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Rules of Play

This chapter describes how to play the game. Here we will cover when to roll dice, how to survive melee and magical effects, monsters and foes and how characters advance in expertise to become stronger and more capable.

The rules are relatively short and simple to apply. As such, this section provides a framework in which to play and enough to give you the tools to make a rule for any situation that comes up in play. The rules are for both the Game Master and the Players so that there is a shared understanding of the game, allowing you to all get on and tell some great stories about the heroes that you have created.

The Basic Rule

Everything a character might possibly attempt, where failure would be interesting, is resolved by testing one of the Attribute Stats. These numbers were generated as part of character generation.

In order to successfully test a Stat—a player must roll below it on a d20.

Monsters and other adversaries don’t make tests—a character must avoid their attacks by making a test. The only time a GM would roll dice is when a player fails a defensive test and a monster’s attack damage die must be rolled.

Advantage & Disadvantage

A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional die when making a test—with Advantage the player picks the most advantageous result and with Disadvantage the GM chooses the die. A character’s Race and Class provide examples when Advantage and Disadvantage dice rolls are in play. Advantage and Disadvantage do not stack; you can only ever have one extra dice in play. If there were two reasons to have Advantage, and one for Disadvantage, you would only have a single Advantage die.

Saving Throws

Heroes & Monsters™ asks the player to roll Attribute tests when any spell, trap or effect would impact them—using the below as a guide. Apply the advice in the Powerful Opponents section (p. 36).

Strength: Physical Harm that cannot be dodged.

Dexterity: Physical Harm that can be dodged.

Constitution: Poison, Disease or Death.

Intelligence: Resisting Spells and Magic.

Wisdom: Deception and Illusions.

Charisma: Charming and fear effects.

Tests

Whenever a character carries out a significant action where the outcome is uncertain then it is a test. Tests, like combat actions and saving throws, require a d20 roll under a Stat to succeed.

Choose a Stat depending on the type of action.

Strength: Physical strength, brawn, pulling, pushing and breaking things, swimming, climbing.

Dexterity: Athletics, dodging, handeye coordination, juggling, moving.

Constitution: Keep going, Holding your breath, Staying sober.

Intelligence: Debating, understanding, lore and knowledge, reading, healing, building and construction.

Wisdom: Perception, common sense, force of will, empathy.

Charisma: Persuasion, seduction, negotiation, haggling, oratory, command.

The Races and Classes identify the sorts of tests that gain Advantage.

The GM may decide that some tests require specialist or intensive training. In these cases the default test roll is at a Disadvantage or simply not possible. Examples of these tests might include specialist lore or knowledge, battle tactics, chirurgery or trained physical discipline, such as horse archery.

Initiative, Attacking and Defending in combat are particular types of test and are covered below.

Degrees of Success

When rolling for any kind of test, certain die results create special effects.

If you roll a 1 on a test then that is the best result possible and is called a critical. The Test is carried out to perfection. More information is available if it is an observation.

Devotion follows a persuasion Test. A critical climb or jump would place the character precisely where they needed to be with the minimum of fuss and at great speed. Attacks will do more damage (see p. 36) and Defenses negate all damage and create a positional advantage to the defender.

If you roll equal to or less then your character level and also lower than the Stat being tested then this is a special. This is a particularly good success. Some classes use this to generate extra impressive attacks. With a special something extra, unexpectedly useful or good for the character, can be described along with the success.

If you roll a ‘20’ on a test then it is a failure, even if it should have been a success.

Even characters with stats at 20 or high stats with bonuses will fail some of the time.

If you roll exactly equal to the stat on a test then Fate has taken an interest and has stepped in. The GM decides the outcome of the test, either a success or a failure, but also introduces a new situation into the action, either linked to the test or the overall story. Fate acts as a trigger for the GM to bring new and unplanned things into play.

Here are some examples: ? The dragon is suddenly seen overhead. After so long, it has now emerged to hunt.

  • Your sword is embedded in the troll’s hide. You cling on as it lumbers through the undergrowth.
  • As you turn you see the outline of a door shimmering in the revealed moonlight.

Combat and Action

In the deadly and tumultuous worlds of Heroes & Monsters™ mortal combat is frequent and inevitable. The lands are full of dangers and evil foes. It is quite possible that your character can die in the game. The rules below will guide you through the perils and hopefully you will come out the other side unscathed.

Time & Turns

There are 2 important types of tracked time—Moments (rounds) and Minutes (turns). Moments are short pulses of time, only a few seconds, used during combat and fast paced scenes of danger. It’s enough time for all characters and opponents to act. Minutes are used when exploring and adventuring. A GM may advance the clock as they need substituting Minutes for Hours, Days or even Months should the adventure require it.

Player’s Turn

During a player’s turn in a Moment, a character may move and perform an action.

They could attack, look for a clue, talk with an NPC, cast a spell – interacting with the world is an action. Often they will test their attributes to determine the outcome.

Movement & Distance

Rather than track precise numbers, Heroes & Monsters™ uses 4 abstract ranges for measuring distances. Close, Nearby, Far-Away and Distant. On their turn every character can move somewhere Nearby as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere Far-Away instead. Anything beyond Far-Away can be classified as Distant and would take 3 moves to get to.

This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide: CLOSE NEARBY FAR-AWAY DISTANT 0-5ft. 5-60ft. 60-120ft. Beyond 120 ft.

Initiative

When combat breaks out, everyone must be sorted into an order so that they each get to act and react in turn. Every character tests their DEX, those that succeed, take their turn before their opponents, they must then act as a group, deciding their own order for actions. Those that fail their DEX tests, go after their opponents.

Ambush

If one side or another are attempting to ambush the other, then first resolve a Test of Stealth vs Perception. If the Pcs are being ambushed they must choose one of their number to test WIS on behalf of the group. Class or Race may provide Advantage, and there may be circumstances where the characters are at Disadvantage.

If the ambush is successful then the opponents have initiative and go first for the duration of the combat.

Conversely the group must be successful in a test of DEX to ambush opponents. If the ambush is successful then the Pcs have initiative and go first for the duration of the combat.

Attack/Defense/Damage

When a character attacks an opponent they must roll below their STR stat for a Melee Attack or DEX for a Ranged Attack. Likewise, when a creature attacks, the character must roll below their STR to defend against a Melee Attack and their DEX against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.

The damage an attack deals is based on the character’s class or the number of HD a monster has. Class special abilities sometimes increases the damage die.

To make a Melee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers a Disadvantage.

Monsters deal damage based on their HD – refer to the table next to the list of Monsters but if you’d prefer to use the damage stats listed in an existing module that you are playing, you can certainly do that instead.

Light & Heavy Weapons

Light weapons, i.e. daggers, are easy to use but cause less damage.

You subtract –1 from any dice rolled with them, including stat rolls and attack damage.

Heavy two-handed weapons (great sword, halberd, flail, morning star, pole arm, pike, and heavy crossbow), as well as lance, add +2 to any dice rolled with them.

Critical Damage

If a player making an attack rolls a 1, they double the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they take double damage. Armor Points are used normally.

Monster Hit Dice

Hit Dice, or HD, represents a monster’s level and the number of d8 rolled to determine its HP. The higher the HD the more powerful the monster and the more damage it inflicts when it hits a character. Also, note that for every HD the monster is above a PC level, then add that number to all dice rolls against it (see below).

Monster HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)
11+ 2d12 (12)

Powerful Opponents

For every HD above the character’s level, add +1 to every roll the player makes for any attribute test that would determine the outcome of a conflict between them and the opponent. – A level 3 character defending against a HD 5 monster’s attack would add +2 to their roll.

Player vs. Player

There may come points in your shared story when player characters come to blows with each other. Apply the following rules: Initiative – everyone rolls initiative. Lowest successful initiative rolled goes first, followed by other successful rolls in ascending order. Next is the lowest rolled failed initiative, followed by other failed rolls in ascending order.

Tests – apply the Powerful Opponents rule using Levels instead of HD for all Tests, including Attacks.

Armor Points

Armor provides protection by reducing all incoming damage.

Each type will reduce damage by a number of Armor Points.

Shields also help to protect in battle. They add -2 to the character’s STR roll when defending against a melee attack, and -1 to the DEX roll when defending against a ranged attack.

Monsters may also benefit from armor. If it is natural armor then there is no UD and this is usually simply factored into the monster’s Hit Points. Some humanoid monsters also carry shields.

Falling

A character who is falling takes 1d6 damage for every 10 feet of falling distance.

Paralyzed

Some monsters in the main rulebook will cause PC’s to become Paralyzed. Whilst Paralyzed a character cannot move, talk or take any actions. At the start of their turn a character can make a CON test, if successful they are no-longer Paralyzed and can continue the rest of their turn.

Note: You can use the same approach to model lots of impairing effects, Poison, Fire, Insanity, Blindness etc – just vary up the associated attributes.

Disease & Poison

If the CON roll fails, a victim of disease dies in one week unless Cure Disease is cast. A victim of poison dies in 6 rounds unless a Neutralize Poison is cast.

Hordes

Monsters will often attack as a horde, seeking to surround and overwhelm opponents with numbers. When acting as a horde you can simplify how to handle the situation and minimize die rolls.

Use these optional rules to handle a horde: ? A maximum of 4 monsters of human size can attack a character at once.

  • For a mixed group of Monsters pick the one with the highest HD for the Powerful Opponent Rule.
  • Make one Defense roll for the whole Horde. Add +1 to the die roll for each opponent after the first attacking.
  • Hordes inflict damage by taking the highest HD monster as base damage and then increase the damage die one step for each monster after the first.
  • To attack a horde, treat it as one target. Add +1 to the die roll for each opponent after the first in the horde. Roll damage as usual and choose which of the horde are affected.

Random Encounters

The GM should roll a d10 Usage Die every 15 minutes of real world play. A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following Minutes (turn).

The Usage Die is reduced to the next lower until it becomes a d4.

Banishing Undead

Clerics can attempt to banish nearby undead as an action. They must successfully test their WIS for each group of creatures they are attempting to banish, adding the highest creature’s HD to the roll. A cleric can Banish a number of undead equal to Level x 3 in HD.

A GM will determine which creatures are in any particular group.

Undead monsters that are Banished by Clerics must spend all their movement (and convert actions to movement) to move away from the Cleric for 2d4 Moments after being Banished.

Creature Reactions

Most monsters and Npcs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a Reaction roll on the following table:

d8 Roll Reaction
1 Flee then roll again.
2 Avoid the Pcs entirely.
3 Trade with Pcs.
4 Give the Pcs aid.
5 Mistake the Pcs for friends.
6 Trick the Pcs (roll again).
7 Call for Reinforcements.
8 Capture/Kill/Eat the PCs.

Hunger & Rations

At the start of a session every character rolls their ration’s Usage die. If they are unable to eat/drink for any reason – they roll all tests with Disadvantage until they do.

As soon as they have eaten rations, a character regains 1 Hd Hit Points, they can eat more should the story dictate – but only gain the healing benefit once per games session.

Death & Dying

When a character is reduced to zero Hit Points (HP) they are taken Out of Action (Oofa), they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken Oofa can roll on the table (below) to see what happens to them. If they survive they gain 1d4 HP.

If the characters lose the fight or are unable to recover the body of the character, the character is lost forever!

d10 Roll Out Of Action
1 KO’d – Just knocked out.
2 Fat Head – Disadvantage on all tests for the next hour.
3 Cracked Bones – STR, DEX and CON are temp. -2 for the next day.
4 Crippled – STR or DEX is permanently reduced by 2.
5 Disfigured – CHA reduced to 4.
6 Dead – Not alive anymore.
7 Disfigured – CHA reduced by 4.
8-9 Dead – Not alive anymore but spirit is at rest.
10 Undead – Not alive but the spirit is restless and will return as a ghost or raise the corpse as a hungry undead with HD equal to character’s level unless buried with the full appropriate rites.

Healing

Characters can gain Hit Points from Spells, Potions, Abilities and Time. They can never gain more than their maximum – and can never go below zero either. When healing a character who is Oofa, just start at zero and count up. That character is now back on their feet and no longer Oofa.

A character with a healing ability can heal someone up to 1d4 HP per odd level gained on a successful WIS test. So, a level 5 healer would heal 3d4 HP. A character can only receive the benefit of a healing ability once until damaged again.

Resting

Once per day, after resting, characters may roll the Hit Die associated with their class and regain that many HP.

Experience

Adventurers learn through defeating and overcoming obstacles.

Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon of terrors, completing a quest, or simply living to tell the tale, are the things that bring perspective and growth.

For every 2-3 sessions the character survives they gain a level. The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign – and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.

Note: Elves need 3-4 sessions before they gain a level.

Gaining Levels

When a character levels up, their maximum Hit Points increase by rolling the Hit Die for the class. Also a player should roll a d20 for each Stat, if the result is higher – that Stat increases by 1.

Level 10 is the highest level where all the special Class gains apply. At 10th the character has reached the apex of their capabilities.

However, if you want to play on with your mighty hero, then why not? For every level from 11 to 20 gain 1 extra Hit Point, Stat increase rolls are made as usual, but the limit is 20. Level dependent class abilities stop improving after level 10.

If this starts an arms race with even more fearsome monsters having HD greater than 12 then so be it!

Spellcasting

Clerics, Elves and Magic-Users have the ability to cast spells that are chosen from their appropriate class list (on the following pages). Elves and Magic-Users using INT and Clerics using WIS.

They can cast any spell they know by reading from their spellbook/holy text/music, or can memories a number of spells equal to their Level and cast those without them. Write them down, these are the spellcaster’s spells for the day.

They have a number of ‘spell slots’ they can cast each day—as shown below. These represent a magic user’s ‘energy’ and the taxing nature of casting spells over a long period. When they run out of spell slots, they cannot cast any more spells.

Once a spell is cast the character must test their INT/WIS—adding the spell’s level to the roll.

If they fail then they reduce the number of ‘spell slots’ corresponding to the spell level just cast by 1. When a memorized spell is cast it is not forgotten. If there remain spell slots for the level of spell, the memorized spell can be cast again.

After roughly 8 hours rest, the number of ‘spell slots’ a character has refreshes to its maximum.

If you are adapting a spell from a traditional OSR or original era game that calls for a creature to make a save, then instead the spellcaster must test their INT or WIS—to see if the magic cast was powerful enough to overcome their defenses (remember the Powerful Opponents rule).

Cleric Spells Per Day

Note: columns are spell slot levels, lines are character levels.

Level 1 2 3 4 5 6 7
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2 1
9 3 3 2 2 2 1
10 3 3 3 2 2 2 1

Magic-User Spells Per Day

Note: columns are spell slot levels, lines are character levels.

Level 1 2 3 4 5 6 7
1 1
2 2
3 3 1
4 3 2
5 4 2 1
6 4 3 2
7 4 3 2 1
8 4 3 3 2 1
9 4 3 3 2 2 1
10 4 3 3 2 2 2 1

Elf Spells Per Day

Note: columns are spell slot levels, lines are character levels.

Level12345
1 1
2 2
3 3 1
4 4 2
5 4 2 1
6 4 2 2
7 4 3 2 1
8 4 3 3 2
9 4 3 3 2 1
10 4 3 3 2 2

Cleric Spells

1st Level

Cure Light Wounds: Heal 1d8 HP to a Nearby target.

Detect Evil: Everything Nearby that is evil glows – 5 mins.

Detect Magic: Everything Nearby that is magic glows – 5 mins.

Light: Create dim light from a Nearby spot or object – 1 hr.

Protection from Chaos: Advantage on tests from Chaotic (Lawful) sources, enchanted beings blocked – 1 hr.

Purify Food and Drink: Removes all diseases from all Nearby food and drink.

Remove Fear: Roll WIS to remove fear from a near target.

Resist Cold: Ignore normal cold, advantage against cold attacks – 5 mins.

2nd Level

Bless: Nearby allies gain +1 to stats when making attacks and saves – 1 hr.

Control Snakes: Control of 1 HD of nearby snakes per level – 10 mins.

Find Traps: Find Traps : Notice all nearby traps – 10 mins.

Hold Person: Paralyze 1d4 Nearby targets. Test WIS each turn to see if the effect lasts.

Resist Fire: Ignore normal fire, advantage against fire attacks – 5 mins.

Silence: Magical silence covering everything Nearby to a target – 1 hr.

Speak with Animals: Can understand and talk with animals – 1 hr.

3rd Level

Daylight: A nearby area is illuminated by sunlight – 1 hr.

Cure Disease: Cures a Nearby target of all diseases.

Locate Object: Sense direction of a known object – 1 min/ level.

Prayer: All Nearby allies defend against attacks with Advantage – 1d4 rounds.

Remove Curse: Removes a curse from a Nearby target.

Speak with Dead: Ask a Nearby corpse 3 questions.

Warding: Does 1d4 damage per level to any enemy coming close to a point

4th Level

Control Plants: Control of 1 HD of nearby plants per level – 10 mins.

Create Food/Water: Create enough food/water for all Nearby creatures for a day.

Cure Serious Wounds: Heal 3d8+3 HP to a Nearby target.

Neutralize Poison: Remove/Immunize poison from a Nearby target – 10 mins.

Protection from Chaos: Nearby allies gain 6 temp AP against evil creatures – 10 mins.

Speak with Plants: Can understand and talk with plants – 1 hr.

Sticks to Snakes: Can turn 2d6 sticks into snakes, 50% are venomous – 1 hr.

Tongues: Caster speaks, understands languages of near beings – 5 mins.

5th Level

Commune: The Cleric’s deity truthfully answers 3 questions – 10 mins.

Create Food and Drink: Create enough food for all Nearby persons for a day.

Dispel Chaos: Removes a Nearby Divine (Chaotic) spell.

Finger of Death: Choose a Nearby target and test WIS, if a pass the target is Oofa.

Flame Strike: 6d8 to all targets close to a specified near point.

Plague: Test WIS for all Nearby targets, they lose 2d8 HP for the next 1d6 minutes.

Quest: Force a Nearby creature to obey an order.

Raise Dead: Return a Nearby willing target to life, who’s died within the last 7 days.

6th Level

Animate Object: Give a Nearby object motion and a simple intelligence – 10 mins.

Blade Barrier: Wall covers a Nearby area, WIS to attack Close targets (3d8) – 10 mins.

Conjure Elemental: Summons an elemental with HD equal to caster’s lvl – 1 hr.

Find Path: Shows shortest, safest path to a chosen location – 10 mins.

Heal: Undoes all damage, disease, poison, etc. on one close living target

Lightning Strike: 6d8 to all targets near to a specified far point.

Speak with Monsters: Can understand and talk with monsters – 1 hr.

Word of Recall: Give ability to teleport back to the location this spell was cast – 1 year.

7th Level

Aerial Servant: Summons a servant to recover a distant object.

Astral Spell: Projects an avatar of the caster onto a chosen plane – 1 hr.

Control Weather: Control the Nearby weather to all extremes – 10 mins.

Earthquake: Test WIS for all Nearby creatures, passes are taken Oofa.

Holy Word: Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 minutes.

Projection: Projects avatar at a speed of 100 miles/min per level – 10 mins.

Wind Walk: Turn into mist and back, at will – 1 day.

Restoration: Returns all levels lost to monsters with level drain or lost Stats.

Elf/Magic-User Spells

1st Level

Burn: Near targets in a 90° arc take 1d4 damage/level.

Charm: A Nearby target obeys commands. Test WIS each turn to see if the effect lasts.

Detect Magic: Everything Nearby that is magic glows – 5 mins.

Enlarge: Doubles size of one human-sized target. Increase the attack damage by one die step – 2 mins.

Feather Fall: Target floats gently instead of falling – 1 min.

Floating Disc: Carries 500 pounds – 12 mins.

Hold Portal: A Nearby door or gate is held either open or closed – 2d6 mins.

Light: Create dim light from a Nearby spot or object – 1 hour.

Magic Missile: A Nearby, Far-Away or Distant target takes 1d4 damage/level.

Protection from Chaos: Advantage on tests from Chaotic (Lawful) sources, enchanted beings blocked – 1 hr.

Read Language: Read all languages – 10 mins.

Read Magic: Read all magic – 10 mins.

Shield: Gain 1 AP/ level – 1 round/level.

Sleep: Puts 1d6/level worth of HD monsters to sleep. 8 hours. Only affects monsters with HD equal to or less than the caster’s level.

Ventriloquism: Throw voice up to far range – 1 round.

2nd Level

Blur: All defense Tests are at an Advantage – 1min.

Continual Light: A nearby area is illuminated by sunlight – 1 hr.

Darkness: Creates darkness covering a Nearby area that blocks all types of vision – 1 hr.

Daylight: A near object or point permanently casts bright light.

Detection: Specify one type of the following: hostile, invisible or evil creatures. Everything specified that is Nearby glows – 5 mins.

Inflict Fear: All near enemies flee in terror – 5 mins.

Invisibility: A nearby creature is made invisible until it attacks or dispelled.

Knock: A Nearby door or lock is opened.

Levitate: The caster floats up to 6 feet from the ground – 10 mins/level.

Magic Weapon: By touching a weapon it becomes magical and +1 – 1 hour.

Mirror Image: 1 illusion of caster per level, vanishes if attacked – 5 mins.

Phantasmal Force: Creates a Nearby illusion dispelled by touch. Test WIS, if a pass, a viewer can be harmed (1d6).

Read Thoughts: Understand thoughts of any near being – 10 mins.

Web: Traps a Nearby area, stopping movement. Test WIS/hr to see if the effect lasts.

Wizard Lock: As Hold Portal, except it is permanent until dispelled. A Magic User 3 levels higher than the caster or a Knock spell can open a door so locked, but this doesn’t dispel the Wizard Lock.

3rd Level

Alter Time: 4d6 Nearby allies can act twice per round. Or on a passed INT test, 4d6 enemies can be slowed to act every other turn – 5 mins.

Blink: Teleport to a near point as an action – 5 mins.

Clairvoyance: See things at a distant point with normal vision – 10 mins.

Darkvision: See in absolute darkness – 10 min/level.

Dispel Magic: Removes a Nearby Arcane spell or other magic effect at the GM’s discretion.

Fireball: 1d6 Nearby creatures take 1d6/level damage.

Fly: Allows a Close target to fly 120 ft/round – 1d6 mins + 1 min per level.

Haste: Perform two actions instead of one – 2 mins.

Hold Person: Paralyze 1d4 Nearby persons. Test INT each turn to see if effect lasts.

Lightning Bolt: Creates a lightning bolt in a line out to Nearby. DEX roll to hit, creatures Close to that line take 1d6/level damage. A failed DEX roll causes half damage.

Magic Circle: A protective circle that prevents one type of summoned being to cross the circle – 1 hour

Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby creatures.

Protection from Missiles: A Nearby ally becomes immune to small, non-magical missiles – 2 hours.

Read: Read all languages and magic – 10 mins.

Suggestion: Target obeys simple (non-self-harming) suggestion – 1 week.

Water Breathing: Water Breathing: A Nearby ally can breathe under water – 2 hours.

4th Level

Charm Monster: On an INT test, 3d6 Nearby creatures of 3 HD or less obey commands until dispelled.

Confusion: 2d6 Nearby targets immediately make a Reaction roll. See Reactions on page 39.

Dimension Door: Teleport a target to a Distant Location.

Enchant Weapon: Advantage on all rolls with weapon – 5 mins.

Illusionary Terrain: Perfect illusion of any type of terrain (1 week).

Inflict Fear: Near enemies flee in terror, 1HD per level – 5 mins.

Magic Eye: Invisible floating 360° viewpoint up to distant range – 5 mins.

Massmorph: 100 or less persons appear as trees – until dispelled.

Plant Growth: Creates impassable tangle of vegetation, far range.

Polymorph: Transform a creature to have the appearance of another.

Remove Curse: Removes a curse from a Nearby target.

Stone Shape: Changes the form of existing stone, 5 cubic feet per level Spell Shield: Protection from level 1-4 spells.

Wall of Fire/Ice: Wall covers a Nearby area, WIS to attack Close targets (3d6) – 10 mins.

Wall of Stone/Iron: A wall covers a Nearby area – 1 hour.

Wizard Eye: Sends an invisible magic ‘eye’ up to Distant at 120 ft/min that allows the caster to see distant events.

5th Level

Animal Growth: Makes 1d6 Nearby normal animals to grow to giant size – 2 hrs.

Animate Dead: Create 2d4 Skeletons/Zombies with HD/ level, from nearby bodies.

Cloudkill: Anyone with less than 5HD that touches it must test INT or be Oofa – 1 hr.

Cone of Cold: 1d6/level in front arc of caster, freezes liquids, far range.

Conjure Elemental: Create an Elemental of chosen type with 3d4 HD.

Contact Higher Plane: Ask 1 question/level.

Feeblemind: Reduce a Nearby target’s INT to 4 – 10mins/level.

Hold Monster: Paralyze 1d4 Nearby creatures (test INT) or 1 Nearby creature (test INT+2).

Passwall: Creates a temporary 10′ deep hole through solid objects big enough for a person to pass – 5 mins.

Rock-Mud: Transmutes a 300 ft x 300 ft area of rock or earth to mud 10 ft deep. Reversible.

Telekinesis: Move Nearby objects – 1 hour.

Teleport: Transports a Nearby target to any place known to the caster.

Wall of Stone or Iron: A wall covers a Nearby area – 1hr.

6th Level

Anti Magic Shell: Creates a Nearby Zone around the caster blocking all magic – 10 mins.

Death Spell: 2d8 Nearby targets with 7HD or fewer die.

Disintegrate: Makes one Nearby target or object turn into a fine powder.

Invisible Stalker: Summons an extra-dimensional monster to perform one task.

Death Spell: 2d8 near targets with less than 7HD die.

Disintegrate: Turns one near target into a fine powder.

Flesh to Stone: Turns one near creature and its equipment to stone.

Geas: Forces target to obey a short instruction from the caster.

Move Earth: Shifts topography as desired, up to far range – 5 mins.

Part Water: Creates a dry passage through water up to 50’ deep – 5 mins.

Reincarnation: Transfers spirit of dead target to a near living creature.

Spell Ward: Protects caster and near allies from level 1-4 spells – 1 day.

Stone to Flesh: Revives petrified creature or turns mass of stone into flesh.

7th Level

Clone: Exact physical and mental duplicate of target, will try to kill original.

Conjure Demons: Summons a Demon with 2HD/level.

Control Undead: Control over 2HD/level of near undead – 10 mins.

Crystaliron: Turns one iron object into a clear substance of half the weight.

Dispel Enchanment: Permanently removes all magic from one near item.

Immunity: Target is immune to all harmful magic – 5 mins.

Limited Wish: Change reality in a limited way or time.

Meteor Swarm: Effects the same as casting Fireball 4 times.

Permanence: Makes one spell of level 1-3 permanent.

Power Word, Kill: A Nearby target with 50 HP or fewer dies and cannot be resurrected.

Time Stop: Stops time completely in a Nearby area – 1d4+1 Rounds.

Undeath: Target becomes specified type of undead, HD half caster level.