Part 3: Spells
CONTENTS
Home
Part 1: Intro
Part 2: PC Info
Part 3: Spells

Part 4: Adventure
Part 5: Encounter
Part 6: Monsters

Part 7: Treasure
Part 8: DM






A spell in D&D is a formula for collecting and using magical energies. A magic-user or cleric controls these energies with a memorized set of words and hand motions: the spell. Only magic-users, elves and clerics can learn these formulas, and thus only they can cast spells.

Spells must be memorized before an adventure begins. Spells can be memorized once per day and the character must be well rested. Memorizing or praying for spells takes one hour.

Following is a complete spell list in the D&D game and the asterisk denotes the spell as reversible:

Clerical Spells

1st Level
Cure Light Wounds*       Protection from Evil
Detect Evil              Purify Food & Water
Detect Magic             Remove Fear*
Light*                   Resist Cold

2nd Level
Bless*                   Resist Fire
Find Traps               Silence 15' Radius
Know Alignment           Snake Charm
Hold Person              Speak with Animal  

3rd Level
Continual Light*         Locate Object
Cure Disease*            Remove Curse*
Growth of Animals        Striking

4th Level
Create Water             Protection/Evil 10' radius
Cure Serious Wounds      Speak with Plants
Neutralize Poison        Sticks to Snakes

5th Level
Commune                  Insect Plague
Create Food              Quest
Dispel Evil              Raise Dead

 

Magic-User and Elf Spells

1st Level
Charm Person             Protection from Evil
Detect Magic             Read Languages
Floating Disc            Read Magic
Hold Portal              Shield
Light*                   Sleep
Magic Missile            Ventriloquism

2nd Level
Continual Light*         Levitate
Detect Evil              Locate Object
Detect Invisible         Mirror Image
ESP                      Phantasmal Force
Invisibility             Web
Knock                    Wizard Lock

3rd Level
Clairvoyance             Infravision
Dispel Magic             Invisibility 10' radius
Fireball                 Lightning Bolt
Fly                      Protection/Evil 10' radius
Haste                    Protection/Normal Missiles
Hold Person              Water Breathing

4th Level
Charm Monster            Polymorph Others
Confusion                Polymorph Self
Dimension Door           Remove Curse*
Growth of Plants         Wall of Fire
Hallucinatory Terrain    Wall of Ice
Massmorph                Wizard Eye

5th Level
Animate Dead             Magic Jar
Cloudkill                Pass-Wall
Conjure Elemental        Telekenisis
Contact Higher Plane     Teleport
Feeblemind               Transmute Rock to Mud*
Hold Monster             Wall of Stone

6th Level
Anti-Magic Shell         Lower Water
Control Weather          Move Earth
Death Spell              Part Water
Disintigrate             Projected Image
Geas*                    Reincarnation
Invisible Stalker        Stone to Flesh