Spell explanations

Detect Evil: Basically the degree of evil (faint, moderate, strong, overwhelming) and its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the general bent (lawful, neutral, chaotic) has a 10% chance per level of the cleric of being detectable.

Read Magic: To use a magic-user scroll, the user must be under the influence of a Read Magic spell. Magical runes will also be immediately discypherable.

Floating Disc: a magical floating surface floats where you command it. It can hold 10 significant Items. Or a small person (child, Kobold, Halfling). Or burning Firewood.

Detect Magic: Only the fact that a dim or strong magic exists can be found by clerics (cf. magic-user spell of the same name).

Light: It should be noted that if this spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on “to hit”, saving throws, and even armor class. Note also that the spell is not mobile, although it can be cast upon a movable or mobile obiect or creature.

Protection From Evil: Note that this excludes (keeps out) monsters using natural (body) weapon attacks which require touching the protected c haracter. Example: Wraith, Zombie

Charm Person: Attacks causing damage upon the subiect person will cause a saving throw bonus of +1 per hit point of damage sustained in the round that the charm is cast.

Comprehend languages: The reverse, confuse languages, can be cast upon a scroll to make it unreadable, but a second comprehend languages spell will then succeed.

Detect Magic: This spell detects the intensity of the magic (dim, faint, moderate, strong, very strong, intense) and there is a 10% chance per level of the caster that the type (abiuration, alteration, etc.) can be found as well, although if a dual type, the detection percentage applies to both and must be rolled for separately.

Enlarge: All garments and equipment worn by a subiect of this spell should be considered to automatically drop off if held by straps or fasteners, otherwise to split away during growth, so it is not possible to “squeeze someone to death in their armor” by means of an enlarge. Material components possessed will not change size. Coats of mail, however, will be ruined if growth occurs while worn. Note that you can opt to make a target wearing objects an impossible task for an enlarge spell unless the character is actually touched so as to distinguish the creature from the obiects.

Erase: This spell might be useful against a glyph of warding (q.v.).

Find Familiar: If the mogic-user opts to send away a familiar, he or she may never again find another until the former is killed or dies. Purposely killing or causing to be killed a familiar (or former familiar) is most likely to find great disfavor with the gods, assuming, of course, that this pertains to the magic-user and his or her associated familiar. Note that spell duration concerns the finding of the familiar. Once it is found, the familiar will serve until killed. To determine animal availability, see the fourth level druid spell, Animal Summoning 1.


Any attacks incur the -4 penalty of attacking on invisible opponent, of course, and the invisible creature likewise is entitled to +4 on saving throws.

Invisibility spells are broken when attack occurs, but what about devices? Becoming invisible tokes but a twinkling, but if the porty is observed doing so, there is no reason why an opponent cannot attack with the standard penalty (-4) for inability to see the target. Likewise, becoming visible tokes only o second, but thereofter the foe is able to clearly observe the attacker for a return of-the compliment, os it must be assumed that it requires o full round to again activate the magic which enables the character to be non-visible.

Invisibility is not what most players desire it to be. It is neither a soundproofing nor an odor preventative. Normal sound issues from the invisible creature, just as normal odors do. Monsters might well be able to hear, smell, or see the invisible character. Furthermore, the associates of the invisible party are not able ta see him or her any better than foes are, so this can cause problems, too. Now consider a silence spell and large area invisibility cast upon a party. Imagine the chaos within the area as characters stub their toes on the heels of the person before them, with the inability to hear anything so that falls, suggestions as to what should be done, or orders cannot be heard. Consider also that dust on the floor will betray most invisibility, as will dust or powder in the air. Think of a door opening without any visible cause; will this cause suspicion in the mind of the viewer (particularly when the surroundings are taken into account!)? You bet it will!