← BACK TO THE CABINET SIMPLE RPG / RULES HUBCHAPTERSLABS

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 level1234567
11
21
321
422
5221
6222
72221
822221
9332221
104332221

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).

levelNameDescriptionEffect
D1D1Detect MagicEverything nearby that is Evil or Charmed glows5mins.
D1D2LightCreate dim light from a nearby spot or object1hr.
D1D3CureHeal HP+ 1d6 HP
D1D4PurifyRemoves all contamination from all Nearby food and drink
D1D5ProtectAdvantage on all harmful checks from a source1hr.
D1D6CharmMakes a Nearby target obey commands for a durationCheck WIS each turn
D1D7MissileA Nearby, far away or distant target takes damage1d6 per level
D1D8ShieldIncrease AP2AP per level
D1D9SleepMakes a Nearby target sleep for 8 hrs.4d6 HP
D2D1Detect TrapsNotice all nearby traps10mins.
D2D2DarknessCreates darkness covering a Nearby area that blocks all types of vision1hr.
D2D3BlessNearby allies gain +1 to stats when making attacks and saves1hr.
D2D4InvisibilityA nearby creature is made invisible until it attacks or dispelled.
D2D5KnockA Nearby door or lock is opened.
D2D6LevitateThe caster floats up to 6 feet from the ground10mins.
D2D7WebTraps a Nearby area, stopping movement. Check WIS
D2D8SilenceMagical silence covering everything Nearby to a target1hr.
D2D9Hold PersonParalyze 1d6 Nearby targets. Check WIS each turn to see if the effect lasts.
D2D10Speak with AnimalsCan understand and talk with animals1hr.
D3D1DaylightA nearby area is illuminated by sunlight1hr.
D3D2Cure DiseaseCures a Nearby target of all diseases.
D3D3Locate ObjectSense direction of a known object1min.
D3D4PrayerAll Nearby allies defend against attacks with Advantage1d6 moments.
D3D5Remove CurseRemoves a curse from a Nearby target.
D3D6Speak with the DeadAsk a Nearby corpse 3 questions.
D3D7DarkvisionSee in absolute darkness10mins.
D3D8Dispel MagicRemoves a Nearby Arcane spell.
D3D9Fireball1d6 Nearby creatures take 1d6
D3D10Read Language or MagicRead all languages and magic10mins.
D3D11Magic MouthCreates an illusory mouth that repeats a phrase to all Nearby creatures.
D4D1Create Food
D4D2Cure Serious WoundsHeal 4d6+3 HP to a Nearby target.
D4D3Neutralize PoisonRemove
D4D4Protection from EvilNearby allies gain 6 temp AP against evil creatures10mins.
D4D5Confusion2d6 Nearby targets immediately make a Reaction roll.
D4D6Dimension DoorTeleport a target to a Distant Location.
D4D7Polymorph SelfTransform a creature to have the appearance of another.
D4D8Remove CurseRemoves a curse from a Nearby target.
D4D9Wall of Fire or IceWall covers a Nearby area, WIS to attack Close targets 3d610mins.
D4D10Wall of Stone or IronA wall covers a Nearby area - 1hr.1hr.
D5D1CommuneThe Cleric's deity truthfully answers 3 questions10mins.
D5D2Dispel EvilRemoves a Nearby Divine (Evil) spell.
D6D3Finger of DeathChoose a Nearby target and check WIS, if a pass the target is OOA.
D6D4PlagueCheck WIS for all Nearby targets, they lose 2d6 HP for the next 1d6 turns.
D6D5QuestForce a Nearby creature to obey an order.
D6D6Raise DeadReturn a Nearby willing target to life, who's died within the last 7 days.
D6D7Animate DeadCreate 1d6+1 Skeletons
D6D8Cloud killAnyone with less than 5HD that touches it must check INT or be OOA1hr.
D6D9Conjure ElementalCreate an Elemental of chosen type with 2d6 HD.
D6D10Contact Higher PlaneAsk 1 question
D6D11Feeble mindReduce a Nearby target's INT to 410mins
D6D12TelekinesisMove Nearby objects1hr.
D6D13TeleportTransports a Nearby target to any place known to the caster.
D7D1Animate an ObjectGive a Nearby object motion and a simple intelligence10mins.
D7D2Blade BarrierWall covers a Nearby area, WIS to attack Close targets (3d8)10mins.
D7D3Conjure ElementalSummons an elemental with HD equal to caster's level1hr.
D7D4Find PathThe path to a chosen location is made known1hr.
D7D5Speak with CreaturesCan understand and talk with creatures1hr.
D7D6Word of RecallGive ability to teleport back to the location this spell was cast1year.
D7D8Anti-Magic ShellCreates a Nearby Zone around the caster blocking all magic.
D7D9Death Spell2d6 Nearby targets with 7HD or fewer die.
D7D10DisintegrateMakes one Nearby target or object turn into a fine powder.
D7D11Invisible StalkerSummons an extra dimensional creature to perform one task.
D7D12Stone to FleshTurns a Nearby target into stone (or vice versa).
D8D1Aerial ServantSummons a servant to recover a distant object.
D8D2Astral SpellProjects an avatar of the caster onto a chosen plane1hr.
D8D3Control WeatherControl the Nearby weather to all extremes10mins.
D8D4EarthquakeCheck WIS for all Nearby creatures, passes are taken OOA.
D8D5Holy WordNearby creatures with less than 5HD die, 610HD paralysed for 1d6 turns.
D8D6Wind WalkTurn into mist and back, at will1day.
D8D7RestorationReturns all levels lost to creatures with level drain.
D8D8Limited WishChange reality in a limited way or time.
D8D9Power Word, KillA Nearby target with 50HP or fewer dies and cannot be resurrected.
D8D10Conjuration of DemonsSummons a Demon with 2HD
D8D11Meteor SwarmEffects the same as casting Fireball 4 times.
D8D12Time StopStops time completely in a Nearby area1d4+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.