Dd 1st edition spell list




















Details Once again evil threatens the town of Melford and only you can help! ERKME Details A tribute to the artist David C. Where The Fallen Jarls Sleep. Details A malevolence darkens the northern reaches of The Land of Song. Shrine Of The Oracle. Details An adventure for characters of first level. The Melford Murder. Details This whodunnit will have your players scratching their heads.

Skein Of The Death Mother. The Spider Farm. Details This mini-adventure for 1st level characters will certainly keep them on their toes. Details Return to the border village of Goblins Tooth, for another excellent and much anticipated adventure by Lorne Marshall. A Guide to DragonStone. Details The much anticipated Guide to DragonStone is now available to download.

Goblins Tooth I: Moonless Night. Details Journey to the border village of Goblins Tooth on the very outskirts of human civilization and discover high adventure! High Atop Dragonmount Feature Map. High Atop Dragonmount I. Details The Legend of the Stronghold of Arolon. JPG file, zipped.

Guide To The Realms of Aedenne. Horror of Spider Point. Details Being dropped into the middle of a strange and eerie island, your adventurers have to fight for their lives to escape the evil that inhabits this weird island. Horror of Spider Point - Map Pack. Details This special pack contains enhanced maps and player handouts for the Horror Of Spider Point adventure module.

The Temple Diancecht. Details Send your characters on a trip to the Temple Diancecht in this great adventure with a mystery to solve and holy items to gather. Articles :: 57 items. Details This article fleshes out guardian familiars and provides new rules for thier use in your games.

Spell Components. Details A full list of 1E spell components with rarity and price. Random Languages. Details A complete set of language tables, updated from the DMG with creatures from later monster books. Oops, I'm a Thief Acrobat. Details A fresh look at the Thief-Acrobat. Oops, I'm Surprised. Details A fresh look at the 1E surprise rules. Campaign Companion. Details Over 40 pages of advice and suggestions to DMs to beef up your adventures with extra challenges and help to merge them into your campaign.

Details Spice up the danger in your games with this list of cursed scrolls. Oops, I've Stolen Something. Details A handy system and compilation of all things relating to thievery. Oops, I'm at Sea. Details A handy guide and compilation of all things nautical. Oops, I'm Ethereal. Details A handy guide and compilation of all things relating to the Ethereal Plane. The Mubar runes, a field guide. Details Spice up your games with this set of runes, complete with instructions and examples of their use.

First Edition Proficiencies. Oops, I'm Astral. Details A handy guide and compilation of all things relating to the Astral Plane. Details A compilation of questions and answers from Gary Gygax, compiled from the Dragonsfoot forums in to one easy-to-access file. Stormpaintress Saga Vol 1. Details This volume contains the first three books of the saga. Dragonsfoot Poetry. Details A compilation of poems to inspire the adventurer in all off us. Weapons vs. Armor rationalised.

Details A set of alternative, rationalised, weapons vs. The Tallfellow Point of View. Details This article examines the tallfellow halfling and expands upon the world of an often under-developed race. The Stout Point of View. Details This article examines the stout halfling and expands upon the world of an often under-developed race. Magic Item Fabrication. An Interview with James M. Details A great article discussing how to protect a castle in a fantasy world.

Half-Dwarves: and why not? Details A humorous article about various dwarf crossbreeds for Advanced Dungeons and Dragons. Details This compilation contains more than Ioun stones to brighten up your campaign. Critical Hits and Spectacular Misses. Details A useful table to provide some extra excitement to your combat. Holy Relics. Gladiator Chess. Rounding Out the Rules on Rounds. Details A simple, but effective, set of rules for the combat round.

Details This is a highly enjoyable story of good versus evil on the world of Estrella. The Adventurer's Ordinance Part 2. Details Part 2 of this excellent resource contains a further magical items for any setting. The Tome of Minor Items. Details This book is packed full of minor items suitable for low-level characters or a low-magic setting. The Adventurer's Ordinance.

DM's Spreadsheet. Critical Hits and Fumbles table. Details A useful set of tables for those wishing to add a little extra excitement to their combats. Details Never quite understood the full intricacies of the 1E combat system?

TSR Product List v Domesday Book. Details A wealth of information for those DM's wishing to create a dank warren for their monsters to lurk in. Dragonsfoot Book Of Names Details A list of useful names of people and places.

Details Ever wondered where you read that adventure many years ago? Quest for the moons of Krynn. Details Ever wondered about the three moons of Krynn?

Age and Comeliness. Details An interesting article proposing an alternative handling of Comeliness regarding age and sex of characters. How To Choose Your Equipment. Details Choosing the right equipment can mean the difference between having a good adventure, and having one go sour. Advanced D Mythralgrain - A disaster waiting to happen! Details Introducing the most dangerous poison in our games. The Placement of Monsters and Magic. Details We continue our articles written to assist Dungeon Masters of all ages and experiences, this time Monsters and Magic are shunted under the spotlight.

Dealing with problem players. Planar Travel Guide. Details Find out the basics in this guide to not just travel, but survival within the most interesting areas that players can explore - The great planes of existence! Pack your bucket and spade ; View this page. Player and DM Etiquette. Details Another indispensable guide for any DM or player.

The rule to making good rules and other useful tips. Details An excellent article providing tips for DM's of all experiences.

Character Classes :: 4 items. The Demon Shaman. Details Meet the Demon Shaman, a sub-class of magic-user that can summon demons by force of will. The Bowman v2. A Dungeoneer's Guide to Aeronautics. Character Sheets :: 24 items.

Details This download contains character sheets for each racial and class variation from Unearthed Arcana. Details This download contains character sheets for each racial and class variation in the PHB. Details An attractive character sheet with space for all your character information. Details A simple, but effective, character sheet designed to hold all the information about your character from the PHB. Details A simple, but effective, character sheet designed to hold all the information about your character you will ever need.

Details An extremely useful character spreedsheet with automated attribute lookup. Details A character sheet designed to be easy for beginning players and veterans alike. Party Roster sheet. Details A handy sheet to store a summary of all the information about the characters in your game.

Reaction Rules Summary. Details An excel spreadsheet that combines a useful summary sheet of the reaction rules plus a page to store all your NPC reaction information. Character Worksheet. Details A great, yet simple, character sheet to hold all the information you need. Details A straightforward, but very useful, 3 page character to hold all your important information, including personality traits.

Characters Companion. Details A great program that contains tools for character creation, plus a few useful goodies for DMs as well. Details An extremely useful Excel spreadsheet, including character and spell information.

THAC0 Chart. Details Try these unusual character sheets to bring some 'old school' feeling back into your games. Details A useful sheet to store all the info you need about your erstwhile animal companions. Player sheets. Details Original and customised character sheets for spell casters, fighters and thieves. Details For those that just require quick sheets that can be imported into virtually any graphics program or word processor these sheets are for you!

Detailed Equipment Sheet. Details This is a real corker of a sheet! Details This character sheet is a real gem. DM Gaming Sheets :: 15 items. Fitz DM Screen.

Details A DM's screen containing all the useful information you need to run your games at your fingertips. Peyre's DM screen. Details A DMs screen to keep all the information you need at your fingertips. Game Time record sheet.

Details A useful sheet in MS Word format for keeping an eye on time in your game. Treasure Generator. Details A very useful application to randomly generate treasure or populate a magic shop. A DM screen for 1st edition. XP calculator. Details A useful excel spreadsheet to make those XP awards a piece of cake. DM Sheets. Details An adventure log and character log sheet for DMs to help keep some of the relevant information to hand.

Area Hex Map - Large. Details This large hex sheet joins our mapping range after the smaller hex sheet proved to be so useful. Area Hex Map - Medium. Details Our smaller Hex sheets have been very popular, so we created a medium sized hex for all your mapping needs. DMs Group Record Sheet. Details This form allows the Dungeon Master to record the characters key stats for up to 10 characters on each sheet. Area Hex Map. Details Why buy your hex paper when you can download this PDF and print off as much as you need.

Blank building map sheet. Details This form provides a large mapping area for internal floor plans and an area for an outside rendering of the structure, or just a place to doodle! Footprints e-zine :: 26 items. Footprints Compendium of Monsters. Details This compendium contains the collated creatures from issues 1 to 25 of the Footprints e-zine, with a reference to the author and source issue for each creature.

Footprints Details Welcome to the most excellent issue 22 of our very own e-zine. Details Welcome to the amazing bumper issue 21 of our very own e-zine. Details Welcome to the awesome issue 20 of our very own e-zine. Details The twelfth issue of DF's own e-zine. Details The eleventh jam-packed issue of DF's own e-zine.

Details Dragonsfoot is proud to present issue 8 of its Footprints e-zine. Details Once again Footprints goes from strength to strength with issue 7. Details Welcome to another feature packed issue of Footprints, with an adventure by Jim Ward, more articles by Len Lakofka, plus monsters, munchies and much, much more.

Details Dragonsfoot's e-zine brings you another packed issue, with material by Len Lakofka and Jim Ward, as well as spells, monsters, adventure and much more.

Details Dragonfoot's excellent e-zine goes from strength to strength, with an issue packed full of monsters, curses and adventure. Details The third excellent issue of Footprints is here, more excellent material, an adventure and a few nasty monsters to throw at your players over the holiday period.

Details The second issue of Footprints is now available for download. Full Moon Story :: 3 items. Full Moon - Chapter 3. Details The third instalment of Jerry's wonderful lycanthropic story! Full Moon - Chapter 2. Details The second chapter in Jerry Leonard's excellent story Full Moon - Chapter 1. Details Jerry Leonard's outstanding Full Moon story is re-released on our new site after many emails asking where it has gone.

Castles of Glofeyne: Twruchel. Details This is the first in a series documenting the castles of the world of Glofeyne. Land's End town. Details Maps of the town of Land's End and the surrounding area. Dracolidius Castle. Details A great map of a castle, useful as a dungeon or a lived in building. Alternative Spider Point Manor Maps.

Map Pack 1. Details Furnish your roleplay floorplans with the help of the latest fantastic new offering from our Floorplans section. Player's map of Valusia. Details Outstanding map of Valusia. Mystytown Overview. Nellysyr manor. Details A nice manor house for those weekend getaways or ruins to try and getaway from? Red Brotherhood Citadel. Original Red Brotherhood Citadel. Phantasmal Killer. The command must be uttered in a language which the spell recipient is able to understand.

A command to "Die! Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice or experience levels are entitled to a saving throw versus magic.

Create Water Alteration Reversible. The water is clean and drinkable it is just like rain water. Reversing the spell, Destroy Water, obliterates without trace such as vapour, mist, fog or steam a like quantity of water. Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet one cubic yard.

The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water cannot be created within a living thing. Cure Light Wounds Necromantic Reversible. Its reverse, Cause Light Wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat "to hit" die is rolled to determine if the cleric's hand strikes the opponent and causes such a wound.

Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal - or can be cured - just as any normal injury will.

Caused light wounds are 1 to 8 hit points of damage. Detect Evil Divination Reversible. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trop or an unintelligent viper will not.

The spell has a path of detection 1" wide in the direction in which the cleric is facing. It requires the use of the cleric's holy or unholy symbol as its material component, with the cleric holding it before him or her.

Detect Magic Divination. The spell requires the use of the cleric's holy or unholy symbol. The light thus caused is equal to torch light in brightness, but its sphere is limited to 4" in diameter. It lasts for the duration indicated 7 turns at 1st experience level, 8 at 2nd, 9 at 3rd, etc. The Light spell is reversible, causing darkness in the same area and under the same conditions, except the blackness persists for only one half the duration that light would last.

If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself.

In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; fight can spring from air, rock, metal, wood, or almost any similar substance. Protection From Evil Abjuration Reversible. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn.

Summoned animals or monsters are similarly hedged from the protected creature. This spell can be reversed to become Protection From Good, although it still keeps out enchanted evil creatures as well. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by pure water. Remove Fear Abjuration Reversible.

A "to hit" dice roll must be made to touch an unwilling recipient. The reverse of the spell, Cause Fear, causes the victim to flee in panic at maximum movement speed away from the caster for 1 round per level of the cleric causing such fear.

Of course, Cause Fear can be countered by Remove Fear and vice versa. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragon's breath, must be saved against. The resistance lasts for 1 turn per level of experience of the caster.

A pinch of sulphur is necessary to complete this spell. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks Fireball, Ice Storm, etc.

During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action, This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area not upon on opponent! For example, assume that a party is considering the destruction of a weird seal which closes a portal.

Augury is used to find if weal or woe will be the ultimate result to the party. The material component for Augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of on infusion which remain in the container after the infused brew is consumed.

If the last method is used, a crushed pearl of at least g. An interruption, however, such as an attack which succeeds and causes damage, grappling the chanter, or a magical silence, will break the spell. Detect Charm Divination Reversible. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded.

Note that this spell is directional. Area of Effect: One to three creatures. The level of the cleric casting the Hold Person spell dictates the length of time the effect will last.

The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast at three persons, each gets a saving throw at the normal score; if only two persons are being enspelled, each makes their saving throw at -1 on their die; if the spell is cast at but one person, the saving throw die is at Persons making their saving throws are totally unaffected by the spell.

Creatures affected by a Hold Person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. The spell caster needs a small, straight piece of iron as the material component of this spell. Know Alignment Divination Reversible. This will reveal the exact alignment of the person.

Up to 10 persons can be examined with this spell. The reverse totally obscures alignment, even from this spell, of a single person for 1 turn, two persons for 5 rounds, etc. Certain magical devices will negate the ability to Know Alignment. The recipient of the resist tire spell can even stand in the midst of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms. The caster needs a drop of mercury as the material component of this spell.

Silence, 15' Radius Alteration. All sound is stopped, so all conversation is impossible, spells cannot be cast and no noise whatsoever issues forth, The spell can be cast into the air or upon an object. The spell of Silence lasts for 2 rounds for each level of experience of the cleric, i.

The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves. If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature. Slow Poison Necromantic. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic, but each turn the poisoned creature will lose 1 hit point from the effect of the venom although the victim will never go below 1 hit point while the Slow Poison spell's duration lasts.

Thus, in the example above, the victim poisoned 10 turns previously has only 10 hit points, so when the 10th level cleric casts the spell, the victim remains with 1 hit point until the spell duration expires, and hopefully during that period a full cure can be accomplished.

The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. On the average, a 1st level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc.

The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell. Speak With Animals Alteration. The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell.

This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants.

Note that this spell differs from speak with monsters q. Spiritual Hammer Invocation. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric.

The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever "to hit", and the damage it causes when it scores a hit is exactly the same as a normal war hammer, i.

Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the Spiritual Hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity.

The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast. Animate Dead Necromantic. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature or just a specific type of creature entering the place, etc.

The spell will animate the monsters until they are destroyed or until the magic is dispelled. See Dispel Magic spell. The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained.

Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell. Continual Light Alteration Reversible.

It can be cast into air, onto an object, or at a creature, In the third case, the Continual Light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. Its reverse causes complete absence of light. The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day.

Cure Blindness Abjuration Reversible. Its reverse, Cause Blindness, requires a successful touch upon the victim, and if the victim then makes the saving throw, the effect is negated.

Cure Disease Abjuration Reversible. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. The reverse of the Cure Disease spell is Cause Disease. To be effective.

Dispel Magic Abjuration. It will destroy magic potions they are treated as 12th level for purposes of this spell , remove spells cast upon persons or objects, or counter the casting of spells in the area of effect. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. It is automatic in negating the spell caster's own magic. Feign Death Necromantic. Glyph of Warding Abjuration-Evocation. It can be used to guard a small bridge, ward an entry, or as a trap on a chest or box.

When the spell is cast, the cleric weaves a tracery of faintly glowing lines around the warding sigil. For every square foot of area to be protected, 1 segment of time is required to trace the warding lines from the glyph, plus the initial segment during which the sigil itself is traced.

A maximum of a 5' X 5' area per level can be warded. When the spell is completed, the glyph and tracery become invisible, but any creature touching the protected area without first speaking the name of the glyph the cleric has used to serve as a ward will be subject to the magic it stores.

Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed. The cleric must use incense to trace this spell, and then sprinkle the area with powdered diamond at least 2, g. Typical glyphs shock for 2 points of electrical damage per level of the spell caster, explode for a like amount of fire damage, paralyze, blind, or even drain a life energy level if the cleric is of high enough level to cast this glyph.

Locate Object Divination Reversible. The cleric casts the spell, slowly turns, and knows when he or she is facing in the direction of the object to be located, provided the object is within range, i.

By reversal obscure object , the cleric is able to hide an object from location by spell, crystal ball, or similar means. Neither application of the spell will affect a living creature. However, once the Prayer is uttered, the cleric can do other things, unlike a Chant which he or she must continue to make the spell effective. The cleric needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.

Remove Curse Abjuration Reversible. Note that the Remove Curse spell will not affect a cursed shield, weapon or suit of armour, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it.

The reverse of the spell is not permanent; the Bestow Curse lasts for 1 turn for every level of experience of the cleric using the spell. It is possible for a cleric to devise his or her own curse, and it should be similar in power to those shown. Consult your referee. The target of a Bestow Curse spell must be touched. If the victim is touched, a saving throw is still applicable; and if it is successful, the effect is negated.

Speak With The Dead Necromantic. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions can be asked are dependent upon the level of experience of the cleric.

The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof. Level of Experience. Cure Serious Wounds Necromantic Reversible. This healing will affect only those creatures listed in the Cure Light Wounds spell explanation. Cause Serious Wounds, the reverse of the spell, operates similarly to the Cause Light Wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit points.

Detect Lie Divination Reversible. The spell lasts one round for each level of experience of the cleric casting the Detect Lie. Gold dust is necessary for this spell. Its reverse, Undetectable Lie, makes bald-face untruths seem reasonable, or simply counters the Detect Lie spell powers.

The reverse spell requires brass dust as its material component. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area: whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked.

The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained. The material components of the Divination are a sacrificial creature, incense, and the holy symbol of the cleric. The spell of Exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by Magic Jar q.

Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful Exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely.

The Exorcise spell, once begun. Each turn of Exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. The referee can determine base chance according to the existing circumstances if he or she so desires. Material components for this spell are the holy object of the cleric and holy water or unholy, in the case of evil clerics, with respect to object and water.

Lower Water Alteration Reversible. The effect of the spell lasts for 1 turn for each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8" x 8", a 9th level an area of 9" x 9", and so forth.

Material components of this spell are the cleric's religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it.

Neutralize Poison Alteration Reversible. Note that an opponent, such as a poisonous reptile or snake or even an envenomed weapon of an opponent unwilling to be so touched requires the cleric to score a hit in melee combat. Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i. The reversed spell, Poison, likewise requires an attack a "to hit" touch which succeeds , and the victim is allowed a saving throw versus poison.

If the latter is unsuccessful, the victim is killed by the poison. To complete this spell, the cleric must trace a circle 20' in diameter using holy water or blood, incense or smouldering dung as according to the Protection From Evil spell. Speak With Plants Alteration. Thus, the cleric can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and similar things.

The spell does not enable the cleric to animate non-ambulatory vegetation. The power of the spell lasts for 1 melee round for each level of experience of the cleric who cast it. All vegetation within the area of effect are under command of the spell. The material components for this spell are a drop of water, a pinch of dung, and a flame.

Sticks To Snakes Alteration Reversible. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood such as torches, spears, etc. Note that magical items such as staves and spears which are enchanted are not affected by the spell. Only sticks within the area of effect will be changed.

The effect lasts for 2 melee rounds for each level of experience of the spell caster. The material components of the spell are a small piece of bark and several snake scales. The reverse changes snakes to sticks for the duration appropriate, or it negates the Sticks To Snakes spell according to the level of the cleric countering the spell, i.

Tongues Alteration Reversible. The reverse of the spell cancels the effect of the Tongues spell or confuses verbal communication of any sort within the area of effect. The person for whom Atonement is being made must be either truly repentant or not in command of his or her own will so as to be able to be repentant.

Your referee will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and wilful nature cannot be atoned for with this spell. The material components of this spell are the cleric's religious symbol, prayer beads or wheel or book, and burning incense. The cleric is allowed one such question for every level of experience he or she has attained.

The answers given will be correct. It is probable that the referee will limit the use of Commune spells to one per adventure, one per week, or even one per month, for the "gods" dislike frequent interruptions.

Cure Critical Wounds Necromantic Reversible. The spell does not affect creatures excluded in the Cure Light Wounds spell explanation. Its reverse, Cause Critical Wounds, operates in the same fashion as other Cause Wounds spells, requiring a successful touch to inflict the hit points of damage.

Caused wounds heal as do wounds of other sorts. Dispel Evil Abjuration Reversible. Area of Effect: Creature touched. Examples of such creatures are: aerial servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. Note that this spell lasts for 1 melee round for each level of experience of the caster, and while the spell is in effect all creatures which could be affected by it attack at a -7 penalty' on their "to hit" dice when engaging the spell caster.

The reverse of the spell, Dispel Good, functions against summoned or enchanted creatures of good alignment or sent to aid the cause of good. Flame Strike Evocation. If any creature is within the area of effect of a Flame Strike, it must make a saving throw. Failure to make the save means the creature has sustained 6d8 hit points of damage; otherwise, 3d8 hit points of damage are taken.

The material component of this spell is a pinch of sulphur. These insects obscure vision, limiting it to 3". Creatures within the insect plague sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armour class.

The referee will cause all creatures with fewer than five hit dice to check morale. Creatures with two or fewer hit dice will automatically move at their fastest possible speed in a straight line in a random direction until they are not less than 24" distant from the cloud of insects.

Creatures with fewer than five hit dice which fail their morale check will behave likewise. Heavy smoke will drive off insects within its bounds. Fire will also drive insects away; a Wall of Fire in a ring shape will keep the Insect Plague outside its confines, but a Fireball will simply clear insects from its blast area for 1 turn. The plague lasts for 1 turn for each level of experience of the cleric casting the spell, and thereafter the insects disperse.

The insects swarm in an area which centres around a summoning point determined by the spell caster, which point can be up to 36" distant from the cleric. The Insect Plague does not move thereafter for as long as it lasts. Note that the spell can be countered by casting a Dispel Magic upon the summoning point. A cube of force a special magic item would keep insects away from a character seeking the centre of the swarm, but invisibility would afford no protection.

The material components of this spell area few grains of sugar, some kernels of grain, and a smear of fat. The recipient of the spell will remain in the new plane until sent forth by some like means. If several persons link hands in a circle, up to seven can be affected by the Plane Shift at the same time.

The material component of this spell is a small, forked metal rod - the exact size and metal type dictating to which plane of existence the spell will send the affected creature s to. Your referee will determine specifics regarding how and what planes are reached.

An unwilling victim must be touched in order to be sent thusly: and in addition, the creature also is allowed a saving throw, and if the latter is successful the effect of the spell is negated. Area of Effect: One creature. The Quest can, for example, require the location and return of some important or valuable object, the rescue of a notable person, the release of some creature, the capture of a stronghold, the slaying of a person, the delivery of some item, and so forth.

If the Quest is not properly followed due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw dice for each day of such action, and this penalty will not be removed until the Quest is properly discharged or the cleric cancels it.

There are certain circumstances which will temporarily suspend a Quest, and other which will discharge or cancel it; your Dungeon Master will give you appropriate information as the need to know arises. The material component of this spell is the cleric's religious symbol. Raise Dead Necromantic Reversible. The length of time which the person has been dead is of importance, as the cleric can raise dead persons only up to a certain point, the limit being 1 day for each level of experience of the cleric, i.

Note that the body of the person must be whole, or otherwise missing parts will still be missing when the person is brought back to life. Furthermore, the raised person is weak and helpless in any event, and he or she will need one full day of rest in bed for each day he or she was dead.

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It may not display this or other websites correctly. You should upgrade or use an alternative browser. Thread starter mflayermonk Start date Jan 16, Hello everyone, I am looking for a spreadsheet with the 1e spells.

Could anyone help me out please?



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