The spells described in this section, or as they appear in the adventure, are not to be understood as additions to the standard lists of spells. Rather, these are unusual spells that are not ordinarily known to newly-minted adventurers, and in some cases they are exceedingly rare. The clerical spells might not be available to every priest of every faith, and the magic- user spells are generally not available for trade (alarm being one possible exception).
Alarm
Spell Level: Magic-User, 1st Level Range: 10 feet
Duration: 2 hours/level
A subtle ward is created on the selected area that sounds a mental or audible alarm each time any creature larger than about 1/2 cubic foot in volume or more than about three pounds in weight. A creature that speaks the password determined by the caster does not set off the alarm. The choice of a mental or audible alarm is made at the time of casting.
Mental Alarm: The caster is alerted as long as within 1 mile of the
warded area. A single mental “ping” awakens from normal sleep. Silence, 15-ft radius has no effect on a mental alarm.
Audible Alarm: Anyone within 60 feet of the warded area clearly
hears the sound of a hand bell. The distance is reduced by 10 feet for each interposing door and by 20 feet for each interposing wall. The loudness of the alarm may be set by the caster.
Alarm can be made permanent with the spell permanency.
Various versions of the alarm spell have been in circulation among the world’s magic-users for centuries. It is almost as common as the standard spells listed in the Swords & Wizardry Complete Rulebook, but most teachers leave it out of the apprentice curriculum because it is laborious to copy. The spell has almost three times as many words as other spells of first level.
Augury
Spell Level: Cleric, 2nd Level Range: Caster
Duration: Instantaneous
An augury can tell whether a particular action will bring a good or bad result in the immediate future of about half an hour. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the roll is made secretly. A successful augury will get one of four results: 1) Weal (good result); 2) Woe (bad result); 3) Weal & Woe; and 4) Nothing (for actions that don’t have especially good or bad results). If the spell fails, the caster gets the “nothing” result without any way to know if the augury was successful or not. All auguries cast by the same person about the same topic use the same first casting die result.
Augury is a prayer-chant that has fallen into disuse over time, but many deities will grant a cleric the ability to cast it, if asked.
Bestow Curse
Spell Level: Cleric, 3rd Level Range: Touch
Duration: Permanent
The caster places a curse on the touched target. The caster has the choice
by a remove curse, limited wish, or wish spell.
This spell is ordinarily only employed by priests of Chaos, and would be granted to a Lawful cleric only with very, very good reason.
Bloodstorm
Spell Level: Magic-User 3rd Level Range: 150 ft.
Duration: 1 round/level
The spell summons a whirlwind of blood with area of 25 ft. wide and 40 ft. high. It has several effects on those caught within it. First, those in the area must make a saving throw or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all attacks within the area have a –2 penalty to attack rolls, including ranged attacks fired into it. Finally, the blood deals 1d4 points of acid damage per round of exposure.
The only copy of this spell – in this plane of existence, at least – is in the possession of Balcoth’s wraith.
Burning Hands
Spell Level: Magic-User, 1st Level Range: 0
Duration: 1 round
A cone of searing flame shoots from the caster’s fingertips. The spell sends out flame jets of 3 ft. length in a horizontal arc in front of the caster. Any creature in the area of the flames takes 1 hit point of damage per caster level with no saving throw. Flammable materials burn if the flames touch them.
This spell was outlawed in many ancient kingdoms, but it has been coming back into fashion in recent times. It would not be difficult to obtain a copy of the spell if one asked around in a large city.
Chant
Spell Level: Cleric, 3rd Level Range: 30 ft.
Duration: concentration; maximum 5 rounds per level (see
below)
As long as you chant, you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 on all attack rolls and saves, while your foes suffer a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a silence spell, or you speaking or casting another spell, ends the effect. As an exception to the general rule, the effects of this spell add to those of a prayer spell if cast by a cleric of the same deity and alignment during your chanting.
Circle of Seeing
Spell Level: Magic-User, 3rd Level Range: See text
Duration: 1 hour/level
The spell creates a temporary magical circle which takes a 1 day or makes use of an existing permanent circle which takes a round. A link is created to all of the previously cast runes of seeing up to the Intelligence modifier for the number of languages. The distance of the runes of seeing from the circle is not a factor. When the caster stands within the circle, the location of the previously cast runes of seeing can be seen as if the caster were actually standing at the location. Different viewpoints and vantage
Command
Spell Level: Cleric, 1st Level Range: 25 ft. + 5 ft./2 levels Duration: 1 round
One living creature is subject to a single-word command, which it obeys to the best of its ability if a saving throw fails. The caster may only give one of the four “true” commands unless a deity grants an unusual “version” of the spell.
Approach: The subject moves toward the caster as quickly and directly
as possible for 1 round.
Drop: The subject drops whatever it was holding; it can’t pick up any
dropped item until the next round.
Flee: The subject moves away from the caster as quickly as possible
for 1 round.
Halt: The subject stand in place doing nothing else for 1 round.
Divine Favor
Spell Level: Cleric, 1st Level Range: Caster
Duration: 1 turn
Calling on the strength and wisdom of a deity, the caster gains a +1 to- hit and damage bonus. The spell is often only granted to priests of warlike gods, but many deities of all kinds are known to have granted this spell to their faithful from time to time.
Flame Strike
Spell Level: Cleric, 5th Level Range: 100 ft. + 10 ft./level Duration: Instantaneous
A flame strike evokes a vertical column of divine fire 40 ft. high with 10 ft. radius. The spell deals 1d6 points of damage per level of the caster. All with the area of effect take this damage unless a save for half-damage is successful.
Fire Trap
Spell Level: Magic-User, 4th Level Range: Touch
Duration: Permanent until discharged
This spell creates a fiery explosion when an intruder opens the item that the trap protects. Any object that can open or closed can be warded. A point is selected on the object as the spell’s center. When the intruder opens the object, a fiery explosion fills area within a 5-ft. radius around the spell’s center. The flames deal 1d4 + 1 hp/level. The item protected by the trap is not harmed by the explosion. The caster can use the fire-trapped object without discharge. Others can use the item if a password is set at the time of casting.
This spell is somewhat rare; in many places there is a death penalty (or severe imprisonment) for casting it, or even having it written in a spell book.
Forbiddance
Spell Level: Cleric, 6th Level Range: 100 ft. + 10 ft./level
Duration: Permanent until dispelled
This spell seals an area of 60 ft. cube per level against all planar travel into or within it. This includes all teleportation spells such as dimension door and teleport, phase door, astral travel, ethereal travel, and all summoning spells. These effects fail automatically. In addition, it prevents
the entrance to the area of alignments different from the caster. Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as the caster’s level.
Glyph of Warding
Spell Level: Cleric, 3rd level Range: 0
Duration: Permanent until discharged or dispelled
A glyph of warding allows a cleric to trap or ward an area with a permanent symbol that causes damage or has other effects on anyone crossing, touching, or reading the glyph. Typically the glyph is inscribed over a doorway or other portal, although it can also be placed on a box or chest. When the symbol is broken (e.g. the door is opened, the chest is opened, the inscription is read, etc.), it discharges. Damaging glyphs typically do 1d6 points of fire, cold, or electrical damage per two levels of the caster in a 5-ft radius with a save for half-damage. Non-damaging glyphs like blindness, disease, or poison affect the first creature to break the symbol. The glyph is invisible until it briefly glows a second before discharge. The glyph may be located with detect magic, identified with read magic, and removed with dispel magic. The Referee may allow any harmful cleric spell effect to be inscribed as a glyph, providing the caster can cast the spell.
Hallow
Spell Level: Cleric, 5th Level Range: Touch
Duration: Permanent until dispelled.
This spell makes area in a 10 feet/ level radius emanating from the touched point a holy site. The site is guarded by a permanent protection from evil and undead turning attempts have a bonus of +4. A dead body interred in a hallowed site cannot be turned into an undead creature.
Illusory Wall
Spell Level: Magic-User, 4th Level Range: 25 ft. + 5 ft. / 2 levels Duration: Permanent
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears real when viewed but physical objects can pass through it. A save to disbelieve is allowed upon touch. A probing search automatically reveals the true nature of the surface, though these measures do not cause the illusion to disappear.
This spell has circulated to many of the more powerful magic-users of the Stoneheart Valley, but it is mainly kept in their private collections and is not commonly found as treasure outside this region.
Magic Weapon
Spell Level: Cleric, 2nd Level; Magic-User, 3rd Level Range: Touch
Duration: 1 turn
This spell turns a single normal weapon into the equivalent of a +1 weapon with no bonuses. The weapon for the duration is considered enchanted for purposes of hitting creatures that are immune to normal weapons.
Poison
Spell Level: Cleric, 4th level; Druid, 3rd Level Range: Touch
Duration: Immediate
This spell is the reverse of neutralize poison, and requires the caster to touch the target (make an attack roll with no weapon bonus, if any). If
the attack hits, the victim is allowed a saving throw. If the save fails, the victim is killed by the poison.
Remove Paralysis
Spell Level: Cleric, 2nd Level Range: Touch
Duration: Immediate
By use of this spell, the cleric can free one creature from the effect of paralyzation such as caused by ghoul touch or hold person.
Rune Magic
When rune magic is cast, the magic-user traces the outline of a strange rune in charcoal on the desired surface. When the spell is completed, the rune becomes invisible and only become visible again upon discharge. The caster can set the conditions that trigger the rune, similar to a glyph of warding. Also, the caster may place a command word that prevents the triggering of the rune. In addition, the rune may be triggered by the trigger rune spell.
Rune of Darkness
Spell Level: Magic-User, 2nd Level Range: Touch
Duration: Until discharged or up to 1 year
When triggered, the rune causes a 15 ft. radius globe of impenetrable darkness to come into being. Once triggered, the darkness lasts for 1 hour.
Rune of Fire
Spell Level: Magic-User, 3rd Level Range: Touch
Duration: Until discharged or up to a 1 year
When triggered, the rune causes a 20 ft. radius blast of fire that explodes for 1d6 points of damage per level of the caster.
Rune of Poison
Spell Level: Magic-User, 4th Level Range: Touch
Duration: Until discharged or up to a 1 year
When trigged, the rune causes a 10 ft. radius sphere of deadly poison to come into being killing all creatures within unless a save is made.
Rune of Seeing
Spell Level: Magic-User, 3rd Level Range: See text
Duration: 1 hour/level
Until the end of the spell, the caster may switch his sensory input from his current location and the area surrounding the rune. The distance from a rune of seeing to the caster is not a factor. If the rune of seeing is made permanent with a silver inlay, an inactive rune can be activated using a circle of seeing.
Trigger Rune
The caster picks any one rune placed previously and within range. The selected rune is triggered immediately. The caster does not need to see the rune to be triggered unless the spell is cast through one of the circles of seeing.
Shield Other
Spell Level: Cleric, 2nd Level Range: 25 ft. + 5 ft./2 levels Duration: 2 turns
This spells wards the subject and creates a mystic connection of protection between the caster and the subject. The subject gains a –1[+1] AC bonus. Additionally, the subject takes half damage from attacks that cause hit point loss. The caster takes the other half of the damage. Forms of harm not involving hit point loss, such as charm effects, level drain, and death effects, are not affected. If the caster and subject move out of range of each other, the spells ends.
Shocking Grasp
Spell Level: Magic-User, 1st Level Range: Touch
Duration: Instantaneous
The caster generates a powerful electrical charge which gives a jolt to a creature touched. The shock discharges for 1d6 points of damage plus 1 point per caster level.
Spectral Hand
Spell Level: Magic-User, 2nd Level Range: 100 ft. + 10 ft./level Duration: 1 round/level
A ghostly hand shaped from the caster’s own life force materializes and moves as the caster desires, allowing delivery of any touch-delivered spell of 4th level or lower. The spell to be delivered by the hand must also be cast by the caster along with the summoning forth of the hand itself. The caster loses 1d4 hit points, that return immediately when the spell ends or is dispelled. If the hand is destroyed, the hit points do not immediately return, but are healed as normal. The spell gives a +1 bonus on any attack roll (if one is needed to deliver the spell’s magic), with the hand always striking from the caster’s direction. If the hand goes out of the caster’s sight or beyond range, or if the caster ceases directing it, the hand evaporates into nothingness. The hand is incorporeal and cannot be harmed by normal weapons. It has an AC 0[19] and 1 to 4 hit points, as many as were lost in creating it.
Spider Climb
Spell Level: Magic-User, 1st Level Range: Touch
Duration: 3 rounds + 1 round/level
The subject can climb and travel on vertical surfaces or traverse ceilings as a spider. The climb speed is 6, and the subject must have bare hands and feet.
Stinking Cloud
due to nausea, while within the cloud and for 1d4+1 rounds after leaving the cloud. Even with a successful saving throw, a creature must continue to make saving throws each round if it does not immediately get out of the cloud. A strong wind will dissipate the magical vapors in one round.
Stone Shape
Spell Level: Cleric, 3rd Level; Druid, 3rd Level; Magic-User,
3rd Level
Range: Touch
Duration: Instantaneous
The caster can form an existing piece of stone into a useful but crude shape. It is possible to make to make crude coffers, doors, and so forth; fine detail is not possible.
Symbol (Cleric)
Spell Level: Cleric, 7th Level
Range: Referee’s discretion (according to symbol) Duration: Varies (depends upon symbol used)
A Symbol spell creates a deadly magical trap, written into the shape of a divine rune. The rune’s magic is activated when any person or creature hostile to the caster reads it, or passes over, under, or past it. In addition to the standard Symbols in the Swords & Wizardry Complete rulebook, is this new version:
Symbol of Persuasion: all creatures within 30 feet must make a saving throw or change alignment to Chaotic for 1d20 x 10 minutes and act as if under charm person.
True Sight
Spell Level: Cleric, 5th Level Range: Touch
Duration: 1 round/level
With this spell, the caster confers upon a single creature the ability to see all things as they actually are. True sight has a range of vision of 120 feet and can do the following: penetrates normal and magical darkness, detect secret doors, notes the exact location of displaced things, identifies illusions and apparitions, all polymorphed, changed, or enchanted things are apparent, the projected alignment auras of creatures becomes visible, and vision focuses into the Ethereal Plane. The spell does not allow penetration into solid objects like x-ray vision. The spell effects cannot be further enhanced with known magic. The abilities of this spell are similar to effects of a gem of seeing.
Unhallow
Spell Level: Cleric, 5th Level Range: Touch
Duration: Permanent until dispelled.
This spells makes area in a 10 feet/level radius emanating from the touched point an unholy site. The site is guarded by a permanent protection from good and undead turning attempts have a penalty of –4.
Unholy Aura
Spell Level: Cleric, 7th Level Range: 20 ft.
Duration: 1 round/level
A malevolent darkness surrounds the caster to a radius of 20 feet, and affects one subject per level of the caster within this radius (in addition to the caster). For the duration of the spell, an aura gives these subjects a certain degree of protection from all attacks, gives them resistance to spells cast by Lawful creatures, and weakens Lawful creatures that strike the subjects. Each warded creatures gains a –2[+2] bonus to AC and +2 save bonus for all attacks from every alignment. Next, a warded creature gains a magic resistance of 60% against spells cast by Lawful creatures. Finally, if a Lawful creature succeeds on a melee attack against a warded creature, the attacker takes 1d3 points of Strength drain similar to the damage from a shadow’s attack. If Strength is drained to zero, the attacker becomes a shadow under control of the caster.
Unholy Blight
Spell Level: Magic-User, 3rd Level Range: Touch
Duration: Instantaneous
The caster calls up unholy power to smite his enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only Lawful and