New Spells

Casting Time: 1 Action

Range: Touch

Components: V,S,M

Duration: Instantaneous

Explanation/Description: When the cleric wishes to heal a broken bone or bones, they can call upon their deity to cast this spell. Upon casting this spell, the cleric rolls the Medicine check at a DC 15, minus each level of the spell caster. On a successful check, the bones are knitted back together with no side effects. Failure on this check means the patient is still injured and requires medical attention.

#### **Detect Lie**

*3rd level Divination*

Reversible

Casting Time: 1 action

Range: 30 feet

Components: V,S,M

Duration: 1 round per level

**Explanation/Description:** When the cleric
employs this spell, the recipient is immediately able to determine if truth is
being spoken. The spell lasts one round for each level of experience of the
cleric casting the detect lie. Its reverse, undetectable lie, makes bald-face
untruths seem reasonable, or simply counters the detect lie spell powers.

#### **Divine Heal**

*9th level Alteration*

Casting Time: 1 action

Range: 30'

Components: V,S,M

Duration: Permanent

**Explanation/Description:** This spell enables
the cleric to draw upon the power of their deity to heal a single target for
all of their lost hit points minus 1d4. There is no reverse of this spell.

#### **Holy (Unholy) Word**

*7th level Conjuration*

Casting Time: 1 bonus action

Range: 60'

Components: V

Duration: Special

Area of Effect: 30' radius

**Explanation/Description:** The utterance of a
holy (unholy) word has tremendous power. It drives off evil (good) creatures
from other planes, forcing them to return to their own plane(s) of existence. It
further affects other creatures of differing alignment as follows:

*Less than 4 Levels: Kills*

*Levels 4 to 7 Paralyzes 1-4 turns*

*Levels 8 to 11 Stuns 2-8 rounds, -50% to movement, -4 to attack*
dice

*Level 12 or more Deafens 1-4 rounds, -25% to movement, -2 to*
attack dice, 50% chance of spell failure

Affected creatures must be within the 60’ diameter area of effect
centering on the cleric casting the spell.

#### **Mass Divine Heal**

*9th level Alteration*

Casting Time: 1 action

Range: 60'

Components: V,S,M

Duration: Permanent

Area of Effect: 30' sphere

**Explanation/Description:** This spell enables
the cleric to draw upon the power of their deity to heal all friendly targets
within the area of effect for all of their lost hit points minus 1d4. There is
no reverse of this spell.

### **Druid Spells**

#### **Creeping Doom**

*7th level Conjuration*

Casting Time: 1 action

Range: 0

Components: V, S, M

Duration: 4 rounds per level

**Explanation/Description:** When the druid
utters the spell of creeping doom, he or she calls forth a mass of from 500 to
l000 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods.
This carpet-like mass will swarm in an area of 20’ square, and upon command
from the druid will creep forth at 10’ per round towards any prey within 80’,
moving in the direction in which the druid commanded. The creeping doom will
slay any creature subject to normal attacks, each of the small horrors
inflicting 1 hit point of damage (each then dies after their attack), so that
up to 1,000 hit points of damage can be inflicted on creatures within the path
of the creeping doom. If the creeping doom goes beyond 80’ of the summoner, it
loses 50 of its number for each 10' beyond 8 (i.e. at 10" its number has
shrunk by 100). There are a number of ways to thwart or destroy the creatures
forming the swarm, all of which methods should be obvious.

#### **Tree**

*3rd level Alteration*

Casting Time: 1 action

Range: 0

Components: V,S,M

Duration: 1 hour + 10 minutes per level

Area of Effect: Personal

**Explanation/Description:** By means of this
spell the druid is able to assume the form of a small living tree or shrub or
that of a large dead tree trunk with but a few limbs. Although the closest
inspection will not reveal that this plant is actually a druid, and for all
normal tests he or she is, in fact, a tree or shrub, the druid is able to
observe all that goes on around his or her person just as if he or she were in
human form. The spell caster may remove the dweomer at any time he or she
desires, instantly changing from plant to human form, and having full
capability of undertaking any action normally possible to the druid. Note that
all clothing and gear worn or carried changes with the druid. The material
components of this spell are mistletoe and a twig from a tree.

#### **Turn Wood**

*6th-level Alteration*

Casting Time: 1 action

Range: 0

Components: V,S,M

Duration: 4 round per level

**Area of Effect:** 120' wide path, 20'
long per level Explanation/Description: When this spell is cast, waves of force
roll forth from the druid, moving in the direction he or she faces, and causing
all wooden objects in the path of the spell to be pushed away from the druid to
the limit of the area of effect. Wooden objects above three inches diameter
which are fixed firmly will not be affected, but loose objects (movable
mantlets, siege towers, etc.) will move back. Objects under 3 inches diameter
which are fixed will splinter and break and the pieces will move with the wave
of force. Thus, objects such as wooden shields, spears, wooden weapon shafts
and hafts, and arrows and bolts will be pushed back, dragging those carrying
them with them; and if a spear is planted in order to prevent this forced
movement, it will splinter. The turn wood spell lasts for 4 rounds per level of
experience of the druid casting it, and the waves of force will continue to
sweep down the set path for this period. The wooden objects in the area of
effect are pushed back at a rate of 40’ per melee round. The length of the path
is 20’ per level of the druid, i.e. a 14th level druid casts a turn wood spell
with an area of effect 120’ wide by 280’ long, and the spell would last for 56
rounds (5.6 turns). As usual, the above assumes the druid is using greater
mistletoe when casting the spell. Note that after casting the spell the path is
set, and the druid may then do other things or go elsewhere without affecting
the spell's power.

#### **Weather Summoning**

*6th-level Conjuration*

Casting Time: 1 minute

Range: 0

Components: V,S,M

Duration: Special

**Explanation/Description:** The druidic weather
summoning spell is similar to the control weather spell (q.v.) of clerical
nature. By casting the spell, the druid calls forth weather commensurate with
the climate and season of the area he or she is in at the time. Thus, in spring
a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned.
In summer a torrential rain, heat wave, hail storm, etc. can be called for. In
autumn, hot or cold weather, fog, sleet, etc. could be summoned. Winter allows
great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds
can be summoned near coastal regions in the late winter or early spring. The
summoned weather is not under the control of the druid. It might last but a
single turn in the case of a tornado, or for hours or even days in other cases.
The area of effect likewise varies from about 1 square mile to 100 or more
square miles. Note that several druids can act in concert to greatly affect
weather, controlling winds and/or working jointly to summon very extreme
weather conditions. Within 4 turns after the spell is cast, the trend of the
weather to come will be apparent, i.e., clearing skies, gusts of warm or hot
air, a chill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17
turns (d12 + 5) after the spell is cast. Anything less than greater mistletoe
as the material component will sharply curtail the weather extremes desired.

### **Wizard Spells**

#### **Dig**

*4th level Evocation*

Casting Time: 1 action

Range: 30 feet

Components: V,S,M

Duration: 1 round per level

Area of Effect: 5' cube per level of caster

**Explanation/Description:** A dig spell enables
the caster to excavate
125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5’
per side. The material thrown from the excavation scatters evenly around the
pit. If the magic user continues downward beyond 5’, there is a chance that the
pit will collapse: 15%/additional 5’ in depth in earth, 35%/additional 5’ depth
in sand, and 55%/additional 5’ depth in mud. Any creature at the edge (1’) of
such a pit uses its dexterity score as a saving throw to avoid falling into the
hole, with a score equal to or less than the dexterity meaning that a fall was
avoided. Any creature moving rapidly towards a pit area will fall in unless it
saves versus magic. Any creature caught in the center of a pit just dug will
always fall in. The spell caster uses a miniature shovel and tiny bucket to
activate a dig spell and must continue to hold these material components while each pit is excavated.

#### **Enchant An Item**

*6th level Conjuration*

Casting Time: Special

Range: Touch

Components: V,S,M

Duration: Special

**Explanation/Description:** This is a spell
which must be used by a wizard planning to create a magic item. The spell
prepares the object to accept the magic to be placed upon or within it. The
item to be magicked must meet the following tests: 1) it must be in sound and
undamaged condition; 2) the item must be the finest possible, considering its
nature, i.e. crafted of the highest quality material and with the finest
workmanship; and 3) its cost or value must reflect the second test, and in most
cases the item must have a raw materials cost in excess of 100 gold pieces.
With respect to requirement 3), it is not possible to apply this test to items
such as ropes, leather goods, cloth, and pottery not normally embroidered,
bejeweled tooled, carved, and/or engraved; however, if such work or materials
can be added to an item without weakening or harming its normal functions,
these are required for the item to be magicked.

The item to be prepared must be touched manually by the spell
caster. This touching must be constant and continual during the casting time
which is a base 16 hours plus an additional 8-64 hours (as the wizard may never
work over 8 hours per day, and haste or any other spells will not alter time
required in any way, this effectively means that casting time for this spell is
2 days +1-8 days). All work must be uninterrupted, and during rest periods the
item being enchanted must never be more than 10’ distant from the spell caster,
for if it is, the whole spell is spoiled and must be begun again. (Note that
during rest periods absolutely no other form of magic may be performed, and the
wizard must remain quiet and in isolation.)

At the end of the spell, the caster will “know” that the item is
ready for the final test. He or she will then pronounce the final magical
syllable, and if the item makes a saving throw (which is exactly the same as
that of the wizard who magicked it) versus magic, the spell is completed. (Note
that the spell caster’s saving throw bonuses also apply to the item, up to but
not exceeding +3.) A result of 1 on the die (d20) always results in failure,
regardless of modifications. Once the spell is finished, the wizard may begin
to place the desired dweomer upon the item, and the spell he or she plans to
place on or within the item must be cast within 24 hours or the preparatory
spell fades, and the item must again be enchanted.

Each spell subsequently cast upon an object bearing an enchant an
item spell requires 4 hours + 4-8 additional hours per spell level of the magic
being cast. Again, during casting the item must be touched by the wizard, and
during rest periods it must always be within 1’ of his or her person. This
procedure holds true for any additional spells placed upon the item, and each
successive dweomer must be begun within 24 hours of the last, even if any prior
spell failed.  No magic placed on or into
an item is permanent unless a permanency spell is used as a finishing touch,
and this always runs a risk of draining a point of constitution from the wizard
casting the spell.

It is also necessary to point out that while it is possible to
tell when the basic
(enchant an item) spell succeeds, it is not possible to tell if successive
castings actually take, for each must make the same sort of saving throw as the
item itself made. Natural items that are charged - rods, staves, wands,
javelins of lightning, ring of wishes, etc. - can never be made permanent.
Scrolls or magic devices can never be used to enchant
an item or cast magic upon an object so prepared.

#### **Invisibility, 10' Radius**

*3rd level Illusion*

Casting Time: 1 action

Range: Touch

Components: V,S,M

Duration: Special

Area of Effect: 10' radius of creature touched

Explanation/Description: This spell is essentially the same as
invisibility. Those affected by it cannot see each other. Those affected
creatures which attack negate the invisibility only with respect to themselves,
not others made invisible, unless the spell recipient causes the spell to be
broken.

#### **Longevity**

*8th Level Transmutation*

Casting Time: 1 action

Range: Touch

Components: V,S,M

Duration: 12 years

Explanation/Description: This spell removes 12 years of aging from the target (i.e. if the target is 50 years of age when cast, they become 38 years of age in every way). If this spell is cast on an unwilling target, it fails automatically.

#### **Mass Invisibility**

*7th-level illusion*

Casting Time: 1 action

Range: 10 feet per level

Components: V, M, S

Duration: Special

Explanation/Description: This is the same as an invisibility spell
except that it can hide creatures in a 30’ X 30’ area, up to 300 to 400 man
sized creatures, 30 to 40 giants, or 6 to 8 large dragons.

#### **Permanency**

*8th-level Alteration*

Casting Time: 2 actions

Range: Special

Components: V,S,M

Duration: Permanent

Explanation/Description: This spell affects the duration of
certain other spells, making the duration permanent. The spells upon which a
personal permanency will be effective are: comprehend languages, protection
from evil, detect evil, detect invisibility, read magic, detect magic, tongues,
darkvision, unseen servant, protection from normal missiles.  The magic-user casts the desired spell and
then follows with the permanency spell. Each permanency spell lowers the
magic-user's constitution by 1 point. They can regain the point of Constitution
after a long rest, but they age 1 year afterward. The magic-user cannot cast
these spells upon other creatures. In addition to personal use, the permanency
spell can be used to make the following object/creature or area effect spells
lasting:

Enlarge

Fear

Gust of Wind

Invisibility

Magic Mouth

Prismatic Sphere

Stinking Cloud

Wall of Fire

Wall of Force

Web

The former application of permanency can be dispelled only by a
wizard of greater level than the spell caster was when he or she initially cast
it. The permanency application to other spells allows it to be cast
simultaneously with any of the latter when no living creature is the target,
but the permanency can be dispelled normally, and thus the entire spell
negated.

#### **Project Image**

*6th-level Illusion*

Casting Time: 1 action

Range: 10 feet per level

Components: V,S,M

Duration: 1 round per level

Explanation/Description: By means of this spell, the wizard
creates a non-material duplicate of himself or herself, projecting it to any
spot within spell range which is desired.
This image performs actions identical to the wizard - walking, speaking,
spell-costing - as the wizard determines.
A special channel exists between the image of the wizard and the actual
wizard, so spells cast actually originate from the image. The image can be
dispelled only by means of a dispel magic spell (or upon command from the spell
caster), and attacks do not affect it. The image must be within view of the
wizard projecting it at all times, and if his or her sight is obstructed, the
spell is broken.