapechange \\
  Survival \\
  Timestop \\
  Wish
\end{spelllist}

\begin{spells}{Cleric spells}

\spell{Cure light wounds*}{T, P, 1 creature}
Heals $\d{1d6} + 1$\,hp, or cures paralysis.  Reverse \emph{cause light
  wounds}: causes damage.

\spell{Detect evil}{0, 6T, $120'$}
Evilly enchanted objects and ill-intentioned creatures seem to `glow'.

\spell{Detect magic}{0, 2T, $60'$}
Magical objects, creatures and places seem to `glow'.

\spell{Light*}{$120'$, 12T, 1 object}
Casts light for $30'$; effect moves with target unless SvS.  Blinds if cast
at eyes.  Reverse \emph{darkness}: creates darkness penetrable by
infravision; cancels \emph{light} and \emph{vice versa}.

\spell{Protection from evil}{0, 12T}
Personal barrier: attacks penalised by $-1$; $+1$ on saves; enchanted
creatures cannot enter unless attacked.

\spell{Purify food and water}{$10'$, P}
Makes spoiled or poisoned food/water safe.  Purifies one week's rations, six
waterskins or food for a dozen people.  Settles dirt in mud leaving clear
water.

\spell{Remove fear*}{T, 2T, 1 creature}
Allows SvS against \emph{fear} attacks, with $+\min(L, 6)$ bonus.  Reverse
\emph{cause fear} ($120'$, 2T, 1 creature): SvS or flee.

\spell{Resist cold}{0, 6T, $30'$}
Unharmed by normal cold; $+2$ on saves against cold and damage biased by $-1$
per die.

\level

\spell{Bless*}{$60'$, 6T, $20'$}
Morale, hit and damage bonus of $+1$; does not affect creates in mel\'ee.
Reverse \emph{blight}: applies penalties; SvS to avoid.

\spell{Find traps}{0, 2T, $30'$}
Traps (not natural dangers) seem to `glow'.

\spell{Hold person*}{$180'$, 9T, up to 4 humanoids}
SvS or paralysed.  Penalty $-2$ on save if cast on single individual.
Cancelled by \emph{dispel magic} or reverse.  Reverse \emph{free person}.

\spell{Resist fire}{$30'$, 2T, 1 creature}
Unharmed by normal fire; $+2$ on saves against fire and damaged biased by
$-1$ per die.

\spell{Silence 15$'$ radius}{$180'$, 12T, $30'\phi$}
Area cannot cause sound (sound may still enter from outside); effect moves
with target unless SvS.

\spell{Slow poison}{T, $6L$T, 1 creature}
Slows effects of poison; poison takes 1\,hp per turn, though never reaching
zero; works even on `dead' characters.

\spell{Snake charm}{$60'$, $\d{1d4} + 1$R/T, $L$HD of snakes}
Charms snakes (no save): they rise up and sway.  Duration is R if
snakes are attacking caster; otherwise T.

\spell{Speak with animals}{0, 6T, $30'$}
Nominate kind of animal; allows conversation, $+2$ on reaction rolls.

\level

\spell{Continual light*}{$120'$, P, 1 object}
Casts light for $60'$; effect moves with target unless SvS.  Blinds if cast
at eyes; applies penalties for daylight.  Reverse \emph{continual darkness}:
creates darkness impenetrable by infravision, lanterns, torches or
\emph{light}; cancels \emph{continual light} and \emph{vice versa}.

\spell{Cure blindness}{T, P, 1 creature}
Cures blindness, even from \emph{continual light}, but not a \emph{curse}.

\spell{Cure disease*}($30'$, P, 1 creature)
Cures one creature; $L \ge 11$ can cure lycanthropy.  Reverse \emph{cause
disease} (SvS to avoid): $-2$ on hit rolls, wounds cannot be magically cured,
natural healing takes double time, fatal in 2d12 days unless magically cured.

\spell{Growth of animal}{$120'$, 12T, 1 animal}
Doubles size of animal (or giant animal), doubling damage and loading (but
not AC, hp or behaviour).

\spell{Locate object}{0, 6T, $120'$}
Sense direction of one known object (but not distance).  Will not locate
creatures.

\spell{Remove curse*}{T, P, 1 creature or item}
Removes a curse from character or item.  Reverse \emph{curse}: bestows curse;
SvS allowed.

\spell{Speak with the dead}{0, $L$R, $10'$}
Caster may ask three questions of a deceased spirit.  Time limits apply based
on caster level: $L \le 7$ up to 4 days; $L \le 14$ up to 4 months; $L \le
20$ up to 4 years; $L > 20$ no limit.  Spirit can only give answers known
prior to death; may respond in riddles.

\spell{Striking}{$30'$, 1T, 1 weapon}
Cast on weapon: causes 1d6 extra damage per hit; weapon can be used to hit
creatures normally only damaged by magical weapons.

\level

\spell{Animate dead}{$60'$, P, $L$HD of undead}
Animates normal corpses (as zombies) or skeletons.  Destroyed by \emph{dispel
magic}.  Skeletons have same HD as original creature, zombies have one more
HD.

\spell{Create water}{$10'$, 6T, water for $12(L - 7)$ men and mounts}
Water springs from ground or wall.  Water for 12 people is about 50 gallons.

\spell{Cure serious wounds*}{T, P, 1 creature}
Heals $\d{2d6} + 2$\,hp.  Reverse \emph{cause serious wounds}: causes damage.

\spell{Dispel magic}{$120'$, P, $20'$ cube}
Destroys spells in area; fails $L' - L$ in 20.  Also \emph{touch dispel} (T,
P, 1 spell effect): must be used within 1T, cannot cast other spells until
used; nonmagical containers double effective level of contained items, max
distance to item $5'$, random selection between contained items; item levels
and effects are: potions (6, destroyed), scroll (as level needed to cast,
destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
deactivated for 1d10 rounds).

\spell{Neutralize poison*}{T, P, 1 creature/container/object}
Makes poison harmless; revives victim killed by poison in previous 10
rounds.  Reverse \emph{create poison}: creature must SvPn or die; liquids are
poisoned.

\spell{Protection from evil, 10$'$ radius}{0, 12T, $20'\phi$}
Attacks penalised by $-1$; $+1$ on saves; enchanted creatures cannot enter
unless attacked.

\spell{Speak with plants}{0, 3T, $30'$}
Plants will grant simple favours (e.g., allowing passage).  Allows
communication with treants.

\spell{Sticks to snakes}{$120'$, 6T, 2d8 sticks}
Turns sticks into snakes (3 in 6 chance per snake of being poisonous).
MV90; HD1(S), 20\,hp, F1, XP10/13; AC6, T19; bite (1d4, poison); A; I2, N,
ML12.

\level

\spell{Commune}{0, 3T, 3 questions}
Caster may ask three yes/no questions of the greater powers.  Usable at most
once per week; once per year grant of 6 questions.

\spell{Create food}{$10'$, P, food for $12(L - 7)$ men and mounts}
Creates normal food; spoils after 24 hours.

\spell{Cure critical wounds*}{T, P, 1 creature}
Heals $\d{3d6} + 3$\,hp.  Reverse \emph{cause critical wounds}: causes
damage.

\spell{Dispel evil}{$30'$, 1T, 1 or more creatures or items}
Destroys undead and enchanted monsters in range (unless SvS; $-2$ if single
creature); extraplanar creatures are banished.  If SvS, must flee the area
for as long as the caster concentrates without moving.  May also remove
\emph{curse} from an item, or a \emph{charm} effect.

\spell{Insect plague}{$480'$, 1D, swarm $60'\phi$}
Swarm obscures vision; drives off creatures with 3HD or less; MV\flying60.
Caster must concentrate without moving to control swarm, otherwise the
insects scatter.  Only works outdoors.

\spell{Quest*}{$30'$, until completed, 1 creature}
Compels creature to perform quest; \emph{curse} applies until performed.
Reverse \emph{remove quest}: removes compulsion; fails $L' - L$ in 20.

\spell{Raise dead*}{$120'$, P, 1 (demi)human dead up to $4(L - 7)$
  days}
Recipient returns to life with 1\,hp; cannot fight, carry loads, move better
than half speed or use special abilities until rested for two weeks.  Against
undead with 9HD or less, target must SvS (penalty $-2$) or be destroyed
(vampires forced to coffin; with more than 9HD, inflicts 3d10 damage, SvS for
half).  Reverse \emph{finger of death} ($60'$, I, 1 creature): SvDR or die;
against undead with more than 9HD, cures 3d10\,hp damage.

\spell{Truesight}{0, $1\textrm{T} + L\textrm{R}$, $120'$}
Caster can see all hidden, invisible and Ethereal objects in range, in their
true forms, undisguised; experience and power (level/HD) and basic character
traits (alignment-ish) detected.

\level

\spell{\AE rial servant}{$60'$, $L$D}
Servant fetches one item or creature.  If it fails, it goes mad and attacks
its summoner.

\spell{Animate objects}{$60'$, 6T up to 4\,000\,cn of objects}
Objects have same attack chance as caster.

\spell{Barrier*}{$60'$, 12T, $30' \times 30'\phi$}
Barrier of whirling hammers, causes 7d10 damage to anyone passing.  Reverse
\emph{remove barrier}: removes \emph{barrier}, \emph{wall of ice}, \emph{wall
of fire}, \emph{clothform}, \emph{woodform} or \emph{wall of stone}.
Cannot affect \emph{wall of iron}, \emph{stoneform}, \emph{ironform} or
\emph{steelform}.

\spell{Create normal animals}{$30'$, 10T}
Create one large, three medium or six small animals.  They obey the caster's
instructions.  They may travel up to $240'$ from the caster.

\spell{Cureall}{T, P, 1 creature}
Cures damage (all but 1d6\,hp), curse, poison, disease, blindness or
\emph{feeblemind}.  Eliminates need for resting after \emph{raise dead}.

\spell{Find the path}{0, $6 + L$T}
Caster gains knowledge of how to reach a specific place (directions, secret
doors, passwords, etc.).  After duration, only general direction remains.
Spell broken if caster attempts to preserve the knowledge.

\spell{Speak with monsters*}{0, $L$R}
Allows communication with living and undead creatures in range (even
unintelligent creatures); one question per round.  Reverse \emph{babble}
($60'$, $L$T, 1 creature): SvS ($-2$ penalty) or be unable to communicate
(spell-casting is unaffected).

\spell{Word of recall}{0, I}
Transports caster and equipment carried to meditation room.  Caster
automatically gains initiative.

\level

\spell{Earthquake}{$120'$, 1T, $5(L - 5)'$ square of earth}
Small dwellings destroyed, larger constructions cracked open; hills,
cliffsides, etc., form rockslides; cracks in the earth swallow up 1 creature
in 6 (SvDR to avoid).

\spell{Holy word}{0, I, $40'$}
SvS allowed for non-hostile creatures, and those with 13HD or more.  Blocked
only by lead or \emph{anti-magic shell}.
\begin{tabular}[C]{\shade cl} \hlx*{hv}
  \th{HD} & \th{Effect} \\ \hlx{vhv}
  0--5    & Killed \\ \hlx{+}
  6--8    & Stunned for 2d10 turns \\ \hlx{+}
  \09--12 & Deafened for 1d6 turns \\ \hlx{+}
  13+     & Stunned for 1d10 rounds \\ \hlx{vh}
\end{tabular}

\spell{Raise dead fully*}{$60'$, P, 1 creature}
For (demi)humans dead up to $4(L - 16)$ months, immediate restoration of all
hit points and abilities (curses and diseases not removed).  For other
creatures, as \emph{raise dead}.  Destroys undead with 12HD or less (SvS at
$-4$ for 7--12HD only); 6d10 damage to undead with more than 12HD (SvS for
half).  Reverse \emph{obliterate}: affects living creatures as normal spell
affects undead; as for \emph{cureall} against undead.

\spell{Restore*}{T, P, 1 creature}
Restores 1 level to victim of energy drain; caster loses a level until rested
for 2d10 days.  Reverse \emph{life drain}: inflicts 1ED:Wt.

\spell{Survival}{T, $6 L$T, 1 creature}
Protects target from all non-magical environmental damage.

\spell{Travel}{0, $L$T}
Allows free travel.  MV\flying360; move between planes by one round's
concentration (at most 1 per turn), bringing along $\lfloor L/5 \rfloor$
others touched; assume gaseous form by one round's concentration (with all
equipment; MV\flying720, cannot pass \emph{protection from evil} or
\emph{anti-magic shell}).

\spell{Wish}{special}
See notes in rules.

\spell{Wizardry}{0, 1T}
Caster can use a magical item specific to magic-users, including 1st or 2nd
level spells on scrolls.

\end{spells}

\begin{spells}{Druid spells}

\spell{Detect danger}{$5L'$, 6T outdoors or 3T}
Reveals dangerous nature (immediately dangerous, potentially dangerous or
benign) of places ($1'$ square), creatures, objects (chest, weapon, etc.),
requiring one round of concentration each; detects poisons.

\spell{F\ae rie fire}{$60'$, $L$R, $\lceil L/5 \rceil'$ man-sized objects}
Outlines objects with pale greenish fire, if caster can detect them.
Outlined creatures are $+2$ to hit.

\spell{Locate}{0, 6T, 1 animal or plant within $120'$}
Finds direction of one known animal or plant, or exact type.

\spell{Predict weather}{0, 12 hours, $L$ miles diameter}
Gains knowledge of future weather over the spell's duration.

\level

\spell{Heat metal}{$30'$, 7R, 1 metal object, $5L$\,cn}
Object heats and cools.  Wood in contact with metal burns away.  Creature
holding object takes damage per round in the pattern 1, 2, 4, 8, 4, 2, 1
(fire resistance negates all damage).  Can be stopped by \emph{dispel magic}
but not immersion.

\spell{Obscure}{0, $L$T, $L' \times 10L'\phi$}
Creates opaque misty cloud; caster and those able to \emph{detect invisible}
can dimly see through it.

\spell{Produce fire}{0, $2L$T}
Creates small fire in the caster's hand; caster can extinguish and re-ignite
it by one round's concentration.  Flame may be dropped or thrown $30'$ but
disappears after 1 round.

\spell{Warp wood}{$240'$, P, $L$ arrows (or equivalent)}
Warps wooden weapons.  Spear, javelin or wand is two arrows; club, bow or
staff is four.  Enchanted items may ($\delta G$ in 10) be unaffected; SvS if
held in hand.

\level

\spell{Call lightning}{$360'$, $L$T}
Must be a storm within range.  Calls one lightning bolt per turn, hitting
$20'\phi$ area, doing 8d6 damage.

\spell{Hold animal}{$180'$, $L$T, $L$HD of normal or giant animals}
Each target must SvS or be paralysed.  Affects summoned, conjured or
controlled animals.

\spell{Protection from poison}{T, $L$T, 1 creature}
Target and items carried are immune to all poison; $+4$ on saves versus
poisonous breath weapons.

\spell{Water breathing}{$30'$, 1 day, 1 air-breathing creature}
Recipient can breathe under water.

\level

\spell{Control temperature 10$'$ radius}{0, $L$T, air within $10'$}
Caster may adjust temperature in area affected by up to 25$^\circ$C; one
round concentration required for a change.

\spell{Plant door}{0, $L$T}
Plants cannot prevent passage of the caster (only): trees bend etc.  Caster
can hide inside large tree.

\spell{Protection from lightning}{T, $L$T, 1 creature}
Target is protected from $L$ dice of electrical damage.

\spell{Summon animals}{$360'$, 3T, $L$HD of animals}
Summons any normal animals (not arthropods etc.\@) in range.  Very small
creatures are $\tfrac{1}{10}$HD.  Animals flee if harmed; morale check if
caster is being harmed.

\level

\spell{Anti-plant shell}{0, $L$R}
Personal barrier which plants cannot enter.  Can be used to open a passage
for others.  Druid cannot strike plants.

\spell{Control winds}{$10L'$, $L$T}
Requires 1 turn concentration for complete change.  Highest-level caster in
range wins.  May be used against air creatures (e.g., elementals): SvS or
under caster's control (concentration required); may be used to kill;
creature will be hostile when effect ends.

\spell{Dissolve}{$240'$, 3d6 days, 3000\,sq\,ft of earth, $10'$ deep}
Changes earth to mud.  Entire volume must be within range.  Creatures in mud
slowed to 10\%, and may become stuck.

\spell{Pass plant}{0, I}
Teleportation between trees of same type.  Distance depends on tree type:
600\,yd for oak; 360\,yd for ash, elm, linden, or yew; 240\,yd for evergreen
trees, 300\,yd for others.

\level

\spell{Anti-animal shell}{0, $L$T}
Personal barrier which animals (including insects, giant animals etc.) cannot
enter.  Druid cannot strike animals.

\spell{Summon weather}{$\max(L - 10, 5)$ miles, $6L$T}
Brings weather within range to caster's location.

\spell{Transport through plants}
  {$\infty$, I, caster and two willing creatures}
Enter living plant, leave another living plant elsewhere (on same plane),
either a specific known plant or one in a general area.

\spell{Turn wood}{$30'$, $L$T, wave $120' \times 60'$}
Pushes wood away; wave starts within $30'$ of caster, moves at $10'$ per
round, ends at $360'$ (or earlier if caster wishes).

\level

\spell{Creeping doom}{$120'$, $L$R, 1000 insects}
Fills $20'$--$60'$ square, MV60 (must remain within range).  Inflicts 1\,hp
per 10 insects per round.  Fire can damage horde slightly; \emph{fire ball}
kills 100 insects.  Effect can pass \emph{protection from evil}.

\spell{Metal to wood}{$120'$, P, $50L$\,cn of metal}
Magical items have only 1 in 10 chance of being affected.  Armour falls off;
weapons become clubs.

\spell{Summon elemental}{$240'$, 6T, 1 16HD elemental}
Elemental obeys commands; does not require concentration; elemental will not
be hostile at end of effect.  Caster can send elemental back by command;
others must use \emph{dispel magic} or \emph{dispel evil}.

\spell{Weather control}{0, C, weather within $240'$}
Caster can create a weather condition; must be outdoors.  Possible effects:
\begin{description}
\item[Rain] Missile hit rolls have $-2$ penalty; after 3 turns, ground
  muddy, movement halved.
\item[Snow] Visibility $20'$; half movement; water may
  freeze.
\item[Fog] Visibility $20'$; half movement; those within may
  become lost.
\item[Clear] Cancels adverse weather.
\item[Intense heat] Half movement; water dries up.
\item[High winds] Missile fire impossible; half movement; sailing ships
  move 50\% faster; sandstorm in desert ($20'$ visibility).
\item[Tornado] Inland, whirlwind as 12HD air elemental; at sea, storm or
  gale.
\end{description}

\end{spells}

\begin{spells}{Magic-user spells}

\spell{Analyse}{0, 1R, 1 item}
Learn enchantment on item $3 + L$ in 20 to determine one characteristic.
Information is vague on `pluses' and charges.

\spell{Charm person}{$120'$, varies, 1 humanoid}
Victim must SvS or be \emph{charmed} -- believe caster is his `best friend'.
Victim may save again as indicated below.
\begin{tabular}[C]{\shade cl|cl} \hlx*{hv}
  \th{Int} & \th{Save every} & \th{Int} & \th{Save every} \\ \hlx{vhv}
     0     & 120 days        &  13--15   &   3 days  \\ \hlx{+}
     1     &  90 days        &  16--17   &  24 hours \\ \hlx{+}
     2     &  60 days        &    18     &   8 hours \\ \hlx{+}
     3     &  45 days        &    19     &   3 hours \\ \hlx{+}
   4--5    &  30 days        &    20     &   1 hour  \\ \hlx{+}
   6--8    &  15 days        &  21\rlap+ &   1 turn  \\ \hlx{+}
 \09--12   &   7 days        &                       \\ \hlx*{vh}
\end{tabular}

\spell{Detect magic}{0, 2T, $60'$}
All magical things and effects within effect `glow'.

\spell{Floating disc}{$6'$, 6T, 5000\,cn}
Disc floats at height of caster's waist, remaining within $6'$.

\spell{Hold portal}{$10'$, 2d6T, 1 portal}
Holds portal against creatures with $L' < L + 3$.

\spell{Light*}{$120'$, 12T, 1 object}
Casts light for $30'$; effect moves with target unless SvS.  Blinds if cast
at eyes.  Reverse \emph{darkness}: creates darkness penetrable by
infravision; cancels \emph{light} and \emph{vice versa}.

\spell{Magic missile}{$150'$, 1R, $2 \lceil L/5 \rceil - 1$ missiles}
Each missile does $\d{1d6} + 1$ damage; missiles never miss; may have
different targets.

\spell{Protection from evil}{0, 6T}
Personal barrier: attacks penalised by $-1$; $+1$ on saves; enchanted
creatures cannot enter unless attacked.

\spell{Read languages}{0, 2T}
Caster can read (not speak) nonmagical languages, codes, etc.

\spell{Read magic}{0, 1T}
Caster can read (not speak) magical writings, allowing later use of scrolls,
or copying spells into book.

\spell{Shield}{0, 2T}
Personal barrier: caster has AC2 against missiles, AC4 against mel\'ee
attacks, and may SvS against \emph{magic missile}.

\spell{Sleep}{$240'$, 4d4T, 2d8HD of living creatures in $40'$ square}
Only affects creatures with $4 + 1$HD or less.  Sleeping creatures can be
easily killed with an edged weapon.

\spell{Ventriloquism}{$60'$, 2T, 1 item or location}
Caster's voice appears to come from somewhere else.

\level

\spell{Continual light*}{$120'$, P, 1 object}
Casts light for $60'$; effect moves with target unless SvS.  Blinds if cast
at eyes; applies penalties for daylight.  Reverse \emph{continual darkness}:
creates darkness impenetrable by infravision, lanterns, torches or
\emph{light}; cancels \emph{continual light} and \emph{vice versa}.

\spell{Detect evil}{0, 6T, $60'$}
Evilly enchanted objects and ill-intentioned creatures seem to `glow'.

\spell{Detect invisible}{0, 6T, $10L'$}
Caster can see invisible creatures and objects within effect.

\spell{Entangle}{$30'$, $L$R, $50' + 5L'$ of rope or similar}
Caster can command ropes, e.g., `coil', `coil and knot', `loop', `loop and
knot'.  Rope must be within $1'$ of anything it's meant to tie up.  Victim
may SvS to avoid effect.

\spell{ESP*}{$60'$, 12T}
Caster can `hear' thoughts in some direction after concentrating for 6
rounds.  If more than one creature in range and direction, the result is a
confused jumble.  \emph{ESP} is blocked by $2'$ of rock, or any lead.
Reverse \emph{mindmask} (T, 12T, 1 creature): target is immune to
mind-reading.

\spell{Invisibility}{$240'$, P, 1 creature or object}
Creature becomes invisible with all items carried; items become visible when
dropped; creature becomes visible if it attacks or casts a spell.  Objects
made invisible reappear when touched.

\spell{Knock}{$60'$, until closed, 1 portal}
Opens a door or other locked or obstructed opening, even if magically locked.

\spell{Levitate}{0, $6 + L$T}
Caster may move up and down (only) at $20'$ per round, carrying up to
2000\,cn.

\spell{Locate object}{0, 6T, $60' + 10L'$}
Sense direction of one known object (but not distance).  Will not locate
creatures.

\spell{Mirror image}{$3'$, 6T 1d4 additional copies}
Creates copies of the caster, remaining within range, duplicating his
actions.  Attacks always hit images, not caster, causing images to vanish.

\spell{Phantasmal force}{$240'$, C, $20'$ cube}
Caster creates illusion in affected volume.  Monsters are AC9 and disappear
when hit.  Victim may SvS to disbelieve the illusion.  Never causes damage;
effects wear off in 1d4 turns.

\spell{Web}{$10'$, 48T, $10'$ cube}
Fills volume with sticky strands.  Giant can break through in 2 rounds;
\emph{gauntlets of ogre power} can be used to escape in 4 rounds; normal
human takes $\d{2d4} + \delta S$ turns.  Flames destroy the web in 2 rounds;
those caught take 1d6 damage.

\spell{Wizard lock}{$10'$, P, 1 portal}
Holds portal against creatures with $L' < L + 3$.

\level

\spell{Clairvoyance}{$60'$, 12T}
The caster sees through another's eyes; may pick a different target each
turn.

\spell{Create air}{$10'$, $6L$T, $20'$ cube of air}
Cast on area to move effect with area; cast on person to allow breathing (and
flight) in hostile environments (e.g., under water, in poison gas).  Cannot
negate effects of breath weapon.

\spell{Dispel magic}{$120'$, P, $20'$ cube}
Destroys spells in area; fails $L' - L$ in 20.  Also \emph{touch dispel} (T,
P, 1 spell effect): must be used within 1T, cannot cast other spells until
used; nonmagical containers double effective level of contained items, max
distance to item $5'$, random selection between contained items; item levels
and effects are: potions (6, destroyed), scroll (as level needed to cast,
destroyed), wand or staff (12; drains $L$ charges), misc (36 or as maker,
drains $L$ charges or deactivated for 1d10 rounds); other permanent (18,
deactivated for 1d10 rounds).

\spell{Fire ball}{$240'$, I, $40'\phi$}
Causes $L$d6 damage to all in effect (max 20d6, SvS for half damage).

\spell{Fly}{T, $\d{1d6} + L$T, 1 creature}
Allows flight, MV\flying360.  Hovering does not require concentration.

\spell{Haste*}{$240'$, 3T, up to 24 creatures in $60'\phi$}
Targets may move at twice normal speed, two attacks per round, etc.  Reverse
\emph{slow}: half movement, one attack every two rounds, SvS to avoid.

\spell{Hold person*}{$120'$, $L$T, up to 4 humanoids}
SvS or paralysed.  Penalty $-2$ on save if cast on single individual.
Cancelled by \emph{dispel magic} or reverse.  Reverse \emph{free person}.

\spell{Infravision}{T, 1 day, 1 creature}
Bestows $60'$ infravision.

\spell{Invisibility 10$'$ radius}{$120'$, P, $20'\phi$}
Recipient and all others within $10'$ become invisible, with all equipment
carried.  Those moving more than $10'$ from recipient become visible (not
regained by re-entering area).  Items become visible when dropped; creatures
become visible when attacking or casting a spell.

\spell{Lightning bolt}{$180'$, I, $60' \times 5'$}
Causes $L$d6 damage to all in effect (max 20d6, SvS for half damage).  Bolt
bounces off solid surfaces towards caster.

\spell{Protection from evil, 10$'$ radius}{0, 12T, $20'\phi$}
Attacks penalised by $-1$; $+1$ on saves; enchanted creatures cannot enter
unless attacked.

\spell{Protection from normal missiles}{$30$', 12T, 1 creature}
Target is immune from small nonmagical missiles (e.g., arrows, but not
catapult stones or magical arrows).

\spell{Water breathing}{$30'$, 1 day, 1 air-breathing creature}
Recipient can breathe under water.

\level

\spell{Charm monster}{$120'$, as \emph{charm person}, one or more creatures}
Affects 3d6 creatures with 3HD or less each, or one larger creature.  SvS or
\emph{charmed} as for \emph{charm person} (q.v.).

\spell{Clothform}{T, P, single $30' \times 30'$ piece of cloth}
Creates nonmagical cloth; can join onto previously \emph{clothformed} items
at unfinished ends.

\spell{Confusion}{$120'$, 12R, 3d6 creatures in $60'\phi$}
Victims with $2 + 1$HD or less have no saving throw; those with more must SvS
each round in effect.  Confused creatures act randomly (2d6): 2--5 attack
caster's party, 6--8 do nothing, 9--12 attack own party.

\spell{Dimension door}{$10'$, 1R, 1 creature}
Transports target safely up to $360'$ away; destination chosen by caster
(either known location, or by direction and distance.  No effect if
destination is occupied by solid object.  SvS to avoid.

\spell{Growth of plants*}{$120'$, P, 3000\,sq\,ft}
Area becomes overgrown with vines, creepers etc.\@ as appropriate; impassable
except by giants.  Reverse \emph{shrink plants}: plants shrink and become
passable; negates normal spell.  Cannot affect plant-like monsters.

\spell{Hallucinatory terrain}{$240'$, P}
Creates illusory terrain feature (pit, stairs, hill, swamp, etc.); lasts
until touched or dispelled.

\spell{Ice storm/wall of ice}{$120'$, 1R or 12T, $20'$ cube or 1200\,sq\,ft}
An \emph{ice storm} inflicts $L$d6 damage on each creature in effect (max
20d6, SvS for half damage).  A \emph{wall of ice} is vertical, opaque, must
rest on ground or similar; cannot be broken by creatures of less than 4HD;
breaking through causes 1d6 damage.  Fire-type creatures save at $-4$ against
\emph{ice storms}, and take 2d6 damage breaking \emph{ice walls}.

\spell{Massmorph}{$240'$, until cancelled, up to 100 man-size creatures}
Makes creatures appear to be trees (or other appropriate plants).  Large
creatures count as two or three men.  Creatures can move within the area
without breaking the illusion; creatures leaving the effect return to normal.

\spell{Polymorph other}{$60'$, P, 1 creature}
Changes creature into another creature with no more than twice the original's
hit dice.  Hit points preserved; special abilities and behaviour of new form
are gained.  SvS to avoid; lasts until dispelled or target dies.

\spell{Polymorph self}{0, $6 + L$T}
Caster changes into another creature with no more than $L$HD.  Hit points,
armour class, hit rolls, saving throws all preserved; no special abilities or
immunities are gained.

\spell{Remove curse*}{T, P, 1 creature or item}
Removes a curse from character or item.  Reverse \emph{curse}: bestows curse;
SvS allowed.

\spell{Wall of fire}{$60'$, C, 1200\,sq\,ft of fire}
Vertical, opaque, must rest on ground or similar; cannot be broken by
creatures of less than 4HD; breaking through causes 1d6 damage.  Undead and
cold-type creatures take 2d6 damage breaking through.

\spell{Wizard eye}{$240'$, 6T}
Creates invisible eye (MV\flying120) with infravision ($60'$ range); caster
must concentrate to see through the eye.

\level

\spell{Animate dead}{$60'$, P, $L$HD of undead}
Animates normal corpses (as zombies) or skeletons.  Destroyed by \emph{dispel
magic}.  Skeletons have same HD as original creature, zombies have one more
HD.

\spell{Cloudkill}{$1'$, 6T, cloud $20' \times 30'\phi$ or smaller}
Cloud moves at 60, sinking close to the ground; moves with the wind, or under
caster's control.  Evaporates if it hits trees or other dense vegetation.
Those within the cloud lose 1\,hp per round; those with less than 5HD must
SvPn or die.

\spell{Conjure elemental}{$240'$, C, one 16HD elemental}
Summons elemental.  Caster must concentrate (half movement, no spell casting
or fighting) to maintain control.  Caster may return elemental to its home
plane.  Elemental will attack summoner if control lapses.

\spell{Contact outer plane}{0, special, 3--12 questions}
Number of questions $n$ is equal to distance to outer plane.  May be used at
most once a month.  Possibility of insanity is $n - 2 - \max(L - 20, 0)$ in
20; chance of Immortal knowing each answer is $n + 7$ in 20; chance of lying
is $13 - n$ in 20.

\spell{Dissolve}{$120'$, 3d6 days, 3000\,sq\,ft of earth, $10'$ deep}
Changes earth to mud.  Entire volume must be within range.  Creatures in mud
slowed to 10\%, and may become stuck.  Reverse \emph{harden} ($120'$, P,
3000\,sq\,ft): changes mud to rock; SvS to avoid being trapped.

\spell{Feeblemind}{$240'$, P, 1 magic-user}
Lowers intelligence to 2; SvS at $-4$ to avoid.  Removable by \emph{dispel
magic}, \emph{cureall} or \emph{heal}.

\spell{Hold monster*}{$120'$, $L + 6$T, 1d4 creatures}
SvS or paralysed.  Penalty $-2$ on save if cast on single individual.
Cancelled by \emph{dispel magic} or reverse.  Reverse \emph{free monster}.

\spell{Magic jar}{$30'$, P, one object}
Transfers life-force to inanimate object (the \emph{magic jar}).  Thence, the
caster may attempt to possess creatures (each once per turn) within $120'$ of
the \emph{jar}; SvS to avoid.  The possessed body cannot perform special
abilities.  A \emph{dispel evil} forces the life-force back to the
\emph{jar}.  If the body is destroyed, the caster returns to the \emph{jar}.
If the \emph{jar} is destroyed, the life-force within it is lost.

\spell{Passwall}{$30'$, 3T, $10' \times 5'\phi$ hole}
Makes a hole in a stone wall or floor.  Creatures in the hole when the
duration ends must SvTtS or be trapped.

\spell{Telekinesis}{$120'$, 6R, $200L$\,cn}
Caster can move objects by concentrating.  Unwilling victims may SvS to
avoid; SvS at $-2$ to hold on to items in hand; SvS at $-5$ to grab items
carried.

\spell{Teleport}{$10'$, I, 1 creature with equipment}
Distance teleported is unimportant.  SvS to avoid.  Falling damage is 1d6 per
$10'$; teleporting into solid rock is fatal.
\begin{tabular}[C]{\shade cccl} \hlx*{hv}
  \multicolumn{3}{c}{\th{Knowledge}} \\
  \th{Casual} & \th{General} & \th{Exact} & \th{Result} \\ \hlx{vhv}
     01--50  & 01--80  &  01--95    & Success     \\ \hlx{+}
     51--75  & 81--90  &  96--99 & $\d{1d10} \times 10'$ too high \\ \hlx{+}
     76--00  & 91--00  &    00   & $\d{1d10} \times 10'$ too low \\ \hlx*{vh}
\end{tabular}

\spell{Wall of stone}{$60'$, until broken, $500$\,sq\,ft of stone}
Creates a $2'$ thick vertical wall; must be vertical and supported.  When
toppled, cases 10d10 damage to anyone underneath.

\spell{Woodform}{T, P, single 1000\,cu\,ft piece of wood}
Creates nonmagical wood; can join onto previously \emph{woodformed} items at
unfinished ends.  Casting time up to 12 turns; may be used to modify
\emph{woodformed} objects.  Final casting to `lock' item down.

\level

\spell{Anti-magic shell}{0, 12T}
Personal barrier blocks all magic spell effects.  Caster may cancel the shell
at will; \emph{dispel magic} cannot.

\spell{Death spell}{$240'$, I, 4d8HD of creatures in $60'$ cube}
Plants and insects automatically slain; undead and those with 8HD or more not
affected.  Lowest HD affected first: SvDR or die.

\spell{Disintegrate}{$60'$, I, 1 creature or object}
Victim may SvDR.  Can destroy a $10'$ section of wall.  Does not affect
magical items.

\spell{Geas*}{$30'$, until completed, 1 creature}
Compels victim to perform or avoid an action.  Must not be directly fatal.
SvS to avoid effect.  Penalties applied if \emph{geas} not followed; cannot
be removed by \emph{dispel magic} or \emph{remove curse}.  Reverse
\emph{remove geas}: removes unwanted \emph{geas} ($L' - L$ in 20 chance of
failure).

\spell{Invisible stalker}{0, until accomplished}
Summons an invisible stalker to perform a service.

\spell{Lower water}{$240'$, 10T, up to 10\,000\,sq\,ft of water}
Lowers water to half its normal depth.  At end, water surges in, sweeping
ship's deck clear of items and creatures who fail SvS; causes $\d{1d12} + 20$
hull points damage.

\spell{Move earth}{$240'$, 6T}
Moves soil (not rock) within range, $60'$ per turn.

\spell{Projected image}{$240'$, 6T, 1 image}
Creates an image of the caster; spells appear to come from the image;
concentration not required.  Spells and missiles do not affect the image;
image disappears if touched or struck hand-to-hand.

\spell{Reincarnation}{$10'$, P}
Creates a new body; part of the old body is needed.
\begin{tabular}[C]{\shade cl} \hlx*{hv}
  \th{1d8} & \th{Body}     \\ \hlx{vhv}
    1--3   & Human         \\ \hlx{+}
      4    & Dwarf         \\ \hlx{+}
      5    & Elf           \\ \hlx{+}
      6    & Halfling      \\ \hlx{+}
      7    & Original race \\ \hlx{+}
      8    & Monster (see table below) \\ \hlx*{vh}
\end{tabular}
\begin{tabular}[C]{\shade clll} \hlx*{hv}
  \th{1d6} & \th{Lawful} & \th{Neutral} & \th{Chaotic} \\ \hlx{vhv}
      1    & Blink dog   & Ape, white   & Bugbear      \\ \hlx{+}
      2    & Gnome       & Bear (any)   & Gnoll        \\ \hlx{+}
      3    & Neanderthal & Centaur      & Kobold       \\ \hlx{+}
      4    & Owl, giant  & Gryphon      & Manticore    \\ \hlx{+}
      5    & Pegasus     & Lizard man   & Orc          \\ \hlx{+}
      6    & Treant      & Pixie        & Troglodyte   \\ \hlx*{vh}
\end{tabular}

\spell{Stone to flesh*}{$120'$, P, 1 statue up to $10'$ cube}
Turns a status into flesh; restores petrified characters.  Reverse
\emph{flesh to stone} ($120'$, P, 1 creature): SvTtS or turned to stone.

\spell{Stoneform}{T, P, single 1000\,cu\,ft piece of stone}
Creates nonmagical stone; can join onto previously \emph{stoneformed} items
at unfinished ends.  Casting time up to 12 turns; may be used to modify
\emph{stoneformed} objects.  Final casting to `lock' item down.  Can be used
to create transparent and translucent stones.

\spell{Wall of iron}{$120'$, P, 500\,sq\,ft}
Creates a $2'$ thick vertical wall; must be vertical and supported.  When
toppled, cases 10d10 damage to anyone underneath.  Wall has hp equal to the
caster.

\spell{Weather control}{0, C, weather within $240'$}
Caster can create a weather condition; must be outdoors.  Possible effects:
\begin{description}
\item[Rain] Missile hit rolls have $-2$ penalty; after 3 turns, ground
  muddy, movement halved.
\item[Snow] Visibility $20'$; half movement; water may
  freeze.
\item[Fog] Visibility $20'$; half movement; those within may
  become lost.
\item[Clear] Cancels adverse weather.
\item[Intense heat] Half movement; water dries up.
\item[High winds] Missile fire impossible; half movement; sailing ships
  move 50\% faster; sandstorm in desert ($20'$ visibility).
\item[Tornado] Inland, whirlwind as 12HD air elemental; at sea, storm or
  gale.
\end{description}

\level

\spell{Charm plant}{$120'$, 6 months, 1 or more plants}
Charms one tree, six medium bushes, 12 small shrubs or 24 small plants (no
saving throw; plant-like monsters may SvS).  Charmed plants obey the caster,
tangling enemies within range etc.

\spell{Create normal monsters}{$30'$, 1T, $L$HD of monsters}
Creates monsters with no special abilities.

\spell{Delayed blast fire ball}{$240'$, 0--60R}
Makes a red gem which explodes in $20'$ radius for $L$d6 damage (max 20d6,
SvS for half damage) after chosen amount of time.

\spell{Ironform}{T, P, single 500\,cu\,ft piece of iron}
Creates nonmagical iron; can join onto previously \emph{ironformed} items
at unfinished ends.  Casting time up to 12 turns; may be used to modify
\emph{ironformed} objects.  Final casting to `lock' item down.

\spell{Lore}{0, P, 1 item, place or person}
Caster gains knowledge of an item, place or person.  Item held in hand takes
1d4 turns to study: reveals name, command word, approximate charges; one
function per spell.  Items not in hand, or places and people, take 1d\% days
or more.

\spell{Magic door*}{$10'$, 7 uses, 1 passage}
Creates magical, invisible doorway through up to $10'$ of solid material.
Reverse \emph{magic lock}: can be cast on a portal or doorway; cannot be
opened with \emph{knock}.

\spell{Mass invisibility*}{$240'$, P, creatures and objects in $60'$ square}
Creatures in effect become invisible, with all equipment: items become
visible when dropped; creatures become visible when attacking or casting
spells.  Reverse \emph{appear} ($240'$, 1T, $20'$ cube): invisible creatures
and objects in effect become visible.

\spell{Power word stun}{$120'$, I, 1 creature}
Victim with at most 35\,hp stunned for 2d6 turns; with at most 70\,hp
stunned for 1d6 turns; otherwise no effect.

\spell{Reverse gravity}{$90'$, 2\,s, $30'$ cube}
Reverses gravity in effect volume: 1d6 damage per $10'$ fallen, up or down.

\spell{Statue}{0, $2L$T}
Turns to stone, with all equipment, or returns to normal, once per round.
Concentration is possible while turned to stone. Caster is AC$^-$4, cannot be
damaged by cold, fire, poison, normal weapons, and does not need to breathe.
Caster can escape attacks by winning initiative (at $+2$).

\spell{Summon object}{$\infty$, I, 1 500\,cn object from home}
Summons an object from the caster's home.  Object must be prepared (special
powder, costs 1000\,gp per item).  If the item is possessed by someone else
at the time, the caster will know who and where that person is.  Caster does
not need to be on the same plane of existence.

\spell{Sword}{$30'$, $L$R}
Sword does 1d10 damage against any opponent in range; two attacks per round;
hit rolls as caster.  Caster must concentrate for sword to attack.

\spell{Teleport any object}{T, I, 1 500\,cn object}
Teleports an object, with normal chances of error.  Unwilling creature or
holder of item may SvS (at $-2$) to avoid effect.

\level

\spell{Clone}{$10'$, P, 1 piece of a living creature}
Grows a clone of a creature.  For (demi)humans, requires 10\,cn of flesh and
5000\,gp per HD; takes 1 week per HD to grow. If original is now dead, clone
has features, stats and memories from when the flesh was taken.  If original
lives on same plane, both know of the other's existence and feel its
emotions; if one is damaged, the other is damaged too (SvS for half damage);
clone is obsessed with slaying the original, and must do so in $L$ days or
become insane, causing loss of 1 point of $I$ and $W$ to original, who may (1
in 20 per day) become insane too, and both die after a week.  For other
creatures (\emph{simulacra}), requires 1\% of flesh and 500\,gp per hit
point; takes 1 week per HD; simulacrum obeys creator, can receive mental
commands if within $10'$, has caster's alignment, cannot pass
\emph{protection from evil}, can be destroyed by \emph{dispel magic}; it has
50\% of original's hp, does 50\% damage and has 10 in 20 chance of each
special ability; if original is dead, gains 5\% (1 in 20) per week.

\spell{Create magical monsters}{$60'$, 2T, $L$HD}
Creates monsters with two special abilities or less.  Can create
\emph{construct} with two special abilities, which is permanent: materials
cost 5000\,gp per asterisk.

\spell{Dance}{T, $\lceil L/4\rceil - 2$R, 1 creature}
Causes creature to dance ($-4$ on saving throws, $+4$ on AC, cannot attack or
cast spells).

\spell{Explosive cloud}{$'1$, 6T, cloud $20' \times 30'\phi$ or smaller}
Those within cloud must SvS each round or be paralysed (for 1 round); also
take $\lfloor L/2\rfloor$\,hp explosive damage each round, regardless of any
immunities.

\spell{Force field}{$120'$, 6T}
Field shape is sphere, hemisphere, plane, cylinder, or (partial) rectangular
box, radius max $20'$, flat surfaces max 5000\,sq\,ft area; edges are
blunt and harmless; leaves gaps where solid objects or creatures are.  Field
cannot be moved or penetrated by spells, missiles, creatures, breath weapons
etc.  Can only be removed by \emph{wish} or \emph{disintegrate}.

\spell{Mass charm*}
  {$120'$, as \emph{charm person}, 30HD of creatures in $20'$ cube}
Charms up to 30HD or levels of creatures; each may save at $-2$.  If caster
attacks a charmed creature, its charm is broken; others seeing attack may
save again.  Reverse \emph{remove charm} ($120'$, 1T, $20'$ cube): removes
and prevents all charm effects in volume.

\spell{Mind barrier*}{$10'$, $6L$T, 1 creature}
Prevents \emph{ESP}, \emph{clairvoyance}, \emph{clairaudience}, \emph{crystal
ball} gazing, \emph{contact outer plane} etc.\@ from gathering information
about the target; bonus of $+8$ against illusions, \emph{charm},
\emph{feeblemind} (SvS to avoid).  Reverse \emph{open mind} (T, $6L$T, 1
creature): applies $-8$ penalties to illusions etc.

\spell{Permanence}{$10'$, P, 1 magical effect}
Makes a spell effect permanent; weapons can receive five permanent effects,
creatures two, and other items one at most.  If a weapon has permanent
effects, further \emph{permanence} spells may fail 1 in 4, destroying the
weapon.  A \emph{permanence} may be removed by \emph{dispel magic}.

\spell{Polymorph any object}{$240'$, complicated, one item up to $10'$ cube}
Kingdoms are $\textit{animal} \leftrightarrow \textit{vegetable}
\leftrightarrow \textit{mineral}$.  Effect duration is $L$ turns for a
two-kingdom change, $6L$ for a one-kingdom change, or permanent if no change
of kingdom is involved.  Victim may make SvS at $-4$; creatures of 41HD or
more are unaffected.

\spell{Power word blind}{$120'$, 1d4 days or 2d4 hours, 1 creature}
Blinds creatures with 40\,hp or less for 1d4 days, with 80\,hp or less for
2d4 hours ($\d{2d4} \times 6$ turns); no effect on creatures with more than
80\,hp.  Blind creatures are $-4$ to hit, on saves, and AC; cannot be removed
by \emph{cure blindness}, \emph{cureall} or \emph{heal} unless $L' \ge L$.

\spell{Steelform}{T, P, single 500\,cu\,ft piece of steel}
Creates nonmagical weapon-quality steel; can join onto previously
\emph{steelformed} items at unfinished ends.  Casting time up to 12 turns;
may be used to modify \emph{steelformed} objects.  Final casting to `lock'
item down.

\spell{Symbol}{T, P}
Place symbol on object or in mid-air.  When creature passes over or through
the symbol, or touches or reads it, effect occurs (SvS only for magic-users,
elves etc., if touched or read but not passed).
\begin{description}
\item[Death] Slays creature with 75\,hp or less.
\item[Discord] Attacks allies, or is otherwise \emph{confused} until
  dispelled or cured (e.g., by \emph{cureall}).
\item[Fear] Flees for 30 rounds at running speed.
\item[Insanity] Becomes insane -- cannot attack, cast spells, use special
  abilities until dispelled or cured (e.g., by \emph{cureall}).
\item[Sleep] Falls asleep for $\d{1d10} + 10$ hours or until dispelled.
\item[Stunning] Stuns creature with 150\,hp or less for 2d6 rounds.
\end{description}

\spell{Travel}{0, $L$T}
Allows free travel.  MV\flying360); move between planes by one round's
concentration (at most 1 per turn), bringing along $\lfloor L/5 \rfloor$
others touched; assume gaseous form by one round's concentration (with all
equipment; MV\flying720, cannot pass \emph{protection from evil} or
\emph{anti-magic shell}).

\level

\spell{Contingency}{T, until used, 1 creature or item}
Specify situation and (non-damaging) spell of 4th level or most; spell occurs
when situation occurs.

\spell{Create any monster}{$90'$, 3T, $L$HD}
Creates monsters with any special abilities.  Can create \emph{construct},
which is permanent: materials cost 5000\,gp per asterisk, or double if four
or more asterisks.

\spell{Gate*}{$30'$, 1T or $\d{1d10 \times 10}$T, 1 portal}
Opens portal to another plane and a resident of the plane.  \emph{Gate} to
outer plane lasts 1 turn; other \emph{gates} last 10--100 turns; 1 in 10
chance per turn that other creature wanders through the \emph{gate}.
Resident will usually respond in 1d6 rounds but may (1 in 20) send some other
being.  Reverse \emph{close gate}: closes existing \emph{gate} (even a
permanent one).

\spell{Heal}{T, P, 1 creature}
Cures damage (all but 1d6\,hp), curse, poison, disease, blindness or
\emph{feeblemind}.  Eliminates need for resting after \emph{raise dead}.

\spell{Immunity}{T, $L$T, 1 creature}
Target is immune to 1st--3rd level spells; 4th and 5th level spells have half
effect.  Also immune to missiles (normal and magical) and normal and silver
weapons (but not natural weaponry).  Target can voluntarily drop the
\emph{immunity} for a round.

\spell{Maze}{$60'$, by intelligence, 1 creature}
Traps creature in indestructible maze (no save).
\begin{tabular}[C]{\shade cl} \hlx*{hv}
  \th{Int} & \th{Time} \\ \hlx{vhv}
     1--8       & 1d6 turns \\ \hlx{+}
   \09--12      & 2d20 rounds \\ \hlx{+}
    13--17      & 2d4 rounds \\ \hlx{+}
      18\rlap+  & 1d4 rounds \\ \hlx*{vh}
\end{tabular}

\spell{Meteor swarm}{$240'$, I, 4 or 8 meteor-fireballs}
Each meteor must be aimed at a different target.  Each strikes for 8d6 (or
4d6 if 8 meteors) damage (no save), and explodes with $20'$ radius for 8d6
(or 4d6) damage (SvS for half damage).

\spell{Power word kill}{$120'$, I, 1 or more creatures}
Kills single victim with 60\,hp or less, or stun (1d4 turns) if 100\,hp or
less; kills up to 5 victims with 20\,hp each.  Magic-user (or elf etc.\@
only) may SvS at $-4$.

\spell{Prismatic wall}
  {$60'$, 6T, sphere ($10'$ radius) or plane (500\,sq\,ft)}
Creates $2'$ thick wall.  Caster may pass unharmed with any items.  Others
are affected by wall.  Wall is solid and indestructible on adjacent planes of
existence.  An \emph{anti-magic shell} cannot pass.  Violet side is closest
to caster.
\begin{tabular}[C]{\shade l>{\raggedright}p{7pc}l} \hlx*{hv}
  \th{Colour}  & \th{Effect}                & \th{Negated by} \\ \hlx{vhv}
  Red          & Blocks magical missiles;
                 12\,hp damage              & Magical cold \\ \hlx{+}
  Orange       & Blocks nonmagical missiles;
                 24\,hp damage              & Magical lightning \\ \hlx{+}
  Yellow       & Blocks breath weapons;
                 48\,hp damage              & \emph{Magic missile} \\ \hlx{+}
  Green        & Blocks detection;
                 SvPn or die                & \emph{Passwall} \\ \hlx{+}
  Blue         & Blocks poison, gas, gaze;
                 SvTtS or petrified         & \emph{Disintegrate} \\ \hlx{+}
  Indigo       & Blocks all matter;
                 SvS or \emph{gated} to
                 random outer plane, 3 in 6
                 lost forever               & \emph{Dispel magic} \\ \hlx{+}
  Violet       & Blocks magic of all types;
                 SvW or unconscious and
                 insane (cured by
                 \emph{cureall} or
                 \emph{heal})               & \emph{Continual light}
  \\ \hlx*{vh}
\end{tabular}

\spell{Shapechange}{0, $L$T}
Caster becomes other creature, except in mind, hp and saves; special
abilities are gained.  Cast memorized spells in humanoid form only.
Inanimate forms $L'$ tall and $L \times 100$\,cn weight are possible.  Change
shape at will each round by concentration.

\spell{Survival}{T, $6 L$T, 1 creature}
Protects target from all non-magical environmental damage.

\spell{Timestop}{0, $\d{1d4} + 1$R}
Stops time for everyone else for duration.  Items held by others are
immovable; items carried (or loose) can be moved.  Non-instantaneous spells
start after the duration ends.  Cannot pass through \emph{anti-magic shell}
or \emph{protection from evil} effect.

\spell{Wish}{special}
See notes in rules.

\end{spells}

\end{document}

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