Summons a barrier of thorny brambles in one square the caster can see, blocking movement through that square for both Heroes and monsters. Any character who attempts to move through suffers 1 Body Point of undefendable damage and their movement stops in an adjacent square. The brambles last 1D4 turns.
Cast on any one Hero, including yourself. Increases the target's Feat of Strength by 1 and grants 1 extra Combat Die when attacking. Lasts 1D4 turns.
Cast on any Hero, including yourself. The Hero moves unseen for 2D4 turns and may only move and open doors — they cannot attack, search, disarm traps, or cast spells. Performing any of these actions, or stepping on a trap, ends the spell immediately. The Hero cannot be targeted by monsters or spellcasters, though they can still be affected by area spells.
Cast on the spellcaster or any one Hero. A lifelike image of the Hero appears. Whenever a physical or magical attack against the Hero is successful, roll 1D6 — on a 1, 2, or 3 the image is attacked and the Hero suffers no damage. The spell ends the moment the Hero can no longer see a monster, and does not protect against area attacks.
Roots spring up under one target's feet, wrapping around them and preventing movement. The roots have 3 Body Points and defend with 1 Combat Die. Other monsters may not move through spaces occupied by rooted monsters. Flying creatures, incorporeal creatures, and those lacking solid form are unaffected.
Drawing on the natural forces of decay, all Undead creatures in the same room as the caster suddenly sprout mushrooms. This fungal rot deals 2D4 points of damage. Monsters defend by rolling 1D6 per Body Point — each 6 reduces damage by 1.
Summons a shimmering light around the caster's body, illuminating a 2-space radius and cancelling any darkness or darkness magic in the vicinity. Lasts 1D6 turns. Undead are repelled by the light — if attacked by an Undead while under Glimmer, the caster may roll 1 extra Combat Die in defense.
Creates a magical bridge suspended no farther than 2 spaces, allowing free crossing of pit traps and similar obstacles. The bridge lasts 3 turns, after which it disintegrates — anyone standing on it falls. The bridge can be used by both Heroes and monsters.
Summons a swarm of glowing fireflies that dance around one monster the caster can see, distracting it — the monster rolls 1 fewer Combat Die when attacking (minimum 1). The monster resists by rolling 1D6 per Mind Point; a 6 breaks the spell immediately. Unless broken, the fireflies last 1D4 turns.
A soft fluttering wind blows in a direction the caster chooses, defeating any missile weapon or spell (except lightning) fired against or within 45 degrees of that direction for 2 turns.
Cast on any one Hero, including yourself. Translucent plant-like effects — tree bark, branches, leaves — seem to cover the Hero (purely illusory, vanishing when casting completes). Verdant magical power immediately restores up to 4 lost Body Points, without exceeding the Hero's starting total.
Weaves a veil of swirling petals around one Hero, including the caster. The Hero gains +1 Combat Die when defending against ranged physical or magical attacks (e.g., arrows, Ball of Flame). The veil lasts 1D4 turns or until the Hero takes 1 Body Point of damage from any source.
Conjures a pixie who can be given one of two commands. "Heal" — the pixie restores up to 2 Body Points to one Hero. "Search" — the pixie reveals all traps and secret doors within line of sight. In addition, if sent into a room with monsters, each monster rolls 1 Combat Die per Mind Point to avoid distraction — rolling all skulls means the monster's next physical attack is reduced by 1 Combat Die (minimum 1).
Conjures a cloud of shimmering pollen around one monster the caster can see, dealing 2 Body Points of damage. The monster defends by rolling 2D6 — each 5 or 6 reduces damage by 1. True Elementals, Undead, Elves, and Fey (except Dryad) are unaffected. Magical Beasts and Nature Spirits (except Dryad) are vulnerable — if they take at least 1 Body Point, they cannot move on their next turn unless they roll 1D6 per Mind Point and get a 6.
Cast on any one Hero, including yourself. Restores up to 2 Body Points lost to poison darts or needles, or restores up to 2 lost Attack and/or Defend Dice lost to venom, removing the venom in the process. This effect lasts 1D4 turns, proactively preventing the Hero from being poisoned again during the spell's duration.
Cast on any one Hero, including yourself. The recipient appears to wear a glowing crown of holly leaves and berries. They regenerate 2 lost Body Points per round for 1D6 rounds. Will not exceed the Hero's starting total.
Multiple images of the spellcaster appear, granting the caster 2 extra Defend Dice. Lasts 2 turns.
Produces an undetectable, floating, invisible eye remotely controlled by the caster. The eye moves at 2D8 per turn and lasts 1D6 turns. It may pass through characters but not solid objects (doors or walls). It may also be used to search occupied rooms for traps and secret doors.
Cast on any one Hero, including yourself. On their next turn, this character may teleport anywhere they can see (maximum 10 squares one-way), perform an action, and return.
Drawing from primal Nature, the caster takes on the aspect of the Bear, gaining 1 additional Defend Die and 1 additional Attack Die when attacking an adjacent monster. The spell ends when the caster suffers 1 Body Point of damage.
Reduces one monster's movement to 1 square per turn and reduces their Combat Dice by 1 in both attack and defense (minimum 1 each). The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a total of 10 or higher breaks it.
Cast on any one Hero, including yourself. A magical wind infuses the target with the essence of the spider, increasing their Feat of Dexterity by 1 and granting 1 extra Combat Die in defense. Lasts 1D4 turns.
Conjures a cloud of noxious toadstool spores filling 3 adjacent squares. Targets that start their turn in or pass through the cloud lose 2 Combat Dice in both Attack and Defend. Targets defend by rolling 2D6 — each 6 reduces the penalty by 1 die. The cloud is mostly opaque; ranged attacks (physical or magical) into or through the cloud miss unless the attacker rolls a 6 on 1D6. Lasts 1D4 turns. Elves, Druids, Seers, and monsters with the Fey attribute see clearly through the cloud.
Summons a small bright-green floating nature spirit that follows the caster. Though not intelligent, it functions as a mobile healer and can be given two commands. "Heal" — the spirit heals the caster or any Hero within 3 spaces of the caster the moment they take damage, until it has distributed 5 points of healing total, at which point it vanishes. "Save" — the spirit gives all its healing to the first Hero within 3 spaces to drop to zero Body Points, then ceases to exist.
The caster sprouts thorns. When attacked in melee, the caster may reflect up to 3 skulls back at the attacker — those skulls are treated as if the caster had attacked the target (the target then rolls defense normally). Before rolling defense against any attack, the caster chooses how many skulls to reflect. Reflected skulls may be split across multiple attacks; after 3 total skulls have been reflected the thorns fall off. Spells and ranged attacks are unaffected. The thorns vanish after 1D6 turns if unused.
Causes any wooden item to become so warped it is rendered useless. Utterly destroys wooden weapons (bows, staffs, crossbows) and can also be used against doors and furniture. When used against doors or furniture, roll 1D100 — on 85 or lower the item is destroyed. Magical wooden items receive the same 15% chance of defense.
A vine lashes from the caster's hand at any target they can see, dealing 2 Body Points of damage. The target defends by rolling 2D6 — each 5 or 6 reduces damage by 1.
A wilting energy surges into the caster's finger. The caster need only touch an adjacent monster to deal 1 Body Point of damage. The monster defends by rolling 1D6 per Body Point — a 6 defends. If not defended, the spell continues to deal 1 Body Point per turn for 1+1D4 turns.
Covers one magic-using Hero in the same room as the caster (including the caster) with an aura that doubles the effect of the next spell cast. Roll 1D6 when casting AfterClap — success on a 3 or higher. Offensive spells double their damage; defensive spells double their defense; utility spells double their strength or duration (player's choice); healing spells double their healing.
Thorny brambles cover the skin of one Hero the caster can see, granting 2 additional Combat Dice in defense. If a monster successfully hits the Hero in melee and deals at least 1 Body Point, the attacking monster also takes 1 point of undefendable damage. The brambles fall off after 2+1D4 turns or after reflecting 2 Body Points of damage, whichever comes first.
A burnished gauntlet appears and strikes one monster the caster can see. The caster rolls 1D6 per Mind Point; the victim rolls 1D6 per Body Point. If the caster's roll is higher, the victim is rendered unconscious and may not move, attack, defend, or cast spells for 2 turns. If the victim's roll is higher, the spell is ineffective. On a tie, both sides reroll.
Mushroom spore clouds sow confusion — all monsters in the same room as the caster begin attacking whatever is closest. The spell may be broken on a future turn by rolling 1D6 per Mind Point; two 6s (which need not be rolled on the same turn) break the effect. If not defended, the spell lasts 2+1D4 turns.
Cast on any monster the caster can see. Enchanted sand surrounds the monster and it falls asleep immediately for 1D4 turns. Undefendable by monsters with fewer than 3 Mind Points. Monsters with 3 or more Mind Points defend by rolling 1D6 per Mind Point above 3. Sleeping monsters may not perform any action, including defending against spells or attacks.
Faerie glamour allows the caster to assume the shape of any humanoid monster or character seen that game (humanoid = solid, two arms, two legs, one head — wolves, spiders, and incorporeal undead are excluded). No stats or abilities are changed. Creatures with more than 5 Mind Points may see through the disguise by rolling 1 Combat Die per Mind Point above 4 — a black shield sees through it. While disguised among monsters, the caster may search for traps or secret doors and cast defensive, utility, or healing spells freely. However, searching for treasure, attacking, casting offensive spells, or dealing any damage instantly breaks the disguise. The disguise lasts 5 turns or until the caster takes at least 1 Body Point of damage.
All Heroes the caster can see light up with a dull pink light, healing 1D4 Body Points each. Will not exceed a Hero's starting total.
Faerie trickery floods one monster's peripheral vision with flitting shadows. The target is thoroughly distracted, reducing attacks and defense by 2 dice each (minimum 1). Spellcasting monsters attempting to cast while affected must roll 1 Combat Die per Mind Point — at least one white or black shield maintains concentration. The spell lasts 1D6 turns. Monsters defend by rolling 1D6 per Mind Point — two 6s (not necessarily on the same turn) shake off the effect. Spellcasting monsters may attempt to shake off the effect before casting retaliatory spells.
Summons a mote of pure life energy hurled at any Undead creature the caster can see, dealing 2+1D4 points of undefendable damage.
The caster calls forth an illusion of a massive animated blaze in any one empty space they can see. All monsters and Heroes with line of sight to that square (except the caster) are paralyzed for 1D4 turns — unable to move, attack, defend, or perform any action. Victims roll 1D6 per Mind Point; two 6s (not necessarily on the same turn) shake off the effect.
Conjures 3 thorny, leaf-shaped magical missiles that can be fired at any monster the caster can see, dealing 3 Body Points of damage — the first of which is undefendable. The monster rolls 2D6 to defend the remaining 2 — each 5 or 6 reduces damage by 1.
Summons a beam of energy cast on any character for 2 Body Points of damage. Defend by rolling a 5 or 6 on 2D6. Roll 1D8 for the energy type.
This spell invokes Elemental Resistance.
| 1 | Red — Fire |
| 2 | Orange — Maelstrom |
| 3 | Yellow — Lightning |
| 4 | Green — Poison Gas |
| 5 | Blue — Ice |
| 6 | Indigo — Holy Water |
| 7 | Violet — Acid |
| 8 | Multi-Hued — Double Damage; reroll twice (ignoring 8s), damage stacks |
Cast on yourself or any Hero in sight. The caster summons an illusion of a serene forest pool, restoring up to 4 Mind Points without exceeding the Hero's starting total. Also shores up mental defenses — the target cannot lose Mind Points for 1D4 turns.
Creates a 4-foot blue magic sword from the caster's outstretched hands. Lasts 1D8 rounds. When attacking with this blade, roll 5 Combat Dice. Attacks may be made diagonally, and the caster may attack immediately upon casting.
A swarm of venomous fireflies strikes one monster the caster can see for 3 Body Points. The monster defends by rolling 3D6 — each 5 or 6 reduces damage by 1. If at least 1 Body Point is dealt, the monster loses 1 Attack Die for 1D4 turns. Monsters with the Fey attribute are immune.
A vine lashes from the caster's hand at any monster they can see for 2 Body Points of damage. The target defends by rolling 2D6 — each 6 reduces damage by 1. If hit for at least 1 Body Point, the thorns deal an additional 1D4 points of undefendable damage.
Cast on the bones of any dead skeleton. A small plant spirit is summoned and uses vines to rebuild the skeleton, which then follows and obeys the caster until destroyed. Stats: 2 Attack Dice, 2 Defend Dice, 2 Body Points, 2 Mind Points. The skeleton may be equipped with one weapon — either a Broad Sword or a Bow — which cannot be changed later. The skeleton cannot be healed.
When cast on a weapon, the weapon attacks on its own. Requires at least 16 Manna Points to cast; the caster must expend 4 additional Manna Points for each subsequent turn they wish the spell to continue. The blade attacks any target the caster can see, or the strongest monster in the room — at the caster's discretion.
The caster calls forth the mournful song of the Lost Faerie. All characters within earshot are rooted to the spot for 1D6 turns. Their actions are not restricted — they may still attack, defend, and cast spells, but cannot move. Monsters with the Fey attribute are immune. Undead are resistant and may attempt to resist by rolling 1D6 per Mind Point — a 5 or 6 resists.
Summons a Will-o'-the-Wisp that orbits the caster or one Hero in sight, cloaking them in faerie light and granting +2 Defense Dice plus immunity to one enemy spell. Lasts 1D6 turns or until the Will-o'-the-Wisp absorbs one spell.
A magical hedge grows from floor to ceiling, filling 3D4 connected spaces. Each square is alive — if a character stands adjacent, it attacks by hurling thorns worth 2 Combat Dice. Each square has 2 Body Points and defends with 2 Combat Dice. A character may not see or pass through a hedge square until it is destroyed.
A small vial of majik war paint is summoned, usable on the caster or one adjacent Hero. The paint turns the recipient into a berserker, granting 2 extra attacks per turn and 2 extra Combat Dice in both attack and defense. Lasts 2+1D4 turns or until the character can no longer see a monster, whichever comes first.
The caster raises their hands and a powerful illusion stretches above — the ceiling disappears, replaced by a full night sky and moon. Beams of moonlight shine on Heroes, granting 2 extra Combat Dice in defense. The illusion also illuminates the entire room, overpowering even magical darkness. Lasts 2+1D4 turns. (Covers a 3-space radius if cast outdoors.)
Creates 1D6 magical star-shaped blades functioning as magical throwing daggers. Each deals 1 point of undefendable damage to any monster in the caster's line of sight. The blades last 2 rounds each. One blade may be thrown per round, and one may be thrown at the moment of casting.
Summons a cloud of pixies in any open space the caster can see. The pixies pelt one monster adjacent to the cloud with glowing darts for 2 Body Points of undefendable damage. If more than one monster is adjacent, the caster chooses the primary target; a second monster may also be targeted for 1 point of damage. Monsters with the Fey attribute may defend by rolling 2D6 — each 5 or 6 reduces damage by 1.
Simultaneously crystallizes and shatters one target the caster can see, instantly killing it. Victims defend by rolling 1D8 per Body Point — an 8 defends.
A brilliant flash of light emanates from the caster's hand. All characters within a 3-space cone miss one turn while regaining their sight. Any character within 1 space of the caster takes 1 Body Point of damage from the heat. Fire Elementals are immune. Incorporeal Undead miss two turns while reforming, but gain an extra Combat Die in defense while doing so unless attacked by anti-Undead weapons.
Summons a swarm of hornets dealing 2 Body Points of damage to all characters in the same room (or within a 3-space radius outdoors). All victims roll 2D6 — each 1 rolled reduces damage by 1 Body Point. True Elementals and incorporeal Undead are immune.
The caster transforms into a statue for 1D6 turns. They cannot move or attack, but spellcasting is unrestricted. Defense is tripled against both attacks and spells. The spell may be voluntarily ended at any time.
A musical laughter erupts from any space within the caster's line of sight. The two monsters closest to the laughter are drawn to that space, breaking the spell upon arrival and allowing them to behave normally. Monsters with the Fey descriptor are immune. Undead may resist by rolling 1D6 per Mind Point — a 5 or 6 resists. When multiple monsters are equidistant, the caster chooses which are affected.
One target the caster can see has their perceptions completely warped for 1D6 turns. 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 1 Combat Die per Mind Point — two black shields break the spell.
The caster lets out a cry and a powerful fey creature manifests, immediately attacking one monster the caster can see. The creature has 4 Attack Dice, 4 Defend Dice, 4 Body Points, and moves 6 spaces per turn. If it destroys its target, the caster may direct it to a new target at no action cost. If not killed, the creature vanishes after 1+1D4 turns. The creature refuses to attack any monster with the Fey attribute.