4th Level Magic-user Spells
- Charm Monster
- Duration: One or more days (see below)
- Range: 120’
- This spell places a charm upon either 3d6 creatures of 3 HD or less or a single creature of more than 3 HD. Each subject must make a save versus spells or be charmed as follows:
- ▶ Friendship: The subject regards the caster as its trusted friend and ally and will come to the caster’s defence.
- ▶ Commands: If they share a language, the caster may give the charmed creature commands, which it will obey.
- ▶ Subject’s nature: Commands that contradict the charmed creature’s habits or alignment may be ignored.
- ▶ Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.
- Restrictions: Undead are not affected.
- Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.
- ▶ INT 3–8: The creature gains a new save once every month.
- ▶ INT 9–12: The creature gains a new save each week
- ▶ INT 13–18: The creature gains a new save once every day.
- Confusion
- Duration: 12 rounds
- Range: 120’
- This spell causes 3d6 subjects within 60’ of one another to become confused, making them unable to independently determine what they will do.
- ▶ Subjects of 2+1 HD or greater: May save versus spells each round to resist the spell’s effect, acting with free will that round if they make the save.
- ▶ Subjects of 2 HD or lower: May not make a saving throw.
- ▶ Behaviour: Roll on the following table separately for each affected subject each round to determine how that subject acts that round:
Confusion: Subject Behaviour |
2d6 |
Behaviour |
2–5 |
Attack caster’s group |
6–8 |
No action |
9–12 |
Attack subject’s group |
- Dimension Door
- Duration: 1 round
- Range: 10’
- The caster or a single creature is instantly transferred to another location up to 360’ distant. The destination may be selected in two ways:
- 1. Known location: A location, within 360’, known to the caster.
- 2. An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up) totalling not more than 360’.
- Stipulations: The following apply:
- ▶ If the destination is occupied: By a solid body, the spell fails.
- ▶ If the target is unwilling: It may save versus spells to resist the teleportation.
- Growth of Plants
- Duration: Permanent
- Range: 120’
- This spell causes vigorous growth of normal vegetation in an area within range. Plants in the affected area become thick and overgrown, entwining to form a thorny jungle.
- ▶ Area: An area of up to 3,000 square feet—selected by the caster—is affected (e.g. 150’ × 20’, 100’ × 30’, etc.).
- ▶ Passage: Only very large creatures can force their way through.
- Hallucinatory Terrain
- Duration: Until touched
- Range: 240’
- Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.
- ▶ Area: The illusion must fit completely within the spell’s range.
- ▶ Touching: If the illusion is touched by an intelligent being, the spell is negated.
- Massmorph
- Duration: Permanent
- Range: 240’
- A force of human-sized creatures within a 240’ diameter area is veiled by illusion to appear as a copse of trees or orchard.
- ▶ Moving through: Once the illusion is in place, even creatures moving among the veiled subjects are deceived.
- ▶ Subjects who leave the affected area:
- Cease to be veiled.
- ▶ Dismissing: The caster may dismiss the illusion in its entirety at any time.
- Polymorph Others
- Duration: Permanent
- Range: 60’
- A living subject is changed into another type of creature, as chosen by the caster:
- ▶ HD: The spell fails if the new form’s HD is more than twice the subject’s HD.
- ▶ Hit points: The subject retains the same number of hit points.
- ▶ Abilities: The subject truly becomes the new form: all special abilities are acquired, along with behavioural patterns, tendencies, and intelligence.
- ▶ Specific individuals: The spell cannot be used to duplicate a specific individual.
- ▶ Reversion: If the subject dies, it returns to its original form.
- ▶ An unwilling subject: May save versus spells to negate the effect.
- Polymorph Self
- Duration: 6 turns +1 per level
- Range: The caster
- The caster transforms themselves into another being:
- ▶ HD: The new form may not have higher Hit Dice than the caster’s level.
- ▶ Stats: The caster retains their own intelligence, hit points, saving throws, and attack probabilities.
- ▶ Physical capabilities: Of the new form (e.g. strength, physical attack forms, modes of movement) are acquired.
- ▶ Non-physical special abilities: (e.g. immunities, breath weapons, spell casting) are not acquired.
- ▶ Casting spells: While polymorphed, the caster is unable to cast spells.
- ▶ Specific individuals: The spell cannot be used to duplicate a specific individual.
- ▶ Reversion: If the caster dies while polymorphed, they return to their original form.
- Remove Curse
- Duration: Instant / Permanent (curse)
- Range: The caster or a creature touched
- Remove curse instantaneously removes one curse from a creature. It may allow a character to discard a cursed magic item.
- Reversed: Curse
- Places a deleterious effect upon a creature, if it fails a save versus spells.
- ▶ Effects: The exact form and effects of the curse are determined by the caster.
- ▶ Maximum possible effects include: A –2 penalty to saving throws, a –4 penalty to hit, reducing an ability score by 50%.
- ▶ Multiple curses: May afflict a creature, as long as each has a different effect.
- ▶ Referee judgement: The referee should judge the effects of this spell and may turn overly powerful curses back onto the caster!
- Wall of Fire
- Duration: Concentration
- Range: 60’
- An immobile, opaque curtain of shimmering, violet fire springs into existence.
- ▶ Size: The wall can be any size, and may be shaped in any manner and to any dimensions the caster desires, up to 1,200 sq. ft. For example, it may be a straight wall or curved into a protective circle.
- ▶ Location: The wall may not be evoked so that it appears where objects are.
- ▶ Monsters with fewer than 4 HD: Cannot pass the wall of flames.
- ▶ Monsters with 4 or more HD: Take 1d6 hit points of damage when they pass through the wall. The wall deals double damage to undead creatures or creatures that use cold or are accustomed to cold.
- ▶ Concentration: The wall persists as long as the caster concentrates on the spell and does not move.
- Wall of Ice
- Duration: 12 turns
- Range: 120’
- An immobile, translucent, wall of ice springs into existence.
- ▶ Size: The wall can be any size, and may be shaped in any manner and to any dimensions the caster desires, up to 1,200 sq. ft. For example, it may be a straight wall or curved into a protective circle.
- ▶ Location: The wall must rest upon a solid surface and may not be evoked so that it appears where objects are.
- ▶ Monsters with fewer than 4 HD: Cannot pass the wall of ice.
- ▶ Monsters with 4 or more HD: Can break through the wall, but suffer 1d6 hit points of damage when doing so. The wall deals double damage to creatures that use fire or are accustomed to fire.
- Wizard Eye
- Duration: 6 turns
- Range: 240’
- An invisible, magical eye is conjured that allows the caster to see at a distance.
- ▶ Movement: The eye can be directed to move within range at up to 120’ per turn.
- ▶ Seeing through the eye: By concentrating, the caster can see through the eye.
- ▶ Types of vision: The magical eye grants both normal vision and infravision.
- ▶ Barriers: Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.
- Animate Statue
- Duration: 1d10 rounds +1 per level
- Range: 1 inanimate statue
- By means of this spell, a cleric or magic-user can animate
a statue for a period of time equal to 1d10 rounds plus
the caster’s level.
- The statue will only respond to the verbal commands of
its creator. Although the exact hit dice are subject to the
material of the statue, it is suggested that the Referee use
the Animated Statues (Crystal, Stone, and Iron) presented
in the Labyrinth Lord Core Rulebook as base guidelines.
- ▶ Treated as magical: It is able to
harm monsters which are normally only
harmed by magical weapons.
Statue | Move | AC | HD | #ATK | DMG |
Crystal | 90'(30') | 4 | 3 | 2 | 1d6x2 |
Stone | 60'(20') | 4 | 5 | 2 | 2d6x2 |
Iron | 30'(10') | 4 | 4 | 2 | 1d8x2 |