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Attract Lover, Level 2 Wizard, Level 2 Cleric
CT: 20 min. R: Touch D: Until next New Moon.
SV: None SR: Yes Comp: V, S, M

The recipient will meet a devoted lover at the next possible opportunity. The new lover will be of the desired gender, and will be of at least average appearance. The recipient must be in a social situation where they could potentially meet such a lover. For example, if the spell is used while alone in the desert it will have no power until the user come into town. There is no guarantee that the new lover is socially appropriate for the recipient, and the recipient will have to deal with any consequences if they decide to pursue a forbidden affair.

The lover will depart at the next full moon, unless the spell is used again. Attracted lovers can also be kept with such spells as Charm Person.

The material component is a magnet imbedded in an apple.

Ball Lightning, Level 3 Druid, Level 3 Wizard
CT: 1 round R: 1 mile D: Until a target is struck
SV: Dex. for half SR: No Comp: V, S, M

The user shoots a ball of crackling energy which can move around obstacles, and explodes for 5d6 points of damage when it hits a solid object. The ball of lightning can be as small as a walnut, or as large as a man’s head, and any color desired by the user. It sheds light equal to a torch. The user can select any visible target for the ball, and it will thereafter pursue the target at any speed desired, up to human running speed. It can even be programmed to stay immobile and wait to ambush a target. The ball moves in a semi-intelligent manner, going around obstructions whenever possible, and is capable of finding windows and other means of entry into buildings. The ball can be intentionally hit with a thrown object and thus discharged, but the thrower must succeed at an attack against Armor Class 20.

The Material Component is a small ball of guano, tar, powdered iron, and shredded silk.

Banish Spirit, Level 1 Cleric, Level 1 Wizard
CT: 10 minutes R: 50′ D: Until dawn
SV: Wisdom negates SR: No Comp: V, S, F

The user forces one or more extra-planer beings or incorporeal Undead creatures to flee from an area or recipient. The total Hit Dice affected are equal to the user’s Level. The spell lasts until dawn, and the spirit(s) can thereafter return if they want. The spirits are not forced back to their home plane. During the spell’s duration, however, Banished spirits (but only the Banished spirits) will be unable to go near the user, or the area they were banished from.

Typically, Banish Spirit is used in conjunction with spells such as Summon Spirit and Bind Spirit. Summoned spirits usually need to be sent away with Banish Spirit, and the spell is likewise used as a backup for times when Bind Spirit goes wrong.

A spirit must be physically present in order to be Banished, so the protection cannot be extended until the previously banished spirit tries to molest the user again. More enduring protection from spirits is conferred by spells such as Protection From Evil.

This spell does not count as an “attack”.

The Focus for the Wizard version of this spell is a specially inscribed sword costing 200gp. Clerics require only their Holy Symbol

Banish Vermin, Level 1 Cleric, Level 2 Druid, Level 1 Wizard
CT: 1 round. R: 1 room, or a 25′ radius D: Until dawn.
SV: None SR: Yes Comp: V, S

All normal vermin in the nearby area are forced to flee. The spells banishes such things as rats, lice, fleas, bedbugs, cockroaches, spiders, centipedes, mice, and other such unwanted small animals. This spell is commonly used to create a restful area for sleep. It has no effect on giant or monstrous versions of vermin.

Bewitch Cattle, Level 3 Cleric, Level 2 Druid, Level 3 Wizard
CT: 1 round R: 1 visible head of livestock per user Level D: Until next New Moon
SV: Con. negates SR: Yes Comp: V, S, M

The user causes livestock such as cattle, sheep, goats, and horses to die in strange ways. The exact result of the spell on animals that fail their Save is determined with a d4 on the following table:
1. Animal loses 1d6 points of damage each day, seeming to waste away
2. Animal immediately goes mad and attempts to kill itself
3. Animal bleeds uncontrollably, losing 1 point of Constitution per day.
4. Animal grows weaker, losing 1 point of Strength each day.

Bewitch Cattle is defeated by Remove Curse.

The Material Component is a branch from a tree killed by lighting.

Bind Spirit, Level 1 Wizard
CT: 10 minutes R: 50′ D: 1 day per user Level; see text
SV: Chr. negates SR: No Comp: V, S, F

The user forces a spirit (Devil, Demon, Archon, Angel, Fairy or incorporeal Undead) to perform one or more tasks. The maximum Hit Dice of spirit that can be affected is equal to the user’s Level. The user can force the spirit to perform a task that can takes as many days to complete as the user has Levels, or to refrain from acting in a particular way. Furthermore, if the user is higher Level than the spirit they can make the spirit perform additional tasks, equal to the user’s Level minus the spirit’s Level. For example, a 10th Level user can force a 6 HD spirit to perform 5 tasks specified during the Binding (1 initial +4 additional ones).

The player must actually articulate the Binding the character imposes, such as “Go forth and bring me the contents of the Baron Von Gurent’s treasure vault, slay the Baron, return to the Outer Darkness, and never molest me or my loved ones in the future.” Since spirits hate to be Bound, they will always look for ways to subvert the terms of any Binding and make the user suffer appropriate consequences. The user must at least expect that the spirit will forever after regard them with hatred, unless the spirit has been commanded to do something harmonious with its own goals and nature. For example, commanding a Devil to bring food to starving orphans to going to make it very unhappy, while commanding an Angel to do the same might actually impress the being. Conversely, an Angel commanded to steal on behalf of the user will probably thereafter bring down the wrath of Heaven.

A user can only attempt to Bind a spirit once per encounter.

A spirit commanded to do something impossible is released from the spell, and the user had better have some other means prepared to deal with the angry being.

This spell does not count as an “attack”.

The Focus is a specially constructed and inscribed rod costing 200 gp

Discover Dead, Level 1 Cleric, Level 2 Wizard
CT: 1 round R: 20′ radius around user D: 1 hour
SV: None SR: No Comp: V, S, M

For the next hour the user can sense all dead bodies in their nearby area, even if hidden or buried. The spell moves with the user. Corpses and revenants can be discovered by means of this spell, but not incorporeal souls or ethereal creatures. For example, the spell can reveal an Amorous Revenant, but not a presence of a Ghost.

The Material Component is a forked branch of hazel wood.

Discover Treasure, Level 3 Wizard
CT: 30 minutes R: 1 day’s journey D: Effect occurs next day
SV: None SR: No Comp: V, S, M

The day after employing this spell the user will learn the location of a treasure. The method of discovery will vary, and can include everything from overhearing a drunken pirate bragging in a bar, to finding a long-forgotten map in a recently purchased book. The treasure will be located within 1 day’s journey of the user’s current location, and will be worth at least enough to keep the user in an Upper Class lifestyle for a year. The spell does not in any way guarantee recovery of the treasure.

Needless to say, most people who chase treasures tend to have short lives

The Material Component is an incense costing 50 gp

Elf Stroke, Level 2 Druid, Level 1 Wizard
CT: 1 round R: 1 visible target D: Instantaneous
SV: None SR: Yes Comp: V, S

The user shoots an invisible force at the brain of a visible recipient, automatically striking for 1d6 points of damage regardless of the target’s Armor Class or other protections. Only complete cover, Invisibility, or a Shield spell protects a target against an Elf Stroke. Inanimate objects, non-living beings, and creatures that do not have actual brains cannot be affected by an Elf Stroke.

As indicated by the name, this spell is extremely popular with Fae, Fairy Folk, and Elven Wizards.

Enhanced Hearing, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient’s sense of hearing becomes similar to that of a cat. The recipient can hear small mice moving inside walls, as well as sound too highly-pitched to be detected by human ears. The recipient suffers only a -2 Penalty (instead of the usual -4) when fighting opponents they cannot see.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against sonic spells such as Shout.

The Material Component is the ear from an animal with keen hearing.

Enhanced Sense of Smell, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of smell equal to that of a dog. The recipient can actually distinguish individuals by their smell, defeating Illusion spells that disguise personal appearances without altering scent. The recipient is able to smell bodies buried in shallow graves, or animals burrowing close to the surface. Additionally, the recipient has the ability to track creatures by scent until the end of the spell.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against olfactory spells such as Stinking Cloud.

The Material Component is the snout from an animal with keen smell.

Enhanced Sense of Taste, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of taste far exceeding the most talented wine expert. The recipient can easily distinguish between flavors that seem identical to ordinary people. The recipient gains a +4 Bonus on any Intelligence Checks to determine a substance’s identity and properties by taste. Since the recipient can also detect the most minute concentrations of flavors and react accordingly, they also gain a +4 on Saving Throws to avoid ingested poisons. The most common use for this spell, however, is for a magician to impress potential lovers with his incredible gastronomic connoisseurship!

Unfortunately, the recipient becomes completely unable to swallow anything but the best food and drink. Things like ship biscuit become disgustingly inedible.

The Material Component is a snake’s tongue.

Enhanced Sense of Touch, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient gains a sense of touch so acute that he can actually read inked pages in total darkness. The recipient can make also an Intelligence Check to distinguish a solid substance by touch alone. For example, in total darkness the recipient might be able to tell if the walls of a building are granite or ordinary field stone, or if a coin is copper or gold.

Unfortunately, the recipient user also suffers a -4 Penalty on Saves against Pain spells.

The Material Component is a cat’s whiskers

Enhanced Vision, Level 2 Druid, Level 1 Illusionist, Level 2 Wizard
CT: 10 minutes R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient can see in daylight with an ability similar to an eagle. The recipient is able to distinguish detail and recognize faces at a range of 1 mile in clear conditions.

Unfortunately, the recipient also suffers a -4 Penalty on Saves against blindness or bedazzlement from bright light (such as from Pyrotechnics).

The Material Component is the eye from an animal with keen sight.

Gambler’s Curse, Level 2 Illusionist, Level 2 Wizard
CT: 1 round R: 1 person within 20′ D: 1 hour
SV: Chr. negates SR: Yes Comp: V, S

The recipient is more likely to lose at games of chance. To replicate the spell’s effect, the Player must re-roll any dice used to determine the results of games of chance within the adventure, taking the worse result. When the recipient is playing cards, the Player is dealt two hands, keeping the lesser hand as the one actually dealt to the character.

Gambler’s Luck, Level 2 Illusionist, Level 2 Wizard
CT: 1 round R: Touch D: 1 hour
SV: None SR: No Comp: V, S, M

The recipient is more likely to win at games of chance. To replicate the spell’s effect, the Player can re-roll any dice used to determine the results of games of chance within the adventure, taking the better result. When their character is playing cards, the Player is dealt two hands, keeping the desired hand as the one actually dealt to the character.

The Material Component is the foot of a rabbit.

Ignore Pain, Level 3 Druid, Level 3 Illusionist, Level 3 Wizard
CT: 30 minutes R: Touch D: Until dawn
SV: None SR: No Comp: V, S, M

The recipient become immune to all pain and pain spells, mundane or magical, for the duration of the spell. Ignore Pain is often used by sorcerers and witches that fear that they are about to be tortured.

The Material Component is special salve costing 100 gp

Steal Milk, Level 1 Cleric, Level 1 Druid, Level 1 Wizard
CT: 1 minute R: 100′ D: Instantaneous
SV: Charisma negates – see below SR: No Comp: V, S, F

The user steals all the milk from inside the udder of a nearby cow, goat, or ewe, and teleports it into a desired container. The animal will subsequently be unable to provide any more milk that day. The owner of the animal gets a Charisma Saving Throw to prevent the cow’s milk form being stolen. If the cow has no owner, it gets no Save.

A typical day’s milking for a cow is 1 gallon.

The Focus for this spell is a special dedicated bucket.

Summon Spirit I, Level 1 Wizard
CT: 10 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user causes the appearance of an extra-planer creature (such as a Devil, Demon, Archon, Angel, Elemental, Fairy, or incorporeal Undead) with 1 or 2 Hit Dice. The spirit is not controlled in any other way, so if the spirit is unfriendly other spells will be needed to protect the user and force the spirit to obey commands.

Typically, before summoning a spirit the user will protect themselves with Protection From Evil or a Magic Circle. Sometimes, the spirit will be summoned into a inwardly-directed Magic Circle, as a secondary layer of protection. Unfriendly spirits must usually be forced into obedience with Bind Spirit, and/or sent away with Banish Spirit.

If the user wants, they can forgo using coercive spells such as Bind Spirit, and try bargaining with a spirit so it will perform a task voluntarily. Spirits will typically demand tributes, according to their natures:

  • A Devil will demand that the user perform one or more evil deeds, or even offer up their soul.
  • An Angel will desire some benevolent or righteous act.
  • A Demon will want a blood sacrifice, or the performance of some destructive act.
  • An Archon will likely desire some seemingly nonsensical action that actually furthers the plans of Fate.
  • A Fairy will probably want the user to participate in some act of mischief, present a work of art, or even obtain a seemingly impossible object (such as a hawk’s whisper).
  • An Incorporeal Undead will usually want the user to avenge their death in some way, or else complete some work that was left unfinished by the death of the spirit’s former body.
  • An Elemental will want the user to perform some action that increases the power of their associated element (such as a Fire Elemental demanding that the user start a conflagration).

Such bargaining must be role-played out, with offers and counter-offers proposed until both sides agree to the terms. Mortal summoners should be aware that the spirits have been at the bargaining game for a very long time, and are experts at making people give far more than they get. On the other hand, bargaining with a spirit can prevent angering it or its allies, as usually happens in cases where a magician resorts to using Bind Spirit.

In order to Summon any spirit, the user must first know the being’s name and sigil. A spirit’s sigil is a unique glyph that encapsulates the spirit’s existence. Names and sigils of specific spirits are found in the manuals of magic known as grimoires, and true grimoires are jealously guarded by the magi who possess them.

The Material Component of this spell is incense of a type that the spirit finds pleasing (brimstone for Devils, frankincense for Angels, etc.). The Focus is a small plaque of precious metal inscribed with the spirit’s sigil, costing 100gp per Hit Dice of the spirit.

Summon Spirit II, Level 2 Wizard
CT: 20 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 3 or 4 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit III, Level 3 Wizard
CT: 30 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 5 or 6 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit IV, Level 4 Wizard
CT: 40 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 7 or 8 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit V, Level 5 Wizard
CT: 50 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 9 or 10 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VI, Level 6 Wizard
CT: 1 hour R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 11 or 12 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VII, Level 7 Wizard
CT: 70 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 13 or 14 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit VIII, Level 8 Wizard
CT: 80 minutes R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 15 or 16 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

Summon Spirit IX, Level 9 Wizard
CT: 1 ½ hours R: 1 Spirit D: Until the summoned spirit leaves or is banished
SV: Charisma negates SR: No Comp: V, S, M, F

The user summons a spirit with 17 or 18 Hit Dice. Otherwise, the spell is identical to Summon Spirit I.

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