Faerie Spells

Faerie Spells
Spell Colleges: The spellcasters have devoted at least part of their lives to the magical arts. At the beginning of the game, it is assumed that they have a certain number of spells already learned that they don't have to pay for. I recommend the D.M. give each magic user a certain amount of credit to spend on spells. For Elves and Mages, I recommend 150 gc (Gold Coins), and for Wizards and Seers I recommend 450 gc. They may then cast any spell in their repertoire as many times as their manna will allow them to. Spell costs are indicated beside the manna rating of each spell.
Bramble Ward
The caster summons a barrier of thorny brambles in one square the caster can "see". The brambles block movement through the square for both Heroes and monsters. Character may attempt to move through the square, but they immediately suffer 1 Body Point of damage (undefendable) and their movement must stop in an adjacent square. The brambles last for 1D4 turns.
Bull Strength
This spell may be cast on any one Hero, including yourself. It will increase the target's "Feat of Strength" by one point, which also allows the target to roll one extra Combat Dice when they attack. The spell will last 1d4 turns.
Disappear (1)
This spell may be cast on any Hero the spellcaster chooses, including themselves. The Hero moves unseen for 2D4 turns. The Hero can only move and open doors. They cannot attack, search, disarm traps, or cast spells. If they choose to do any of these actions, or if they step on a trap, the spell ends immediately. They also cannot be targeted by monsters or spellcasters, although they can still be affected by area spells.
Double Image (2)
This spell may be cast on the spellcaster or on any one hero spellcaster chooses. It causes a life-like image of the hero to appear. If either a physical attack or a magical attack against the hero is successful, they roll 1D6. On 1, 2, or 3 the image is attacked and the hero suffers no damage. They spell is broken the moment the hero can no longer see a monster. This spell does not protect against area attacks (ex. Firestorm)
Entangle
Channeling life force into the ground, the spell caster causes roots to spring up under the feet of one target. These roots wrap around the target's feet and immobilize them, preventing them from moving. The roots have 3 Body Points and defend with 1 combat die. In addition, other monsters may not move through spaces that have rooted monsters in them. Flying Creatures (or creatures with wings), incorporeal or creatures that lack solid form (such as some elementals) are unaffected.
Fungal Rot
The natural world is a place not only of growth and life, but of death and decay, but death and decay feed the next generation of living things, and so the cycle repeats. This spell allows the caster to draw on the natural forces of decay, causing all Undead creatures in the same room as the caster to suddenly sprout mushrooms. This fungal rot does 2d4 points of damage. Monsters defend by rolling 1D6 per Body Point, and for each 6 rolled one Body Point of damage is reduced.
Glimmer (3)
The caster summons a shimmering light that surrounds his/her body, illuminating a radius of two spaces, and cancels the effect of any darkness or darkness magic cast in the vicinity of the caster. The glimmer lasts for 1D6 turns. Undead are also repelled by the light. If attacked by an Undead while under the effect of Glimmer you may roll 1 extra Combat Die in Defense.
Glowfly Swarm
The caster summons a swarm of glowing fireflies that dance around one monster the caster can "see". The monster is distracted, rolling 1 fewer Combat Die when attacking (minimum 1). The monster resists by rolling 1D6 per Mind Point; a 6 breaks the spell immediately. Unless the spell is broken the fireflies last for 1D4 turns.
Gossamer Wind (4)
The caster causes a soft fluttering wind to blow in one direction that he/she decides. The wind will defeat any missile weapon or spell (except lightening) fired against the direction of the wind (or within 45 degrees of it) for two turns.
Glimmer Bridge
This spell creates a magical bridge which will suspend no farther than 2 spaces. It can be used to freely cross pit traps--etc. The bridge will last for three turns, at which point the bridge will disintegrate, and anyone standing on the bridge will fall. The bridge can be used by both Heroes and monsters.
Lifeforce (5)
This spell may be cast on any one hero, including yourself. Translucent plant-like effects seem to cover the hero, including tree bark, branches, and leaves, but these effects are purely illusory and vanish as soon as the casting is complete. Verdant magical power then immediately restores up to 4 lost Body Points, but it does not give a hero more than their starting number.
Petal Veil
The caster weaves a veil of swirling petals around one Hero, including themselves. The Hero gains +1 Combat Die when defending against ranged physical or magical attacks (e.g., arrows, Ball of Flame). The veil lasts for 1D4 turns or until the Hero takes 1 Body Point of damage from any source.
Pixie (6)
This spell conjures up a pixie who can be given one of two different commands: If commanded to "Heal", the pixie will restore up to two Body Points that have been lost to one hero. If commanded to "Search" the pixie will reveal all traps and secret doors in any location in your line of sight. In addition, if sent into a room with monsters, the monsters have to roll 1 Combat Die per Mind Point to prevent being distracted by the pixie. If they roll all skulls they are distracted and any physical attacks they attempt to make on the next turn are reduced by 1 Combat die. (Melee or ranged, will not lower a monster below 1 Combat Die.)
Pollen Burst
Conjures a cloud of shimmering pollen around one monster the caster can "see". Deals 2 Body Points of damage. Monster defends by rolling 2D6; each 5 or 6 reduces damage by 1 Body Point. True Elementals, Undead, Elves, and Fey (except Dryad) are unaffected. Magical Beasts and Nature Spirits (except Dryad) are vulnerable, and if they take at least one Body Point of damage, they may not move on their next turn unless they roll 1D6 per Mind Point, breaking on a 6.
Pure
This spell may be cast one any one hero, including yourself. It's magical power will restore up to 2 lost Body Points from poison darts or needles, or restore up to two lost attack and/or defend die lost to venom, removing the venom in the process. This effect lasts for 1d4 turns, proactively preventing the hero from getting poisoned again during the spell's duration.
Regeneration
This spell may be cast on any one hero, including yourself. While under the effect of the spell the hero will appear to have a glowing illusory crown of holly leaves and berries around their head. The recipient of this spell will regenerate 2 lost Body Points of damage for 1D6 rounds. This spell will not give a Hero more than his/her starting number.
Ruse
This spell causes multiple images of the spellcaster to appear, giving the caster 2 extra defend die. The ruse lasts for 2 turns.
Seer's Eye
This produces an undetectable, floating, invisible eye which is remotely controlled by the spellcaster. The eye moves at a rate of 2D8, and lasts for 1D6 turns. It may pass through characters, but not solid objects (doors & walls). It will also allow you to search occupied rooms for traps and secret doors.
ShadowStrike
This spell may be cast on any one hero, including yourself. This character on their next turn may teleport anywhere they can "see", perform an action, and return (max. distance 10 squares- one way).
Slow (7)
This spell reduces any one monster's movement to 1 square per turn. The monster also rolls 1 less combat die when it attacks or defends. The monster's movement and combat dice cannot be less than one. The spell may be broken immediately or on a future turn by rolling 1d6 per Mind Point, and on a total roll of 10 or higher the spell is broken.
Shapeshift (8)
Drawing from the primal forces of Nature, Shapeshift allows the caster to take on the aspect of the Bear, and grants the caster 1 additional Defend die and 1 additional Attack die when attacking a monster you are adjacent to. The spell is broken when the hero suffers one Body Point of damage.
Spiderwind
This spell may be cast on any one Hero, including yourself. This spell summons a magical wind that infuses the target with the essence of the spider. It will increase the target's "Feat of Dexterity" by 1 point, which also allows the target to roll 1 extra Combat Die in defense. The spell will last d4 turns.
Spore Cloud
This spell conjures up a cloud of noxious toadstool spores that fill up three adjacent squares. Any targets that start their turn in the cloud or pass through the cloud lose 2 Combat Die in both Attack and Defend. Targets may defend by rolling 2d6, and each 6 rolled reduces the Combat Die penalty by one die. The cloud is also mostly opaque. Anyone (hero or monster) trying to perform a ranged attack (physical or magical) missed their target unless they roll a 6 on 1D6. The cloud lasts for 1d4 turns. (Elves, Druids, and Seers, and monsters with the "Fey" attribute can see clearly through the cloud.)
Summon Nature Spirit
This spell summons up a small bright green floating nature spirit. This spirit is not intelligent, but will follow around the caster. The spirit is essentially pure life force, and functions as a mobile healer. The spirit can be given two commands, "Heal" or "Save". If given the "Heal" command the spirit will follow around the caster, and will heal the caster, or any Hero within a 3 space radius to the caster, the moment they take damage, and once the spirit has handed out five points of healing they pop out of existence. The "Save" command functions in a similar way, but the spirit will give out all of their healing to the first Hero within a 3 space radius of the caster to drop to zero, at which point the spirit will cease to exist.
Thornskin
This spell will cause the caster to sprout thorns. If the caster is attacked in melee, the thorns will essentially reflect back up to three Skulls worth of damage. Thus, if a creature attacks the caster and rolls 4 skulls, the caster only has to roll one White Shield in defense. The other three Skulls are reflected BACK at the target, and function as if the caster had attacked the target. Before they roll their defense against any attack, the caster may choose how many skulls to reflect. Skulls will be reflected back on one attack or on multiple attacks, but after three Skulls have been reflected the thorns fall off. (Spells and Ranged attacks are unaffected.) The thorns vanish in 1d6 turns if not used.
Twist Wood (9)
This spell causes any wooden item to become so warped it is rendered useless. This utterly destroys wooden weapons such as bows, staffs, and crossbows. It can also be used to destroy doors and furniture. When used against doors and furniture roll 1D100. If the spellcaster rolls 85% or lower the item is destroyed. (Magical wooden items also get the same 15% defense.)
Vine Whip
The spellcaster causes a vine to lash forward from their hand, doing 2 Body Points of damage to any target they can "see". The target defends by rolling 2d6, and for each 5 or 6 rolled the damage is reduced by 1 point.
Wyrding Touch
By harnessing the natural forces of life and death, the spellcaster summons a wilting energy to surge into their finger. The caster then need only touch an adjacent monster to do 1 Body Point of damage. The Monster gets 1D6 per Body Point to defend, and they defend by rolling a 6. If they do not defend, the spell continues to do damage at the rate of one point per turn. The spell lasts 1+1d4 turns if not defended.

AfterClap
This spell covers one magic using hero in the same room as the caster, which could include the caster, with an aura which will double the effect of the next spell cast. When AfterClap is cast, the spell caster rolls 1D6, and the spell is successful on a roll of 3 or higher. Offensive spells double their damage. Defensive spells double the strength of their defense. Utility spells either double their strength or double their duration, at the players discretion, and healing spells double their strength.
Bramble Shield
This spell may be cast on any Hero the caster can "see" and it will cause thorny brambles to cover the skin of the target. These brambles allow the hero to roll 2 additional Combat Die in Defense. If a monster successfully hits a hero in melee who is covered with these brambles (and they lose at least one Body Point) the attacking monster also takes one point of undefendable damage. The brambles fall off in 2+1d4 turns, or when they have reflected 2 Body Points of damage, whichever comes first.
Burnished Gauntlet
A burnished gauntlet appears in thin air and may be sent to strike one monster the caster can "see". When struck, the caster rolls 1D6 for each Mind Point, and the victim rolls 1D6 for each Body Point. If the victim's roll is higher, the spell is ineffective. If the caster's roll is higher, the victim is rendered unconscious and may not move, attack, defend, or cast spells for 2 turns. In the event of a tie, the dice are recast.
Confuse
Mushroom spore clouds sow confusion, which causes all monsters in the same room with the spellcaster to become confused, and will attack whatever is closest to them. This spell may be broken on a future turn by rolling 1D6 for each Mind Point. If they roll two 6's the effect is broken. (Both 6's do not need to be rolled the same turn. If monsters do not defend the spell lasts 2+1d4 turns.
Deep Sleep
This spell may be cast on any monster you can "see". The monster is surrounded by enchanted sand, and falls asleep immediately. They remain asleep for 1d4 turns. This spell is undefendable by monsters with less than 3 Mind points. Monsters defend by rolling 1D6 per Mind Point above 3 (ie a Monster with 5 Mind Points gets 2D6 to defend). Sleeping monsters may not perform any action, including defend themselves from spells or attacks.
Disguise
This spell will allow the spell caster to use the legendary power of faerie glamour and assume the shape of any Humanoid monster or character that the spell caster has seen that game. (Humanoid is roughly defined as: solid, with two arms, two legs and a head, thus wolves, spiders, and incorporeal undead are restricted.) None of the caster's abilities, stats, or actions are affected, as there is no actual physical change to the caster. Only a creature with over 5 Mind Points can see through the disguise. Characters with 5 or more Mind Points defend by rolling one combat die for each Mind Point they have over four. (Thus a Monster with 5 Mind Points would get one Combat Die in defense.) By rolling a black shield, the character sees through the disguise. While in an area with monsters, a disguised character may search for traps or secret doors, and may cast any defensive, utility, or healing spell and the monsters will ignore you, but searching for treasure, attacking, casting any kind of offensive spell, or doing any action that causes even 1 Body Point of damage to any monster in the room will cause the disguise to immediately fail. The disguise will last for 5 turns or until the character takes at least one Body Point of damage.
Faerie Lifeforce
This spell causes all heroes the caster can "see" to light up with a dull pink light. This power heals 1D4 Body Points of damage per character, but will not give a Hero more than his/her starting number.
Flitting Shadoes
This spell calls upon Faerie trickery to alter the perceptions of one monster the caster can "see". This monster then sees a horde of flitting shadoes in their peripheral vision. The target is thoroughly distracted, and reduces attacks by 2 dice and defense by 2 dice (will never lower a monster past 1). In addition, spell casters who attempt to cast a spell while under the effects of the spell have the possibility of losing concentration and the spell fizzling. The monster rolls for concentration by rolling 1 Combat Die per Mind Point, and by rolling at least one White or Black shield the monster maintains concentration. The spell lasts for 1D6 turns, and monsters defend by rolling 1D6 per Mind Point. Monsters have to roll at least two 6's in order to shake off the effects of the spell, and these 6's do not have to be rolled on the same turn. Spell casters may attempt to shake off the effects of Flitting Shadoes before attempting to cast retaliatory spells.
Harm
This spell summons up a mote of pure life energy that can be hurled at any Undead creature the caster can "see". This mote will do 2+1d4 points of undefendable damage.
Hypnotic Blaze
When summoning the Hypnotic Blaze, the spell caster calls forth the illusion of a huge, animated blaze. This blaze manifests in any one empty space the caster can "see". All Monsters and Heroes who have line of sight on the square where the blaze sprouts (except for the spellcaster) is paralyzed for 1d4 turns. Unable to move, attack defend or perform any action until they break the spell effect. Victims must roll 1d6 per Mind Point, and by rolling at least two 6's they shake off the effect. They need not roll the 6's in the same turn.
Maelstrom
This spell conjures up 3 thorny, leaf shaped magical missiles, which may be fired at any monster the caster can "see". The missiles cause 3 Body Points of damage, the first of which is undefendable. The monster then rolls 2D6 to defend, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Prismatic Spray
This spell summons up a beam of energy which may be cast on any character for 2 Body Points of damage. The beam may be defended by rolling a 5 or 6 on 2D6. Roll 1D8 for effect. (This spell does invoke Elemental Resistance.)
1: Red=Fire
2: Orange=Maelstrom
3: Yellow=Lightening
4: Green=Poison Gas
5: Blue=Ice
6: Indigo=Holy Water
7: Violet=Acid
8: Multi-Hued=Double Damage, Reroll twice, ignoring 8's. Damage stacks.
Restore Mind
This spell may be cast on yourself or any hero you can "see". The caster then summons forth an illusion of a forest pool with a running waterfall. The peaceful magic of this scene restores up to 4 Mind Points, but does not give a character more than his/her starting number. In addition, it shores up mental defenses, preventing the target of the spell from losing any Mind Points for 1d4 turns.
Sarnac's Magic Blade
This spell creates a 4 ft. long blue magic sword from the magician's outstretched hands. This weapon lasts for 1D8 rounds, and when using this weapon you roll 5 combat die to attack. You may attack diagonal also. You may also attack immediately.
Swarm Strike
A swarm of venomous fireflies strikes one monster the caster can "see" for 3 Body Points. The monster defends by rolling 3D6, and for each 5 or 6 rolled reduce the damage by 1 Body Point. If at least 1 Body Point is dealt, the monster loses 1 Attack Die for 1D4 turns. Monsters with the "Fay" attribute are immune.
Thorn Whip
The spellcaster causes a vine to lash forward from their hand, doing 2 Body Points of damage to any monster they can "see". The target defends by rolling 2d6, and for each 6 rolled the damage is reduced by 1 point. If the target is successfully hit for at least one Body Point, the thorns do an additional 1d4 points of damage, undefendable.
Vine Skeleton
This spell resembles necromancy, but isn't. This spell may be cast on the bones of any dead skeleton, and the spell will summon a small plant spirit. This spirit will start growing vines outwards and will use these vines to rebuild the skeleton. This skeleton will follow around the caster, following their orders until destroyed. The skeleton has 2 Attack Dice, 2 Defend Dice, 2 Body Points, and 2 Mind Points. The skeleton may be equipped with only one weapon, either a Broad Sword or a Bow. This weapon may not be changed later. The skeleton may not be healed.

Eerie Song (Song of the Sidhe)
The caster calls forth the mournful song of the Lost Faerie. All characters within earshot of the caster will remain rooted to the spot for 1D6 turns. The actions of those affected by the spell are not restricted. They may still attack, defend, and cast spells. Monsters with the Fey attribute are immune. Undead are resistant, and may attempt to resist by rolling 1D6 per Mind Point; on a 5 or 6 they resist.
Glimmer Veil
This spell summons a Will-o'-the-wisp which orbits the caster or a single hero the caster can "see". It cloaks the hero in faerie light, granting +2 defense dice and immunity to one enemy spell. Lasts 1D6 turns or until the Will-o'-the-wisp absorbs one spell.
Hedge
This spell causes a magical hedge to grow from the floor to the ceiling. The hedge can be used to block or surround. The hedge will fill up 3D4 connected spaces, and each square is alive. If a character stands adjacent to the hedge, it will attack, throwing thorns worth 2 Combat Dice. Each square of hedge has 2 Body Points, and defends with 2 Combat Dice. A character may not see or pass through a square with a hedge on it until it is destroyed.
Majik War Paint
This spell calls up a small vial of majik war paint, which the caster may use upon themselves, or one adjacent hero. This majik paint turns the user into a berserker, giving them 2 extra attacks per turn and 2 extra combat die in both attack and defense. Spell lasts for 2+1D4 turns or until the character can no longer "see" a monster, whichever is shorter.
Mornac's Starblades
This spell creates 1D6 magical star-shaped blades. These blades act as "Magical Throwing Daggers", doing 1 undefendable Body Point of damage to any monster in the caster's line of sight. The blades last 2 rounds per blade created. One blade can be thrown per round, and one may be thrown at the moment of casting.
Moonlit Sanctuary
The spell caster raises their hands to the sky and a powerful illusion stretches forth. The ceiling of the room above the caster disappears, and a night sky appears, complete with a full moon. (The illusion covers the sky in a three-space radius if cast outdoors.) The moon then shines down beams of light which illuminate the heroes and grants them 2 extra Combat Die in Defense. This illusion will also light up the entire room, overpowering even magical darkness. The illusion lasts 2+1D4 turns.
Pixie Barrage
This spell caster summons up a cloud of small pixies in any open space they can see. The cloud is full of tiny pixies which belt any one monster adjacent to the cloud with glowing darts. These darts do 2 Body Points of undefendable damage. If more than one monster is adjacent to the cloud, the spell caster may choose which monster the pixies attack. The spell caster may also instruct them to attack a second monster, but that monster only takes one point of damage. Monsters with the Fey attribute are resistant to the magic, and may roll 2D6 to defend; every 5 or 6 rolled reduces the damage by 1.
Sunburst
The caster causes a brilliant flash of light to emanate from his/her hand. This flash causes all characters within a 3-space cone to miss one turn while they regain their sight. The flash is also quite warm, and will do one Body Point of damage to any character standing within one space of the caster. Fire Elementals are immune. Incorporeal Undead are especially vulnerable, and miss two turns while they reform. However, while reforming they gain an extra Combat Die in Defense unless being attacked by a weapon that targets Undead. (Spirit Blade, Banisher, Durindana, Hammer of the Gods, Pharaoh's Hammer, Silver Arrows, etc.)
Swarm
This spell summons up a swarm of hornets who will do 2 Body Points of damage to all characters in the same room as the spellcaster (or within a three-space radius outdoors). All victims immediately roll 2D6; for each 1 rolled, the damage is reduced by 1 Body Point. True Elementals and incorporeal Undead are immune.
Tanuki
This spell will allow the caster to transform him/herself into a statue for 1D6 turns. The spellcaster cannot move or attack, but spellcasting ability is not restricted. The spellcaster's defend is tripled to both attacks and spells, and the spell may be voluntarily ended at any time.
Descriptive Text: Transforms caster into a statue, tripling defense while allowing spellcasting. Lasts 1D6 turns or until ended.
Tinkling Laugh
This spell causes a musical laughter to erupt from any space within the caster's line of sight. The two monsters in spaces closest to the laughter are diverted from their current path and drawn to the space designated. When the monster arrives at the space, the spell is broken, and may behave as normal. Monsters with the Fey descriptor are immune. Undead are resistant and may attempt to resist by rolling 1D6 per Mind Point; on a 5 or 6 they defend. (In cases where there are multiple monsters equidistant from the Laughter, the spell caster may decide which ones are affected.)
Warp
The caster causes one character's perceptions to become completely warped for 1D6 turns. The target must be within sight of the caster when the spell is cast. The target moves in a random direction each turn (roll 1D4, 1=N 2=E 3=S 4=W) and does not attack until the spell is broken. Characters defend by rolling one combat die per Mind Point; by rolling 2 Black Shields, the spell is broken.
Wild Summon
The spell caster lets out a plaintive cry, and is answered with the manifestation of a powerful fey creature. This creature immediately attacks one monster the spell caster can "see". The creature has 4 Combat Die in both Attack and Defense, has 4 Body Points, and may move 6 spaces per turn. If it kills its target, the spell caster may tell the creature to attack any other target it chooses. Changing targets is not considered an action. If not killed, the creature disappears after 1+1D4 turns. The creature will refuse to attack any monster with the Fey attribute.

Blade Dance
This spell, when cast on a weapon, will allow that weapon to attack on it's own. The spell requires at least 16 Manna Points to cast, and may be used indefinitely, provided the caster expends another 4 Manna Points for each turn he or she wants the spell to continue. The blade will attack any one target the caster can "see", or the strongest monster in the room, at the caster's discretion.
Flock of Doom
This spell summons up a flock of birds which attack every character in the room with the caster (or within three spaces outdoors), doing 5 Body Points of damage. Each character then rolls 3D8, and for each 7 or 8 rolled, the damage is reduced by 1 Body Point.
Shatter
This spell simultaneously crystallizes and shatters one target the caster can "see", instantly killing it. Victims defend by rolling 1D8 per each Body Point. On a roll of 8, the spell is defended.
Auralon's Deflective Plates
Casting of this spell creates 2+1D4 glowing, circular plates which surround the caster. Each plate gives the caster 1 extra combat die in defense. The plates last one round per plate +1D4.

Elixir of the Fey
This spell conjures up a vial of magical liquid that can be used in 2 different ways. When given to a living character, it automatically restores *all* wounds. When given to a dead character, it will restore them to 1 Body Point.
Summon Faerie Ring
This spell summons up a ring of mushrooms around the caster, putting them in a ring of power. All effects any following Faerie spell are doubled, and the effects of any Chaos spell are halved. Attack and defend are unaffected. The spell is broken the moment the caster moves.
Footnotes
The first group of spells that are footnoted is the spells created by J.D. Frazer. These will be footnoted "JDF". The first note I want to make before I start is that one of the changes that I have made to all of J.D.'s originals is that I have put manna values to them. Also, whenever applicable, I have used the terminology of 1D6 to indicate the roll of 1 "red die", which is the same as a D6. Also, let me mention that many of these spells first appeared in the Milton Bradley HeroQuest Expansion originally labeled the "Elf Quest Pack" which has been re-released by Avalon Hill and Hasbro as "The Mage of the Mirror". These were called "Elf Spells", and will be footnoted "MM". A couple of these were released with the Druid player character which was released with the new Hasbro / Avalon Hill version of HeroQuest. These will be footnoted "Druid". I have rolled all of these into the Faerie Magic school. My Druid character is a significantly different type of character, but I thought it was appropriate to put all of these spells and abilities into the same school of magic.
1. MM. I have altered the spell to make it more similar to the invisibility spell in D&D.
2. MM
3. JDF. A little rewording, no real difference.
4. JDF. Only change is that the spell now lasts for 2 turns.
5. Druid
6. Druid. This one functions identically as the Hasbro / Avalon Hill spell, but it has been re-worded for clarity.
7. MM. I have changed the spell to make it easier to defend.
8. Druid
9. MM
10. JDF. I upped the defendability of this spell.
11. MM. No change, but I moved this one and #13: Deep Sleep, up to 2 Manna point spells as I felt like they were more powerful.
12. MM. (see #11)
13. JDF. I have updated this spell to make it end if the player does anything overtly aggresive. Again, this is consistent with D&D. Plus, we already have one invisibility spell at level one, so I upped this one to level two.
14. JDF. I made the spell undefendable for ALL characters, and I placed it in Bard terms, i.e. "earshot". *see Bard.
15. JDF. No change.
16. JDF. No change.
17. JDF. I put the defense in the wording of the spell.
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