RULES // SPELL LISTS FOR KNOWLEDGE CHARACTERS
Books & Spells
The Knowledge skill allows the player of the character to use their faith, innate or learned or abilities to pray or cast a "spell" that is chosen from a list in their book.
They can cast what they know by reading from a book (or can memorize from a book) equal to their Level.
They have several \'slots\' that they can cast each day. These represent a user\'s \'energy\' and the taxing nature of casting. When they run out of slots, they cannot cast.
| Spell Level CHR level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | ||||||
| 2 | 1 | ||||||
| 3 | 2 | 1 | |||||
| 4 | 2 | 2 | |||||
| 5 | 2 | 2 | 1 | ||||
| 6 | 2 | 2 | 2 | ||||
| 7 | 2 | 2 | 2 | 1 | |||
| 8 | 2 | 2 | 2 | 2 | 1 | ||
| 9 | 3 | 3 | 2 | 2 | 2 | 1 | |
| 10 | 4 | 3 | 3 | 2 | 2 | 2 | 1 |
Once a spell is cast it should be checked against their WIS/INT - adding its level to the roll. If they fail, then they reduce the number of \'slots\' corresponding to the spell level just cast by 1. When a memorized spell is cast it is not forgotten.
After roughly 8 hours rest, the number of \'slots\' a character has refreshes to its maximum.
Magic weapons add +1 to any attribute being checked whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) at the GM discretion.
Magic applies to armor adds to its AP. It operates per the normal AP rules.
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, then consider tripling the Armor Points.
If a spell calls for a creature to make a save, the character must check their INT or WIS - to see if the magic cast was powerful enough to overcome their defenses (remember the Powerful Opponents rule).
| level | Name | Description | Effect |
|---|---|---|---|
| D1D1 | Detect Magic | Everything nearby that is Evil or Charmed glows | 5mins. |
| D1D2 | Light | Create dim light from a nearby spot or object | 1hr. |
| D1D3 | Cure | Heal HP | + 1d6 HP |
| D1D4 | Purify | Removes all contamination from all Nearby food and drink | |
| D1D5 | Protect | Advantage on all harmful checks from a source | 1hr. |
| D1D6 | Charm | Makes a Nearby target obey commands for a duration | Check WIS each turn |
| D1D7 | Missile | A Nearby, far away or distant target takes damage | 1d6 per level |
| D1D8 | Shield | Increase AP | 2AP per level |
| D1D9 | Sleep | Makes a Nearby target sleep for 8 hrs. | 4d6 HP |
| D2D1 | Detect Traps | Notice all nearby traps | 10mins. |
| D2D2 | Darkness | Creates darkness covering a Nearby area that blocks all types of vision | 1hr. |
| D2D3 | Bless | Nearby allies gain +1 to stats when making attacks and saves | 1hr. |
| D2D4 | Invisibility | A nearby creature is made invisible until it attacks or dispelled. | |
| D2D5 | Knock | A Nearby door or lock is opened. | |
| D2D6 | Levitate | The caster floats up to 6 feet from the ground | 10mins. |
| D2D7 | Web | Traps a Nearby area, stopping movement. Check WIS | |
| D2D8 | Silence | Magical silence covering everything Nearby to a target | 1hr. |
| D2D9 | Hold Person | Paralyze 1d6 Nearby targets. Check WIS each turn to see if the effect lasts. | |
| D2D10 | Speak with Animals | Can understand and talk with animals | 1hr. |
| D3D1 | Daylight | A nearby area is illuminated by sunlight | 1hr. |
| D3D2 | Cure Disease | Cures a Nearby target of all diseases. | |
| D3D3 | Locate Object | Sense direction of a known object | 1min. |
| D3D4 | Prayer | All Nearby allies defend against attacks with Advantage | 1d6 moments. |
| D3D5 | Remove Curse | Removes a curse from a Nearby target. | |
| D3D6 | Speak with the Dead | Ask a Nearby corpse 3 questions. | |
| D3D7 | Darkvision | See in absolute darkness | 10mins. |
| D3D8 | Dispel Magic | Removes a Nearby Arcane spell. | |
| D3D9 | Fireball | 1d6 Nearby creatures take 1d6 | |
| D3D10 | Read Language or Magic | Read all languages and magic | 10mins. |
| D3D11 | Magic Mouth | Creates an illusory mouth that repeats a phrase to all Nearby creatures. | |
| D4D1 | Create Food | ||
| D4D2 | Cure Serious Wounds | Heal 4d6+3 HP to a Nearby target. | |
| D4D3 | Neutralize Poison | Remove | |
| D4D4 | Protection from Evil | Nearby allies gain 6 temp AP against evil creatures | 10mins. |
| D4D5 | Confusion | 2d6 Nearby targets immediately make a Reaction roll. | |
| D4D6 | Dimension Door | Teleport a target to a Distant Location. | |
| D4D7 | Polymorph Self | Transform a creature to have the appearance of another. | |
| D4D8 | Remove Curse | Removes a curse from a Nearby target. | |
| D4D9 | Wall of Fire or Ice | Wall covers a Nearby area, WIS to attack Close targets 3d6 | 10mins. |
| D4D10 | Wall of Stone or Iron | A wall covers a Nearby area - 1hr. | 1hr. |
| D5D1 | Commune | The Cleric's deity truthfully answers 3 questions | 10mins. |
| D5D2 | Dispel Evil | Removes a Nearby Divine (Evil) spell. | |
| D6D3 | Finger of Death | Choose a Nearby target and check WIS, if a pass the target is OOA. | |
| D6D4 | Plague | Check WIS for all Nearby targets, they lose 2d6 HP for the next 1d6 turns. | |
| D6D5 | Quest | Force a Nearby creature to obey an order. | |
| D6D6 | Raise Dead | Return a Nearby willing target to life, who's died within the last 7 days. | |
| D6D7 | Animate Dead | Create 1d6+1 Skeletons | |
| D6D8 | Cloud kill | Anyone with less than 5HD that touches it must check INT or be OOA | 1hr. |
| D6D9 | Conjure Elemental | Create an Elemental of chosen type with 2d6 HD. | |
| D6D10 | Contact Higher Plane | Ask 1 question | |
| D6D11 | Feeble mind | Reduce a Nearby target's INT to 4 | 10mins |
| D6D12 | Telekinesis | Move Nearby objects | 1hr. |
| D6D13 | Teleport | Transports a Nearby target to any place known to the caster. | |
| D7D1 | Animate an Object | Give a Nearby object motion and a simple intelligence | 10mins. |
| D7D2 | Blade Barrier | Wall covers a Nearby area, WIS to attack Close targets (3d8) | 10mins. |
| D7D3 | Conjure Elemental | Summons an elemental with HD equal to caster's level | 1hr. |
| D7D4 | Find Path | The path to a chosen location is made known | 1hr. |
| D7D5 | Speak with Creatures | Can understand and talk with creatures | 1hr. |
| D7D6 | Word of Recall | Give ability to teleport back to the location this spell was cast | 1year. |
| D7D8 | Anti-Magic Shell | Creates a Nearby Zone around the caster blocking all magic. | |
| D7D9 | Death Spell | 2d6 Nearby targets with 7HD or fewer die. | |
| D7D10 | Disintegrate | Makes one Nearby target or object turn into a fine powder. | |
| D7D11 | Invisible Stalker | Summons an extra dimensional creature to perform one task. | |
| D7D12 | Stone to Flesh | Turns a Nearby target into stone (or vice versa). | |
| D8D1 | Aerial Servant | Summons a servant to recover a distant object. | |
| D8D2 | Astral Spell | Projects an avatar of the caster onto a chosen plane | 1hr. |
| D8D3 | Control Weather | Control the Nearby weather to all extremes | 10mins. |
| D8D4 | Earthquake | Check WIS for all Nearby creatures, passes are taken OOA. | |
| D8D5 | Holy Word | Nearby creatures with less than 5HD die, 6 | 10HD paralysed for 1d6 turns. |
| D8D6 | Wind Walk | Turn into mist and back, at will | 1day. |
| D8D7 | Restoration | Returns all levels lost to creatures with level drain. | |
| D8D8 | Limited Wish | Change reality in a limited way or time. | |
| D8D9 | Power Word, Kill | A Nearby target with 50HP or fewer dies and cannot be resurrected. | |
| D8D10 | Conjuration of Demons | Summons a Demon with 2HD | |
| D8D11 | Meteor Swarm | Effects the same as casting Fireball 4 times. | |
| D8D12 | Time Stop | Stops time completely in a Nearby area | 1d4+1 Moments. |
Knowledge skills can attempt to banish all nearby undead as an action. They must successfully check their WIS for each group of creatures they are attempting to banish, adding the creature\'s HD to the roll. A GM will determine which creatures are banished. Undead creatures that are Banished must spend all their movement (and convert actions to movement) to move away from the character for 2d4 Moments after being Banished.