Tome of Magic
Elemental Spells
Mages & Petty Elementalists There are two types of elemental spellcaster. A Mage specializes in one element; a Petty Elementalist can cast spells of any element.

A Mage's specialization grants certain privileges within their element — for example, a Fire Mage casts fire spells at ¾ the Manna cost and learns them at ¾ the gold price. Additionally, Mages begin to reflect their element: they take reduced damage from spells of their element, deal additional damage to elementals of their inferior, but take additional damage from spells and elementals of their superior. In practice, the Mage becomes an elemental subtype and is affected as elemental monsters are. See the Elemental Resistances page for details.

A Petty Elementalist (typically a Wizard) has no strengths or weaknesses among the elements. A Mage may become a Petty Elementalist at any time, but a Petty Elementalist can never become a Mage.
ElementSuperior (takes more damage)Inferior (deals more damage to)
FireWaterEarth
WaterAirFire
AirEarthWater
EarthFireAir
Spell Colleges & Starting Credit Spellcasters are assumed to have a number of spells already learned at game start at no cost. The DM is recommended to grant each magic user a starting credit: 150 Gold for Elves and Mages, 450 Gold for Wizards and Seers. Spell costs are indicated beside the Manna rating of each spell.
Fire
Level 1
Ball of FlameUpdatedMB
This spell envelops any one monster in a ball of flame, inflicting 2 Body Points of damage. The victim rolls 2D6; each 5 or 6 reduces the damage by 1 Body Point.
CourageMB
Cast on any Hero, including yourself. The next time that Hero attacks, they may roll 2 extra Combat Dice. The spell ends when the Hero can no longer see a monster.
Fire of WrathUpdatedMB
Blasts any one monster with flames for 1 Body Point of damage, unless the target rolls a 5 or 6 on 1D6.
SabreUpdated
Temporarily engulfs one Hero's weapon in flames, granting 2 extra Combat Dice when attacking for 2 turns. May not be cast on wooden weapons (staff, crossbow, etc.).
Level 2
Burning HandsUpdated
Infuses the caster's next melee attack with burning energy. If the attack is successful and deals at least 1 Body Point, this energy deals an additional 1D6 Body Points. The spell lasts 1D4 turns or until the caster makes a melee attack, whichever comes first.
Ember SwarmNew
Summons a swarm of embers targeting 3 connected squares the caster can see (adjacent or diagonal). Any target on those squares takes 3 Body Points of damage; defend by rolling 2D6, each 6 reduces damage by 1. Undead take 1 point automatically but may roll 1D6 to resist the 2nd point on a 6. Incorporeal undead automatically take full damage.
Extended FireballUpdated
Sends a powerful ball of flame into any two connected adjacent squares the caster can see. Any character on these squares suffers 2 Body Points of undefendable damage.
Fire ShieldUpdated
Cast on any Hero, including yourself. Forms a protective barrier of fire around that character. Any character within a 1-space radius suffers 1 Body Point of undefendable fire damage per turn automatically. The shield lasts 2 turns. The target may move freely to deliberately expose enemies to the shield, though it deals no more than 1 point per turn regardless of exposure.
Fire Stream ✦2
A stream of liquid fire erupts from the caster's fingertips at any one target they can see. Damage decreases with distance:
1 space adjacent4 BP
2 spaces adj. / 1 space diag.3 BP
3 spaces adj. / 2 spaces diag.2 BP
4 spaces adj. / 3 spaces diag.1 BP
5+ spaces adj. / 4+ spaces diag.No damage
Level 3
Crown of Fire ✦1Updated
All characters within a 2-space radius of the caster suffer a blast of flame. The caster rolls 3 Combat Dice; each skull inflicts 1 Body Point on all characters in range. The caster is unaffected. Every character that fails to fully defend is additionally set on fire for 1D4 turns, taking 1 Body Point per turn. They may resist each turn by rolling 1D6 per Body Point — a 5 or 6 resists and extinguishes the fire.
Immolate ✦3Updated
The caster envelops themselves in a ball of flame. All characters within 1 space immediately suffer 3 Body Points of undefendable fire damage — but the caster is also reduced by 3 Body Points. In addition the caster gains +1 Combat Die on their attack for one turn. The caster must have at least 4 Body Points to cast this spell.
Pillar of FlameNew
Summons a towering pillar of fire at a point within line-of-sight, scorching all characters in a 2-space radius. Each character suffers 4 Body Points of fire damage, 2 of which are undefendable; defend the remaining 2 by rolling 2D6 — each 5 or 6 reduces damage by 1. All affected characters are also set on fire for 1D4 turns (1 BP/turn); resist each turn by rolling 1D6 per Body Point, a 5 or 6 extinguishes.
Level 4
Battle FireUpdated
Grants courage to all Heroes in the caster's line of sight. Each affected Hero may roll 2 extra Combat Dice to attack. The spell lasts as long as there are monsters in the room with them, or until they can no longer see a monster.
Pyre WaveNew
A burst of fire erupts from the floor across 3 connected squares the caster can see (adjacent or diagonal), dealing 5 Body Points of damage. Monsters defend by rolling 3D6 — each 6 reduces damage by 1. Any monster that takes 3 or more points of damage loses their next attack unless they immediately roll a 6 on 1D6 (they may still move but cannot attack or cast spells).
Level 5
Phoenix AscendantNew
The caster channels a phoenix's spirit into one Hero, granting +3 Attack Dice, +3 Defense Dice, and immunity to all damage from any source (including traps) for 1D4 turns. When the spell ends, the Hero takes 2 Body Points of undefendable fire damage.
Wings of FlameUpdated
Summons 4+1D4 blue flaming birds that can be directed at any targets the caster can see — all at one target or spread among several. Each bird deals 4 Body Points of damage; characters defend by rolling 3D6, each 6 reducing damage by 1.
Earth
Level 1
Heal BodyMB
Cast on any one Hero, including yourself. Restores up to 4 lost Body Points, but will not exceed the Hero's starting total.
Pass Through RockUpdatedMB
Cast on any one Hero, including yourself. That Hero may walk through walls on their next move, passing through as many walls as their dice roll allows. Shaded areas on the quest map indicate solid rock — a Hero who ends their move inside solid rock is trapped forever.
Rock SkinMB
Cast on any one Hero, including yourself. That Hero may throw 1 extra Combat Die when defending. The spell ends when the Hero suffers 1 Body Point of damage.
Level 2
Collapse ✦4Updated
The caster selects 1–6 connected squares they can see (roll 1D6 to determine; squares may be adjacent or diagonal) — the roof collapses over those squares. These spaces are treated identically to Falling Block Traps and are marked as such. Targets roll 3 Combat Dice; each skull removes 1 Body Point. Each target must then move to the nearest available open space. Monsters are moved at the DM's discretion; Heroes at the player's discretion.
Earth FistUpdated
Drawing on primal Earth power, the caster's fist becomes extremely dense rock for one turn. When attacking with an Earth Fist, roll 7 Combat Dice. Treat as a blunt weapon.
QuicksandUpdated
Opens a quicksand pit beneath any character the caster can see. The character rolls 1 Combat Die per Body Point — a black shield allows them to move 1 adjacent space. With no adjacent space available, or if they fail to roll a black shield, they are trapped and cannot move, attack, or defend. The quicksand removes 1 Body Point per round; the target continues to roll for escape each round until they succeed or die. The quicksand vanishes once the target escapes or dies.
Rock ShardsUpdated
Conjures razor-sharp shards of rock hurled at any one monster the caster can see. Inflicts 3 Body Points of damage, 1 of which is undefendable. Victims defend the remaining 2 by rolling 2D6 — each 6 reduces damage by 1.
Stone BindNew
Cast on any target the caster can see, binding them in stone. The target takes 1 Body Point of crushing damage and cannot move or attack for 1D6 turns, though they may still defend. Targets resist by rolling 1D6 per Body Point — a 6 breaks free.
Tremble ✦5Updated
The dungeon walls tremble for one turn, creating confusion and chaos. All characters except the caster miss their next turn while reorienting. Characters defend by rolling 1 Combat Die per Mind Point — 2 black shields defend successfully.
Level 3
Earth RiseUpdated
Infuses a pebble with massive Earth Magic, then hurls it at any one monster in sight. In mid-flight it transforms into a boulder without losing velocity, dealing 2D6 Body Points of damage. Monsters with at least one open adjacent space defend by rolling 1D6 per current Body Point — two 6s lets the monster dodge to an adjacent space. The boulder continues forward until striking a wall, closed door, or another character (who may then attempt to dodge).
Earth Sink
The opposite of Earth Rise. Robs one pile of rocks (Falling Block Trap) of its vital essence, shrinking it to a pile of harmless pebbles.
OublietteUpdated
Opens a pit beneath one monster the caster can see. The monster rolls 1D12 per Body Point — a 10 or higher lets them move 1 adjacent space. If no space is available or they fail, they are trapped. If they have not escaped by their second attempt, the pit closes and deals 1D4 Body Points per round until they escape or die. The pit vanishes once they escape or die.
Stone BastionNew
Raises a massive stone wall at a point within line-of-sight, blocking a 3-space-wide passage for 1D6 turns. Characters adjacent when the wall forms take 3 Body Points of damage — 1 is undefendable; monsters resist the remaining 2 by rolling 2D6, each 6 reducing damage by 1. The wall prevents movement and line-of-sight through it.
Level 4
GeoShardsUpdated
1D6 connected squares the caster can see burst with razor-sharp crystals. Characters on those squares defend immediately or on a future turn by rolling 1D8 per current Body Point — two 8s lets them move to one open adjacent space. Characters who fail (or have no adjacent space) suffer 2D4 Body Points of undefendable damage and remain trapped, taking 2D4 damage every turn until they escape or die. Treat sharded squares as Falling Block Traps.
Hammer of Cha-GrindaUpdated
Summons a battle hammer in the likeness of the one used by the ancient Earth Spirit Cha-Grinda. The hammer lasts 2+1D6 turns; the caster rolls 8 Combat Dice when attacking with it. It may only be used by the caster and only attacks adjacent characters. The hammer shatters into dust when the spell ends or if the caster loses contact with it.

Note: This hammer automatically clears Falling Block Traps. Against Fire, Wind, or Water Elementals the caster may roll 10 Combat Dice. However, if the hammer is ever used against an Earth Elemental, it shatters immediately.
ShatterShockUpdated
The caster slams their fist into the ground, creating a mole-tunnel effect for up to 2D6 spaces (caster may choose less) straight in any direction. Any character on those squares rolls 1 Combat Die — on any result except a black shield, they are thrown to the nearest available space, lose 2 Body Points, and lose their next turn. Non-magical doors in the path are blown open; non-magical walls are blasted through (treat as a secret door). The spell passes under magical doors and walls until it reaches its maximum length. Characters 1 space adjacent to the line lose 1 Combat Die in both attack and defense for 1 turn.
Stoneheart AegisNew
Stone infuses one Hero (including the caster) with two effects. First, Strength of Earth: if the Hero attacks and deals at least 1 Body Point of damage, the spell adds 1 additional point. Second, Earth's Resilience: grants +2 Defense Dice and +2 temporary Body Points for 1+1D6 turns. These temporary Body Points can exceed the Hero's starting total and are lost when the spell ends.
Level 5
Boulder BarrageNew
Summons 1D4+2 massive boulders and hurls them at any monsters in line-of-sight, each dealing 4 Body Points — 2 undefendable. The caster may target the same monster or spread them across multiple targets. Monsters defend the remaining 2 by rolling 2D6, each 6 reducing damage by 1. Targets hit lose their next turn.
Wind
Level 1
ElectroStatic ChargeUpdated
Temporarily electrifies one Hero's weapon, granting 2 extra Attack Dice for 2 turns. Must be cast on a metal melee weapon.
GenieMB
Conjures a genie who performs one of the following: opens any door on the board (revealing what lies beyond), OR attacks any monster in line-of-sight using 5 Combat Dice.
Poison SprayUpdated
A burst of poisonous gas shoots from the caster's hand, enveloping one monster they can see for 2 Body Points of damage. Monsters defend by rolling 2D6 — each 5 or 6 reduces damage by 1. Undead are immune to Poison Gas.
Swift WindMB
Cast on one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time they move.
TempestMB
Creates a small whirlwind that envelops one monster of your choice, causing them to miss their next turn.
Level 2
BaneUpdated
Creates a cloud of poisonous gas enveloping one room (or a 3-space radius outdoors). All characters suffer 2 Body Points of damage; defend by rolling 2D6 — each 6 reduces damage by 1. Undead are immune to Poison Gas.
Flight ✦6Updated
Cast on any character, including yourself. Lifts the character into the air, avoiding all sprung and unsprung traps. The character may roll up to 3 extra movement dice on their next turn (maximum 5 total). At the end of their turn they settle to the dungeon floor and are subject to any traps on the space they land.
Gale BurstNew
Creates a gust in a 2×2 square area the caster can see. Targets are pushed 2 spaces away in a straight line of the caster's choice and cannot physically attack another creature for 1 turn. Targets take 1 Body Point of damage and stop if they hit an obstacle. Targets defend by rolling 1D6 — a 5 or 6 means they are unaffected. If multiple targets are in the square, the furthest from the caster moves first. Targets pushed onto traps trigger them.
Rainstorm ✦7Updated
Summons a torrential rain on 4 connected squares the caster can see (adjacent or diagonal). Characters caught under the rain roll 1D6: 1–3 lose 1 turn; 4–5 lose 2 turns; 6 lose 3 turns. At the start of each lost turn, a target may roll 1D6 — on a 6, if an adjacent space is outside the effect, they may move out.
Whirling Dervish
Cast on any bladed melee weapon. The next time a Hero uses that weapon to attack, they may attack every monster within a 1-space radius. Attacks must be resolved sequentially in counter-clockwise order. If the weapon is not used within 3 turns, the winds disperse.
Winds of Speed
Cast on any Hero in sight, including yourself. The recipient gains 2 attacks for the next 1D6 turns.
Level 3
Lightning Storm
Creates a room full of storm clouds that hurl lightning, inflicting 3 Body Points of damage on all characters in the same room as the caster (or within a 3-space radius outdoors). The caster is unaffected. All victims roll 2D6 — each 5 or 6 reduces damage by 1. Not used in corridors.
Tempest VortexNew
Summons a swirling vortex centered on one space the caster can see, affecting a 2-space radius. All characters take 4 Body Points of damage (1 undefendable) and may each be shifted 2 squares in any direction of the caster's choice. Monsters moved onto trapped squares against their will trigger them. Defend the damage by rolling 3D6 — each 5 or 6 reduces damage by 1.
Level 4
Wall of WindUpdated
Cast on any character, including yourself. Creates a wall of swirling wind that defeats all projectile spells and weapons (except lightning) fired at or by that character. Any character who starts their turn within 1 space of the recipient is caught in the tempest and misses their next turn. Any monster who deliberately enters the effect must roll 1D6 per Body Point — failing to roll two 5s or 6s means they lose their turn and any planned actions. The whirlwind lasts 2 turns.
Windrider's BoonNew
A small vortex surrounds one Hero's arms and legs (including the caster), granting +2 Attack Dice and the ability to move through characters and obstacles for 1+1D4 turns. If that Hero attacks a monster and deals at least 1 Body Point, they may push that monster 1 space directly away (if that space is clear). Monsters pushed onto traps trigger them. Monsters resist the push by rolling 1D8 per Body Point — an 8 resists.
Level 5
Lightning WebUpdated
A web of lightning strikes all characters within a 4-space cone in front of the caster. All creatures hit lose 4 Body Points, undefendable.
Storm's WrathNew
The caster summons a storm in a 4-space radius, dealing 4 Body Points (undefendable) and scattering characters 2 spaces in a random direction. Targets resist the scatter by rolling 1D8 per Body Point — an 8 resists. Scattered characters lose their next turn.
Winds of ReturnUpdated
Causes the spirit of a fallen comrade to return to its body with half its normal Body Points and Mind Points (rounded down).
Water
Level 1
Bladestream
Wraps one melee weapon in a swirling blade of water functioning like a chainsaw. The wielder rolls 2 extra Combat Dice when attacking. The spell lasts until the wielder can no longer see a monster.
IcicleUpdated
Pelts any one monster with ice shards for 2 Body Points of damage. The victim rolls 2D6 — each 5 or 6 reduces damage by 1.
Liquefy
Transforms the caster temporarily into liquid. They may move 2D10 spaces before returning to solid form. While liquid, the caster ignores unsprung traps. They may not move past sprung traps (especially pit traps), though a liquefied character may enter a pit trap with no penalty.
Poison Blade
Coats one bladed weapon (dagger, short sword, long sword, etc.) with poison. If the wielder attacks and deals at least 1 Body Point of damage, the poison deals 1 additional Body Point and continues to deal 1 Body Point per turn for 1D3 turns. The poison remains on the weapon for 2D4 rounds or until a successful attack is made. Undead may resist by rolling 1 Combat Die per Body Point — a black shield resists.
SleepMB
Puts a monster into a deep sleep — it cannot move, attack, or defend. The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a 6 breaks it. May not be used against the Undead.
Veil of MistMB
Cast on any one Hero, including yourself. On the Hero's next move, they are covered in a veil of mist and may move unseen through spaces occupied by enemies.
Water of HealingMB
Cast on any Hero, including yourself. Restores up to 4 lost Body Points, but will not exceed the Hero's starting total.
Level 2
Acid HandsUpdated
The caster's hands emit a spray of corrosive acid at any one target they can see, dealing 3 Body Points of damage. Monsters defend by rolling 2D6 — each 6 reduces damage by 1.
Bands of MistUpdated
Three misty rings coil around one monster the caster can see. The monster cannot move or attack, and its Defense Dice are lowered by 2 until the bands break. Victims may defend immediately or at the start of each of Zargon's turns by rolling 1D10 per Body Point — an 8 or 9 breaks the bands. Will not reduce Defense Dice below 1.
DelugeUpdated
Conjures a geyser of water that drenches one character the caster can see, dealing 2 points of blunt damage and 2 points of drowning damage. Characters defend by rolling 4D6 — each 5 or 6 reduces damage by 1. Undead and Deep Ones are immune to the drowning damage. See Elemental Resistances.
Freeze
A hand of ice grips and freezes one target the caster can see. The target cannot move, attack, or defend until the spell is broken. Break by rolling 1D6 per Mind Point — a 3 or higher breaks it, at once or on any future turn.
Healing Vapors
Creates a cloud of healing water that restores up to 2 lost Body Points to every character in the room (or within a 3-space radius outdoors), including the caster. Will not exceed a character's starting total.
Ice Armour
Cast on any one character, including yourself. That character may throw 1 extra Combat Die when defending, or absorb the effects of one fire spell. The spell ends when the character suffers 1 Body Point of damage or absorbs one fire spell.
Slick ✦10Updated
The caster selects 1–6 connected squares they can see (roll 1D6; squares may be adjacent or diagonal), covering them in a water slick. Any character who starts their turn or moves through a slicked square rolls 1D6 — on a 5 or 6 they slip, take 1 Body Point of damage, and end their turn there. Slicked squares remain for the rest of the quest unless targeted by a Fire spell.
Tidal SurgeNew
Summons a wave targeting 1 monster the caster can see, dealing 3 Body Points of damage and pushing them 1D6 spaces in the direction opposite the caster. Targets stop early if they hit an obstacle. 1 Body Point is undefendable; monsters defend the remainder by rolling 2D6 — each 5 or 6 reduces damage by 1. Targets pushed onto traps trigger them.
Level 3
Blizzard
Pelts any one character with magical ice crystals for 5 Body Points of damage. The character rolls 5D6 — each 6 reduces damage by 1. If the spell deals at least 2 Body Points, the crystals also freeze the target, preventing movement, attack, and defense until the spell is broken. Break by rolling 1D6 per Mind Point — a 3 or higher on any die breaks it.
WhirlpoolNew
Summons a whirlpool at a point within line-of-sight affecting a 2-space radius. All characters take 3 Body Points of damage and lose their next turn. Characters resist by rolling 1D6 per Mind Point — a single 5 or 6 negates all effects.
Wilt
Draws all moisture out of one susceptible character, reducing them by 5 Body Points. Characters defend by rolling 1D6 per Mind Point — each 6 reduces damage by 1. Undead, Gargoyles, and Armour Golems are not affected.
Level 4
Cloud of HealingUpdated
Creates a cloud of healing vapors restoring up to 4 lost Body Points to every character in the room, including the caster. Will not exceed starting totals. All characters under the effect also gain +1 movement die for 1 turn. Be cautious — this spell heals monsters too.
Ice ShieldUpdated
Cast on any character, including yourself. Forms a protective barrier of frost — any character who steps within 1 space suffers 1 Body Point of damage. The target may move freely to expose enemies, though the shield deals no more than 1 point per turn. Any character who starts their turn in the area becomes frozen (cannot attack, defend, or move) until they roll a 5 or 6 on 1D6 per current Body Point. The shield lasts 2 turns.
Icy WaveUpdated
A wave of water deals 6 Body Points of damage to 1 monster the caster can see, pushing them 2D6 spaces directly away (stop on obstacle). Defend with 4D6 — each 6 reduces damage by 1. If the target takes 3 or more points of damage, they are also frozen and cannot move, attack, or defend until they roll a 3 or higher on 1D6 per Mind Point.
Level 5
Maelstrom's FuryNew
The caster summons a maelstrom centered on one space they can see, spreading to a 4-space radius — dealing 4 Body Points and pulling all characters 2 spaces toward the center. Characters in the maelstrom lose their next turn. Defend the Body Point damage by rolling 3D6 — each 6 reduces damage by 1. Resist the pull by rolling 1D8 per Body Point — an 8 means they hold their ground.
Footnotes & Design Notes

One change made to all of J.D. Frazer's original spells: Manna values have been added. Also, wherever applicable, 1D6 is used to indicate the roll of one red die (same as a D6).

✦1 No changes except slight rewording; emphasis on "radius" is the site author's.

✦2 Original spell did not specify damage at diagonal distance — diagonal rules added by the site author.

✦3 No changes.

✦4 Spell functions the same as J.D.'s original, except collapsed squares are treated as Falling Block Traps.

✦5 In J.D.'s original this spell was undefendable by monsters. Defense has been added and moved into the spell text rather than a prologue.

✦6 J.D. Frazer's "Float" spell combined with the site author's "Flight" spell. Functions as Float but with the additional movement die bonus.

✦7 No changes.

✦8 Slight rewording. Original by Milton Bradley.

✦9 Slight rewording. Original by Milton Bradley.

✦10 No changes.