Level 5
Animate Dead
Range: 60’
Duration: Permanent
Effect: Creates zombies or skeletons
The caster makes skeletons or zombies from corpses within range. The Undead will obey the magic-user until they are destroyed. For each level of the magic-user, one HD of undead may be animated. A skeleton has the same HD as the original creature, but a zombie has one HD more than the original.
Cloudkill
Range: 20’
Duration: 6 turns
Effect: Creates a moving poison cloud
Creates a cloud of poisonous gas, 15' radius x 20’ tall. It moves 60‘ (20‘). The cloud stays on the ground and will go down holes or ditches. Living creatures take 1 damage each round, and any with 4+1 HD or less must Save vs. Poison or die.
Conjure Elemental
Range: 240’
Duration: Concentration
Effect: Summons one 16 HD elemental
Summons one elemental. The elemental follows orders as long as the caster concentrates. If the caster loses control, the elemental attacks its summoner. Uncontrolled elementals can be sent back by dispel magic or dispel evil.
Contact Outer Plane
Range: 0
Duration: See below
Effect: 3-12 questions may be answered
Question one being from an Outer Plane. The caster chooses the distance. Check for insanity once, check for knowing and lying for each question.
Distance & No. of Questions | Chance of Insanity | Chance of Knowing | Chance of Lying |
---|
3 | 5% | 25% | 50% |
4 | 10% | 30% | 45% |
5 | 15% | 35% | 40% |
6 | 20% | 40% | 35% |
7 | 25% | 50% | 30% |
8 | 30% | 60% | 25% |
9 | 35% | 70% | 20% |
10 | 40% | 80% | 15% |
11 | 45% | 90% | 10% |
12 | 50% | 95% | 5% |
The distance is the number of weeks needed to recover from insanity.
Dissolve*
Range: 120’
Duration: 3-18 days
Effect: Liquefies 3000 square feet
An area of rock, up to 3,000 square feet in surface area and 10’ deep or thick, turns to mud. The caster chooses the dimensions, as long as the area of effect is within range. Creatures in the mud are slowed to 1/10th speed, and may become stuck.
The reverse, harden, permanently changes an area of mud to rock. Creatures in the mud may Save vs. Spells to escape being trapped.
Feeblemind
Range: 240’
Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2
A magic-user, bard, illusionist, or spell-casting creature's Intelligence is reduced to 2, preventing more than instinctive actions. Dispel magic or cureall are the only ways to restore the victim.
Hold Monster*
Range: 120’
Duration: 6 turns + 1 turn per level of the caster
Effect: Paralyzes 1-4 creatures
As hold person, on any non-undead creatures.
The reverse, free monster, removes the paralysis of up to 10 creatures.
Magic Jar
Range: 30’
Duration: See below
Effect: Possess one body
The caster's life force enters an inanimate object then may possess a creature within 120', save vs. spells avoids. A possessed victim's life force enters the magic jar and the caster controls the victim's gross physical abilities, but not magical or supernatural abilities. Dispel evil forces the caster back to the magic jar. Destroying the magic jar kills life force in it. The caster returns to the magic jar and the victim's body dies. If the caster's body is destroyed, the caster is trapped in the magic jar. This spell lasts until the caster returns to its original body.
Pass-Wall
Range: 30’
Duration: 3 turns
Effect: Creates a hole 10’ deep
A vertical or horizontal hole, 10' long and 5' across, appears in a stone surface or natural rock.
Telekinesis
Range: 120‘
Duration: 6 rounds
Effect: 200 cn of weight per level of caster
Move objects or creatures by concentration at 20' per round. Unwilling targets can save vs. spells to avoid. If an item held by another is targeted, the holder may save with a -2 penalty. If the object is carried but not held, save with a -5 penalty. If the caster loses concentration, the objects fall.
Teleport
Range: 10‘
Duration: Instantaneous
Effect: Transports one creature with all equipment
One creature, with all equipment carried, instantly transports to any unoccupied location, save vs. spells avoids. The caster's knowledge of the spot affects the chance of success:
Casual | General | Exact | Result |
---|
01-50 | 01-80 | 01-95 | Success |
51-75 | 81-90 | 96-99 | Too High |
76-00 | 91-00 | 00 | Too Low |
If the teleport is off mark, the recipient arrives 1d10×10 feet above or below the target destination. If a creature teleports into a solid object, it dies.
Wall of Stone
Range: 60’
Duration: Special
Effect: Creates 1000 cubic feet of stone
A stone wall, 2‘ thick and up to 500 square feet appears. The wall cannot be cast in the same area as another object. It lasts until dispelled or physically broken. If the wall topples, it causes 10d10 points of damage and shatters.