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View Full Version : Old School Spell Point Sorcery - Alternative magic system for any OSR game



Yora
2014-04-06, 06:11 AM
I'm a fan of Sword & Sorcery fantasy and the D&D system of spellcasting never appealed to me. Expanded Psionic Handbook for 3rd Edition was very good though, and remains to be my favorite magic system in any RPG. Using spell points to pay for your spells, and the option to use a greater amount of magic for more powerful effects is just what I want.

This new system I've made uses the mechanic of spell points and augmentation, but is otherwise meant to be completely modulaic (is that a word?). It only replaces the way characters gain new spells and how you track how much more magic you have available. Everything else about casting spells remains just the same way as it normally is in whatever game you might be playing. (Like initiative, positioning, concentration, and so on.) This is a first version, so any comment on apparent errors or suggestions for improvement are very much wanted for.

As of now, there are 54 spells in total, though many of these already include the option to "upgrade" them to a more powerful version (charm person to charm beasts to charm spirits; speak with animals to speak with plants to stone tell), so there's actually more like 80 to 100 spell effects in there.
The selection of spell is meant to be more in line with classic fantasy magic that is mysterious and somewhat ephemral, and not a universal tool that can be used to do everything one could ever possibly imagine. For example, spells can manipulate and transform objects, but it can not create matter out of thin air, or it can cause other people to ignore a person but not make that person perfectly transparent to light. The spells presented here can not create matter, solid force fields, bring back the dead, alter time, or reliably reveal the future or secrets. If such things are possible in a campaign, they should be complex and lengthy rituals that require a great deal of effort and preparation, the details left to each GM.

Converting Spellcasters
Under this system, there is no clear distinction between arcane and devine magic, and there are no spellbooks or anything like this. On each new level, spellcasters gain a fixed number of new spells which they can select from their spell list. By default, no special research is neccessary, and there is no way to learn additional spells other than by gaining a new level.
I have prepared to standard advancement tables. The "Primary Caster" table is for classes like wizards and clerics, "Secondary Caster" for bards, and "Tertiary Caster" for rangers and paladins.

"Primary Caster" Spells and Spell Points

Class LevelSpell PointsSpells KnownMax. Spell Lvl. Known
1331st
2751st
31372nd
41992nd
525113rd
633133rd
742154th
852174th
96319(4th)
107421(4th)
118823(4th)
1210225(4th)


"Secondary Caster" Spells and Spell Points

Class LevelSpell PointsSpells KnownMax. Spell Lvl. Known
1121st
2331st
3651st
41062nd
51582nd
62192nd
728113rd
836123rd
945143rd
1055154th
1166174th
1278184th


"Tertiary Caster" Spells and Spell Points

Class LevelSpell PointsSpells KnownMax. Spell Lvl. Known
1---
2---
3---
4111st
5321st
6631st
71042nd
81552nd
92162nd
102873rd
113683rd
124593rd


To cast a spell, a spellcaster has to pay spell points. The minimum points to cast a spell are given in the spells description (usually equal to the level at which the caster becomes able to learn the spell), but some spells can be augemented with additional spell points for greater effect. The maximum number of spell points a spellcaster can use when casting a spell is always equal to his level.

Bonus Spell Points
Spellcasters usually get additional spells per day if they have a high Intelligence or Wisdom score. Most OSR games have different modifiers for their ability scores, but this is the system I use for AS&SH:

Ability ScoreBonus Spell Points
13-14Max. Spell Level × 1
15-16Max. Spell Level × 2
17Max. Spell Level × 3
18Max. Spell Level × 4

Alternatively, this table (http://www.d20srd.org/srd/psionic/classes/index.htm#thePowerPointReserve) from the XPH can be used as a guideline to come up with other systems.

Yora
2014-04-06, 06:20 AM
Spell Lists
I use only two spell lists, Mage and Priest. Any GM is free to build other spell lists based on the spells available.

Mage Spell List
1st Level Mage Spells
Bolt of Fire: Ray deals 1d6 or more points of cold damage.
Bolt of Ice: Ray deals 1d6 or more points of cold damage.
Charm: Makes a creature your friend.
Detect Magic: Detect magic auras from spells and items.
Disguise Self: You change your appearance with an illusion.
Enchant Weapon: Gives a magical enhancement bonus to weapon.
Faerie Fire: Outlines invisible creatures.
Fear: Causes targets to become frightened for 1d4 rounds.
Fog: Creates a thick cloud of fog that grants concealment.
Hallucination: Creates a simple illusion.
Infrared Vision: Target can see in the dark.
Light: Object sheds light like a torch.
Message: Whispered conversation at distance.
Wind Step: Make great leaps or land safely.

2nd Level Mage Spells
Alter Self: Assume form of a Small or Medium humanoid.
Cone of Cold: Cone deals 3d6 or more points of cold damage.
Cone of Flames: Cone deals 3d6 or more points of fire damage.
Darkness: Creates a region of magical darkness.
Earth Walk: Allows you to climb on stone walls with ease.
Entangle: Vegetation entangles everyone in the area.
Heal: Heals hit point damage.
Invisibility: Makes you or another creature invisible.
Resist Energy: Grants energy resistance 10 against one type of energy damage.
Read Thoughts: Allows you to read surface thoughts.
Remove Fear: Grants new saving throw against fear effects and +4 bonus on saves against further fear effects.
Suggestion: Implants hypnotic command in a creature.
Thicken Skin: Grants natural armor bonus.
Weakness: Target takes –4 on attack rolls, or –2 if he makes the save.
Web: Creates a web of sticky strands.
Wood Shape: Reshapes dead or living wood into a desired form.

3rd Level Mage Spells
Beast Shape: You take the form and some of the powers of an animal.
Dispel Magic: Dispels magic effects.
Fireball: Deals 5d6 points of fire damage within 20-ft. spread.
Hold: Holds target paralyzed, allows a save every round to escape.
Lightning: Deals 5d6 or more points of electricity damage to a group of enemies.
Restoration: Heals the effects of diseases and poisons.
Speak with Nature: Allows you to communicate with animals, plants, and rocks.
Stone Shape: Reshapes stone and earth into a desired form.
Stunning Blast: Stuns targets in 20-ft. cone.
Water Breathing: Subjects can breath underwater.
Wraithshape: Target becomes incorporeal for 1 round/level.

4th Level Mage Spells
Bestow curse: Bestows several penalties to target.
Dominate: Controls the mind of one creature.
Fly: Fly through the air for 1 minute/level.
Remove Affliction: Removes disease or poison.
Wall of Fire: Creates a wall of fire that deals 2d6 points of damage to nearby creatures.

Priest Spell List
1st Level Priest Spells
Charm: Makes a creature your friend.
Detect Magic: Detect magic auras from spells and items.
Fear: Causes targets to become frightened for 1d4 rounds.
Heal: Heals hit point damage.
Light: Object sheds light like a torch.
Enchant Weapon: Gives a magical enhancement bonus to weapon.
Remove Fear: Grants new saving throw against fear effects and +4 bonus on saves against further fear effects.

2nd Level Priest Spells
Infrared Vision: Target can see in the dark.
Darkness: Creates a region of magical darkness.
Disguise Self: You change your appearance with an illusion.
Entangle: Vegetation entangles everyone in the area.
Faerie Fire: Outlines invisible creatures.
Fog: Creates a thick cloud of fog that grants concealment.
Hold: Holds target paralyzed, allows a save every round to escape.
Message: Whispered conversation at distance.
Resist Energy: Grants energy resistance 10 against one type of energy damage.
Restoration: Heals the effects of diseases and poisons.
Speak with Nature: Allows you to communicate with animals, plants, and rocks.
Suggestion: Implants hypnotic command in a creature.
Thicken Skin: Grants natural armor bonus.
Weakness: Target takes –4 on attack rolls, or –2 if he makes the save.
Wind Step: Make great leaps or land safely.
Wood Shape: Reshapes dead or living wood into a desired form.

3rd Level Priest Spells
Alter Self: Assume form of a Small or Medium humanoid.
Dispel Magic: Dispels magic effects.
Invisibility: Makes you or another creature invisible.
Read Thoughts: Allows you to read surface thoughts.
Remove Affliction: Removes disease or poison.
Stone Shape: Reshapes stone and earth into a desired form.
Stunning Blast: Stuns targets in 20-ft. cone.

4th Level Priest Spells
Beast Shape: You take the form and some of the powers of an animal.
Bestow curse: Bestows several penalties to target.
Dominate: Controls the mind of one creature.
Water Breathing: Subjects can breath underwater.
Wraithshape: Target becomes incorporeal for 1 round/level.

Yora
2014-04-06, 06:52 AM
Spell Descriptions
This list covers all the spells on the Mage and Priest spell lists, as well as a few additional spells for the Blood Magic and Fel Magic specializations I'm working on for my homebrew setting.

Alter Self
School: creation
Level: Mage 2, Priest 3
Range: personal
Duration: 1 minute/level (D)
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 3, Priest 5

The sorcerer alters his form; similar to the disguise self spell, except the change is slightly more radical (up to 50% smaller or larger, lighter or heavier), and it has quasi-actuality. For example, if the new form has wings, the caster is allowed minimal flight, moving at no greater than 50% the actual creature’s speed; if the creature has gills, the caster can breathe underwater; and so on. The altered form is limited to men, humanoids, or other bipedal species with which the caster is familiar. This spell does not grant any special abilities beyond locomotion and breathing—no innate magical abilities, no enhanced acuity.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, the duration increases to 10 minutes/level.
2. If you spend 2 additional spell points, you can cast the spell on another humanoid creature you touch.

Animate Corpses
School: fel
Level: Fel 2
Range: 10 ft.
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
Spell Points: 3

From the bones or cadavers of dead humanoids or animals are the undead animated—skeletons or zombies. The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until the spell ends or they are slain; the dispel magic spell also nullifies the connection between the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels, though zombies may only be created from the whole corpses of creatures.
Augment: You can augment this spell in one or more of the following ways.
1. For every additional spell point, you can create one more undead creature.
2. If you spend 2 additional spell points, the duration increases to 1 hour/level.

Beast Shape
School: creation
Level: Mage 3, Priest 4
Range: personal
Duration: 1 minute/level
Saving Throw: see text
Spell Resistance: yes (see text)
Spell Points: Mage 5, Priest 7

The sorcerer transforms into any animal or beast of equal or lesser HD, from as small as a rat to as large as a bear, so long as he is familiar with the desired shape. Upon transforming, the caster retains his armor class, hit points, fighting ability, and saving throws. His possessions are melded with the new form, and he no longer gains their benefits if they are of magical nature. The sorcerer acquires the natural physical abilities of the new form, any magical abilities or immunities. The caster retains his mental capacity, though he is unable to speak as normal or cast other spells. The sorcerer can end the spell at will without need of a trauma survival check; when the spell ends, he heals 2d6 hp of damage sustained (if applicable). If killed whilst polymorphed, the sorcerer’s true form is revealed.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, the duration increases to 1 hour/level.
2. If you spend 2 additional spell points, you can cast the spell on another person or creature.

Bestow Curse
School: entropy
Level: Mage 4, Priest 4
Range: touch
Duration: 1 minute/level
Saving Throw: yes
Spell Resistance: yes
Spell Points: 7

You place a curse on the subject. Choose one of the following.

- One attribute reduced to a score of 3.
- All saving throws penalized by −4.
- All attack rolls penalized by −4.
- Armour Class penalized by −2.
- 50% chance per round of dropping in-hand items.

You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, the duration increases to 1 hour/level.
2. If you spend 4 additional spell points, the duration becomes permanent.
3. If you spend 2 additional spell points, the spells range increases to 30 ft.

Bolt of Ice
School: elements (cold, water)
Level: Mage 1
Range: 60 ft.
Saving Throw: none
Spell Resistance: yes
Spell Points: 1

You create a blast of cold air that deals 1d6 points of cold damage if it hits a target with a successful ranged attack.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Bolt of Fire
School: elements (fire)
Level: Mage 1
Range: 60 ft.
Saving Throw none
Spell Resistance yes
Spell Points 1

You create a blast of fire that deals 1d6 points of fire damage if it hits a target with a successful ranged attack.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Charm
School: spirit
Level: Mage 1, Priest 1
Range: 120 ft.
Target: one humanoid
Duration: 1 hour/level
Saving Throw: yes
Spell Resistance: yes
Power Points: 1

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, this spell can also affect an animal, magical beast, or monstrous humanoid.
2. If you spend 4 additional spell points, this spell can also affect an aberration, demon, or spirit, in addition to the creature types mentioned above.
3. If you spend 4 additional spell points, this spell’s duration increases to one day per level.

Cone of Cold
School: elements (cold, water)
Level: Mage 2
Range: 30 ft.
Saving Throw: yes
Spell Resistance: yes
Spell Points: 3

You create a cone-shaped blast of supercooled air that deals 3d6 points of cold damage to every creature or object within the area. Any creature in the area that makes a successful Avoidance saving throw takes only half damage.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Cone of Flames
School: elements [fire]
Level: Mage 2
Range: 30 ft.
Saving Throw: yes
Spell Resistance: yes
Spell Points: 3

You create a cone-shaped blast of flames that deals 3d6 points of fire damage to every creature or object within the area. Any creature in the area that makes a successful Avoidance saving throw takes only half damage.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Control Body
School: blood
Level: Blood 4
Range: 60 ft.
Target: one medium or smaller creature
Duration: concentration, up to 1 minute/level
Saving Throw: yes
Spell Resistance: yes
Spell Points: 7

You magically control the actions of any physical creature as well as their corpses that is within range and to which you have line of sight. Control body doesn’t require mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.
If you force the subject to engage in combat, its attack bonus is equal to your Combat Ability fights at a -4 penalty. Although the subject’s body is under your control, the subject’s mind is not. The subject may make an additional saving throw each round you maintain concentration.
Augment: For every 2 additional spell points you spend, this spell can affect a target one size category larger.

Corrupting Touch
School: fel
Level: Fel 1
Range: touch
Saving Throw: none
Spell Resistance: yes
Spell Points: 1

You touch a living creature and harm it with corrupted energy, dealing 1d6 points of damage. Undead and demons are healed by the spell instead.
Augment: For every additional spell point you spend, this spell deals 1d6 additional points of damage.

Darkness
School: entropy
Level: Mage 2, Priest 2
Range: 120 ft.
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: special
Spell Points: 3

Invokes magical darkness to consume a 15-foot radius from its selected target point. Torch and lantern light is rendered ineffective, and infrared vision is futile. If darkness is cast on an unwilling creature, a sorcery saving throw is allowed to negate the spell. Creatures affected by darkness suffer effects similar to blindness: loss of initiative and −4 penalties on “to hit” rolls, AC, and saving throws. Darkness can dispel light.

Daze
School: spirit
Level: Mage 1, Priest 1
Range: 30 ft.
Target: one creature of 4 HD or less
Duration: 1 round
Saving Throw: yes
Spell Resistance: yes
Spell Points: 1

This spell clouds the mind of a creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected.
Augment: This spell can be augmented in one or more of the following ways.
1. For every additional spell point you spend, this spell can affect a target that has Hit Dice equal to 4 + the additional points.
2. For every two additional spell point you spend, increase the duration of the effect by 1 round.

Detect Magic
School: spirit
Level: Mage 1, Priest 1
Range: 60 ft.
Duration: concentration up to 1 minute/level (D)
Saving Throw: none
Spell Resistance: special
Spell Points: 1

Allows the caster to sense the presence of magic items or other enspelled persons, places, or things (e.g., an enchanted treasure chest, a magically sealed door). The enchanted items will glow before the eyes of the caster in a path of detection 60 feet long and 10 feet wide. Detect magic may be obstructed by metal of one-inch thickness, stone of six-inch thickness, or wood of one-foot thickness; lead always masks the presence of magic.

Disguise Self
School: spirit
Level: Mage 1, Priest 2
Range: personal
Duration: 10 minutes/level (D)
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 1, Priest 3

The sorcerer employs illusion to transform his appearance (including his garb and gear) to something or someone else of similar size and shape. He can appear up to one foot taller or shorter, and/or 25% heavier or lighter. He can also assume the general look and shape of any man or humanoid with which he is familiar,though not of a specific person.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, the duration increases to 1 hour/level.
2. If you spend 2 additional spell points, you can cast the spell on another humanoid creature you touch.

Dispel Magic
School: spirit
Level: Mage 3, Priest 3
Range: 120 ft.
Saving Throw: none
Spell Resistance: no
Spell Points: 5

Sorcery and its effects are negated and removed in an area of 20 × 20 × 20 feet. The spell does not negate magic items, but can undo a sorcerous effect created by one. If dispel magic is used against sorcery created by a caster of higher Caster Level, the chance of failure is 1-in-20 per level difference. For instance, if a CL 6 caster attempts to dispel the spell of a CL 10 sorcerer, he stands a 4-in-20 chance of failure.

Dominate
School: spirit
Level: Mage 4, Priest 4
Range: 30 ft.
Target: one humanoid
Duration: 1 minute/ level; see text
Saving Throw: yes
Spell Resistance: yes
Spell Points: 7

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).
By concentrating fully on the spell (an action that counts as casting a spell), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t telepathically communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you augment this spell to have a duration of days, you have to spend at least 1 round each day concentrating on the power, or the subject receives a new saving throw to throw off the mind control.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, this spell can also affect an animal, magical beast, or monstrous humanoid.
2. If you spend 4 additional spell points, this spell can also affect an aberration, demon, or spirit in addition to the creature types mentioned above.
3. For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.

Earth Walk
School: elements (earth)
Level: Mage 2
Range: personal
Duration: 1 min./level
Spell Points: 3

You create a perfect bond with stone, allowing you to move over it with uncanny ease. While this spell is in effect, you can climb stone and earthen surfaces at your current base speed, including moving across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks. While climbing in this manner, you do not have to make a Climb check to avoid losing your grip when you take damage.
In addition, you can cling to a stone surface easily with just one limb, allowing you to attack without restriction, cast spells normally, and retain your Dexterity bonus to Armor Class while climbing.

Enchant Weapon
School: spirit
Level: Mage 1, Priest 1
Range: touch
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
Spell Points: 1

This spell makes a weapon magical and gives it a +1 bonus to attack and damage.
Alternatively, you can affect as many as fifty arrows. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their enchantment when used. (Treat darts as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Augment: You can augment the spell in one or both of the following ways.
1. For every 4 additional spell points you spend, the bonus to attack and damage increases by +1.
2. If you spend 2 additional spell points, the spells duration increases to 1 hour/level.

Entangle
School: creation
Level: Mage 2, Priest 2
Range: 80 ft.
Area: plants in a 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: yes
Spell Resistance: no
Spell Points: 3

Plants and underbrush are enchanted to entwine and entrap all creatures within a 20-foot radius of the target point. Bushes, grasses, shrubs, and even small trees spring to life, ensnaring and twisting about the victims, unless they make sorcery saving throws, in which case they may at half MV negotiate a path out from the enchanted flora. Any creature that enters the enchanted area is subject to the same effects. Entangled creatures can make a new saving throw every round, but at a -4 penalty. Exceptionally large or robust creatures might not be affected by this spell, or they might gain +4 saving throw bonuses, as judged by the referee.

Fear
School: entropy
Level: Mage 1, Priest 1
Range: 10 ft.
Target: one living creature
Duration: 1d6 rounds
Saving Throw: yes
Spell Resistance: yes
Spell Points: 1

The affected creature becomes frightened. If the save fails, the victim enters a state of utter fear, at once cowering and trembling uncontrollably. If attacked or cornered, however, the frightened creature will fight back, though at a −1 “to hit” penalty until the duration of the spell terminates. Undead and other creatures devoid of emotion are not affected by this spell.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend two additional spell points, the range of the spell increases to 60 ft.
2. For every two additional spell points spent, the spell can affect an additional creature.
3. If you spend two additional spell points, affected creatures flee in panic and won't fight back when cornered.

Faerie Fire
School: creation
Level: Mage 1, Priest 2
Range: 60 ft.
Area: creatures and objects within a 5-ft.-radius burst
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: yes
Spell Points: Mage 1, Priest 3

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire can not hide in shadows and benefit from invisibility and bonuses to AC from poor visibility. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Fireball
School: elements (fire)
Level: Mage 3
Range 120 ft.
Area: 20-ft.-radius spread
Saving Throw: yes
Spell Resistance: yes
Spell Points: 5

You create an explosion of fire that deals 5d6 points of damage to every creature or object within the area.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Fly
School: elements (air)
Level: Mage 4
Range: Personal
Target: You
Duration: 1 min./level (D)
Spell Points: 7

The caster gains the ability to fly at a rate of 60 MV (unencumbered). If encumbered, fly rate is 40 MV; if heavily encumbered, 20 MV. Any direction of movement is allowed; likewise the flyer may stop in midflight, hovering). Combat whilst flying is also possible, as is spell casting (from a stationary midair position).
Should the duration expire while you are still aloft, the spell fails slowly. You float downward 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you lands safely. If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall.

Fog
School: elements (air, water)
Level: Mage 1, Priest 2
Range: 20 ft.
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
Spell Points: Mage 1, Priest 3

Swirling, misty vapors surround the caster in a cubic area with sides of 10 feet per CA level (a CA 6 sorcerer obscures a 60 × 60 × 60-foot area). Within the obscured area, visibility is reduced to five feet, and spells such as infrared vision are ineffective. A strong wind reduces the duration of obscure by 90%.
Augment: You can augment the spell in one or more of the following ways.
1. If you spend 2 additional spell points, the spells duration is 10 minutes per level rather than 1 minute per level.
2. If you spend 2 additional spell points, the spells range increases to 120 ft.

Heal
School: creation
Level: Mage 2, Priest 1
Range: touch
Saving Throw: none
Spell Resistance: yes
Spell Points: Mage 3, Priest 1

When laying your hand upon a living creature, you life energy that cures 3 points of damage. This spell deals damage to undead and demons instead of curing their wounds.
Augment: For every additional spell point you spend, this spell heals 3 additional points of damage.

Infrared Vision
School: spirit
Level: Mage 1, Priest 2
Range: touch
Duration: 1 hour/level (D)
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 1, Priest 3

The caster or other recipient can perceive light in the infrared spectrum, effectively seeing in the dark to a range of 60 feet. All subtle differences of heat radiation are defined before the eyes of the recipient, so that a warm-blooded creature stands out against the cool walls of a dungeon chamber. Fire or other notable heat in the proximity of the viewer can be a hindrance (lantern, torch, etc.) or a complete obstruction (bonfire, lava, etc.). This spell does not reveal invisible objects or creatures.

Invisibility
School: spirit
Level: Mage 2, Priest 3
Range: touch
Target: you or a creature or object touched weighing no more than 100 lb./level
Duration: 1 minute/level (D)
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 3, Priest 5

The spell clouds the perception of anyone laying eyes on the targeted creature or object or hearing its own sounds, like breathing and footsteps. If you cast the spell on someone else, neither you nor your allies can perceive the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Any nearby creatures will simply ignore the presence of the invisible creature, but may notice signs of its passing. If an invisible creature is right in front of an onlooker, he can not see through it and might experience a blind spot that he can not explain. In such a situation, or if the onlooker sees door opening and objects being pushed aside seemingly by themselves, a creature can make a saving throw against sorcery. If successful, the creature can perceive the target normally, and continues to do so unless a new invisibility spell is cast. Any creature attacked by an invisible being can automatically perceive it.. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Augment: You can augment this spell in one or both of the following ways.
1. If you spend 4 additional spell points, the spell doesn't end if the subject attacks.
2. If you spend 2 additional spell points, this spell can affect an additional target.

Hallucination
School: spirit
Level: Mage 1
Range: 120 ft.
Target: one creature
Duration: concentration
Saving Throw: yes
Spell Resistance: yes
Spell Points: 1

This spell causes the target to perceive a visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature (but see Augments, below).
Augment: You can Augment the spell in one or more of the following ways.
1. If you spend 2 additional spell points, sounds (but not understandable speech) are included in the spell effect.
2. If you spend 4 additional spell points, smell and thermal illusions are included in the spell effect.
3. If you spend 2 additional spell points, the spells duration changes to 1 round/level, rather than lasting only while you concentrate. You must still concentrate in order to move the image.
4. If you spend 4 additional spell points, the duration changes to 1 minute/level.
In addition, for every additional spell point you spend this way, you can affect one additional target. No two targets can be more than 30 ft. away from each other. You can chose which targets remain affected if any two targets move too far away from each other to maintain the effect.

Hold
School: entropy
Level: Mage 3, Priest 2
Range: 60 ft.
Target: one humanoid creature
Duration: 1 round/level (D) (see text)
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 5, Priest 2

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. A creature on solid ground is immobilized in a statue-like manner, not falling down unless pushed.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 2 additional spell points, this spell can also affect an animal, magical beast, or monstrous humanoid.
2. If you spend 4 additional spell points, this spell can also affect an aberration, dragon, or outsider in addition to the creature types mentioned above.
3. For every 2 additional spell points you spend, the spell can target an additional creature within range.

Light
School: creation
Level: Mage 1, Priest 1
Range: touch
Duration: 10 minutes/level
Saving Throw: none
Spell Resistance: no
Spell Points: 1

Effects a 30-foot-diameter sphere of soft, lambent light, somewhat dimmer than full daylight. The spell can be centered on an object, on a person, or in the air. If light is centered on the visual organs of a creature, and it fails a sorcery saving throw, the target is partially blinded for the duration of the spell, suffering a −2 penalty on “to hit” rolls, AC, and saving throws. This spell can be ended by the caster at will. A light spell can dispel a darkness spell, and vice versa.

Lightning
School: elements
Level: Mage 3
Range: 120 ft.
Target: up to five creatures or unattended objects; no two targets can be more than 15 ft. apart.
Saving Throw: yes
Spell Resistance: yes
Spell Points: 5

You create arcs of lightning that hit up to five targets within range, no two of which can be more than 15 ft. apart. The lightning deals 5d6 points electricity damage. You can not hit the same target multiple times.
Augment: For every additional spell point you spend, this spells damage increases by 1d6.

Message
School: spirit
Level: Mage 1, Priest 2
Range: 30 ft.
Target: One creature
Saving Throw: none
Spell Resistance: no
Spell Points: Mage 1, Priest 3

You send a telepathic message of up to ten words to any living creature within range. Massage is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.
Augment: For every additional spell point you spend, this spell’s range increases by 5 feet.

Read Thoughts
School: spirit
Level: Mage 2, Priest 3
Range: 60 ft.
Duration: concentration, up to 1 min./level (D)
Saving Throw: yes
Spell Resistance: no
Spell Points: Mage 3, Priest 5

You know the surface thoughts of the mind of any creature in the area that fails a Sorcery saving throw. A target that succeeds on its save is not affected by this casting of the spell, even if it leaves the area and then reenters the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of at least 10 points higher than your own Intelligence score, you are stunned for 1 round and the spell ends. This spell does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.
Each round, you can turn to use this spell in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Remove Affliction
School: creation
Level: Mage 4, Priest 3
Range: touch
Targets: creature or Object touched
Saving Throw: yes (to neutralize poison attack)
Spell Resistance: yes
Spell Points: Mage 7, Priest 5

This spell can remove or neutralize any disease, poison, or parasite that affects the target creature or object. If the target is an object, it loses any ability to infect or poison any creature coming into contact with it.
This spell does not heal or restore any damage or other effects already caused by the disease or poison, it only prevents any further harmful effects.
Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Remove Fear
School: spirit
Level: Mage 2, Priest 1
Range: 30 ft.
Target: one creature
Duration: 1 minute/level (see text)
Saving Throw: none
Spell Resistance: yes
Spell Points: Mage 3, Priest 1

You instill courage in the subject, granting it a +4 bonus on saving throws against fear effects. If the subject is under the influence of a fear effect when receiving the spell, it can make a new saving throw at a +2 bonus.
Augment: For every additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 ft. away from another target of the spell.

Rend Flesh
School: blood
Level: Blood 2
Range: 120 ft.
Target: one creature
Saving Throw: yes
Spell Resistance: yes
Spell Points: 3

You rend your targets flesh, causing horribly bleeding wounds that deal 2d6 points of damage.
Augment: For every additional spell point you spend, this spell’s damage increases by 1d6 points.

Resist Energy
School: creation
Level: Mage 2, Priest 2
Range: touch
Duration: 10 minutes/level
Saving Throw: none
Spell Resistance: yes
Spell Points: 3

The subject of this spell gains resistance 10 against acid, cold, electricity, or fire, chosen at the time of casting. The spell protects equipment as well.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 4 additional spell points, the energy resistance increased to 20 points.
2. If you spend 4 additional spell points, the subject gains resistance to all the listed energy types, rather than just one.

Restoration
School: creation
Level: Mage 3, Priest 2
Range: touch
Saving Throw: none
Spell Resistance: yes
Spell Points: Mage 5, Priest 3

Restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It does not restore permanent ability drain unless augmented. Casting this spell takes 10 uninterrupted rounds.
Augment: You can augment this spell in one or more of the following ways.
1. If you spend 4 additional spell points, this spell cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). This augment does not restore levels or Constitution points lost due to death.
2. If you spend 4 additional spell points, this spell also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
3. If you spend 6 additional spell points, this spell restores one negative level, as long as the time since the creature lost the level is no more than one week per spell point.

Sleep
School: entropy
Level: Mage 1, Priest 2
Range: 60 ft.
Area: one or more creatures within a 10 ft.-radius burst
Duration: 1 minute/level
Saving Throw: yes
Spell Resistance: yes
Spell Points: Mage 1, Priest 3

You cause a magic sleep to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures.
Augment: You can Augment this spell in one of the following ways.
1. For every additional spell point you spend, this spell affects one additional HD worth of creatures.
2. If you spend 4 additional spell points, the spells duration increases to 1 hour/level.

Speak with Nature
School: spirit
Level: Mage 3, Priest 2
Range: personal
Duration: 1 minute/level
Spell Points: Mage 5, Priest 3

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Augment: You can augment this spell in one or both of the following ways.
1. If you spend 2 additional spell points, you can also communicate with the spirits of plants.
2. If you spend 4 additional spell points, you can also communicate with the spirits of rocks and the earth.

Stone Shape
School: elements [earth]
Level: Mage 3, Priest 3
Range: touch
Saving Throw: none
Spell Resistance: no
Spell Points: 5

The sorcerer reshapes stone to fit his purposes, able to manipulate a cubic area with sides of 1-foot length per CA level; ( a CA 9 sorcerer can affect a 9 × 9 × 9-foot area). The stone shape is limited only by the caster’s imagination. Examples include a stone chair, club, coffer, door, or statue. The detail of any stone shape lacks refinement and is crude by all accounts. Note that any stone shape with moving parts stands a 3-in-10 chance of not functioning; (the lid of a stone coffer might not open).
Augment: For every additional spell point you spend, the volume of stone you can sculpt increases by 1 ft.. in every dimension.

Stunning Blast
School: spirit
Level: Mage 3, Priest 3
Range: 20 ft.
Area: 20-ft. cone-shaped burst
Saving Throw: yes
Spell Resistance: yes
Spell Points: 5

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Stunning blast stuns all affected creatures for 1 round, making them unable to take any actions.
Augment: For every 2 additional spell points you spend, the duration of the stun effect increases by 1 round.

Suggestion
School: spirit
Level: Mage 2, Priest 2
Range: 10 ft.
Target: one creature
Duration: 1 hour/level or until completed (see text)
Saving Throw: yes
Spell Resistance: yes
Spell Points: 3

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Augment: You can augment this spell in one or more of the following ways.
1. For every 2 additional spell points you spend, this spell can affect an additional target.
2. If you spend 4 additional spell points, the duration increases to 1 day/level and you can delay the suggestion from taking effect until a set of specified circumstances triggers it. The target makes a single Will saving throw when the spell is cast and does not get a second saving throw when the suggestion is triggered.

Thicken Skin
School: creation
Level: Mage 2, Priest 2
Range: personal
Duration: 10 minutes/level
Spell Points: 3

Your skin or natural armor thickens and spreads across your body, giving you an armor bonus of +4. If you are already wearing armor, your AC increases by +1 instead.
Augment: You can augment this spell in one or more of the following ways.
1. For every 3 additional spell points you spend, the bonus increases by 1.
2. If you spend 2 additional spell points, you can cast this spell on another creature with a range of touch.

Vampiric Touch
School: blood
Level: Blood 3
Range: touch
Duration: 1 hour
Saving Throw: none
Spell Resistance: yes
Spell Points: 5

With his touch the sorcerer drains his victim of 2d6 hp. The sapped hit points are transferred to the caster. These temporary hit points are added to the caster’s present total, but any hit points exceeding his normal maximum remain for only 1 hour. During this period, any damage sustained by the caster is first subtracted from the temporary total. The temporary hit points can exceed the caster’s normal maximum hit point allotment.
Augment: For every two additional spell points, you can drain 1d6 additional hit points.

Wall of Fire
School: elements (fire)
Level: Mage 4
Range: 60 ft.
Duration: concentration + 1 round/level
Saving Throw: none
Spell Resistance: yes
Spell Points: 7

Evokes an opaque, shimmering wall of violet-red flames to spring from the ground in an area up to 60 feet long and 20 feet high, or a circle of flames up to 30 feet in diameter and 20 feet high; both variations are six inches thick. The sorcerer can adjust the size if so desired, but not the shape. The spell persists for as long as the sorcerer concentrates, plus 1 round per Caster Level thereafter. Creatures under 4 HD cannot pass through the wall of fire; they are repelled. Creatures of 4 HD or greater can pass through, but they sustain 3d6 hp damage, +1 hp per CL (so a CL 9 sorcerer’s wall of fire inflicts 3d6+9 hp damage). Undead suffer two extra damage dice: 5d6 hp, +1 hp per CL.
Augment: You can augment the spell in one or both of the following ways.
1. For every additional spell point you spend, the length of the wall increases by 20 ft. (long), or the radius by 5 ft. (circle).
2. For every two additional spell point you spend, this spell deals an additional 1d6 points of damage to creatures passing trough it.

Wall of Thorns
School: creation
Level: Mage 4, Priest 4
Range: 60 ft.
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
Spell Points: 7

Evokes a giant mass of gnarly, resilient, pliable brush to take form. These thick, tangled vines bristle with dagger-like thorns of three- to five-inch length. The sorcerer may shape the barrier as desired, up to 7,000 cubic feet; for instance a wall of thorns 35 feet long, 20 feet deep, and 10 feet high. Creatures caught in the spell’s designated area of effect suffer 1d10+10 hp damage. If one attempts to push through the wall of thorns or otherwise comes into abrupt contact with it, similar damage is sustained and is repeated for every 10 feet of movement within the mass. To avoid additional damage, one can chop through with a heavy blade, such as a sword, axe, or heavy knife. A man needs 1 minute to cut through 10 feet of this enchanted barrier. Non-magical fire will not harm the wall of thorns; magical fire will burn the wall of thorns within 1 minute of contact.
Augment: You can augment the spell in one or both of the following ways.
1. For every additional spell point you spend, the size of the wall increases by 1,000 cubic feet..
2. For two additional spell points, the duration of the spell changes to 1 hour/level.

Water Breathing
School: creation
Level: Mage 3, Priest 4
Range: touch
Duration: 1 hours/level; see text
Saving Throw: none
Spell Resistance: yes
Spell Points: Mage 5, Priest 7

The transmuted creatures can breathe water as easily as air.
Augment: For every two additional spell points, you can touch and affect one additional creature.

Web
School: creation
Level: Mage 2
Range: 60 ft.
Duration: 10 minutes/level (D)
Saving Throw: yes
Spell Resistance: no
Spell Points: 3

Thick, sticky strands of web stream from the caster’s fingertips, covering a target area no greater than 10 × 10 × 20 feet. Web targets are allowed avoidance saving throws to evade the area of effect. Ensnared men and monsters of below-average strength (less than 9) are trapped until the spell’s duration is met. Men and monsters of average strength (9–12) require 2d6 rounds to break free, and those of above-average strength (13–18) require 1d6 rounds to break free. The webs are difficult to sever, though susceptible to flames. If the webs are set ablaze with a torch, they catch quickly, the entire mass ablaze within 1d4+2 rounds; flaming oil, however, will expedite the process to 1d4 rounds. Burning a web inflicts 1d6 hp damage per round (1d8 versus undead) to those trapped within its confines, and any flammable clothing or gear is subject to burning and ruination.

Weakness
School: entropy
Level: Mage 2, Priest 2
Range: 20 ft.
Target: one creature
Duration: 1 round/level
Saving Throw: yes
Spell Resistance: yes
Spell Points: 3

You drain the strength from your opponents muscles. The subject suffers a –4 penalty on attack rolls, damage rolls, and Test of Strength, Dexterity, and Constitution. Extraordinary Feats are impossible. If the target makes its save, it takes only a –2 penalty.
Augment: For every 2 additional spell points you spend, the spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.

Wind Step
School: elements (air)
Level: Mage 1, Priest 2
Range: personal
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
Spell Points: Mage 1, Priest 3

Allows the caster to leap 40 feet forward, 20 feet straight up, or 10 feet backward, or to land on his feet no matter how long the fall, with damage taken as if the fall were 50 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load).
Augment: You can augment this spell in one or both of the following ways.
1. For every additional spell point you spend, this spell allows you to jump 10 farther and reduces your damage as if the fall were an additional 20 feet shorter.
2. For every two additional spell points you spend, you can make another jump, so long as all jumps occur before the spell’s expiration.
3. If you pay 4 additional spell points, the spells range changes to 40 ft. and you can target any creature or object.

Wood Shape
School: creation
Level: Mage 2, Priest 2
Range: touch
Saving Throw: none
Spell Resistance: yes
Spell Points: 3

The sorcerer reshapes a piece of wood to fit his purposes The wod shape is limited only by the caster’s imagination. Examples include a wooden chair, club, coffer, door, or statue. The detail of any wood shape lacks refinement and is crude by all accounts. Note that any shape with moving parts stands a 3-in-10 chance of not functioning; (the lid of a wood coffer might not open).

Wraithshape
School: spirit
Level: Mage 3, Priest 4
Range: personal
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
Spell Points: Mage 5, Priest 7

The sorcerer and all his gear assume a smoke-grey, incorporeal form. Only magical weapons or spells can harm such a sorcerer. The sorcerer can squeeze under doors or through small holes or cracks, and he can float in the air at 15 MV. He cannot, however, make any attacks unless confronted by a creature in a like state. Dispel magic forces the sorcerer to resume his normal form; otherwise, he can terminate the spell at will.
Augment: You can augment this spell in one or both of the following ways.
1. For two additional spell points spend, this spell can also target another creature at a range of 40 ft.
2. For four additional spell points, the spells duration becomes 1 minute/level and the target can fly at a speed of 50 MV.