Spells

305 of 305 spells • Core + Druid, Illusionist, Necromancer, Spellcrafter • No hallucination

Level 1 50
Alarm Spellcrafter 1, Magic-User 1, Illusionist 1, Necromancer 1
20'+10'/level • 2 hours/level
Alarm sounds a mental or audible alarm each time any creature larger than a rat enters the warded area or touches it. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible. Mental Alarm: A mental alarm alerts the caster (and only the caster) so long as they remain within 1 mile of the warded area. The caster will hear a single mental “ping” sufficient to awaken the caster from normal sleep, but which does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Interposing doors or walls may reduce the distance by 10 or 20 feet. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Incorporeal, ethereal, or astrally-projecting creatures do not trigger the alarm.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
30' • permanent
The caster attempts to bind a natural animal into their service as an animal friend. The target creature must be present, and the caster must touch it to cast the spell. The animal is entitled to a save vs. Spells. On a success, the spell fails, but the animal does not become hostile. On a failure, the animal will behave as if permanently charmed by the caster, and will perform tasks assigned to it to the best of its abilities. If the animal is mistreated, the GM may determine that it can attempt another save vs. Spells. A caster can have any number of animal friends, but the number of HD for all of them may not exceed twice the caster’s level. For example, a 4th-level Druid is capped at 8 HD worth of animal friends.
BF-Druid r14Full card →
Audible Glamer Illusionist 1
60' + 10' / level • 2 rounds / level
Audible glamer allows the caster to creates a volume of sound that rises, recedes, approaches, or remains at a fixed location. The caster chooses what type of sound they create when casting the spell, and cannot thereafter change the sound’s basic character. The volume of sound created is equivalent to the noise of two normal humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise an audible glamer produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as six humans running and shouting. A roaring lion is equal to the noise from twelve humans, while a roaring dragon is equal to the noise from twenty humans. Note that this spell is particularly effective when cast in conjunction with phantasmal force. If a character states that they don’t believe the sound, a save vs. Spells is made; if the save succeeds, the character hears the sound as distant and obviously fake.
BF-Illusionist r9Full card →
Break Restrictions Spellcrafter 1
touch • 1 turn/level
This spell allows the use of a magical item not normally usable by the caster, be it a ring, potion, or scroll. This spell does not allow the caster to break their own class restrictions regarding weapons or armor use, even if they are magical items.
BF-Spellcrafters r11Full card →
Call Poltergeist Necromancer 1
5' / level • 1 hour / level
This spell binds a minor spirit to an area. The poltergeist is an invisible, shapeless force that performs simple tasks at the Necromancer’s command. A poltergeist can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The poltergeist can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as the Necromancer remains within range. A poltergeist can only open normal doors, drawers, lids, and the like, having an effective Strength score of 3. The poltergeist can trigger traps and such, but it can exert only 20 pounds of force, which may not be enough to activate certain pressure plates and other devices.
BF-Necromancer r12Full card →
Censure Cleric 1
30' • instantaneous
The cleric casting this spell utters a condemnation of the target's behavior or conduct; the spell then creates a point of divine energy, which the cleric directs at the target. The cleric must roll to hit, and if he or she misses then the spell has no effect. If the target is hit, then roll on the following table to determine the spell's effect on the target: 1d6 Outcome 1 Stunned for 1d4+1 rounds 2-3 Paralyzed for 1d4+1 rounds 4-5 Move slowed by half for 1d4+1 rounds 6 Number of attacks reduced by half for 1d4+1 rounds This spell affects only living creatures, and is ineffective against opponents having 7 or more hit dice or levels.
BF-New Spells r12Full card →
Change Self Illusionist 1
self • 1 turn / level
This spell allows the caster to alter their appearance. This includes not only body shape and facial features, but also clothing, armor, weapons, and equipment. The caster can seem up to one foot shorter or taller, and may appear thin, fat, or any size in between. This spell cannot change the overall body shape of the caster (to look like a dog, for example). Otherwise, the extent of the apparent change is up to the caster. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the caster or his equipment. A creature that interacts with the caster may, at the discretion of the GM, be allowed a save vs. Spells to recognize the illusion.
BF-Illusionist r9Full card →
Charm Person Magic-User 1, Illusionist 1
30' • special
This spell causes a humanoid (including all character races as well as creatures such as orcs, goblins, gnolls, and so on) of 4 hit dice or less to perceive the caster as a close friend, love interest, or at the very least as its trusted ally. Normal characters (PC or NPC) may be affected regardless of level of ability. A save vs. Spells will negate the effect. If hostilities have already commenced or the target otherwise feels threatened by the caster, it receives a bonus of +5 on its saving throw. The caster does not directly control the target; rather, orders must be given verbally, in writing, or by means of gestures. Obviously, verbal orders will only work if the target and caster share a spoken language, and the same limitation applies to written orders. Also note that the exact perception of the caster by the affected individual is not under the control of the caster; the GM should decide how the subject of this spell perceives its relationship to the caster. Commands that go against the target's basic nature or ask it to attack its own allies or friends grant it a fresh saving throw with a bonus of +5 on the roll. Even if the target fails this save it may still choose to do something else when commanded to perform an unwanted action. Of course, if the caster is attacked, the charmed creature will act to protect its "friend" (though that could mean attacking its own allies, which might cause the target to instead attempt to carry off the caster to a "safe" place). The target receives a new saving throw each day if it has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month if its Intelligence is 8 or less; the GM must rule on the equivalent intelligence of humanoid monsters.
Core p21-42 + BF-New Spells r12Full card →
Chill Necromancer 1
10' • 2 rounds
This spell does 1d4 points of damage to one creature within range. Furthermore, the creature must save vs. Paralysis or suffer -1 to melee hit and damage rolls for 1d6 rounds. A large heat source nearby gives a +2 to save. The caster may use this spell on one target up to 2 rounds after casting.
BF-Necromancer r12Full card →
Color Spray Illusionist 1
20' (see text) • instantaneous
This spell causes a vivid cone of clashing colors to be projected from the caster’s hands, causing living creatures in the area of effect to become blinded or possibly unconscious. The cone has a 5-foot diameter at the base, 20-foot diameter at the end, and is 20 feet long. Each creature within the cone is affected according to its hit dice: • 2 HD or less: The creature is unconscious for 2d4 rounds, then blinded for 1d4 rounds. • 3 or 4 HD: The creature is blinded for 1d4 rounds. • 5 or more HD: The creature is blinded for 1 round. All creatures having more levels or hit dice than the spell caster, or having 6 or more levels or hit dice in any case, are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by color spray.
BF-Illusionist r9Full card →
Command Cleric 1
10' • 1 round
The caster speaks a single-word command which will be obeyed by a single creature within the given range. The command must be given in a language the recipient understands. The recipient will do its best to obey, as long as the command is a clear, imperative verb. "Suicide" isn't a verb. "Die" would cause the recipient to fake death for the duration of the spell (believing it was dead). Typical commands are back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected. Creatures with Intelligence of 13 or more and creatures with 6 or more hit dice may save vs. Spells to resist.
BF-New Spells r12Full card →
Corpse Servant Necromancer 1
touch • 1 hour / level
This spell allows the caster to temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the re-animation spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi- humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.
BF-Necromancer r12Full card →
Cure Light Wounds* Cleric 1, Druid 1
touch • instantaneous
With this spell the caster heals 1d6+1 hit points of damage by laying their hand upon the injured creature. The reverse form of this spell, cause light wounds, causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case, and the spell is wasted if the attack roll fails. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds.
Core p21-42 + BF-Druid r14Full card →
Dancing Lights Illusionist 1
40' + 10' / level • 2 rounds / level
Depending on the version of the spell selected, the caster creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot radius area in relation to each other but otherwise move as the caster desires, up to 100 feet per round. Note that concentration is not required; if ignored, the lights continue to move as they were moving when the caster last directed them. If the lights pass beyond the maximum range, the spell ends immediately.
BF-Illusionist r9Full card →
Decay Flesh Necromancer 1
touch • instantaneous
This is a version of the cause light wounds spell (the reverse of cure light wounds), dealing 1d6+1 points of damage to the creature affected by it. The caster must make a successful attack to inflict the damage. A missed attack roll does not dispel the effect, as it can be active until used or until a number of rounds equal to the caster's level have passed. Unlike the Clerical spell mentioned, this spell may not be reversed. However, this spell does work upon undead creatures in the opposite fashion; they are healed 1d6+1 hit points instead.
BF-Necromancer r12Full card →
Detect Evil* Cleric 1, Magic-User 2
60' • 1 round/level
This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal characters, even "bad" characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the "evil" creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else. The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not "evil," and thus not detectable by this spell. Reversed, this spell becomes detect good, which works just as described above with respect to detecting "good" enchantments, angelic creatures, and so on.
Core p21-42Full card →
Detect Illusion Illusionist 1
60' • 2 turns
This spell allows the caster to recognize illusions by sight. To the caster, all illusions within the given range appear slightly translucent and obviously fake. Detect illusion allows detection of visual illusions only; it does not detect auditory illusions such as audible glamer. [Note: BF-Illusionist r9's spell list places Detect Illusion at 1st level, but the spell's description header in that supplement reads 'Illusionist 2'; the list (roster) level is used here.]
BF-Illusionist r9Full card →
Detect Magic Cleric 1, Magic-User 1, Druid 1, Illusionist 2, Necromancer 1, Spellcrafter 1
60' • 2 turns
The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.
Core p21-42 + BF-Druid r14 + BF-Illusionist r9 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
60' • 10 turns
By means of this spell, the caster can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. This spell does detect certain natural hazards, for instance quicksand (detected as a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long the caster studies a particular area. • 1st Round: Presence or absence of hazards. • 2nd Round: Number of hazards and the location of each. If a hazard is outside the caster's line of sight, then the caster discern its direction but not its exact location. • Each Additional Round: The general type and trigger for one particular hazard closely examined by the caster. Each round, the caster can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
BF-Druid r14Full card →
Enhance Armor* Spellcrafter 1
Touch • 1 turn
This spell imparts a +1 bonus to AC to the touched armor or shield as long as the spell lasts. The reverse form (weaken armor) imparts a -1 to AC of the armor touched. The reverse form of this spell can be cast in combat and requires a successful attack; the target may deny its effect with a successful saving throw.
BF-Spellcrafters r11Full card →
Enhance Weapon* Spellcrafter 1
Touch • 1 turn
This spell imparts a +1 bonus to hit and damage to the touched weapon as long as the spell lasts. The reverse form (weaken weapon) imparts a -1 to hit and damage. The reverse form of this spell can be cast in combat and requires a successful attack; the target may deny its effect with a successful saving throw.
BF-Spellcrafters r11Full card →
Entangle Druid 1
200' • 3 rounds/level
This spell causes existing natural growth in a 40- by 40-foot area to become overgrown and difficult to pass through. If a creature was in the target area when the spell materializes, or enters it, it must succeed a save vs. Spells or become tangled in the overgrowth for the duration of the spell. A creature who is tangled in this way must spend its full round to wade through the overgrowth, with their movement affected as noted below. Creatures can move through the area with difficulty. Small and man-sized creatures passing through the area move at ¼ of their normal movement, while larger creatures move at ½ of their normal movement.
BF-Druid r14Full card →
Faerie Fire Druid 1
200' +10'/level • 1 minute/level
A pale glow surrounds and outlines all objects including individuals within a 20-foot radius from a point chosen by the caster. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, and the spell effectively negates the effects of blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
BF-Druid r14Full card →
Floating Disc Magic-User 1, Necromancer 1, Spellcrafter 1
0 • 5 turns +1/level
The casting of this spell causes an invisible platform of magical force to appear. It is about the size of a shield, about 3 feet in diameter and an inch deep at its center. It can support a maximum of 500 pounds of weight. (Note that water weighs about 8 pounds per gallon.) The disc floats level to the ground, at about the height of the caster's waist. It remains still when within 10' of the caster, and follows at the caster's movement rate if they move away from it. The floating disc can be pushed as needed to position it but will be dispelled if somehow moved more than 10 feet from the caster. When the spell duration expires, the disc disappears from existence and drops whatever was supported to the surface beneath. The disc must be loaded so that the items placed upon it are properly supported, or they will (of course) fall off. For example, the disc can support just over 62 gallons of water, but the water must be in a barrel or other reasonable container that can be placed upon the disc. Similarly, a pile of loose coins will tend to slip and slide about, and some will fall off with every step the caster takes; but a large sack full of coins, properly tied, will remain stable.
Core p21-42 + BF-New Spells r12Full card →
Gaze Reflection Illusionist 1
— • 1 round / level
The spell creates a mirror like image in the air in front of the caster’s face. Any gaze attack, such as that from a basilisk or a medusa, will be reflected back upon the attacker when it looks at the caster.
BF-Illusionist r9Full card →
Goodberry Druid 1
touch • 1 day/level
This spell, when cast on a bush or tree, causes it to sprout a handful of berries, 2d4 of which are magical. The caster (and any Druid of 3rd level or greater) can immediately recognize which are magical. Eating a magical berry provides the equivalent of a full meal to a human (or similar creature) and heals 1 point of damage. No one can heal more than 8 points of damage using these berries in a single day.
BF-New Spells r12Full card →
Hold Portal Magic-User 1, Spellcrafter 1, Necromancer 1
100'+10'/level • 1 round/level
This spell secures a portal such as a door, gate, window, or shutter made of normal non-magical building materials; the portal behaves as if securely locked for the duration of the spell. The door may be opened early only by means of knock or a successful casting of dispel magic, or by literally destroying the door (which may well require more time than the duration of this spell allows).
Core p21-42 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
Light* Cleric 1, Magic-User 1, Druid 1, Illusionist 1, Necromancer 1, Spellcrafter 1
120' • 6 turns + 1/level
This spell creates a light equal to torchlight which illuminates a 30' radius area well (with dim light extending for an additional 20') around the target location or object. This effect is stationary when cast in an area, but it can be cast on a movable object or even onto a character or creature. Reversed, light becomes darkness, creating an area of darkness just as described above. This darkness blocks out Darkvision and negates mundane light sources. Wherever both spells overlap they cancel out, leaving only normal illumination in the overlapping area. A light spell may be cast to dispel the darkness spell of an equal or lower level caster (and vice versa), leaving neither spell active; likewise, a darkness spell can cancel the light spell of an equal or lower level caster. Either version of this spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made the spell does not take effect at all. A light or darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).
Core p21-42 + BF-Druid r14 + BF-Illusionist r9 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Locate Corpse Necromancer 1
360' • 1 round / level
This spell allows the caster to sense the direction of the closest corpse or remains of a type usable for spells such as re-animation or other similar spells. Throughout the duration, the caster need simply concentrate on the general type of corpse (animal, humanoid, large size, etc) and of applicable state (intact, fresh, skeletal, etc). The nearest remains fitting the criteria is located if more than one is within range. Upon arrival at the location of the nearest corpse, the caster can again concentrate to locate another corpse, as long as the spell duration lasts. Specific remains belonging to a particular individual can be located with this spell, so long as the caster knew the individual personally during life. This spell is blocked by even a thin sheet of lead or gold. Creatures, whether living or in states of undeath, cannot be found by this spell.
BF-Necromancer r12Full card →
Mage Armor Magic-User 1, Spellcrafter 1
self • 1 turn
Protects the caster. The caster's skin becomes hard and stone-like, giving the caster a +2 bonus to armor class vs. melee attacks and hand-thrown missiles such as daggers or spears, and a +4 bonus to armor class vs. normal sized projectiles such as arrows, bolts, sling stones, and sling bullets.
BF-New Spells r12Full card →
Magic Missile Magic-User 1, Spellcrafter 1
100'+10'/level • instantaneous
This spell causes a magical arrow of energy to fly from the caster's finger and unerringly hit its target, inflicting 1d6+1 points of damage. The target must be at least partially visible to the caster, and no saving throw is normally allowed. It's not possible to target a specific part of the target. Inanimate objects are not affected by this spell. For every three caster levels beyond 1st, an additional missile is fired: two at 4th level, three at 7th, four at 10th, and the maximum of five missiles at 13th level or higher. When multiple missiles are fired in this way, the caster can target one or several creatures as desired, as long as all are visible to the caster at the same time. All such targets must be designated before any damage is rolled.
Core p21-42 + BF-Spellcrafters r11Full card →
Magic Mouth Magic-User 1, Illusionist 1, Necromancer 1
30' • special
This spell places a simple form of programmed illusion on a non-living object within range. When triggered, the spell causes the illusion of a mouth to appear on the object and a message to be said aloud. The enchantment can remain in place indefinitely, but is expended when triggered (i.e. the message is normally delivered only once). The message recounted may be up to three words per caster level in length. The caster may insert pauses in the message, but the entire message must be delivered in a time period of no more than a turn. The voice of the spell can be made to speak at any volume attainable by a normal human. It will sound enough like the caster's own voice to be recognized by a close associate of the caster, but not identical. The illusionary mouth moves as if actually speaking the message being delivered, and remains visible during pauses. If placed on an artistic depiction of a creature with a mouth (such as a painting or statue), the spell can be made to appear to animate the mouth of the object. This spell cannot be used to activate magic items which have command words, nor to activate any other magical effects. The caster must choose the conditions under which this spell is triggered. The conditions may be as complicated or simple as desired, but must depend only on sight and hearing; the spell has no other sensory capabilities. The spell also has no particular intelligence, and can be fooled by disguises or illusions. The spell does have the capability to effectively see in normal darkness, but not in any sort of magical darkness, and it cannot detect invisible creatures nor see through doors, walls, or even opaque curtains. Likewise, stealth or magical silence are effective in preventing audible triggers. Finally, the spell cannot detect a character's class, level, ability scores, or any other feature not obvious to a normal NPC. Triggers have an effective sensory range of 10 feet per caster level; sounds, sights, or actions outside that range will never trigger the spell.
Core p21-42 + BF-Illusionist r9 + BF-New Spells r12Full card →
Mount Magic-User 1
30’ • 2 hours/level
This spell summons a riding horse or pony (caster’s choice) to serve as a mount. The mount comes with bit, bridle, and saddle.
BF-New Spells r12Full card →
Touch • 1 hour/level
This spell permits up to one creature per caster level to move through any type of terrain, leaving neither footprints nor scent. Tracking the subjects by non- magical means is thus rendered impossible.
BF-Druid r14Full card →
Phantasmal Image Illusionist 1
180' • concentration
This spell is often the first spell an Illusionist will learn. The spell creates the visual illusion of an object, creature, or other effect, as visualized by the caster up to a maximum size of a 20-foot cube. The illusion does not create sound, smell, texture, temperature, or movement. The image persists so long as the caster concentrates upon it. A save vs. Spells may be granted by the GM any time they feel the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.
BF-Illusionist r9Full card →
Protection from Evil* Cleric 1, Magic-User 1, Spellcrafter 1, Necromancer 2
touch • 1 turn/level
This spell protects the caster or a creature touched by the caster (the "subject") from evil; specifically, the spell wards against summoned creatures, creatures with significantly evil intentions, and extraplanar creatures of evil nature. A magical barrier with a radius of just 1 foot is created around the subject. The barrier moves with the subject, and provides three specific forms of magical protection against attacks or other effects attempted by the affected creatures against the subject. First, the subject receives a bonus of +2 to their Armor Class, and a similar bonus of +2 on all saving throws. Second, the barrier blocks all attempts to charm or otherwise control the subject, or to possess the subject (such as with magic jar). Such attempts simply fail during the duration of this spell. Note however that a creature who receives this protection after being possessed is not cured of the possession. Third, any and all summoned creatures and extraplanar creatures of evil nature are unable to physically touch the subject. Attacks by such creatures using their natural weapons simply fail. This effect is canceled if the subject performs any form of physical attack (even with a ranged weapon) on any affected creature, but the other features of the spell continue in force. Reversed, this spell becomes protection from good. It functions in all ways as described above, save that "good" creatures are kept away, rather than "evil" ones.
Core p21-42 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
touch • 1 turn / level
This spell works almost identically to the protection from evil spell by warding a creature from attacks by undead creatures, from mental control, and from summoned creatures regardless of any moral or ethical leanings. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects: First, the subject gains a +2 bonus to AC and on saves. Both of these bonuses apply against attacks made or effects created by undead creatures or beings that the GM decides have a strong connection with death or undead. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from undead spell. If the protection from undead effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are undead or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Reversed, this spell becomes quite potent as protection from living. It functions in all ways as described above, save that “living” creatures are kept away, rather than dead or “undead” creatures. Necromancers often use both versions of the spell to protect themselves from threats by both the living population as well as powerful undead that may try to command the Necromancer such as ghosts or vampires.
BF-Necromancer r12Full card →
10' • instantaneous
With this spell the caster makes contaminated food or water pure and safe to eat or drink. Poison is neutralized and spoilage is reversed by this spell. The spell does not protect against future decay, however, nor does it affect magic potions (including, unfortunately, Potions of Poison). Unholy water, if it exists in your campaign, is ruined by the casting of this spell. The spell affects about 2 pounds of food and/or drink per caster level; note that a quart of water or similar drink weighs just over 2 pounds.
Core p21-42Full card →
Read Languages Magic-User 1, Illusionist 2, Necromancer 1, Spellcrafter 1
— • special
This spell grants the caster the ability to read almost any written language. It may be cast in one of three modes: In the first mode, the spell allows the caster to read any number of written works in a variety of languages. This mode lasts for 1 turn per caster level. In the second mode, the spell allows the caster to read any one book or tome; this mode lasts 3 hours per caster level. In the third mode, the spell allows the caster to read any one non-magical scroll or other single-sheet document; this mode is permanent. This spell does not work on any sort of magical text, such as spell scrolls or spellbooks; see read magic, below, for the correct spell to use in such cases. The spell grants the ability to read the texts, but does not in any way hasten the reading nor grant understanding of concepts the caster doesn't otherwise have the ability to understand. Also, for this spell to function, there must be at least one living creature that can read the given language somewhere on the same plane. The knowledge is not copied from that creature's mind; rather, it is the existence of the knowledge that enables the spell to function.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Read Magic Magic-User 1
— • permanent
When cast upon any magical text, such as a spellbook or magic-user spell scroll, this spell enables the caster to read that text. Casting this spell on a cursed text will generally trigger the curse. All Magic-Users begin play knowing this spell, and it can be prepared even if the Magic-User loses access to their spellbook.
Core p21-42Full card →
Remove Fear* Cleric 1, Necromancer 1, Illusionist 1
touch (120') • instantaneous
(2 turns) This spell will calm the creature touched. If the target creature is currently subject to any sort of magical fear, it is allowed a new save vs. Spells to resist that fear, at a bonus of +1 per level of the caster. The reverse of this spell, cause fear, causes one target creature within 120' to become frightened; if the target fails to save vs. Spells, it flees for 2 turns. Creatures with 6 or more hit dice are immune to this effect.
Core p21-42 + BF-Necromancer r12 + BF-New Spells r12Full card →
Repair* Spellcrafter 1
touch • instantaneous
With this spell the caster repairs 1d6+1 points of damage by laying their hand upon the broken item, be it a vehicle, golem, etc. The reverse form of this spell (shrivel) causes 1d6+1 points of damage to the object affected by it, ignoring hardness. If the target is animated (e.g. a golem), a successful attack roll is required in this case. This spell has no effect on living creatures, it will shatter small items, and if the target is a magic item, it gets to roll a saving throw vs. Spells at +4.
BF-Spellcrafters r11Full card →
Resist Cold Cleric 1, Druid 1, Spellcrafter 1
touch • 1 round/level
This spell makes the caster, or any living creature the caster touches, completely immune to normal cold. The spell also gives protection against magical or otherwise superior cold such as the breath of an Ice Dragon or the ice storm spell. Specifically, the spell gives the protected creature a bonus of +3 on all saving throws against such effects, and reduces any damage suffered by half (so that for example a successful save vs. the Ice Dragon's breath would reduce damage to just one-fourth normal, and even if the saving throw fails the protected creature only takes half damage).
Core p21-42 + BF-Druid r14 + BF-Spellcrafters r11Full card →
Sanctuary Cleric 1
self • 2 rounds + 1/level
This spell causes opponents to ignore the caster. Any opponent who might otherwise wish to attack or harm the caster must make a successful saving throw vs. Spells in order to do so; if this save fails, that opponent will behave as if the caster is not important and move on to whatever activity it would normally do if he or she were not present. This spell does not prevent area effect attacks (fireball, ice storm, etc.) from harming the caster. While under protection from the spell, the caster is unable to perform any offensive acts, but may take any other action desired.
BF-New Spells r12Full card →
Shield Magic-User 1
self • 5 rounds+1/level
This spell creates an invisible shield made of magical force which floats in front of the caster, protecting them from various attacks. The spell totally blocks magic missile attacks directed at the caster, and improves the caster's Armor Class by +3 vs. melee attacks and +6 vs. missile weapons. The Armor Class benefits do not apply to attacks originating from behind the caster, but magic missiles are warded off from all directions.
Core p21-42Full card →
Shillelagh Druid 1
touch • 1 minute/level
This turns any club or staff wielded by the caster into a magical weapon with a +1 bonus to hit and to damage. The club or staff also does 1d8 points of damage instead of its normal damage. This spell only affects a weapon held by the caster. If the caster releases the weapon, the benefits no longer apply, but, if the caster retrieves the weapon prior to the end of the spell, the benefits result until the spell ends.
BF-New Spells r12Full card →
Sleep Magic-User 1
90' • 5 rounds/level
This spell puts several creatures of 3 or fewer hit dice, or a single 4 hit die creature, into a magical slumber. Creatures of 5 or more hit dice are not affected. The caster chooses a point of origin for the spell (within the given range, of course), and those creatures within 30' of the chosen point may be affected. Each creature in the area of effect is allowed a save vs. Spells to resist. Victims of this spell can always be hit if attacked. Injuring such a creature will cause it to awaken, and it may begin fighting back or defending itself on the very next round. Slapping or shaking such a creature will awaken it in 1d4 rounds, but normal noises will not. Sleep does not affect unconscious creatures, constructs, or undead creatures. When the duration elapses, the sleeping creatures normally wake up immediately; however, if they are made very comfortable and the surroundings are quiet, the affected creatures may continue sleeping normally at the GM's option.
Core p21-42Full card →
Stench Necromancer 1
self • 1 turn / level
This spell creates a sickly stinking smell of rot and decay that emanates from the caster's body. The stench duplicates the sickening effect of ghasts (see its entry in the Basic Fantasy Field Guide Omnibus). The smell of death and corruption surrounding the caster is so overwhelming that living creatures within 10 feet must succeed a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). For every three levels the caster has, a penalty of -1 on the save is applied to those affected (at 3rd the save is at -1, at 6th level at -2, at 9th level at -3, etc). A creature that successfully saves cannot be affected again by this spell or a ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.
BF-Necromancer r12Full card →
Unseen Servant Magic-User 1, Illusionist 1, Spellcrafter 1
50’ • 1 hour/level
An unseen servant is an invisible servant that is shapeless and mindless. It can be used to fetch things, return things, open doors, hold chairs, clean things, and mend things. It is not strong, having an effective strength of 3. It can only open normal doors, chests, lids, containers, and such subject to its minimal strength. The servant cannot fight, nor can it be destroyed, but it can always be dismissed at any time prior to the spell’s end.
BF-New Spells r12Full card →
Ventriloquism Magic-User 1, Illusionist 1, Necromancer 1
60' • 1 turn/level
This spell causes the caster's voice to appear to come from another location within range, for example, from a dark alcove or statue. The caster may choose a new location each round if desired, and can cause the spell to temporarily abate without ending it and then resume it again at any time within the given duration.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Level 2 44
Activate Spellcrafter 2
self • instantaneous
This spell allows the caster to activate a charged magical item in their hands without expending charges or daily uses. The caster must know any activation words required to use the item. This spell will not work on potions. Wands, staves, rods, rings, scrolls, and all other items can be activated by this spell. This spell does not allow the caster to use an item forbidden to their class. If the power that the caster wants to activate requires 2 charges, it will drain one charge only.
BF-Spellcrafters r11Full card →
Alter Self Illusionist 2
self • 10 minutes / level
This spell allows the caster to assume the form of a creature of the same body type (i.e. humanoid). The new form must be within 50% of their normal size. The assumed form can’t have more hit dice than the caster's level, nor more than 5 HD at most. The caster can change into a member of their own kind or even into themself. The caster retains their own ability scores, class, level, hit points, attack bonus, and saving throws. If the new form is capable of speech, they can communicate normally and cast spells. The caster acquires the physical qualities of the new form, including armor class, movement capabilities (such as climbing, swimming and flight, but not including magical movement abilities such as levitation), natural weapons (such as claws, bite, and so on), racial abilities, and any gross physical qualities (wings, additional extremities, etc). Using alter self does not permit additional attacks, and the caster does not gain any special, supernatural, or spell-like abilities of the new form.
BF-Illusionist r9Full card →
Analyze Magic Spellcrafter 2, Magic-User 2, Illusionist 2, Necromancer 2
5' • Special
This spell permits the caster to discover information about a magic item or a permanently enchanted area. For each turn spent studying the enchanted item or area, the caster may learn one feature of the enchantment. Features include spell effects, bonuses, and command words or activating conditions. The GM will choose the order in which the features are revealed, but command words or activating conditions should be last. Note: the number of charges remaining for a charged item is not revealed by this spell. Each turn of study requires the caster to make a 1d20 roll, adding their Intelligence bonus and level. The total result must be 16 or higher to succeed; any failure ends the spell. A natural 1 is always a failure. The item or area to be studied must be within 5 feet of the caster for the full duration of scrutiny, and they must maintain moderate concentration. Even with the best rolls, the caster can only learn about one feature per level of ability. The caster does not initially know how many features an item has, but they know when the last feature is discovered (if the caster makes it that far). With respect to bonuses (for magic weapons, etc.) use the following table: Bonus Description +1 +2 +3 +4 +5 Weak 1-18 -- Moderate 19-20 2-19 2-7 Strong -- 8-19 2-19 1-2 Very Strong -- -- 3-20 So, for a Sword +1, +3 vs. Dragons, if the caster makes their first roll (learning about the first feature, the base +1), the GM rolls 1d20 secretly. If the GM gets 1-18, they describe the basic enchantment as "weak;" if they get 19 or 20, it's "moderate." If the second roll is made (for the +3 vs. Dragons), the GM rolls again, but this time the most likely result is "strong" (or more precisely, "strongly enchanted against Dragons"). The caster will know at this point (but not before) that there are no further features to discover.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Barkskin Druid 2
self • 1 turn/level
Protects the caster. The caster’s skin turns hard and bark-like, giving the caster a +4 bonus to AC. No actual bulk is added to the caster, so it doesn’t affect other spell casting.
BF-New Spells r12Full card →
Bless* Cleric 2
50' radius • 1 minute/level
This spell gives the caster and their allies within a 50' radius a bonus of +1 on all attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws vs. any kind of magical fear. Casters of the 7th or higher level grant a bonus of +2 to attacks and saves vs. fear, but the morale bonus remains +1. The reverse of bless is called bane. The caster's enemies within a 50' radius become fearful and uncertain, causing them to suffer a penalty of -1 on attack rolls, morale checks, and saving throws vs. any kind of magical fear. Casters of the 7th or higher level apply a penalty of -2 to attacks and saves vs. fear, but the morale penalty remains -1.
Core p21-42Full card →
Blur Illusionist 2
touch • 1 minute / level
When a blur spell is cast, the caster causes the outline of the creature touched to appear blurred, shifting, and wavering. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and -2 on all successive attacks. It also grants a +1 on the saving throw die roll against any direct magical attack. A detect invisible spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
BF-Illusionist r9Full card →
Boneskin Necromancer 2
self • 1 turn / level
Protects the caster; the caster manifests a chitinous bone- like armor, giving the caster a +4 bonus to AC. No actual bulk is added to the caster, so it doesn’t affect other spell- casting.
BF-Necromancer r12Full card →
Charm Animal Cleric 2, Druid 2
60' • level+1d4 rounds
This spell allows the caster to charm one or more animals, in much the same fashion as charm person, at a rate of 1 hit die per caster level. The caster may decide which individual animals out of a mixed group are to be affected first; excess hit dice of effect are ignored. No saving throw is allowed, either for normal or giant-sized animals, but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Spells to resist. When the duration expires, the animals will resume normal activity immediately. This spell does not grant the caster any special means of communication with the affected animals; if combined with speak with animals, this spell becomes significantly more useful.
Core p21-42 + BF-Druid r14Full card →
Command Undead Necromancer 2
30' • special
This spell allows the caster to influence an undead creature. If the undead creature is intelligent, this spell operates as charm person, except that the caster can influence 2 HD per caster level, instead of just a flat 4 HD. It otherwise operates the same, including duration. If the undead creature is unintelligent, the caster immediately gains complete control, the creature gets no saving throw, and the duration is permanent. Any unintelligent undead controlled using this spell count against the total control limit from re-animation.
BF-Necromancer r12Full card →
Detect Invisible Magic-User 2, Necromancer 2
60' • 1 turn/level
By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as bright transparent outlines or shapes.
Core p21-42 + BF-Necromancer r12Full card →
Dispel Illusion Illusionist 2
120' • instantaneous
The caster can use this spell to end all ongoing “illusion spells” within a 20-foot cubic area. Dispel illusion affects spells such as audible glamer, phantasmal image, phantasmal force, spectral force, advanced illusion, and so on. If there is any question as to whether or not a spell is an illusion, the GM's discretion will apply. Any illusion spell cast by a character of a level equal to or less than the dispel illusion caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance of failure for each level the illusion's caster level exceeds the dispel illusion caster level. For example, a 10th-level caster dispelling an illusion created by a 14th level caster has a 20% chance of failure. When an Illusionist attempts to dispel an illusion cast by a non-Illusionist, the Illusionist is treated as if he or she were two levels higher; if it is not obvious whether the illusion was created by an Illusionist or not, the GM should assume it was. Non-illusion spells cannot be ended by this spell.
BF-Illusionist r9Full card →
Familiar Spellcrafter 2, Magic-User 2, Illusionist 2
Touch • Special
With this spell, the caster binds a single animal into their service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the GM and not revealed to the player). A saving throw vs. Spells is allowed to resist, and if this roll succeeds, the animal chosen is not compatible with the caster and cannot become their familiar. The familiar will behave as if permanently charmed by its master, and will perform any task assigned to it to the best of its ability. The creature's morale is increased by 2 points (to a maximum of 11), and it receives improved intelligence equal to 3+1d4 points. Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at half the normal rate for their kind, so a cat familiar (for instance) might easily live forty years. The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar with moderate concentration. They can also sense the direction and approximate distance to the familiar (in general terms, such as "northeast more than a mile away" or "south more than a hundred miles and underground") by concentrating fully upon it for 1d6 rounds. The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Spells once per week with success meaning it has been freed from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master is affected as if their familiar has died. If the familiar was well treated by its former master it will be friendly toward them should they meet again, and the master may cast this spell (even if the normal time limit has not expired) to re-bind the animal as their familiar again.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Find Traps Cleric 2, Druid 2, Spellcrafter 2
30' • 3 turns
This spell permits the caster to detect a variety of traps, both mechanical and magical. When the caster moves within 30’ of a trap, they will see it glow with a faint greenish-blue aura. The caster is not, however, able to detect certain natural hazards such as quicksand, a sinkhole, or unsafe walls of natural rock. The spell also does not bestow the caster with the knowledge needed to disarm the trap, nor any details about its type or nature.
Core p21-42 + BF-Druid r14 + BF-Spellcrafters r11Full card →
Fireskull Familiar Necromancer 2
touch • 1 hour / level
This spell animates a single skull to serve the Necromancer. Wrapped in cold magical flames and gifted with a form of levitation-based flight, the flaming skull can fetch small items, convey messages, or other similar tasks for the Necromancer. When not tasked with a specific duty, the fireskull familiar generally hovers near its master, providing light equal to torchlight. A Necromancer may have only one instance of this spell active at a time. Subsequent castings have no effect unless the first instance of the spell is dismissed or destroyed. The fireskull familiar is not designed for combat, having hit points equal to 25% of the Necromancer's total hit points. The skull has an Armor Class of 13 and only a single attack for 1d2 points of damage, attacking with the same basic chance to hit as the Necromancer. The skull can be charged with spells that must be delivered by touch, with the spell effect being available to the skull on the following round. While a fireskull familiar is within 5 feet, the caster's chance of being surprised is reduced by 1. Of interesting note, although each skull does not remember any details of its former life, it does retain many personality traits, making each skull distinct from the next. Practitioners of this spell often have favorite skulls that they use regularly, and skulls that they are loathe to animate. Any particular skull that is destroyed through damage may never again be used.
BF-Necromancer r12Full card →
Gentle Repose Cleric 2, Necromancer 3
touch • 1 day/level
This spell preserves the remains of a dead creature (including a zombie, if so desired). This prevents any decay of the remains for the duration of the spell. This extends the time limit imposed by raise dead, allowing for a longer time to cast the spells.
BF-New Spells r12Full card →
Ghoulish Hands Necromancer 2
touch • 1 round / level
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two claw attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must save vs. Paralysis or be paralyzed for 2d8 turns (elves are immune), exactly like the attacks of a ghoul. Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like are immune. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with ghoul fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.
BF-Necromancer r12Full card →
Heat Metal Druid 2, Spellcrafter 2
25’ • 7 rounds
This spell causes a single item made of ferrous (iron- based) metal to become hot for a brief period of time. The affected item is warm to the touch immediately, and then becomes progressively hotter each round as indicated on the table below. The damage roll indicated is applied to any creature holding or wearing the affected item; a brief touch does no damage. Round Temperature Damage 1st Warm None 2nd-3rd Hot 1d4 points 4th-5th Searing 2d4 points 6th Hot 1d4 points 7th Warm None Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within an affected metal item, possibly causing the affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful. The reverse of this spell is chill metal. It inflicts damage as outlined in the table above, but the damage is caused by cold instead of heat. Note that this can freeze water, congeal oil, and so on. Frozen water might burst its vessel.
BF-Druid r14 + BF-Spellcrafters r11Full card →
Hold Person Cleric 2, Magic-User 3, Illusionist 4
180' • 2d8 turns
This spell will render any living (not undead) humanoid creature (as defined in charm person) paralyzed. Creatures larger than ogres will not be affected by this spell. Targets of the spell are conscious and able to breathe, but cannot move, act, or speak in any way. A successful save vs. Spells is allowed to resist the effect. The spell may be cast at a single person, who makes their save at -2, or at a group, in which case 1d4 of the creatures in the group may be affected. A paralyzed swimmer can’t swim and may drown. A character who has somehow gained wings and is then paralyzed while airborne will not be able to move its wings to fly and will thus fall.
Core p21-42 + BF-Illusionist r9Full card →
Hypnotic Pattern Illusionist 2
120' • concentration
A shifting pattern of light moves through the air, mesmerizing those who look at it. Roll 2d6 plus the caster level to determine how many HD are affected by the spell. Creatures with the smallest hit dice are affected first, and among those with the same HD, those closest to the effect are affected first. HD of effect that are not sufficient to affect the next creature are wasted. Affected creatures will stop and watch the effect until the duration expires or they are threatened. Sightless creatures cannot be affected by this spell. The effect continues for 2 rounds after the caster stops concentrating on the spell.
BF-Illusionist r9Full card →
Invisibility Magic-User 2, Illusionist 2, Necromancer 2
touch • special
This spell causes the creature touched (who may be the caster) to become invisible, undetectable by normal vision or Darkvision. Invisible creatures may be detected by those with non-visual sensory abilities. All items worn or carried by the target when the spell is cast become invisible as well. If the target lays down an invisible item, it instantly becomes visible again; on the other hand, items picked up do not automatically become invisible. If the target places a visible item entirely inside its invisible clothing, backpack, pouch, or other container so that if the target were visible the item could not be seen, it will become invisible just as if it were held when the spell was cast. Note that casting this spell upon another makes the target invisible to the caster as well as everyone else. A party of invisible characters will likely experience problems with running into or tripping over each other. The spell lasts at most 24 hours if not ended sooner. It ends instantly if the target attacks an opponent or casts any spell. Other actions do not normally end the spell. The target may end the spell at will. Objects that shed light may be made invisible but the light itself will remain visible, and the source of that light (and the character carrying it) can thus be discovered. Rain, dust, paint, and any other visible substance thrown or applied to an invisible creature will also render it detectable.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Knock Magic-User 2, Necromancer 2, Spellcrafter 2
30' • special
This spell can undo a single means of securing a door, chest, or shackle. It negates hold portal, dispelling it; a wizard lock spell is deactivated for 1 turn but is not dispelled. A lock can be opened, a stuck door forced, a door barred or bolted can be unbarred or unbolted. These effects do not automatically restore themselves, except for the wizard lock. Knock cannot raise a portcullis or open any other portal which requires a mechanism to open (such as a winch for example). Each casting undoes a single method of securing the door or item, so that for example a door which is both locked and stuck can be unlocked but will still be stuck; a second casting of knock will open such a door.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Levitate Magic-User 2, Spellcrafter 2
touch • 1 turn/level
When this spell is cast, the caster or any one creature or object they touch begins to levitate. Levitation allows the caster to cause the subject to rise or fall at a rate of as much as 20 feet per round. If a target creature is unwilling, the caster must roll a successful attack roll in order to touch the target, and even if this roll succeeds the target is allowed a save vs. Spells to resist the magic. Likewise, if the target is an object being held by an unwilling creature, a similar attack roll and saving throw will be required. Unattended objects are automatically affected when touched. The caster controls the levitating subject mentally. If the caster ceases to control the subject, it remains at its current altitude until the spell ends, at which point it falls. Levitation does not provide any means of horizontal movement, but neither is the levitated subject fixed in place. It can be moved by pushing or by towing with a rope, for example. A creature being levitated can pull itself along a cliff face or across a ceiling, or pull itself with a rope fixed to a solid object. Movement of this sort is usually at half normal walking speed. The subject cannot, however, change its own altitude. If a levitating creature attempts to attack with most weapons it will find that it is unstable. The first such attack is made at a penalty of -1 on the attack roll, and this penalty worsens by an additional -1 each round to a maximum penalty of -5. Should the creature refrain from making an attack for a full round, it is reduced to the -1 penalty level on the next round. This does not usually affect spellcasting while levitated, however.
Core p21-42 + BF-New Spells r12Full card →
Maggot Spray Necromancer 2
10' • 1 round / level
From the caster’s mouth sprays a stream of filth containing live flesh-eating maggots, affecting all within a 10-foot section immediately adjacent to and chosen by the caster. Those struck by the spray must save or be sickened for 2d6 rounds (like the stench spell, causing a penalty of -2 to their attacks). Additionally, the maggots eat into the flesh, causing 1d4 points of damage immediately and on subsequent rounds an additional 1d4 points of damage per round for a number of rounds equal to the caster's level. Individuals may stop the damage by using an entire round to brush off the maggots (no movement, attacks, and loss of any Dexterity or shield bonuses during this round). Those taking the time to brush off the maggots take normal damage that round. Removing the maggots does not remove the sickening effect of those who failed their save.
BF-Necromancer r12Full card →
Mind Reading Magic-User 2, Illusionist 2
60' • 1 turn/level
This spell, sometimes incorrectly called ESP, permits the caster to hear (and possibly see, if the target visualizes anything) the surface thoughts of one or more living creatures within range. The caster must designate a direction or select a visible target, and then concentrate for a turn in order to "hear" the thoughts. Each turn the caster may choose to "listen" in a different direction. The caster may stop listening, then resume again later, so long as the duration has not expired. The target creature is not normally aware of being spied upon in this way, though any creature already under the effect of this spell or any similar form of telepathy will instantly know and be able to sense the direction of the caster. Rock more than 2 inches thick or even a very thin covering of lead or gold will block the spell. All undead creatures are immune to this effect, as are mindless creatures and constructs such as golems.
Core p21-42 + BF-New Spells r12Full card →
Minor Warding Necromancer 2, Spellcrafter 2
touch • 1 hour/level
This spell cloaks an object of less than 10 cubic feet with an invisible aura of harmful energy. Thereafter, the first living creature touching the object sets off the ward, receiving 3d6 points of damage. No saving throw is allowed to avoid the damage. The object is unaffected by the discharge of the minor ward. Non-living creatures, such as undead or golems, will not set off a minor ward. The caster is free to handle the object at will. The maximum duration of the spell is 1 hour per level of the caster.
BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Mirror Image Magic-User 2, Illusionist 1
self • 1 turn/level
This spell allows the caster to create multiple illusory duplicates (called figments) which seem to swirl and move around and through each other as well as the caster more or less constantly, making it impossible for most creatures to determine which is the real one. A total of 1d4 images plus one image per three caster levels (maximum eight images total) are created. The figments mimic the caster's actions, going through the motions of casting spells, drinking potions, levitating, and so on, just as the caster does. Figments always look exactly like the caster. Any opponent who attacks or casts spells directly on the caster will always hit a figment instead. Attacking a figment destroys it, whether or not the attack roll is successful, as does any attack spell directed at one. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.
Core p21-42 + BF-Illusionist r9Full card →
Obscurement Illusionist 2
100' + 10' / level • 10 minutes / level
A bank of fog up to a 20-foot cube in volume billows out from the point the caster designates. The cloud moves at a rate of 10 feet per round under the control of the caster (so long as they concentrate on it). The fog obscures all sight, including Darkvision, beyond 5 feet; beyond that all creatures will be effectively blind. The cloud persists for the entire duration even if the caster ceases to concentrate upon it, but a moderate wind (11+ mph) disperses the fog in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. This spell does not function underwater.
BF-Illusionist r9Full card →
20' radius • 1 turn/level
This spell causes a bank of misty vapor to arise around the caster, remaining stationary once created. The vapor obscures all sight, including darkvision, beyond 2d4 feet. A strong wind can disperse the spell in one-quarter the usual duration
BF-Druid r14Full card →
Phantasmal Force Magic-User 2, Illusionist 2
180' • concentration
With this spell the caster visualizes and projects the illusion of an object, creature (or small group of creatures), or other effect. The caster can project an illusion up to a maximum size of 20'x20'x20'. The illusion is purely visual, with no other sensory features. The image is not static, but can be animated as the caster desires so long as all images remain within the area of effect. The illusion persists so long as the caster concentrates upon it. If used to create the illusion of one or more creatures, they will have an Armor Class of 11 and will disappear if hit in combat. Damage done by monsters, spells, etc. simulated by this spell is not real; those "killed" or otherwise apparently disabled will wake up uninjured (at least by this spell) after 2d8 rounds. The illusory damage done will be equal to the normal damage for any attack form simulated. Projecting images of more creatures than the caster's level grants viewers with at least average Intelligence an immediate save vs. Spells to recognize the creatures as illusions; those making the save will be unaffected by any actions taken by the illusions from that point on. A similar save may be granted by the GM any time they feel the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.
Core p21-42 + BF-Illusionist r9Full card →
Phantom Trap Illusionist 2
touch • permanent
The spell makes a lock or other small mechanism appear to be trapped. Anyone that can Detect Traps, or any spell that can detect traps, will show the item to be trapped, and the person checking will be convinced that the trap is present. Nothing happens if the trap is sprung, as there is no trap. The purpose is to dissuade thieves or make the thieves waste time.
BF-Illusionist r9Full card →
0 • 1 min./level
A ball of fire as bright and hot as a lit torch floats just above the caster’s hand. The fire doesn’t harm the caster or their equipment. Alternatively, a bluish, cold aura may be produced, which also sheds light as bright as torch-light. The flame or cold aura can be used as a melee or weapon as well as a source of light, dealing 1d6 points of fire or cold damage (+1 point per caster level, maximum +5). It can be thrown as far as fifty feet. As soon as the caster attacks, the flame or cold aura reappears in their hand. Every such attack reduces the duration of the spell by 1 minute, to a minimum of zero minutes, at which point the spell ends.
BF-Druid r14Full card →
Remove Paralysis Cleric 2, Necromancer 2
touch • instantaneous
This spell permits the caster to free the creature touched from paralysis induced either by magical means or by monster attack (e.g. venom or ghouls).
BF-New Spells r12Full card →
Resist Fire Cleric 2, Druid 2, Spellcrafter 2
touch • 1 round/level
This spell makes the caster, or any living creature the caster touches, completely immune to normal heat or fire. The spell also gives protection against magical or otherwise superior heat or fire such as the breath of a Mountain Dragon or the fireball spell. Specifically, the spell gives the protected creature a bonus of +3 on all saving throws against such effects, and reduces any damage suffered by half (so that for example a successful save vs. the fireball spell would reduce damage to just one-fourth normal, and even if the saving throw fails the protected creature only takes half damage).
Core p21-42 + BF-Druid r14 + BF-Spellcrafters r11Full card →
Restore Health Druid 2, Cleric 2
touch • instantaneous
This spell removes unnatural weakness, mental or physical debilitation or exhaustion from the touched individual. This spell is useful for restoring temporary ability score draining, such as the strength-draining touch of a shadow. The caster chooses which ability score the spell will restore when casting. It has no effect on permanent ability score loss or energy drain.
BF-New Spells r12Full card →
Retrieve Energy Spellcrafter 2
touch • instantaneous
This spell allows the caster to drain a charged magical item of its energy to cast a spell. The touched item loses a charge or one daily use of its powers (scrolls and potions are consumed by this spell), allowing the caster to retain its energy. In the following round the caster can cast any spell they have memorized without expending the spell slot. The maximum level that can be cast depends on the item drained: • Potion: up to 2nd level • Scroll: up to level of the spell or 3rd level for non-spell scrolls • Wand: up to 3rd level • Staff: up to 4th level • Rod or ring: up to 5th level • Any other (miscellaneous magic item, weapon or armor): up to 3rd level If no spell is cast in the round immediately following the casting of this spell, the retrieved energy is lost.
BF-Spellcrafters r11Full card →
Rope Trick Illusionist 2
touch • 1 hour / level
When this spell is cast upon a piece of normal, non- magical rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space, similar to a Bag of Holding. Creatures in the space are hidden, beyond the reach of divination spells, unless those spells work across planes. The space holds as many as eight creatures of man-size or smaller (larger creatures cannot fit through the invisible opening at the top of the rope). Creatures in the space can pull the rope up into the space, making the rope “disappear.” Otherwise, the rope simply hangs in air. Spells cannot be cast through the extra-dimensional opening, nor can area effects cross it. Those in the extra- dimensional space can see out of it as if a 3-foot square window were centered on the rope. The window is present, but is invisible, and even creatures that can see the window can’t see through it. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra- dimensional space. When the spell ends, creatures or objects within the extra- dimensional space are ejected through the window. The rope, if still attached, drops free at the same moment.
BF-Illusionist r9Full card →
Silence 15' Radius Cleric 2, Illusionist 4, Spellcrafter 2
360' • 2 rounds/level
This spell creates a spherical area with a 15 foot radius where no sound will pass. No one within the affected area can make nor hear any sound. Neither does sound issue from the affected area; those outside cannot hear those inside. This effect blocks verbal communication, of course, as well as spell casting. This effect can be cast in a fixed area, upon an item (making it portable), or upon a creature. An unwilling target receives a save vs. Spells to negate the spell. If an item in another creature’s possession is targeted, that creature also receives a save vs. Spells to negate. This spell can be used to protect against any kind of attack or magic where the victims must be able to hear the attacker, for such attacks cannot pass into or out of the affected area.
Core p21-42 + BF-Illusionist r9 + BF-New Spells r12Full card →
Slow Poison Druid 2
Touch • 1 hour/level
The creature touched by the caster becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Slow poison does not cure any damage that poison may have already done, with exception of the following circumstances. If cast on a character who received lethal damage from poison the previous round, the spell will remove that round's poison damage only, and delay it for the duration of the spell. Prior poison damage will remain unaffected, but, as noted above, no further damage is accrued until the spell lapses, and will never accrue if the poison is neutralized while this spell is in effect. This will give the poisoned victim an opportunity to seek a cure to neutralize the poison before it is fatal.
BF-Druid r14Full card →
Speak with Animals Cleric 2, Druid 2
special • 1 turn/4 levels
This spell allows the caster to speak to and understand any single animal (normal or giant sized, but not magical or monstrous) that is in sight of the caster and able to hear them. The caster may change which animal they are speaking with at will, once per round. The spell doesn’t alter the animal’s reaction or attitude towards the caster; a standard reaction roll should be made to determine this. The GM should ensure that the animal's manner of speaking reflects its intelligence and nature.
Core p21-42 + BF-Druid r14Full card →
30' • 1 round/level
This spell causes a warhammer made of magical force to appear, attacking any foe chosen by the Cleric within range once per round. The weapon moves about as if wielded by a person of about the caster's stature, but no such person is present. It deals 1d6 hit points of damage per strike, +1 point per three caster levels (maximum of +5). It uses the caster’s normal attack bonus, striking as a magical weapon, and thus can inflict damage upon creatures that are only hit by magic weapons. If the Cleric loses sight of the weapon, causes it to move out of the spell range, or ceases to direct it, the hammer disappears. The weapon is immune to any normal attack, but can be destroyed by disintegrate, dispel magic, or a rod of cancellation.
Core p21-42Full card →
Tree Druid 2
self • 1 hour/level
This spell allows the caster to assume the form of a tree. The tree may be either a small living tree or shrub, or a large dead tree with few limbs. All inspection of the tree will show it to only be a tree, and even detect magic will return inconclusive results. While in the form of a tree, the caster can see and hear all around them and is fully aware of their environment. The caster’s hit points and saving throws are unchanged, and a +10 bonus to armor class is gained. All clothing and gear worn is transformed with the caster. The spell may be dismissed at any time prior to the end of the spell.
BF-New Spells r12Full card →
Warp Wood* Druid 2, Spellcrafter 2
50’ • instantaneous
The caster causes non-magical wood in a 20-foot radius to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open or becomes stuck; a boat or ship springs a leak; warped weapons (like bows and arrows) are useless. The caster may warp wood object(s) up to 1 foot on all sides per caster level. Alternatively, the caster can “un-warp” non-magical wood (effectively warping it back to normal), straightening wood that has been warped by this spell or by other means. The caster can combine multiple consecutive warp wood spells to warp (or un-warp) an object that is too large to warp with a single spell.
BF-Druid r14 + BF-Spellcrafters r11Full card →
Web Magic-User 2
10' per level • 2 turns/level
This spell creates a volume of sticky strands resembling a spider's web but much larger and thicker. The spell fills a volume of up to 8,000 cubic feet (equivalent to eight 10'x10'x10' cubes). The webs must be attached to adjacent solid objects such as walls, pillars, and the like; any unsupported section of webbing collapses to the ground and disappears. Within this limitation, the caster may choose any arrangement of webs they wish, up to the limit of range and the given 8,000 cubic foot volume. The caster may choose to create a smaller volume if they wish. Creatures within the web at the time the spell is cast, as well as anyone entering the area afterward, will become entangled. Each should roll a save vs. Death Ray, and any creatures who succeed at this save may move through the webbing but are reduced to one-half normal movement rate. Such creatures may not cast spells or perform normal attacks; whether other actions are possible is left to the GM to decide. Once an entangled creature leaves the area of effect of the web, it will be able to act normally again. Those who fail the save are fully entangled and trapped. They cannot move, cast spells, or perform normal attacks or any other physical action. Speech remains possible, however. Creatures with Strength of 13 or higher (or 4 or more hit dice) may be able to break loose, however; each round, such creatures are allowed another save vs. Death Ray with results as given above. Creatures failing the initial save and having Strength of 12 or less (or fewer than 4 hit dice) are trapped until the duration expires or the webs are otherwise removed. Attacks against an entangled creature by one outside the webbing will not normally entrap the attacker, so long as they do not need to venture into the web to reach the entangled target. The web can be ignited; any application of fire to the webbing will cause a 10 foot cube to burn away in one round, with all 10 foot cubes adjacent to the destroyed one burning in the next round, and so on. If any part of the web becomes unsupported it will collapse and disappear as noted above. Creatures trapped within the burning web suffer 2d4 points of damage when the cube they are trapped in burns, but they are thereafter completely free of the web.
Core p21-42Full card →
Wizard Lock Magic-User 2, Necromancer 2, Spellcrafter 2
20' • permanent
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. The effect lasts indefinitely. Knock can be used to open the doorway without ending the spell, and dispel magic can be used to end it permanently. The caster of this spell can easily open the door or other portal without ending the spell, as can a Magic-User three or more levels higher than the caster.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Level 3 53
100' + 10'/level • 1 round/level
Immediately upon completion of the spell, and at most once per round thereafter, the caster may call down a 5-foot wide, 30-foot long vertical bolt of lightning that deals 3d6 points of electrical damage. The bolt of lightning flashes down in a vertical stroke at whichever target point the caster chooses within the spell’s range (measured from the caster's position at the time of casting). Any creature in the target area or in the path of the bolt is affected; a successful save vs. Spells reduces damage taken by half. The caster needs not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first, the caster may choose to call a bolt instead of taking some other normal action. The caster may call a total number of bolts equal to one-third of their caster level, rounded down. If the caster is outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental) – each bolt deals 3d8 points of damage instead of 3d6. This spell functions only where the open sky is accessible, generally meaning outdoors; bolts may be summoned through windows or skylights at the GM's discretion.
BF-Druid r14Full card →
Channel Blast Spellcrafter 3
touch • instantaneous
This spell allows the caster to drain a charged magical item of its energy to cast a bolt of energy. The touched item loses a charge or one daily use of its powers (scrolls and potions are consumed by this spell), allowing the caster to create an energy discharge. The blast is cone shaped, 60 feet long and 40 feet wide at its end. The damage inflicted depends on the item drained: • Potion: 3d6 • Scroll: 1d6 per level of the spell or 3d6 for non- spell scrolls • Wand: 4d6 • Staff: 5d6 • Rod or ring: 6d6 • Any other (Miscellaneous magic item, weapon or armor): 4d6 Targets may save vs. Spells for half-damage.
BF-Spellcrafters r11Full card →
Clairaudience Magic-User 3, Illusionist 3
60’ • 12 turns
This spell enables the caster to hear sounds in another area through the ears of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
BF-New Spells r12Full card →
Clairvoyance Magic-User 3, Illusionist 3
60' • 12 turns
This spell enables the caster to see into another area through the eyes of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
Core p21-42 + BF-Illusionist r9Full card →
Color Cloud Illusionist 3
40' (see text) • 1 round/level
This spell is similar to color spray. It causes a vivid cloud of clashing colors, which cause living creatures in the area of effect (or who enter the area of effect) to become blinded or possibly even unconscious. The cloud covers an area up to 20 feet square or 20 feet in diameter, as chosen by the caster. Each creature within the cloud is affected according to its hit dice: • 4 HD or less: The creature becomes unconscious for 2d4 rounds, then is blinded for 1d4 rounds. • 5 to 8 HD: The creature is blinded for 1d4 rounds. • 9 or more HD: The creature is blinded for 1 round. All creatures having more levels or hit dice than the spell caster, or having 10 or more levels or hit dice in any case, are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by this spell.
BF-Illusionist r9Full card →
Continual Light* Cleric 3, Magic-User 2, Illusionist 2, Necromancer 2, Spellcrafter 2
360' • 1 year/level
This spell creates a spherical region of light, as bright as full daylight up to a 30' radius, with light of lesser intensity to a radius of 60'. Continual light can be cast on an object, into the air, or at a creature, just as with the light spell, up to a maximum range of 360' from the caster. The spell remains in effect for one year per level of the caster. As with light, this spell can be used to blind a creature if cast on its visual organs. Creatures targeted by this spell are allowed a save vs. Death Ray; if the save is made, the spell is cast into the air just behind the target creature. A penalty of -4 is applied to the blinded creature's attack rolls if the saving throw fails. The reversed spell, continual darkness, causes complete absence of light in the area of effect, overpowering normal light sources. Continual darkness may be used to blind in the same way as continual light.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12 + BF-New Spells r12Full card →
touch • instantaneous
With this spell the caster can cure a creature suffering blindness (whether caused by injury or by magic, including light or continual light). Blindness caused by a curse cannot be cured by this spell. Reversed, this spell becomes cause blindness, which causes a living creature touched to become blind. A successful melee attack roll is required to touch the victim, and no Saving Throw is allowed. Blinded creatures suffer the penalties described in Deafness and Blindness on page 59.
Core p21-42Full card →
Cure Deafness Cleric 3
touch • instantaneous
With this spell the caster can cure a creature suffering deafness, whether caused by injury or by magic. Deafness caused by a curse cannot be cured by this spell. The cure is permanent but does nothing to prevent subsequent events leading to deafness again.
BF-New Spells r12Full card →
Cure Disease* Cleric 3, Druid 3, Necromancer 4
touch • instantaneous
Cure disease cures all diseases and kills all parasites afflicting the target creature. A magical or otherwise special disease (as defined by the GM) may be unaffected by this spell, or may require a caster of a certain minimum level to cure it. Also note, just because a disease or parasite is removed does not mean that the victim cannot be infected anew should that affliction be encountered again. The reverse form of this spell, cause disease, causes a living creature touched by the caster to suffer from a debilitating and potentially deadly disease for the next 1d10 days. A successful melee attack roll is required to touch the victim, and no Saving Throw is allowed. The target suffers a -2 penalty to attack rolls, Armor Class and Saving Throws. While the victim is sick they cannot benefit from natural healing of damage or Constitution point losses, nor prepare spells or move at running speed. At the end of each day in which an infected character performed any form of exertion (for example by fighting, traveling, working, or doing magical research), the character must roll a saving throw vs. Spells or suffer 1d6 points of damage. Once the spell duration has elapsed the affected character, if still alive, is free of the illness and can start healing damage and recovering lost Constitution points, and can again prepare spells.
Core p21-42 + BF-Druid r14 + BF-Necromancer r12Full card →
Darkvision Magic-User 3, Illusionist 3, Necromancer 3
touch • 1 hour/level
The subject receives Darkvision with a range of 60' for the duration of the spell. (See page 43 for details.)
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Displacement Illusionist 3
touch • 2 rounds / level
When a displacement spell is cast, the caster causes the creature touched to appear 2 feet away from its actual position. This distortion causes all missile and melee combat attacks to be made at -4 on all attacks. It also grants a +2 on the saving throw die roll against any direct magical attack. A detect invisible spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own)..
BF-Illusionist r9Full card →
Drainblade Necromancer 3, Spellcrafter 4
touch • 1 round / level
This spell imbues an edged weapon with the ability to drain blood with each successful strike made against a living creature. When a living creature is hit by a drainbladed weapon, the target suffers 1 additional point of damage. If the wielder of the weapon is injured, the extra point of damage is transferred to them as healing energy. This healing energy cannot grant more hit points than the wielder's normal maximum. For every five levels of the caster, this damage (and healing) is increased an additional point. Against nonliving creatures, such as undead, golems, living statues, etc, this spell has no effect.
BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Ectoplasm Necromancer 3
touch • 1 turn / level
When cast upon a willing intelligent creature, this spell grants the being the ability to become semi-transparent and immaterial. While in this ectoplasmic state, magical weapons or weapons with certain special properties are necessary to strike the recipient. Any stealth checks such as Move Silently or Hide are made at +20%, and the character may move through materials up to 1 inch thick per level of the caster. Some materials may prevent passage such as lead, gold, or other materials with special properties (as determined by the GM). While able to move through materials and effectively weightless, the ectoplasmic being does not gain any other special movement modes like flying or levitation; walking upon materials such as water is possible though. The character in an ectoplasmic state may not make physical attacks but may cast spells that do not require physical contact. While the spell is active, the individual may choose to revert back and forth between corporeal and incorporeal forms on their turn, remaining in the chosen state until their next turn. The spell cannot be cast upon on an unwilling individual and fails completely if attempted. Likewise, unintelligent or animal intelligence creatures do not possess understanding of changing their physical state, so the spell is wasted on them.
BF-Necromancer r12Full card →
Fireball Magic-User 3
100'+10'/level • instantaneous
Casting this spell causes a tiny glowing ember about the size of a pea to fly forth from the caster's pointing finger, by which the direction of flight is indicated. The ember flies as fast as an arrow and explodes into flames filling a 20' radius sphere when it reaches a distance chosen by the caster (up to its maximum range), or sooner if it impacts any solid or liquid surface. Those within the area of the flames suffer 1d6 points of damage per caster level, with a saving throw vs. Spells allowed for half damage. No roll is normally required when casting this spell, but if the caster wishes to project the ember through a slit or other small opening they must roll a missile attack (without range adjustments) to hit it; failure indicates the fireball hits an adjacent surface and detonates there. Combustible objects or substances within the area of effect will generally catch fire and possibly be destroyed (as determined by the GM). Metals with low melting points such as gold, silver, lead, copper, or bronze may be softened briefly and thus deformed, but the flames do not persist long enough to actually melt the metal items unless they are very small (such as a thin gold neck chain for example). While the fireball exerts little if any force or pressure when exploding, it may still destroy weak or flammable barriers; if such a thing happens (in the determination of the GM, of course), the fireball completes its expansion in the space beyond the destroyed barrier.
Core p21-42Full card →
Fly Magic-User 3
touch • 1 turn/level
The subject of this spell can fly at a speed equal to their normal ground movement rate (as adjusted by encumbrance). The subject can ascend at half their movement rate and descend at twice normal movement rate, with the same maneuverability as the subject has when moving on the ground. Flying under the effect of this spell requires no more concentration than walking, so the subject can attack or cast spells normally. The subject of a fly spell can neither charge nor run, nor carry more weight than their normal maximum load. If the spell duration expires while the subject is still airborne, the magic fails slowly such that the subject descends at a rate of 120 feet per round for 1d10 rounds. If the subject reaches the ground in that time they land safely; if not, the subject falls the rest of the distance and suffers normal falling damage. However, if this spell is ended by dispel magic or similar outside forces, the subject falls immediately. For any such fall, see Falling Damage on page 59 for details of the consequences.
Core p21-42Full card →
Fossilize Necromancer 3
touch • permanent
This spell permanently hardens the bones of one skeletal undead creature, making the bones denser and stronger. The fossilized skeleton permanently gets +2 on damage rolls, +4 on its AC, and its damage resistance is enhanced. A fossilized skeleton takes only quarter- damage from edged weapons, and half-damage from any other weapons. The fossilized skeleton becomes immune to normal arrows, bolts, and bullets. Magical missile weapons do only their 'plus' in damage. While this spell is permanent, there is a drawback. The newly-fossilized skeleton may not be repaired or otherwise 'healed', as the organic materials that made up the bones has been completely replaced by minerals. Intelligent skeletal undead would not normally want this spell applied to themselves, but the spell would affect them nevertheless.
BF-Necromancer r12Full card →
Gaseous Form Magic-User 3, Spellcrafter 3
touch • 1 turn/level
The subject of this spell and all of their gear become insubstantial, misty, and translucent. He or she becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The subject can’t attack or cast spells while in gaseous form. The subject also loses supernatural abilities while in gaseous form. A gaseous creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the spell persists. The gaseous creature is subject to the effects of wind, and can’t enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the spell was cast. The subject can resume material form at will, but that will end the spell.
BF-New Spells r12Full card →
Growth of Animals Cleric 3, Druid 5
60'+10'/level • 1 turn/level
This spell causes an animal to grow to double its normal size and eight times its normal weight. The affected creature will do double normal damage with all physical attacks, and its existing natural Armor Class increases by 2. The animal's carrying capacity is also doubled. Unfriendly animals may save vs. Spells to resist this spell; normally, domesticated animals will not attempt to resist it, though they may become confused or panicky afterward (at the GM's discretion). This spell does not give the caster control of the animal. Gear worn or carried by the animal are also enlarged but not altered in any other way. If removed from the creature such items resume normal size instantly. Any magical properties of enlarged items are not changed.
Core p21-42 + BF-Druid r14Full card →
Halt Undead Necromancer 3
200' • 1 round / level
This spell will render up to three undead creatures immobile for the duration of the spell (similar to hold person, but only affecting undead and potentially affecting more than one target). Intelligent undead get a save vs. Spells to avoid; unintelligent undead get no saving throw.
BF-Necromancer r12Full card →
Hardness* Spellcrafter 3
touch • 1 turn/level
This spell imbues the touched item or construct with one point of Hardness for every two levels of the caster. The item may not be larger than 10 cubic feet plus 1 cubic foot per level of the caster. The reverse form (weaken) subtracts as many points of Hardness. If the target item is reduced below 0 Hardness, excess negative Hardness is inflicted as damage points.
BF-Spellcrafters r11Full card →
Haste* Magic-User 3, Spellcrafter 3
30'+10'/level • 1 round/level
This spell accelerates the actions of 1 creature per caster level. The affected creatures move and act twice as fast as normal, having double their normal movement rates and making twice the normal attacks per round, for the duration of the spell. Spellcasting is not accelerated, nor is the use of magic items such as wands, which may still be used just once per round. Multiple haste or speed effects don’t combine; only apply the most powerful or longest lasting effect. In combat, the subject of this spell performs a full round of actions (movement followed by attacking) on their normal Initiative; after all combatants have acted, the subject may perform another round of actions as before. If two or more combatants are under the effect of this spell, use the same Initiative numbers to determine the order of their actions in each of their "extra" rounds. Reversed, haste becomes slow; affected creatures move at half speed, attacking half as often (generally, every other round) and making half a normal move each round. Naturally, target creatures may save vs. Spells to avoid the effect. Haste and slow counter and dispel each other.
Core p21-42 + BF-New Spells r12Full card →
Hold Animal Druid 3
180' • 2d8 turns
This spell functions like hold person, except that it affects only animals; specifically, this means non- magical living creatures of animal intelligence, including giant-sized animals. A save vs. Spells is allowed to resist this spell.
BF-Druid r14Full card →
Hold Construct Spellcrafter 3
180' • 2d8 turns
This spell has the same effects of hold person but only affects constructs such as golems.
BF-Spellcrafters r11Full card →
Illusory Script Illusionist 3
touch • permanent
This spell allows the caster to write whatever they want on whatever they want. The caster specifies who they want to read it. (This can be an individual, class of individuals, a group, etc.) For anyone else this appears to be an unintelligible magical writing of some kind, though an Illusionist will recognize it as an illusory script. Any unauthorized creature attempting to read the script must save vs. Spells or fall under the effects of a suggestion. The suggestion only applies for 30 minutes and must be very short and simple (for example, “Put this down and leave”).
BF-Illusionist r9Full card →
Illusory Wall Illusionist 3
60' • permanent
This spell creates the illusion of a wall, floor, ceiling, or similar surface, covering up to a 10-foot square area, up to 1 foot thick. The section of wall created appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search may reveal the true nature of the surface; the GM may either allow a save vs. Spells to detect the illusion, or if the probing attempt is well devised the GM may allow it to automatically succeed. In either case, such measures do not cause the illusion to disappear.
BF-Illusionist r9Full card →
Immunity to Normal Weapons Spellcrafter 3, Magic-User 3, Necromancer 3
touch • 5 rounds+1/level
This spell temporarily makes the target immune to non- magical weapons. Anyone under the protection of this spell is treated as an enchanted creature for the purpose of magic items (for instance, a Sword +1, +2 vs. Enchanted Creatures).
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Invisibility 10' Radius Magic-User 3, Illusionist 3
touch • 1 turn/level
The target of this spell becomes invisible just as with invisibility, but in addition all other creatures within 10 feet of the target at the time of casting (referred to as members of the group) also become invisible. Unlike with normal invisibility, all members can see each other and themselves normally. If any member negates the effect by attacking or casting a spell, it becomes visible but all other members remain invisible. However, if the original subject takes an action that negates the invisibility, it ends for the entire group. If a member negates its own invisibility, that member will no longer be able to see the still-invisible group members. Moving further than 10 feet from the target also causes a group member to become visible; returning to the area does not reinstate the invisibility.
Core p21-42 + BF-Illusionist r9Full card →
Lightning Bolt Magic-User 3
100'+10'/level • instantaneous
Casting this spell causes a bright thin spark about the thickness of a string to fly forth from the caster's pointing finger, which indicates the direction. The spark stretches as fast as an arrow's flight until it reaches the caster's chosen distance (but not more than the range given above) or strikes a solid or liquid surface, at which point it explodes into a full-fledged bolt of lightning extending another 60 feet further. The lightning bolt passes through an area 5 feet wide, arcing and jumping, so that while it is not actually 5 feet wide, for game purposes it is treated as if it were. Those within the area of the lightning bolt suffer 1d6 points of damage per caster level, with a saving throw vs. Spells allowed for half damage. If a lightning bolt is targeted at a body of water it explodes at the point of impact, as described above, but within the water volume struck it expands like a fireball to a maximum radius of 20 feet instead of performing as it does in the air. If a lightning bolt is cast underwater it explodes in the same way, but at the tip of the caster's outstretched finger. The lightning bolt sets fire to combustibles and damages objects in its path. It can damage metals with a low melting point; metals such as gold, silver, lead, copper, or bronze may be softened briefly and thus deformed, but the lightning does not persist long enough to actually melt the metal items unless they are very small (such as a thin gold neck chain for example). If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it may reflect from the barrier back toward the caster, or in a random direction at the GM's option. Creatures already affected by the lightning bolt do not take additional damage if struck by the reflection of the same bolt.
Core p21-42Full card →
Locate Object Cleric 3, Magic-User 2, Necromancer 2, Spellcrafter 2
360' • 1 round/level
This spell grants the caster knowledge of the location of an object. The caster must know the object well or be able to clearly imagine it. (Viewing an accurate drawing or painting will suffice for the latter option.) A general item can be located; if more than one such item is in range, the spell will lead the caster to the nearest one. Unique or unusual items can only be located if the caster has first-hand knowledge (not merely through divination such as clairvoyance or a crystal ball). The spell cannot be used to locate creatures of any sort. A layer of lead or gold no thicker than foil surrounding the item will prevent it from being located.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Lord of the Rings Spellcrafter 3
self • 1 turn/level
For the duration of the spell the caster can wear and benefit from up to four magical rings. Magical rings of the same type do not stack their effects (i.e. two Rings of Protection do not grant a +2 bonus to AC).
BF-Spellcrafters r11Full card →
Overtake Item Spellcrafter 3
30' • instantaneous
With this spell the caster can activate one magical item not in their possession that they are aware of and within range. The item must be in plain sight for the caster to see; if the item is held or owned by someone else the owner is allowed a saving throw vs. Spells to avoid the item's activation.
BF-Spellcrafters r11Full card →
Phantom Messenger Illusionist 3
special • special
When this spell is cast, it creates a quasi-real, birdlike creature. It may appear as a small hawk/falcon or as a large dove, and may be any shade of gray from nearly white to nearly black. It does not fight, but all normal animals shun it and only monstrous ones will attack. The messenger has an Armor Class of 18 and 2 hit points, plus 1 per level of the caster. If it loses all of its hit points, the messenger disappears. The messenger flies at a movement rate of 120 feet per round. It can bear up to one ounce per five full levels of the caster (one ounce up to level 9, two ounces up to level 14, three ounces up to level 19, and four ounces at level 20). When created, the messenger must be given a specific destination, which can be any location on the same plane of existence to which the caster has been at least once (even if they were lost at the time). After the caster attaches any message or small item(s) to the legs of the bird, they release it and it flies without error to the specified location. The caster may additionally visualize a specific person whom the messenger will seek out near the target location. Note that this does not allow location of a person; the messenger will fly around the target area looking for the designated creature. The messenger will travel at its maximum movement from the caster to the target location. Distance is no object; the messenger will continue indefinitely until the target area is reached. If a target creature was specified, the messenger will then fly around up to one day per level of the caster looking, until the target creature is found; otherwise the messenger will immediately land in the target area. After it lands the messenger will wait patiently for the message or item(s) to be removed, and then will disappear in a faint puff of smoke or mist. If the item(s) or message are not removed immediately the messenger will disappear anyway after waiting one round per level of the caster, dropping the items on the spot; this will also happen if a target creature is specified and cannot be found (the messenger will land first before this happens so as not to drop any carried objects a great distance).
BF-Illusionist r9Full card →
Phantom Steed Illusionist 3
touch • 1 hour / level
The caster conjures a quasi-real horse-like creature. The steed can be ridden only by the caster or by the one person for whom he or she specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 and 12 hit points. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 40 feet per caster level. It can bear its rider’s weight and what they carry (the steed cannot carry saddlebags or the like). These mounts gain additional powers according to the caster's level: 8th level: Ability to ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th level: Ability to pass over water as if it were firm, dry ground. 12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly. 14th level: Ability to fly as if it were a pegasus. A phantom steed’s abilities include those of mounts of lower caster levels; for example, one created by a 13th level caster can pass over water, sand, or mud as well as crossing chasms.
BF-Illusionist r9Full card →
Plant Growth Druid 3
special • permanent
This spell causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within 400 feet plus 40 feet per caster level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement rate is reduced to a maximum of 5'/round, or 10' for Large creatures. The area must have brush and trees in it for this spell to take effect. An area up to 100 feet radius may thus be altered. Also, the caster may specify an area (a path, a clearing, etc.) within the given area of effect which is not so affected. This spell has no effect on plant creatures, that is, any self-willed and/or animated plant.
BF-Druid r14Full card →
Touch • special
If the caster touches themself, this spell grants temporary immunity to fire (normal and magic). When the spell absorbs 12 points per caster level of magical fire damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level. If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.
BF-Druid r14Full card →
Protection from Normal Missiles Magic-User 3, Spellcrafter 3
self • 1 turn/level
The caster is completely protected from small sized, non-magical missile attacks. Therefore, magic arrows, hurled boulders, or other such are not blocked, but any number of normal arrows, sling bullets, crossbow bolts, thrown daggers, etc. will be fended off. Note that normal missiles projected by magic bows count as magical missiles for the purposes of this spell.
Core p21-42 + BF-Spellcrafters r11Full card →
touch • 1 turn / level
This spell functions exactly as protection from undead, but with a 10-foot radius rather than 1. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well. Reversed, this spell becomes protection from living 10' radius, and functions exactly as the reversed form of protection from undead, except that it covers a 10-foot radius around the target rather than 1.
BF-Necromancer r12Full card →
Quench Druid 3
200' • instantaneous
This spell covers on cube 20’ per side, per caster level. Within this area, all non-magical fires are immediately extinguished. Any magical fires are extinguished, but must be dispelled as if this was dispel magic. If cast on a fire elemental, the fire elemental takes 1d6 of damage per caster level with no save. If cast on a single magic item that creates or controls fire, the item loses its fire-related abilities for 1d4 hours.
BF-New Spells r12Full card →
Ray of Exhaustion Necromancer 3
50' • 6 rounds / level
The caster points a finger at their intended target and rolls a ranged attack roll against the target that ignores armor (but not any Dexterity bonus). If the narrow black ray hits, the target must save vs. Spells or suffer a -6 adjustment to its Strength and Dexterity for the duration of the spell. If the save is made, the reduction is only -2.
BF-Necromancer r12Full card →
Remove Curse* Cleric 3, Magic-User 4, Necromancer 4, Spellcrafter 4
30' • instantaneous
This spell removes any and all ordinary curses afflicting a creature. It does not generally remove the curse from a magic item such as a sword or suit of armor, but a character afflicted by a cursed item of this type will be freed of it long enough to discard the item (a turn, at least). Some special curses are more difficult to remove, and may require a caster of a certain minimum level. A very few curses created by godlike beings cannot be removed by this spell at all. The reverse of this spell, bestow curse, allows the caster to place a curse on the subject. A save vs. Spells is allowed to resist. The caster must choose one of the following three effects: • –4 decrease to an ability score (minimum 1). • –4 penalty on attack rolls and saves. • Each round of combat, the target has a 50% chance to act normally; otherwise, it takes no action. The caster may also invent their own curse, but it should be no more powerful than those described above. The curse thus bestowed cannot be dispelled, but it can be removed with a remove curse spell.
Core p21-42 + BF-Necromancer r12 + BF-New Spells r12Full card →
Serious Repair* Spellcrafter 3
touch • instantaneous
This spell repairs 2d6+1 points of damage by laying their hand upon the injured item, be it a vehicle, golem, etc. The reverse form of this spell (serious shrivel) causes 2d6+1 points damage to the object affected by it, ignoring hardness. If the target is animated (e.g. a golem), a successful attack roll is required in this case.. This spell has no effect on living creatures, it will shatter small items, and if the target is a magic item, it gets to roll a saving throw vs. Spells.
BF-Spellcrafters r11Full card →
Shadow Door Illusionist 3
10' • 1 round / level
The caster creates the illusion of a door, which they will appear to pass through and close. In reality, the caster becomes invisible (as the spell) when the spell is cast. Any creatures opening the “door” will see an empty 10- foot square room, of similar style to the surrounding area. The caster remains invisible for the duration of the spell, unless, as with an invisibility spell, they attack any creature or cast a spell.
BF-Illusionist r9Full card →
Speak with Dead Cleric 3, Necromancer 3
10' • 3 rounds/level
With this spell the caster causes the corpse of an intelligent creature to become animated and to answer the caster's questions. It does not matter how long the corpse has been dead, but it must be essentially intact with at least a complete mouth in order to answer questions. The corpse will answer at most one question per two caster levels, but if the duration expires any remaining questions are lost. The corpse only knows what it knew when it was alive; this includes the languages it knew in life. Thus, the caster must share a language with the deceased in order to get any questions answered at all. The answers given are drawn from knowledge "imprinted" on the corpse during life; the caster does not in any case actually communicate with the spirit of the deceased creature. The corpse cannot retain any information given to it, and does not even remember any previous instances of communication via this spell. The answers given may not be useful for various reasons. If the corpse knew the caster when it was alive, or if the caster is a member of a group the deceased disliked, it may choose to lie or mislead the caster. If the caster asks the corpse questions of a personal nature, or questions that indicate the caster may be working against whatever interests the corpse had in life, it will almost certainly seek to mislead the caster. If the corpse has been roused by this spell within the last seven days, the spell will fail. Undead creatures (including the remains of defeated undead creatures) cannot be affected by this spell.
Core p21-42 + BF-Necromancer r12Full card →
Spectral Force Illusionist 3
180' • special
This spell functions like phantasmal force, except for the following: sound, smell, and thermal effects are included; creatures created do not necessarily disappear when touched, assuming the caster causes the illusion to react appropriately. For instance the caster displays illusory wounds when the image is attacked. The spell will last for 3 rounds after concentration ceases.
BF-Illusionist r9Full card →
Spirit Wrack Necromancer 3
special • instantaneous
This spell deals 1d8 points of damage per caster level to any one particular incorporeal undead being such as wraiths, spectres, ghosts, or similar entities within sight of the caster. Alternatively, the caster may choose to cause a burst of 1d4 points of damage per level to any such beings within 20 feet of the caster, whether visible or not. Minor spiritual beings such as poltergeists haunting an area are usually destroyed outright by this spell. Any affected being is allowed a save for half damage. Some persistent types of undead may reform after the passage of some time (typically days later), and may require certain rituals or other requirements be fulfilled before being permanently destroyed. This spell only affects true incorporeal undead and does nothing against other types of beings, even if they happen to be insubstantial at the time; vampires that happen to be in gaseous form are immune to this spell's effect.
BF-Necromancer r12Full card →
Stinking Cloud Illusionist 3
100' +10' / level • 10 rounds / level
The spell functions like obscurement, but any living creature in the cloud becomes nauseated such that they may not attack, concentrate, cast spells, or do anything other than move. A creature remains nauseated as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving the cloud. A creature may save vs. Spells to avoid the effect of the cloud, but must save every round they remain in the cloud.
BF-Illusionist r9Full card →
Stone Shape Spellcrafter 3, Cleric 4
touch • instantaneous
This spell allows the caster to shape, bend, and form an existing piece of stone (of up to 10 cubic feet + 1 cubic foot per level) into any shape they wish. Fine detail is not possible but primitive doors, walls, bridges, or similar items can be created with this spell. Stone shaped in the form of moving or mechanical parts will not work on a roll of 1-2 on 1d6.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Striking Cleric 3, Spellcrafter 3
touch • 1 round/level
This spell bestows upon one weapon the ability to deal 1d6 points of additional damage. This extra damage is applied on each successful attack for the duration of the spell. It provides no attack bonus, but if cast on a normal weapon, the spell allows monsters only hit by magical weapons to be affected; only the 1d6 points of magical damage applies to such a monster, however.
Core p21-42 + BF-Spellcrafters r11Full card →
Summon Spirit Necromancer 3
10' / level • 1 turn / level
Upon casting this spell, a malevolent spirit in the form of a wraith is called to serve the caster for 1 turn per level. If the caster is 10th level they may choose between 1d4 wraiths or one spectre. At 15th level the caster may opt to summon 2d4 wraiths, 1d3 spectres, or one ghost. The summoned spirits will serve according to its ability, usually by combating the caster's foes, and generally disappearing at the end of the spell's duration. Occasionally the spirit does not depart at the end of the spell duration, but simply becomes free of the compulsion to serve and will usually attack the caster. The chance is 5% for any particular wraith, 10% for spectres, and 20% for a ghost. When this occurs, the spirit will remain in the area for a number of rounds equal to the caster's level before departing. A spirit with less than half its hit points will not stay regardless. The caster would be wise to have protections or other contingencies against the rogue spirits.
BF-Necromancer r12Full card →
Self • 1 hour/level
The caster changes its shape into that of a naturally- occurring animal, up to a number of HD equal to the caster’s level. The caster can maintain this shape up to the duration of the spell. If the caster is slain, they change to their original form. The caster’s actions are limited by the physical abilities of the animal they have changed into, and they use the physical statistics of that animal. The caster retains their own mental abilities.
BF-Druid r14Full card →
Tongues Cleric 3, Magic-User 3, Illusionist 3, Necromancer 3, Spellcrafter 3
touch • 1 turn/level
This spell allows the creature touched to speak and understand any language or dialect. Only one language can be spoken at a time, but any number can be understood. This spell does not alter other creatures’ dispositions and does not allow the affected creature to speak to creatures that cannot understand language.
BF-New Spells r12Full card →
Vampiric Touch Necromancer 3
touch • 1 round / level
The caster must make an attack roll. If successful, the caster deals 1d6 points of damage per two caster levels. The caster gains temporary hit points equal to the damage dealt. If the attack kills the target, the caster only gains as many temporary hit points as it took to kill the target, not the full number rolled. The temporary hit points will last for 1 hour.
BF-Necromancer r12Full card →
Water Breathing Magic-User 3, Druid 3, Cleric 3, Spellcrafter 4
touch • 2 hours/level
This spell grants living creatures touched by the caster (including the caster, if desired) the ability to breath in water as a fish does. The duration may be divided evenly if the caster touches multiple targets one after another. Affected targets do not lose the ability to breathe air.
Core p21-42 + BF-Druid r14 + BF-New Spells r12Full card →
Level 4 45
Advanced Illusion Illusionist 4
180' • 1 minute / level
This spell functions like the spell spectral force except that the illusion follows a script determined by the caster. The illusion follows the script without requiring the caster to concentrate on it. If the illusion includes intelligible speech, however, such speech is likewise scripted, so the illusion will not respond if spoken to.
BF-Illusionist r9Full card →
Animate Dead Cleric 4, Magic-User 5
30' • special
The casting of this spell causes the mortal remains of one or more deceased creatures to arise as animated skeletons or zombies. Such undead monsters persist until slain, and obey the verbal commands of the caster. A single casting of this spell may animate a number of hit dice of undead equal to twice the caster's level of ability, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of members of player character races, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. The sort of monsters created depend on the condition of the remains. A reasonably intact corpse may only arise as a zombie, while similarly intact skeletal remains may only be animated as a skeleton. The caster chooses which remains are animated when casting the spell, in any case where there are more bodies than the caster can animate. No character may normally control more hit dice of undead than 4 times their level, regardless of how many times this spell is cast.
Core p21-42Full card →
Black Tentacles Necromancer 4
100' + 10' / level • 1 round / level
A field of 10-foot-long rubbery tentacles will spring from the ground. The area is up to 30 by 30 feet, and they will appear from whatever surface is present, including water. The tentacles will attack any creature in the area with the intent to wrestle them (see the wrestling rules in the Basic Fantasy RPG Core Rules). They attack with the caster’s attack bonus and are considered to have a Strength of 18. There are more than enough tentacles to individually attack as many targets as can be present. If the attack succeeds, the target is held immobile and takes 1d6 points of damage each round it is held. Any creature that is not held by a tentacle may still only move through the affected area at half speed.
BF-Necromancer r12Full card →
120' • 1 round/level
This spell summons woodland creatures. They appear where the caster designates and act immediately, on their turn (they cannot be summoned into an environment that cannot support them). They attack the caster opponents to the best of their ability. If the caster can communicate with the creatures, they can direct them not to attack, to attack particular enemies or to perform other actions. The caster may conjure one type of creature from this list, at their option: • 4 centaurs, • 16 pixies, • 2 treants, or • 4 unicorns This spell only works outdoors in a natural location; it will not function in any artificial structure, nor within the boundaries of any village, town, or city.
BF-Druid r14Full card →
Charm Constructs Spellcrafter 4
30' • special
This spell allows the caster to take control of a construct, such as a golem. Control is not absolute and is limited as for the charm person spell; the construct is granted a saving throw to avoid control. The construct is allowed a new saving throw each day to break free of the caster's control. Once control is lost, an unintelligent construct will return to the programming as best as possible. An intelligent construct will know it has been controlled against its will.
BF-Spellcrafters r11Full card →
Charm Monster Magic-User 4, Illusionist 4
30' • special
This spell has an effect similar to charm person, but it is able to affect living creatures of any size or type. Undead monsters are unaffected, as are constructs such as golems and any creature which is functionally mindless (such as any kind of jelly). This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice, or one creature of more than 3 hit dice. Saving throws are made just as for charm person.
Core p21-42 + BF-New Spells r12Full card →
Confusion Magic-User 4, Illusionist 4
280'+10'/ level • 2 rounds+1/level
This spell causes up to 3d6 living creatures within a 30' radius to become unable to think clearly, their actions thus becoming unpredictable. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does. d10 Behavior Act normally. Move toward the caster, and attack if possible. 3-5 Take no action except possibly to babble. 6-7 Move swiftly away from the caster. 8-10 Attack the nearest creature, regardless of whether it is a friend or foe. If the target cannot perform the action indicated, the GM should move down the table (going back to the top if the table runs out) until an action is found that the target can perform. If a confused creature is attacked, it returns the attack on its next initiative number (later in this round or in the next round if it has already acted) regardless of what is rolled on the table.
Core p21-42 + BF-Illusionist r9Full card →
0' • 1 hour/level
The caster gains the ability to alter the temperature in the surrounding 10-foot radius area by up to 10 degrees Fahrenheit. The caster chooses whether to increase or lower the temperature.
BF-Druid r14Full card →
Corpse Feast Necromancer 4
5' / level • instantaneous
This spell heals the caster and nearby active undead beings by draining the last energies from any fresh corpses (no more than an hour old) within the spell range. The corpse must have been a living sentient being (i.e. not animal, undead, construct, elemental, etc). Any corpse drained using this spell provides vigor to the caster and their active undead allies within range, healing 1d4 hit points per corpse, up to their maximum. Slain or destroyed undead do not heal or rise anew. Any corpses consumed by this spell cannot be raised or resurrected by any means, even a wish.
BF-Necromancer r12Full card →
Create Water Cleric 4, Druid 1
10' • permanent
This spell creates one gallon of clean water per caster level. One or more vessels to contain the water must be available at the time of casting. Note: Water weighs about 8 pounds per gallon, and one cubic foot of water is roughly 8 gallons.
Core p21-42 + BF-Druid r14Full card →
Cure Serious Wounds* Cleric 4, Druid 4
touch • instantaneous
This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 points of damage, +1 point per caster level.
Core p21-42 + BF-Druid r14Full card →
Dimension Door Magic-User 4, Necromancer 4, Illusionist 4, Spellcrafter 4
10' • instantaneous
The caster of this spell or any single target creature within range is transported instantly, to any location within 200 feet plus 20 feet per caster level. The caster may give distance and direction or may choose to visualize the target location, and the target will be transported unerringly to that place. An unwilling target may save vs. Spells to avoid being transported. Anything worn or carried by the caster or target creature will be transported also, including another character or creature if the transportee can lift it. If the target area is within a solid object, the spell fails automatically.
Core p21-42 + BF-Necromancer r12 + BF-New Spells r12Full card →
Dispel Magic Cleric 4, Magic-User 3, Druid 4, Illusionist 4, Necromancer 3, Spellcrafter 3
120' • instantaneous
This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area. If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure. Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.
Core p21-42 + BF-Druid r14 + BF-Illusionist r9 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Enervation Necromancer 4
50' • instantaneous
The caster points a finger at their intended target and rolls a ranged attack roll against the target that ignores armor (but not any Dexterity bonus). If the narrow ray of crackling black energy hits, the target suffers 1d4 negative levels and all of the effects described in Energy Drain in the Basic Fantasy RPG Core Rules. There is no saving throw, only the attack roll. If the target survives, it will lose the negative levels (i.e. regain their levels) after a number of hours equal to the caster’s level. An undead creature struck by the ray gains 5d4 temporary hit points for one hour.
BF-Necromancer r12Full card →
Grave Sanctuary Necromancer 4
touch • 1 turn / level
Similar to the Druid spell tree sanctuary, this spell enables the caster to create an invisible entry into a grave, mausoleum, sarcophagus, large tombstone, or similar item associated with the repose of the dead. The entry is visible to undead and other Necromancers, but this does not grant any special access to the doorway. Once the spell is complete, the Necromancer may enter the space, effectively disappearing from sight. Only one grave may be effected by grave sanctuary at a time. The Necromancer is completely aware of their surroundings while in the grave, gaining the bonus of 360-degree vision and hearing, as well as being able to detect changes in the immediate temperature surrounding the site. Another benefit of this spell is that each turn the Necromancer rests inside the grave counts as a full hour of sleep, so the Necromancer may meditate to memorize spells while within the magical sanctuary. Also, if the grave site is on unhallowed ground or an area otherwise associated with hauntings and the like, then the Necromancer heals 1d4 HP per turn spent inside the grave. While inside the grave, the Necromancer does lose any sense of taste, smell, or touch, and may not speak or otherwise cast spells while inside the grave's protection. If the grave itself is unearthed or broken into in some way, then the Necromancer takes 2d10 points of damage and is cast out into the nearest available space. This kind of undertaking should be roughly equivalent to actually digging a grave up, and not simply an attack against the earth.
BF-Necromancer r12Full card →
Greater Fear Necromancer 4, Illusionist 5
30' • 1 round / level
This spell sends an invisible wave of fear out forward of the caster to a range of 30 feet. Anyone in the area must save vs. Spells or be panicked. A panicked creature will drop whatever it is holding and flee using any means necessary. If cornered, the creature will cower in fear. The victim will also suffer a -2 to all saving throws. The creature will do this for the duration of the spell. If a save is made, the victim is still shaken and suffers -2 to attack rolls and saving throws for 1 round.
BF-Necromancer r12 + BF-New Spells r12Full card →
Greater Warding Spellcrafter 4
touch • special
The spell works similar to minor warding, inflicting 6d6 points of damage. It can be activated by non-living creatures (e.g. golems and undead) as well as living creatures.
BF-Spellcrafters r11Full card →
Growth of Plants* Magic-User 4
120' • permanent
This spell causes normal vegetation of any sort within range to become thick and overgrown. The area of effect is determined by the caster, but cannot exceed 1,000 square feet (a 10'x100' area or equivalent) per 5 caster levels. The plants become densely entangled, and characters or creatures wishing to move through must hack or force their way through it. All movement within the affected area is reduced to no more than 5’ per round for less than giant sized creatures; giant sized creatures are reduced to half normal movement rate. This spell cannot take effect in an area that does not already have some plants present. Any sort of animated plant creature affected by this spell is allowed a saving throw vs. Spells to resist, but if this save fails it is affected as with growth of animals above. The reverse form, shrink plants, may be used to render overgrown areas passable. The area of effect is identical to the normal version. Animated plant creatures are normally unaffected by this spell, but if such creatures have already been enlarged by growth of plants this spell will reverse the effect. In the latter case, a saving throw vs. Spells is allowed to resist. Both forms of this spell are permanent until countered, either by the reverse of the spell or by dispel magic.
Core p21-42Full card →
Hallucinatory Terrain Magic-User 4, Illusionist 4, Spellcrafter 4
400'+40'/level • 12 turns/level
This spell makes one 10 yard cube per level of outdoor terrain appear to be a different type (i.e. field into forest, grassland into desert, or the like). This spell requires a full turn to cast. The affected terrain looks, sounds, and smells like another type of normal terrain. The magic does not affect creatures nor any sort of fabricated item; such things retain their appearance and visibility. A save vs. Spells is allowed to see through the illusion, but only if the creatures or characters viewing the area actively attempt to do so.
Core p21-42 + BF-Illusionist r9 + BF-Spellcrafters r11Full card →
Ice Storm Magic-User 4
300'+30'/level • 1 round
This spell causes a powerful storm of sleet and hail to fall in a 20' radius around the target spot for a full round. This effect causes 5d6 points of damage to every creature within the area, with a save vs. Spells allowed to reduce damage by half. The ice storm fills a vertical volume of 40', so creatures higher than that distance above the target spot are unaffected. Any creature naturally resistant to cold takes half damage (or one-quarter damage if it makes its save). Visibility within the storm is very poor, such that most creatures will attack with a penalty of -2 on the attack roll. Walking movement is reduced to half speed, and running is not possible within the storm; anyone who tries will fall down and be forced to remain on the ground until the spell ends. Flying is likewise impossible, and any flying creature within the area will be driven to the ground. A penalty of -20% is applied to any Listen rolls made by those in the storm's area. When the spell ends, the hail and ice deposited by the storm disappears as if it had never existed.
Core p21-42Full card →
Improved Invisibility Illusionist 4, Magic-User 4
touch • 1 round / level
This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
BF-Illusionist r9 + BF-New Spells r12Full card →
Magic Mirror Spellcrafter 4, Cleric 4, Magic-User 4, Druid 4, Illusionist 4, Necromancer 4
10’ • 1 round/level
Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc through the mirror.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
special • 1 turn
The caster can affect with enhance armor up to 3 armor sets within 30 feet with a +1 bonus for every three levels of the caster. The reverse of this spell imparts a -1 to AC to affected armor sets and can be avoided with a saving throw.
BF-Spellcrafters r11Full card →
special • 1 turn
The caster can affect with enhance weapon up to 3 weapons within 30 feet with a +1 bonus for every three levels of the caster.. The reverse of this spell imparts a -1 to hit and damage rolls to affected weapons and can be avoided with a saving throw.
BF-Spellcrafters r11Full card →
Massmorph Magic-User 4, Illusionist 4, Necromancer 4
100'+10'/level • 1 hour/level
With this spell the caster causes 1d4+1 man-sized (or smaller) creatures per four caster levels to appear as if they are natural effects of the terrain (for example, trees in a forest, stalagmites in a cave, coral underwater, boulders in a cavern, etc.). All creatures to be affected must be within a 120' radius of the caster at the time the spell is cast. Only those creatures the caster wishes to hide are affected, and then only if they are willing to be concealed. The caster may choose to be included among the affected creatures. Those affected are thus concealed from other creatures passing through the area for so long as they remain still. If an affected creature chooses to move or attack, the illusion is dispelled for that creature, but those who remain still continue to be hidden. The caster may end the spell early if they wish by speaking a single word. The illusion can also be ended by dispel magic.
Core p21-42 + BF-Illusionist r9 + BF-New Spells r12Full card →
Minor Creation Spellcrafter 4
self • instantaneous
This spell creates a non-magical object of non-living matter. The volume of the item created cannot exceed 1 cubic foot per caster level. The item produced by this spell may not be a special component to be used in spell research like a dragon's liver or troll blood.
BF-Spellcrafters r11Full card →
Minor Spell Immunity Spellcrafter 4
self • 1 round/level
This spell creates a 1-inch-thick green translucent shell around the caster that protects them from the effects of low-level spells, whether they are harmful or beneficial in nature. The caster is immune to the effects of all 1st-level spells and reduces by half (round in favor of the protected creature) the effects of 2nd and 3rd-level spells, both clerical and magical. The caster's own spells are unaffected by the shell and they can at will lower the protection of the shell for 1 round at a time to receive spells from others (like magical healing). At the end of the round, the shell automatically springs back up again.
BF-Spellcrafters r11Full card →
Neutralize Poison* Cleric 4, Druid 3
touch • instantaneous
This spell neutralizes any poison or venom in the creature or object touched. A creature suffering from poison or venom suffers no further effects from it. If cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective. Reversed, this spell becomes poison. The caster must make a successful attack roll; if the attack is a success, the target must save vs. Poison or die. The caster's touch remains poisonous for 1 round per caster level, or until discharged (i.e. only one creature can be affected by the reversed spell).
Core p21-42 + BF-Druid r14Full card →
Neutralize Potion Spellcrafter 4
touch • instantaneous
This spell will render a potion touched by the caster inert and non-magical. Touching a person under the effects of a potion immediately dispels the potion’s effects. An attack roll is required to touch an unwilling target. In addition this spell can function as neutralize poison (though it cannot be reversed).
BF-Spellcrafters r11Full card →
Phantasmal Killer Illusionist 4
100' + 10' / level • instantaneous
When this spell is cast, it creates a quasi-real creature that is the target’s worst possible fear. It is literally the worst possible creature to fight that the target can imagine. Only the target can see the phantasmal killer; the caster sees a rough shape. The target must make a save vs. Spells to disbelieve the phantasmal killer. If the saving throw is failed, the killer then touches the target, who must then save vs. Petrify or die from fear. Even if the target makes the second saving throw, they still take 3d6 points of damage.
BF-Illusionist r9Full card →
Polymorph Other Magic-User 4
30' • permanent
This spell allows the caster to change one living creature which is not incorporeal or gaseous into another form of living creature. The assumed form can’t have more hit dice than caster’s level, or be incorporeal or gaseous. Unlike polymorph self, the transformed target also gains the behavioral and mental traits, any physical attacks, special, supernatural or spell-like abilities of the new form, in addition to the physical capabilities and statistics of such. If the new form is substantially less intelligent, the target may not remember its former life. The target creature will have the same number of hit points it previously had, regardless of the hit dice of the form assumed. A creature with the ability to transform or change shape such as a doppleganger is changed, but can assume a different form after a single round. Equipment worn or carried will be dropped if the new form is unable to wear or carry the items. If any such items would be constricting or physically harmful to the new form, the transformation slows and alters such that they are dropped without damage to the items nor harm to the target creature. If the GM determines that any items cannot be removed in this way, they must decide on the exact results. Unwilling targets which successfully save vs. Paralysis are not affected. The spell is permanent until dispelled or the creature is slain, at which time the target resumes its original form.
Core p21-42Full card →
Polymorph Self Magic-User 4
self • 1 hour/level
This spell allows the caster to change into a different form of living creature. The form assumed may not have more hit dice than the caster has levels, nor be incorporeal or gaseous. The caster assumes the physical nature of the assumed form while retaining their mental and spiritual characteristics. They gain the Armor Class and all physical attacks possessed by the form but do not gain any special, supernatural or spell-like abilities. Dragon breath is a special ability, for instance, so were the caster to assume the form of a dragon they could use the dragon's normal claw, bite, and tail swipe attacks, but not the dragon's breath. If the form assumed is capable of speaking and making appropriate gestures (as determined by the GM) the caster may use their own spells in the assumed form. Equipment worn or carried will be dropped if the new form is unable to wear or carry the items. If any such item would be constricting or physically harmful to the new form, the transformation slows and alters such that the item is dropped without damage to the items nor harm to the target creature. If the GM decides that any such item cannot be removed in this way, the spell fails. The caster can remain transformed up to one hour per level of ability, or may choose to end the spell before that point if they wish.
Core p21-42Full card →
Protection from Evil 10' Radius* Cleric 4, Magic-User 3, Spellcrafter 3, Necromancer 4
touch • 1 turn/level
This spell functions exactly as protection from evil, but with a 10' radius rather than a 1' radius. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well. Reversed, this spell becomes protection from good 10' radius, and functions exactly as the reversed form of protection from evil, except that it covers a 10' radius around the target rather than the normal 1' radius.
Core p21-42 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
Protection From Lightning Druid 4, Spellcrafter 4
Touch • special
If the caster touches themself, this spell grants temporary immunity to lightning or electrical effects (normal and magic). When the spell absorbs 12 points per caster level of magical lightning damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level. If the spell is cast upon another creature than the caster, protection from lightning grants temporary immunity against normal lightning or electrical effects. The spell also offers a +4 bonus to saving throws against magical lightning and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.
BF-Druid r14 + BF-Spellcrafters r11Full card →
Rainbow Pattern Illusionist 4
180' • concentration
This spell functions as hypnotic pattern, except that it affects up to 24 HD of creatures and the caster may move the pattern by up to 30 feet per round. If moved, all creatures under its effects will follow the flowing lights, trying to keep as close to it as possible. If any affected creatures move into a dangerous area, they get a new saving throw. If the view is moved out of sight of an affected creature, they are not longer affected. This spell will continue for 2 rounds after the caster stops concentrating on it.
BF-Illusionist r9Full card →
Re-Animation Necromancer 4
touch • special
Virtually identical to the Cleric or Magic-User animate dead spell, this spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The Necromancer may animate a number of hit dice of undead equal to three times their caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly-intact skeleton; a zombie can be created only from a mostly-intact corpse. The caster must touch the remains to be animated. The caster may control no more hit dice of undead than 6 times their level.
BF-Necromancer r12Full card →
Rot Flesh Necromancer 4
touch • instantaneous
This spell works exactly like the decay flesh spell, save that it deals 2d6 points of damage plus 1 point per caster level to the creature affected by it. The caster must make a successful attack to inflict the damage. A missed attack roll does not dispel the effect, as it can be active until used or a number of rounds equal to the caster's level have passed. Just like the lower level decay flesh spell, this spell may not be reversed, and similarly, this spell works upon undead creatures in the opposite fashion; they are healed for 2d6 points plus 1 point per caster level worth of damage instead.
BF-Necromancer r12Full card →
Solid Fog Illusionist 4
100' + 10' / level • 1 minute / level
This spell functions like obscurement, but in addition it is so thick that any creature trying to move through it is slowed to a speed of 5 feet, irrespective of its normal movement. It also takes a -2 penalty to all attack and damage rolls made in the fog. The solid fog also stops any physical projectiles, making ranged weapon attacks ineffective. The reduction of movement also applies to falling, so any distance that falls through the fog doesn’t count toward falling damage. This fog is more difficult to disperse than obscurement; it takes a severe wind (31+ mph) to disperse it, doing so in 1 round.
BF-Illusionist r9Full card →
Speak with Plants Cleric 4, Druid 4
20' • 1 turn
This spell allows the caster to speak to and understand any single plant (either normal plant or animate plant creature). The GM should remember that normal plants have a limited sense of their surroundings, and most never move from the place where they sprouted. The spell doesn’t alter the plant’s reaction or attitude towards the caster; however, normal plants will generally communicate freely with the caster, as they have nothing else of importance to do. Plant creatures will tend to be slightly more intelligent, and a reaction roll should be used to determine how such creatures respond to the caster's words.
Core p21-42 + BF-Druid r14Full card →
120' • 6 turns
This spell transforms normal wooden sticks into 1d4 hit dice worth of normal (not giant) snakes per every four caster levels. (Types of snakes are detailed in the Monsters section, starting on page 145.) The snakes follow the commands of the caster. When slain, dispelled, or the spell expires, the snakes return to their original stick form. Magical "sticks" such as enchanted staves cannot be affected.
Core p21-42Full card →
Suggestion Illusionist 4
30' • up to 1 hour / level
The caster influences a target creature by suggesting a course of activity limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes the activity. The caster can specify conditions that will trigger an activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. If the recipient creature makes its saving throw, the spell has no effect. A very reasonable suggestion causes the save to be made with a penalty (-1 or -2 is recommended). The creature to be influenced must, of course, be able to understand the suggestion, i.e., it must be spoken in a language which the spell recipient understands. Undead are not subject to suggestion.
BF-Illusionist r9Full card →
40'/level • One hour
This spell summons 1d8 animals within range. No animal may exceed 4HD. The caster may choose up to three types of animals to summon. If none of those types of animals can be found within the spell’s range, the spell fails. Animals that appear are friendly to the caster, and will follow simple commands to the best of their abilities. The caster can choose to dismiss an animal summoned by this spell at any time.
BF-Druid r14Full card →
Tree Form Druid 4
Touch • 1 turn/level
The caster merges their form into a natural tree or similarly large plant. While in this plant, the caster is aware of their surroundings, but cannot speak or cast spells. Within the plant, the caster gains the benefits of a rest at an accelerated rate. Each turn spent resting in the plant’s form counts as an hour’s sleep. While merged in this way, the caster takes half the damage done to the plant. If the plant is destroyed, the caster is shunted into the nearest open space.
BF-Druid r14Full card →
Wall of Bones Necromancer 4
10' / level • 1 round / level
An immobile wall of writhing interlocking bone and bone fragments rises from the earth. The wall is composed of up to one 10- x 10-foot square section, 1 foot thick, per caster level. Unlike the similar spell, wall of stone, the caster may not double the wall’s area by halving its thickness, as the structure is already very porous and would lose its structural integrity, but of course the wall can be made thicker. For instance, a 10th-level caster could conjure a section to fill in a 10-foot cube (10 feet x 10 feet x 1 foot, 10 sections thick). The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall does not require concentration to maintain, but falls to pieces at the end of the spell duration. The spell also differs from the wall of stone spell in that the semi-animated wall attacks those within close proximity to its structure (10 feet) for 2d4 points of piercing and slashing damage from the bones. The structure is not completely solid, so high-strength individuals may attempt to break through with a Strength check, but they take an additional 2d6+1/level points of damage while making the attempt for each 1 foot of thickness that they attempt to move through. A separate Strength check is necessary for each 1 foot of thickness of the wall section in order to break through. The bone wall does not attack the caster or any undead creatures. The wall of bones may be fashioned into simple structures such as ramps or bridges to span a rift, but these uses reduce the size by half so that supporting arches or buttresses can be included.
BF-Necromancer r12Full card →
Wizard Eye Magic-User 4, Illusionist 5, Necromancer 4
240' • 6 turns
With this spell the caster creates an invisible magical "eye" through which they can see. The eye has Darkvision with a range of 30 feet, but otherwise sees exactly as the caster would. It can be created in any place the caster can see, up to a range of 240 feet away, and thereafter can move at a rate of 40 feet per round as directed by the caster. The eye will not move more than 240 feet away from the caster under any circumstances. The eye cannot pass through solid objects, but as it is exactly the size of a normal human's eye, it can pass through holes as small as 1 inch in diameter. The caster must concentrate to use the eye.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Level 5 39
Blight Necromancer 5, Druid 5
touch • instantaneous
This spell withers a single plant of any size. It causes 1d6 points of damage per level of the caster to the touched plant creature. The creature is allowed a save vs. Spells for half damage. If the plant is not a creature, it immediately withers and dies with no saving throw. Only the touched plant is affected; the spell has no effect on anything else in the area.
BF-Necromancer r12 + BF-New Spells r12Full card →
Cloudkill Magic-User 5, Illusionist 5, Necromancer 5
100'+10'/level • 6 rounds/level
This spell creates a 20'x20'x20' cloud of poison gas which moves at a rate of 10' per round under the control of the caster (so long as they concentrate on it). The gas kills outright any living creatures of 3 or fewer hit dice or levels it comes in contact with; creatures having 4 or more hit dice or levels must save vs. Poison or die. The cloud persists for the entire duration even if the caster ceases to concentrate upon it.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Commune Cleric 5
self • 1 round/level
This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or-no question per caster level. The ritual to cast this spell takes 1 turn to complete. The being contacted may or may not be omniscient, and further, though the being is technically allied with the caster, it may still not answer questions clearly or completely. These details are left to the GM's discretion.
Core p21-42Full card →
see text • instantaneous
The caster becomes one with nature, attaining knowledge of the surrounding territory. After 10 minutes of concentration, the caster instantly gains knowledge of one fact per caster level among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, presence of settlement or structure, or even the general state of the natural setting. In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings – caves, caverns, and the like – the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
BF-Druid r14Full card →
Conjure Elemental Magic-User 5, Spellcrafter 5, Druid 7
240' • special
A portal to one of the Elemental Planes is opened, allowing the Magic-User to summon an elemental from that plane. Review the Elemental entry in the Monsters section on page 88 for further details regarding the types available and their statistics. At most one elemental of each type may be summoned by the caster in a given day. Once the elemental appears, it serves the conjurer indefinitely, provided the caster concentrates on nothing but controlling the creature; spell casting, combat, or movement over half the normal rate results in loss of concentration. The conjurer, while in control of an elemental, can dismiss it to its native plane at will (doing so on their Initiative if in combat). If the Magic-User loses concentration, control of the summoned Elemental is lost and cannot be regained. The creature then seeks to attack the conjurer and all others in its path. Only dispel magic or dispel evil will banish the elemental once control has been lost. An elemental may, of course, choose to return to its home plane on its own; such creatures will not choose to remain on the material plane for long.
Core p21-42 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
0 (see text) • 10 minutes/level
The caster alters wind force around them (40 feet per caster level radius cylinder 40 feet high). The caster can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until the caster chooses to alter it, which requires concentration. The caster may create an "eye" of calm air up to a 40-foot radius around them and may choose to limit the area of effect to any cylindrical area less than their full limit. The caster may choose wind patterns over the spell’s area. They can choose a downdraft from the center outward, an updraft from the outer edges in toward the center, a rotation that causes the winds to circle the center, or a blast that simply causes the winds to blow in one direction across the entire area from one side to the other. For every three caster levels, the caster can increase or decrease wind condition by one level (as described in the Waterborne Travel section of the Basic Fantasy RPG Core Rules).
BF-Druid r14Full card →
Create Food Cleric 5
10' • permanent
This spell creates food sufficient to feed up to 3 men or one horse per caster level for one day. This food remains edible for just a day, but this can be extended by a day by casting purify food and water on it (and this can be done repeatedly, keeping the food good indefinitely). Food created by this spell is nourishing and satisfying, but is rather bland.
Core p21-42Full card →
Dispel Evil Cleric 5, Druid 5, Spellcrafter 5
touch • 1 round/level
This powerful spell aids the caster in dealing with creatures from the nether planes, hereafter called "evil creatures." First, the caster's Armor Class is improved by 4 points when attacked by evil creatures; this effect lasts until the spell ends, whether by expiration of the duration or through the employment of one of the following effects. With a successful attack roll the caster can drive an evil creature back to the nether planes; the caster must of course be engaged with the creature (i.e. in melee range). The creature may make a save vs. Spells to resist. Any successful attack roll by the caster for this purpose ends the spells effects, whether or not the creature saves. Alternately, by touching the affected creature, item, or area, the caster can immediately dispel any one spell or similar magical effect cast by the evil creature. There is no roll for this effect, except if the target is an unwilling creature in which case an attack roll is needed to actually touch it. The only spells which cannot be ended this way are those which are immune to dispel magic. Successfully performing the touch ends the spell, regardless of whether or not any evil magic is actually ended.
Core p21-42 + BF-Druid r14 + BF-Spellcrafters r11Full card →
Dream Illusionist 5, Spellcrafter 5
see text • special
This spell allows the caster, or a messenger touched by the caster, to send a recipient a message through the recipient’s dreams. When the spell is cast, the caster must identify the recipient in an unambiguous way. The messenger (whether the caster or someone else) then appears in the recipient’s dream and then delivers the message. The message is purely one-way, and there is no opportunity for questions or interaction. When the recipient wakes up, they will remember the message perfectly. After casting the spell, the messenger is helpless and completely unaware of their surroundings until the spell ends. If the recipient is awake when the spell is cast, the messenger can either end the spell immediately or wait until the recipient goes to sleep. Once the recipient goes to sleep, the message can be delivered. Whether the messenger has to wait or not, the messenger immediately becomes fully aware again once the message is delivered. Creatures who do not sleep cannot be a recipient of this spell.
BF-Illusionist r9 + BF-Spellcrafters r11Full card →
Feeblemind* Magic-User 5, Illusionist 5
180' • permanent
This spell allows the caster to inflict a terrible curse on a living creature, reducing both Intelligence and Charisma to just 1 point each. A saving throw vs. Spells is allowed to resist this effect, but if the target creature is a spellcaster a penalty of -4 is applied to the saving throw. Once feebleminded, the victim of this spell can no longer cast spells, speak or understand any language, or indeed communicate at all as their mind can no longer understand even such simple things as pointing or beckoning. The victim still knows their friends and allies and will follow them and try to help or protect them. This effect can be removed with a heal spell, or with the reversed form of this spell restoremind.
Core p21-42 + BF-Illusionist r9Full card →
Flame Strike Druid 5
60' • instantaneous
A flame strike produces a vertical column of divine fire roaring downward (cylinder with 10-foot radius, 30 feet high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.
BF-Druid r14Full card →
Hold Monster Magic-User 5, Cleric 4, Illusionist 6
180' • 2d8 turns
This spell functions like hold person, except that it affects any living creature that fails its save vs. Spells.
Core p21-42 + BF-New Spells r12Full card →
Insect Plague Cleric 5, Druid 4, Necromancer 5
300'+30'/level • 1 round/level
This spell summons one swarm of locusts per three caster levels, with a maximum of 6 swarms. See Insect Swarm on page 114 for the effects of a swarm. As explained there, a normal swarm of insects occupies a contiguous area equal to three 10 foot cubes; all swarms summoned by this spell must be contiguous with each other such that they effectively form a single huge swarm, though the caster may stretch them out in a line, form them into a block, or indeed arrange them in some serpentine form if desired. The summoned swarms persist for the duration above, or until they are slain, whichever comes first. The caster may summon them in areas where creatures are already located. Once summoned, the swarms are stationary until they disappear or are slain, and they attack any creatures who are within their area.
Core p21-42 + BF-Druid r14 + BF-New Spells r12Full card →
Magic Jar Magic-User 5, Necromancer 5, Spellcrafter 5, Illusionist 5
60' • special
This spell allows the caster to attempt to possess the body of another living creature. The caster begins by placing their spirit into a gem, jewel, or large crystal of some sort within the spell range, called the magic jar. The caster needs to know where the magic jar is located, but does not have to be able to see it. While the caster's spirit is outside their body, that body appears to all intents and purposes to be dead, but does not undergo decay as a normal dead body would. Each round after entering the magic jar the caster's spirit can attempt to take control of the body of a living creature within the spell range; the target is allowed a save vs. Spells to resist. If the saving throw fails, the spirit of the target (now called the host) is trapped in the magic jar and the caster's spirit takes possession of the host's body. Possession of a creature by means of this spell is blocked by protection from evil or a similar ward. If the attempt to possess a victim fails, the caster's spirit remains in the magic jar, and that target creature is immune to further attempts for the duration of the spell. The caster may make an attempt to possess another target on the following round, if desired. If on the other hand the possession attempt is successful, the caster may remain in control of the host's body for as long as desired. The caster's spirit may return to the magic jar at any time when it is within spell range, restoring the host's spirit to its own body. The caster may not return to the same host's body again for the remainder of the duration of this spell, but may attempt to possess it again on a subsequent casting. Whenever the caster's spirit is in the magic jar, it may choose to return to its own body if it is within spell range. If the body is not in range, the caster's spirit may become trapped if no vulnerable creatures are in range. Whenever the caster's spirit returns to their own body, the spell ends. There is a 50% chance that the magic jar will shatter when the spell ends (if the spell did not end because it was broken), becoming worthless and unusable. When the caster's spirit possesses a host, the caster has access to the physical abilities of the host's body, including Strength, Dexterity, and Constitution, while still retaining their own Intelligence, Wisdom, and Charisma. The caster has access only to their own knowledge, class and level, attack bonus, saving throws, spell casting ability, and any other purely mental capabilities. The caster does not gain access to supernatural or otherwise extraordinary powers of the host, and may not be able to perform physical actions that the caster has never done before (such as flying, if a winged body has been possessed). The caster does have access to the host's sensory capabilities, such as Darkvision, the enhanced sense of smell of a dog, and so on. If the caster's spirit is in the magic jar, and the jar is broken (whether by dispel magic or physical damage), the caster's spirit will return to its own body if it is in spell range; if not, the caster's spirit departs (i.e. the caster dies). In either case, the spell ends. If the caster's spirit is driven from the host body by dispel evil, and the magic jar is in range of the host body, the caster's spirit returns to the jar and the host's spirit returns to its body. The caster will not be able to possess the same host again for the remaining duration of the spell. If the magic jar is not in range of the host body, the caster's spirit departs, the host's spirit is freed from the jar and also departs, and the host's body dies. If the host's spirit is in the magic jar, and the jar is broken while in spell range of the host body, the caster's spirit departs, the host's spirit returns to its body, and the spell ends. If the jar is broken while out of range of the host's body, the host's spirit departs, the caster's spirit is stranded in the host body. Note here that the spell has not ended. Dispel evil can still be used to drive the caster's spirit from the body, which departs as noted, ending the spell. A stranded caster may use another casting of this spell (with another magic jar, of course) to return to their own body, which of course kills the host's body.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
Mask of Life Necromancer 5
touch • 1 hour / level
This spell makes a single undead creature appear to be alive. The caster can decide which race and style of clothes is worn by an undead creature. The spell will also make the target’s movements appear life-like. The illusion will create appropriate ambient effects (smells, sounds, clothing textures, and such) that would be expected for the life-like appearance. If the appearance is that of a living version of the target, anyone interacting with the target takes a -5 penalty to any saving throw to disbelieve the illusion. If the target attacks or does anything that only the undead creature could do, the penalty is removed.
BF-Necromancer r12Full card →
Mirage Arcana Illusionist 5
120' • instantaneous
This spell works as hallucinatory terrain, except that any kind of terrain may be re-imaged, including terrain, structures, and equipment. This allows buildings to be hidden or added, and other equipment to be hidden or shown. Creatures, however, cannot be disguised or concealed, though they may always hide themselves within the illusion just as they could hide were the illusory terrain real. This spell requires a full turn to cast.
BF-Illusionist r9Full card →
Mislead Illusionist 5
100' • special
The caster becomes invisible (as if by means of improved invisibility) and at the same time an illusory double of them appears (as if by means of spectral force). The caster is then free to go elsewhere while their double moves away. The double appears within the given range, but thereafter moves as the caster directs it (which requires concentration). The double may be controlled at any distance from the caster, so long as the caster remains able to see it. The caster can make the double appear superimposed perfectly over their body so that observers don’t notice an image appearing when the caster turns invisible. The caster and the double can then move in different directions. The double moves at the caster's speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as the caster concentrates upon it, plus 3 additional rounds. After the caster ceases concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per caster level, regardless of concentration.
BF-Illusionist r9Full card →
Mummify Necromancer 5
touch • permanent
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see its monster entry). Mummies do not count against the normal limits of controllable undead (per re-animation spell), but the caster can maintain control over as many Hit Dice of mummies as their own level. Mummies do not travel well, being slow and quickly wear down, taking damage on long journeys. They make better guardians for the animator's lair. A separate casting of the spell is necessary for each mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the difficulty will be greater (the GM determines how much more difficult). More powerful mummies, such as those with intact class- based powers, are generally created through the use of the undeath spell. Mummification is generally in the realm of the Necromancer, but occasionally Clerics of certain cults might have access as well.
BF-Necromancer r12Full card →
Nightmare Illusionist 5
see text • instantaneous
This spell allows the caster to send a horrific phantasmal vision through the recipient’s dreams. When the spell is the caster must identify the recipient in an unambiguous way. The nightmare prevents restful sleep and causes 1d10 points of damage to the recipient. They are then unable regain spells again for 24 hours. The recipient is allowed a saving through vs. Spells, which can be modified by how well the caster knows the recipient and if the caster has some token connected to the recipient. If dispel evil is cast on the recipient while this spell is being cast, the nightmare is dismissed with no effect and the caster is paralyzed for 1 turn per level of the caster performing the dispel evil. If the recipient is awake when the spell is cast, the caster can either end the spell immediately or wait in a trance until the recipient goes to sleep. Once the recipient goes to sleep, the message can be delivered. Whether the caster has to wait or not, the caster immediately becomes fully aware again once the message is delivered. The caster is completely helpless physically and mentally while in the trance. Creatures who do not sleep cannot be a recipient of this spell.
BF-Illusionist r9Full card →
Passwall Magic-User 5, Necromancer 5, Spellcrafter 5
30' • 3 turns
Passwall creates a temporary breach or passageway through walls of wood, plaster, or stone; metal walls cannot be affected by this spell. This breach is up to 10 feet deep plus an additional 10 feet per three caster levels above 9th (20 feet at 12th, 30 feet at 15th, 40 feet at 18th). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends (due to duration, dispel magic, or caster's choice), creatures within the passage are ejected out the nearest exit.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Plane Shift Cleric 5
touch • instantaneous
When cast, the caster or the creature touched is sent to another plane or dimension. If multiple creatures link hands in a circle, up to eight may plane shift. All participants must be willing. If any intended participant is unwilling, the spell fails with no effect. Plane shift is highly inaccurate and while the desired plane or dimension will always be reached, arrival will be 1-100 (d100) miles from the intended destination.
BF-New Spells r12Full card →
Private Sanctum Spellcrafter 5, Magic-User 5, Necromancer 5
30’ • 24 hours
This spell creates a field impenetrable to most kinds of scrutiny. Those looking into the area from outside see only a dark, foggy mass. Darkvision cannot penetrate it. Eavesdroppers do not perceive any sound, no matter how loud, emanating from the area. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells. Divination spells like magic mirror, clairvoyance, and clairaudiance cannot perceive anything within the area. No speech is possible between those inside and those outside the sanctum. The spell does not prevent other means of communication, such as telepathic communication, or such as that between a Magic-User and a familiar. Private sanctum does not stop creatures or objects from moving into and out of the area.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Programmed Illusion Illusionist 5
180' • special
This spell functions like advanced illusion, except that this spell activates when a specific condition occurs. The caster sets the triggering condition when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired, but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as religious belief or magical ability. For example, the spell could be set to trigger when a character wearing robes and a pointed hat enters an area, but not when a Magic-User enters the area. The spell remains ready indefinitely. When triggered, the spell will last at most 1 round per caster level.
BF-Illusionist r9Full card →
Quest* Cleric 5
5'/level • special
By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action. A saving throw vs. Spells will allow an unwilling target to resist a quest when it is first cast. However, the target may choose to accept the quest, typically as part of a bargain with the caster to perform some service. Once subjected to this spell, the subject must obey the instructions given by the caster indefinitely, though if the quest is to perform some action the spell effectively ends when that action has been completed. For every 24 hours that an affected creature chooses not to obey the quest (or is prevented from obeying it), it suffers 3d6 points of damage. This damage is limited, in that it will not kill the target; if the damage is enough to do so, roll 1d4 for the number of hit points the affected creature retains (similar to the spell harm, the reverse of heal). If the task assigned to the subject of this spell is open- ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level. Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts. A quest (and all effects thereof) can be ended by a remove curse spell from a caster two or more levels higher than the caster of the quest, or by a wish, or by the reverse of this spell. Dispel magic does not affect a quest spell.
Core p21-42Full card →
Raise Dead* Cleric 5
touch • instantaneous
This spell restores life to a deceased humanoid (as defined in charm person). The caster can only raise a being that has not been dead for more days than the caster has levels. The spirit of the target of this spell must be willing to return. If the target's spirit is trapped or contained in any way, the spell will fail. It will also fail if the target died of old age, as the body simply has no life left in it. Similarly, undead creatures are not affected by this spell as they can no longer be returned to life in any normal sense. The body of the target must be adequately intact to support life, but all wounds no matter how major are healed. Body parts missing when the target is raised are still missing afterward. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. Creatures brought back from the dead always suffer some loss or penalty from the ordeal. Characters lose one level of ability permanently (i.e. it does not accrue a negative level, but rather loses an actual level, being reduced to the minimum number of experience points required for the previous level). First level characters are reduced to Normal Man status; if the character was already a Normal Man they lose a point of Constitution. These losses are permanent, though of course the character may gain levels in the normal fashion. (Characters reduced to Normal Man status must gain 1,000 XP to return to 1st level). Monstrous humanoids (orcs, goblins, and the like) lose one hit die, or are reduced to ½ hit dice if the monster has just one to start with. Such humanoids who already have ½ hit dice are reduced to a single hit point. These losses are generally permanent, though the GM may allow such creatures in service to a player character to recover by gaining 1,000 XP per hit die the creature would be returning to (so a lizard man who has been reduced to 1 hit die must earn 2,000 XP to return to its original 2 hit dice); treat such a creature as being a retainer for this purpose. Upon being raised, the target has 1 hit point per level or hit die (using its current reduced figure, of course), with a minimum of 1 hit point. A character who died with spells prepared has none prepared upon being raised. The reverse of this spell, slay living, will kill instantly the creature touched (which may be of any sort, not just a humanoid) unless a save vs. Spells is made. If the saving throw is successful, 2d6 points of damage is dealt to the victim instead. An attack roll is required to apply this spell in combat.
Core p21-42Full card →
Ring of Lesser Healing Druid 5, Cleric 5
15 ft. radius • instantaneous
This spell allows the caster to create an effect equivalent to the spell cure light wounds affecting multiple creatures within a 15' radius. This spell thus cures 1d6+1 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully. The reverse of this spell, Ring of Greater Infliction, allows the caster to cast cause light wounds on multiple creatures within a 15' radius. This form of the spell causes 1d6+1 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster must choose which creatures are affected. Those targeted are allowed a saving throw vs. Spells to resist this damage fully. Undead creatures affected by this spell receive healing rather than suffering damage.
BF-New Spells r12Full card →
Rock to Mud* Druid 5, Spellcrafter 5
150' • permanent
This spell turns natural, uncut or un-worked rock of any sort into an equal volume of mud; up to two 10- foot cubes per caster level may be so transformed. Magical stone is not affected by this spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5' and causing it to suffer a -2 penalty to attack rolls, saving throws, and armor class. Creatures large enough to walk on the bottom can wade through the area at a speed of 5', suffering none of the other penalties given. If rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool to a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed a save vs. Death Ray. Castles and large stone buildings are generally immune to the effect of the spell, since rock to mud cannot affect worked stone and doesn’t reach deep enough to undermine such a buildings’ foundation. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially-toppled by this spell. The mud remains until a successful dispel magic or mud to rock spell restores its substance (though not necessarily its form). Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. When using the reverse, mud to rock, the spell converts the same volume of mud into relatively soft stone (such as limestone or sandstone) permanently. Any creature in the mud must save vs. Death Ray to escape before the area transforms into rock (assuming it has enough movement to do so).
BF-Druid r14 + BF-Spellcrafters r11Full card →
Secret Chest Spellcrafter 5
see text • 60 days
This spell hides a chest in an extra-dimensional space for as long as 60 days. Regardless of the chest’s actual size, (which is about 3- by 2- by 2 feet) it can contain up to 1 cubic-foot of material per caster level. The caster can retrieve the chest at will by a simple act of will; the chest will appear beside the caster. If any living creatures are in the chest, there is a 75% chance that the spell simply fails. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever else they need to survive.
BF-Spellcrafters r11Full card →
Seeming Illusionist 5
30' • 1 turn / level
This spell works as change self, but instead can affect up to one person per two levels of the caster. All creatures to be affected must be willing and within the given range. The caster may choose which creatures are affected and may include themselves.
BF-Illusionist r9Full card →
Starlight Blade Spellcrafter 5
touch • 1 round/level
When cast upon a weapon, starlight blade enhances its abilities against undead creatures of all types. The weapon immediately begins to glow with a silvery radiance and with each stroke leaves a trail of white sparkles, like stars in the night sky. Any undead creature struck suffers an additional 1d6+1 points of damage. In addition, the wielder of the weapon may roll to Turn the creature as if a 5th-level Cleric. Contrary to this spell's name, starlight blade works equally well on any type of weapon.
BF-Spellcrafters r11Full card →
Stoneskin Druid 5, Magic-User 5, Spellcrafter 5
touch • 1 turn/level
Protects the caster. The caster's skin becomes hard and stone-like, protecting the caster by absorbing the first 10 points of damage from all attacks. (This operates like hardness.) Once the spell has absorbed 10 points of damage per caster level, the spell is discharged.
BF-New Spells r12Full card →
60'/level • One day
This spell is exactly like summon animals I, but it summons up to 3d4 animals (4 HD or less), or 1d6 animals (8 HD or less).
BF-Druid r14Full card →
Symbol of Pain Necromancer 5
see text • see text
With this spell, the caster writes a potent rune on a surface. When triggered, each creature within 60 feet of the symbol of pain are wracked with pain. This pain imposes a -4 to all attack rolls, damage rolls, and saving throws. These effects last for as long as the creature stays within range of the symbol, and for 1 hour after leaving the area. Once triggered, the symbol will remain active for 1 turn per caster level. After that the symbol is discharged. A symbol is permanent until discharged; it may be removed by dispel magic that targets the rune specifically. The symbol is triggered by one or more of the following, as determined by the caster: a victim looks at the rune, reads the rune, touches the rune, or passes near the rune. Regardless of the triggering methods, it cannot be triggered by a creature more than 60 feet away. Once the spell is cast, the trigger methods cannot be changed. Triggering methods can be further modified by qualifiers, type of creature, race of creature, number of creatures, skip some number of triggers (so it is the third creature to touch it, not the first or second), or any other qualifier that is based on observable actions or details. The symbol may also be assigned a password that will temporarily disable the symbol when the password is said as a creature enters the range of the symbol. Each time the range is entered, the password must be said again or the symbol will go off. This is set at the time of casting and cannot be changed.
BF-Necromancer r12Full card →
Telekinesis Magic-User 5, Spellcrafter 5
self • 3 turns
This spell permits the caster to move objects or creatures by concentration alone; the caster can move such things weighing up to 50 pounds per caster level at a rate of up to 20 feet per round. Creatures targeted by this spell are allowed a saving throw vs. Death Ray to resist, whether it is the creature itself being affected or an object in its possession. In order to use this power the caster must maintain concentration, moving no more than normal movement (no running), making no attacks and casting no further spells. If concentration is lost (whether intentionally or not), the power may be used again on the next round but the target of the effect is allowed a new saving throw.
Core p21-42 + BF-New Spells r12Full card →
Teleport Magic-User 5
self • instantaneous
The caster of this spell is instantly transported to another location up to 100 miles away per level of ability. The spell transports the caster only within their current plane of existence. Other creatures (passengers) and inanimate objects (cargo) may be transported along with the caster, up to a maximum of 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster). Unwilling creatures are allowed a saving throw vs. Spells to resist the spell, and the caster may need to make an attack roll to make contact with such a creature. Likewise, a successful save vs. Spells will prevent items in a creature's possession from being teleported. The spell is directed by the mind of the caster, who must visualize the destination area; failure to visualize it properly can cause the spell to fail in a variety of ways, and destinations heavily saturated with magical energy (as defined by the Game Master) will cause the spell to fail automatically. To determine the results of this spell, choose the appropriate column on the table below, then roll d%. Knows Well Knows Somewhat Saw Once Spell Result 01-02 01-03 Disaster 03-07 04-13 Wrong Place 08-13 14-25 Fell Short 04-00 14-00 26-00 Success! Knows Well applies when the caster has visited the destination frequently and/or spent a substantial amount of time there; generally, the caster should have spent at least 7 days (not necessarily in a row) at the destination within the last year to qualify for this category. Any place where the caster lived for more than a month in the last ten years, or more than a year in their life, also qualifies. Knows Somewhat applies when the caster has spent substantial time in the destination area, but not enough to qualify for Knows Well. Alternately, the caster may have made an in-depth study of the area, looking at accurate drawings, maps, and floorplans or spending hours listening to descriptions from one or more people who Know Well the destination. Saw Once applies when the caster has visited a place for as much as a day, but no more, or when the caster has attempted the study required for the second definition of Knows Somewhat but has failed to acquire enough information (in the GM's opinion). If the caster attempts to travel to a location that does not exist, or perhaps once existed but has been destroyed or otherwise changed so much that the caster would not recognize it, roll 2d20 instead d% for the result of the casting. In this case, if Success! is rolled the spell simply fails and no one is transported anywhere. Success! means exactly what it says. The caster, passengers, and cargo arrive safely exactly where the caster intended. Fell Short indicates that the caster, passengers, and cargo arrive safely 1d8x10% of the way to the intended destination. Note that arriving "safely" does not mean that the destination is safe, but only the trip. Wrong Place means that the caster, passengers, and cargo arrive at some place that resembles the intended destination. This means that the caster appears in the closest similar place within range, as decided by the GM. If no such area exists within the spell’s range, the spell simply fails instead. Disaster indicates that the caster, passengers, and cargo have encountered dimensional turbulence and have crashed, becoming separated (if passengers and/or cargo accompanied the caster) and being injured in the process. Each creature including the caster suffers 1d12 points of damage, and then rolls again on the same column using 2d20 instead of d%. If another Disaster is rolled for any creature, apply another 1d12 points of damage and roll once more. Cargo objects are not normally damaged but the result must be rolled for each such item to determine where it has appeared; in this case, if Disaster is rolled the cargo item disappears forever.
Core p21-42Full card →
True Seeing Cleric 5, Illusionist 6, Spellcrafter 6
touch • 1 round/level
This spell confers on the target the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of transformed, changed, or transmuted things. The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance.
Core p21-42 + BF-Illusionist r9 + BF-New Spells r12Full card →
Wall of Fire Cleric 5, Magic-User 4, Druid 5, Spellcrafter 4
180' • 1 round/level
(or special) This spell creates a vertical sheet of flames in an area indicated by the caster, which is either a wall of flame up to 20' in length per caster level, or a ring with a radius up to 5' per caster level. The caster may choose to make the wall smaller if desired. The wall may be up to 20' tall (as desired by the caster and/or constrained by the ceiling). The entire wall must lie within the range given above. One or both sides of the wall may be hot, as determined by the caster at the time of casting. Once created, the wall cannot be moved or changed. Any creature within 20 feet of a hot side of the wall will suffer 1d4 points of damage each round, or 2d4 points if within 10 feet. Damage is applied on the round the spell is cast and each round thereafter. Actually passing through the wall causes 2d6 points of damage, plus 1 per caster level, even if the side the character or creature entered from was not a hot side. Undead creatures are particularly susceptible to this spell, and suffer twice the damage described above. If the caster evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall; a save vs. Spells is allowed, with success indicating that damage is rolled as if the creature is within 10' of the wall. The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration, or may cast it with the standard duration of 1 round per level, at their option.
Core p21-42 + BF-Druid r14 + BF-Spellcrafters r11Full card →
Wall of Stone Magic-User 5, Necromancer 5, Spellcrafter 5, Cleric 5
15' per level • permanent
Using this spell the caster creates a stone wall. The wall is composed of up to one 10'x10' square section, one foot thick, per caster level. The caster can form this wall into almost any shape, with some restrictions. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The wall cannot be created such that it occupies the space of any object or creature. It must be adequately supported by existing stone, which it will bond with automatically, but need not be supported over its entire area. For example, a wall of stone may be formed into a bridge over a stream or chasm, so long as both ends of the bridge rest solidly upon (and bond with) existing stone. Bridges longer than 20 feet must be arched, buttressed, or both in order to stand; this extra construction reduces the wall's usable volume by half, as does creating a wall with battlements, crenelations, and similar basic structural elements. No complex structural elements may be created by this spell. Though made by magic, the wall is made of stone and can be broken or damaged just as if it were ordinary stone. The wall can be formed into a container to trap creatures, and if this is attempted the targets of the spell are allowed to save vs. Death Ray to avoid being trapped. If the save is successful the targets are able to make up to one full move to a space outside the container.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
Waves of Fatigue Necromancer 5
30' • 1 turn / level
This spell sends an invisible wave of harmful energy out forward of the caster to a range of 30 feet. All living creatures in the area suffer a -2 adjustment to their Strength and Dexterity for the duration of the spell.
BF-Necromancer r12Full card →
Level 6 42
100'+10'/level • 1 round/level
This spell allows the caster to animate objects that are normally inanimate, but targets of this spell must be natural objects (ex. a boulder, a tree stump). It otherwise behaves exactly like animate objects.
BF-Druid r14Full card →
Animate Objects Cleric 6, Spellcrafter 6
100'+10'/level • 1 round/level
This spell allows the caster to animate objects that are normally inanimate, such that they may move and even appear to be alive. Objects to be animated may not be in the possession (worn or carried) of any creature, and must be non-magical in nature. The caster can animate one object per level, up to a maximum of 25 lbs. per caster level (i.e. 300 lbs. at 12th level, 325 lbs. at 13th level, and so on). Such objects are normally used to attack the enemies of the caster, and the GM must rule on their effectiveness in combat. In general, animated objects attack using the same attack bonus as the caster. Small or lightweight objects do no more than 1d4 damage per hit, while larger and/or heavier objects do 1d6 or 1d8 (at the GM's discretion). As a special case, weapons which are animated do damage using the normal die roll for the type, but only up to a maximum 1d8. Animated objects have a movement rate of 10', and generally must move in contact with the ground (walking, hopping, slithering, or bouncing, however seems most appropriate to the GM).
Core p21-42 + BF-Spellcrafters r11Full card →
Anti-Magic Shell Magic-User 6, Necromancer 6, Spellcrafter 6, Cleric 7
10' radius • 1 turn/level
Within a 10' radius around the caster, all magic is negated for the full duration of the spell. Magical attacks will not affect the caster, magic items and spells within the radius are suppressed, and the caster cannot perform further magic until the spell has expired.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11 + BF-New Spells r12Full card →
Blade Barrier Cleric 6, Spellcrafter 6
90' • 1 round/level
This spell creates a barrier of flying, spinning, flashing blades. The caster may choose a barrier up to 20' high which extends up to 20' long per level of caster, or a ring-shaped barrier up to 20' high with a radius of up to 5' per each two full caster levels (so 30' at level 12 or 13, 35' at level 14 or 15, and so on). Should any creature pass through the wall, it suffers 1d6 points of damage per caster level, with a maximum damage of 15d6. A successful save vs. Death Ray reduces damage by half. The caster may choose to conjure the wall in an area where creatures are already located; if this is done, all such creatures are harmed as if they passed through the wall, but a successful save vs. Death Ray in this case indicates that the creature has avoided all damage by jumping to one side or the other of the wall as chosen by the creature. Any ranged attacks passing through a blade barrier suffer a penalty of -4 on the attack roll.
Core p21-42 + BF-Spellcrafters r11Full card →
Control Undead Necromancer 6, Cleric 6
60' • 6 rounds / level
This spell allows for complete control of up to 3 HD/caster level of undead for a short period of time. Verbal control is required, but they will understand regardless of the language used. If communication is not possible, they will still not attack. Intelligent undead creatures may save vs. Spells to resist and will remember if they are controlled. Unintelligent undead do not get a saving throw and the control is permanent. Any unintelligent undead controlled using this spell count against the total control limit from re-animation.
BF-Necromancer r12 + BF-New Spells r12Full card →
Death Spell Magic-User 6, Necromancer 6
240' • instantaneous
This spell will kill 3d12 hit dice or levels of creatures in a 30' radius sphere centered wherever the caster wishes (within the range limit). Excess levels of effectiveness are lost. Each creature affected is allowed to save vs. Death Ray; those that fail the save die immediately. Creatures of 8 or more hit dice or levels are immune to the spell, as are undead monsters, golems, and any other "creature" that is not truly alive.
Core p21-42 + BF-Necromancer r12Full card →
Disintegrate Magic-User 6, Necromancer 6, Spellcrafter 6
60' • instantaneous
This spell projects a green laser-like beam of light from the caster's pointing fingertip. Any single creature or object (up to a 10x10x10 foot cube of material) will be completely disintegrated. The target is allowed a save vs. Spells to resist. This spell can target just one creature per casting, so if the target makes its save the spell is wasted. Equipment worn or carried by a disintegrated creature is not affected, and will naturally fall to the floor as if dropped.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Eyebite Necromancer 6
60' • 1 round / 3 levels
Each round the caster may target a single living creature for the duration of the spell. The affected creature suffers effects depending on its total hit dice. If the target has 10 HD or more, it is sickened. If the target has 5 HD through 9 HD, it is panicked and sickened. If the target has 4 HD or fewer, it is comatose, panicked, and sickened. The effects are cumulative and concurrent. Targeting each additional creature after the first requires an action, and only one may be targeted in a given round. The target must save vs. Death Ray to avoid the worst effect of the spell. If the target is affected by more than one effect, the remaining effects are still present. If a creature is sickened, it suffers from a -2 modifier for attack rolls, damage rolls, and saving throws. This effect lasts for 1 turn per caster level. If a creature is panicked, it will flee for 1d4 rounds. After that, the victim will flee again for 1d4 rounds if it can still see the caster. Even after the fleeing ends, the creature is still affected by the sickening as described above. If a creature is comatose, it falls into a coma for 1 turn per caster level. During this time, the victim cannot be awakened by any means short of dispelling the effect. Even if the coma is dispelled, the creature is still subject to fleeing if the caster is visible, and is still sickened. This is not a sleep effect.
BF-Necromancer r12Full card →
False Vision Illusionist 6
touch • 1 hour / level
Any attempt to observe anything within the area of this spell from most kinds of scrutiny will fail. Those looking into the area see a false image (as the spell advanced illusion), as defined by the caster at the time of the casting. As long as the duration lasts, the caster can concentrate to change the image as desired. While not concentrating, the image remains static. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells. Divination spells like magic mirror, clairvoyance, and clariaudience cannot perceive anything within the area. False vision does not stop creatures or objects from moving into and out of the area, but they will likely need to disbelieve the illusion before they try.
BF-Illusionist r9Full card →
Find the Path Cleric 6, Druid 6
touch • 1 turn/level
This spell grants the caster, or another subject the caster touches, the ability to find the best and shortest route to a destination selected by the caster. The caster must have some knowledge about the location; any location the caster has ever visited can be so located, as well as locations described to the caster. Even knowing the name of a location (if it has a name) is enough for this spell to function. This spell works as well indoors or even underground as it does in the outdoors. However, find the path works with respect to locations, not objects or creatures. It can only lead someone to a destination that is on the same plane of existence as the caster when cast; this can be very limiting if the caster (and subject if any) is in a closed or pocket universe of some kind. The subject can sense the approximate direction of the destination, but also knows the best path to get there, sensing each turning and knowing which paths or corridors to follow when choices appear (but not sooner, unfortunately). The spell even overcomes things such as secret doors, which the subject will sense and know how to open, and grants the knowledge of passwords or codes at the correct moments. Note that the spell will always choose the best path. For example, if the shortest way requires the use of a key which the subject does not have, the spell will choose a different, probably longer way if possible. If this is not possible, the subject will be led to the locked door and will understand that they must find a way to pass through on their own. The spell ends when the subject arrives at the destination or when the duration expires, whichever comes first. If the duration expires before arrival, the subject may still remember the approximate direction to the destination but will no longer know the way.
Core p21-42 + BF-Druid r14Full card →
Flesh to Stone* Magic-User 6, Spellcrafter 6
30'/level • permanent
This spell causes a living creature, along with all gear it wears or carries, to be petrified. This is the same effect caused by the gaze of a medusa or the touch of a cockatrice. A saving throw vs. Petrification is allowed to resist the spell. The petrified victim becomes dormant; its mind cannot be contacted in any way, and it is neither properly alive nor dead. Damage inflicted on its statue-like form will apply to its fleshy form if it is ever restored; simply breaking off an arm or leg is probably enough to result in death due to blood loss. The GM should determine the effects of any such injury. The reverse spell, stone to flesh, acts as a counterspell for flesh to stone, restoring the creature just as it was when it was petrified. It does nothing if applied to ordinary stone which is not the result of flesh to stone or a similar petrification effect.
Core p21-42 + BF-Spellcrafters r11Full card →
Geas* Magic-User 6, Illusionist 6
5' per level • special
By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action. A saving throw vs. Spells will allow an unwilling target to resist a geas when it is first cast. However, the target may choose to accept the geas, typically as part of a bargain with the caster for some service. Once subjected to this spell the subject must obey the instructions given by the caster indefinitely, though if the geas is to perform some action the spell effectively ends when that action has been completed. For every 24 hours that the subject chooses not to obey the geas (or is prevented from obeying it), it suffers a penalty of -2 to each of its ability scores, up to a maximum penalty of -8. No ability score can be reduced to less than 3 by this effect. If the subject resumes obeying the geas, all such penalties are removed after 24 hours. If the task assigned to the subject of this spell is open- ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level. Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts. This spell (and all effects thereof) can be ended by a remove curse spell from a caster of a higher level than the caster of the geas, or by a wish, or by the reverse of this spell. Dispel magic does not affect a geas spell.
Core p21-42 + BF-New Spells r12Full card →
Guards and Wards Spellcrafter 6
Anywhere within the area to be warded • 2 hours/level
This spell casts a ward of misdirection and protection on an area of 200 square-feet per caster level. The warded area can be as much as 20 feet high, and shaped as the caster desires. By dividing the area affected, it is possible for this spell to ward several stories of a stronghold. The caster must be inside the area to be warded to cast the spell. The spell creates the following magical effects within the warded area: Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet is concealed (missile attacks have a -1 to hit). Creatures farther away are totally concealed (missile attacks have a - 4 to hit). Wizard Locks: All doors in the warded area are wizard locked. Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Confusion: Where there are choices in direction, such as a corridor intersection or side passage, a minor confusion- type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Lost Doors: One door per caster level is covered by an image to appear as if it were a plain wall. This is saved against as if it was a phantasmal force spell. In addition, you can place your choice of one of the following five magical effects: 1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. 2. A magic mouth in two places. 3. A minor warding in two places. 4. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. 5. A sleep in two places. You select an area of up to 5 feet square, and any creature who enters or passes through the area triggers the sleep spell. The whole warded area radiates strong magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
BF-Spellcrafters r11Full card →
Heal* Cleric 6
touch • permanent
This spell enables the caster to almost totally cure wounds, diseases, and other afflictions of a single living creature. With a touch the caster cures blindness, deafness, confusion, disease, feeblemind, choking, nausea, and poison. All but 1d4 hit points are restored to the subject, if it has any injuries. Ability points losses are fully restored, if and only if those losses would be recoverable without this spell; permanent losses to ability scores are not recovered. Energy drain is also not affected by this spell. The reversed spell, harm, injures the creature touched so horribly that it is left with only 1d4 hit points. The caster must succeed at a normal attack roll in this case; failure means the spell is wasted. Note that, if the victim has fewer hit points remaining than the number rolled, they will take at least one point of damage (and this is the only case in which harm may kill a creature). Heal and harm normally only affect living creatures. If applied to an undead creature, the effects are reversed such that heal becomes harm and vice versa.
Core p21-42Full card →
Invisible Stalker Magic-User 6, Illusionist 6
— • special
The caster summons an invisible stalker to do their bidding. The spell persists until dispel evil is cast on the creature, it is slain, or the task is fulfilled. The GM is advised to review the monster entry for the invisible stalker (found on page 115) when this spell is used, as they may not always perform reliably.
Core p21-42 + BF-Illusionist r9Full card →
Lower Water Magic-User 6, Druid 4
20'/level • 1 turn/level
Using this spell the caster lowers the level of the water in a river, a lake, or even the sea by up to 2 feet per caster level for the given duration, but to no less than 1 inch deep. The spell affects an area with radius of at most 10 feet per level centered on the caster's chosen location (within the range given). There will be a steep slope up to the surface of any area of un-lowered water that falls outside the spell's radius. Ships which were already in the area of effect as well as any that dare to enter it will be unable to climb the slope and thus unable to leave the area (if not outright beached by the spell in the first place). This spell has the effect of slow (the reverse of haste) when cast upon water elementals and other creatures formed from water; a save vs. Spells is allowed, with success negating the effect. It cannot be cast upon any other kind of creatures.
Core p21-42 + BF-Druid r14Full card →
Major Spell Immunity Spellcrafter 6
self • 1 round/level
This spell works like minor spell immunity, except that the caster is immune to 1st and 2nd-level spells, and reduces by half the spell effects of 3rd and 4th-level spells.
BF-Spellcrafters r11Full card →
Mass Invisibility Illusionist 6, Magic-User 7, Necromancer 7
240' • special
This spell bestows the effect of an invisibility spell on all creatures within a 30-foot by 30-foot area. Each subject will remain invisible until they attack or cast a spell. A subject that leaves the original area of effect remains invisible.
BF-Illusionist r9 + BF-New Spells r12Full card →
Mass Suggestion Illusionist 6
30' • up to 1 hour / level
This spell bestows the effect of a suggestion spell on all creatures within a 30-foot by 30-foot area. The single suggestion applies to all of the targets. Each target gets its own saving throw.
BF-Illusionist r9Full card →
Maze Illusionist 6
60' • 1 turn (see text)
By means of this spell, the caster banishes the target creature into an extra-dimensional labyrinth. Once per round, the victim of this spell may attempt a save vs. Spells to escape the labyrinth. If the victim does not escape, the maze disappears after 10 minutes, freeing the victim at that time. On escaping or leaving the maze, the target creature reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport or dimension door, do not help a creature escape a maze spell. Minotaurs are not affected by this spell.
BF-Illusionist r9Full card →
Move Earth Spellcrafter 6
400’ • 1 round/level
This spell moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The spell can move up to one 150 feet square (up to 10 feet deep) per round. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
BF-Spellcrafters r11Full card →
Part Water Druid 6
60' • 1 turn/level
The caster gains the ability to manipulate a body of water, parting it to create a pathway. The caster can affect an area of water up to 5 feet per caster level.
BF-Druid r14Full card →
Pass Tree Druid 6
Touch • Instantaneous
The caster gains the ability to walk into one tree they can see and exit from another they can see, as though walking through a door. The trees must be on the same plane, and must be living trees.
BF-Druid r14Full card →
Permanency Spellcrafter 6, Magic-User 6, Necromancer 6
10' • permanent
This spell is used to make another spell of 6th or lower level permanent. Only arcane magic can be affected: Clerical, Druidic, and other spells of divine nature can not be made permanent. No spell with a permanent or instantaneous duration can be made permanent. A permanency spell lasts until dispelled. When it is dispelled, the other spell effect vanishes immediately. Casting a permanency spell causes the loss of 1 point of Constitution. Lost Constitution is recovered using the Constitution Point Losses rules from the Basic Fantasy RPG Core Rules. No more than two spells can be made permanent on a single person, item or place. If a third permanency spell is cast it automatically fails, and there is a 50% that each of the two other permanency spells fails too. A permanency spell is not necessary to make any magical item; using permanency to bind a spell to an object, person, or place is not the same as crafting a magic item. Spells that are commonly made permanent on a creature: detect magic, protection from evil, read languages, read magic, detect invisible, and fly. Spells commonly made permanent on items or locations include: alarm, animate objects, confusion, dancing lights, guards and wards, invisibility, phantasmal force, private sanctum, magic mouth, symbol, wall of fire, and web.
BF-Spellcrafters r11 + BF-New Spells r12Full card →
Permanent Illusion Illusionist 6
180' • permanent
This spell functions much like advanced illusion except that the spell is permanent. The “script” for this spell simply repeats endlessly.
BF-Illusionist r9Full card →
Phase Door Illusionist 6, Magic-User 7, Necromancer 7, Spellcrafter 7
touch • 1 usage / 2 levels
This spell creates a magical passage through a wall, the floor, the ceiling, or even through a section of ground. The phase door is invisible and inaccessible to all creatures except the caster, who is the only one that can use the passage. The passage is 10 feet deep plus another 5 feet for every three caster levels. The caster disappears when entering the phase door and appears when they exit. If desired, the caster can take one other creature through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor it is possible to see through it without using it. A phase door is subject to dispel magic, but only from someone who is of higher level than the caster. If anyone is within the passage when it is dispelled, they are harmlessly ejected (determine randomly in which direction). It is possible to allow other creatures to use the phase door by setting a triggering condition for the door. This condition can be as simple or elaborate as desired. It can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
BF-Illusionist r9 + BF-New Spells r12Full card →
Projected Image Magic-User 6, Illusionist 5, Necromancer 6
240' • 6 turns
This spell creates a quasi-real, illusory version of the caster. This illusion looks, sounds, and smells like the caster, in addition to mimicking gestures and actions (including speech, which is projected from the caster to the illusory image as if by a form of ventriloquism). Any further spells cast seem to originate from the illusion, not the actual caster. A line of sight between the caster and their illusory self must be maintained or the spell ends. Any effect or action that breaks the line of sight dispels the image, as does the illusionary caster being struck in combat. Note that this spell grants no special sensory powers to the caster; for example, if the illusory self is positioned so as to be able to see something the caster can't directly see, the caster does not see it. Also, all spell ranges are still figured from the caster's actual position, not the illusory self's position.
Core p21-42 + BF-Illusionist r9 + BF-Necromancer r12Full card →
Regenerate Cleric 6, Druid 7
touch • permanent
This is the most powerful of healing spells, able to cause lost or destroyed body parts, even internal organs, of a living creature to grow back and heal. Severed body parts can be put back in place and will reattach fully in a round (or one round per body part if multiple parts are to be reattached), but regrowing any number of lost body parts requires a full turn. In addition, the spell heals 3d8 points of damage just as if it were a normal cure wounds spell.
Core p21-42 + BF-New Spells r12Full card →
Reincarnate Magic-User 6, Druid 6
touch • instantaneous
By touching the body of a deceased humanoid (as defined in charm person), the caster brings them back in an entirely new body. The whole body is not needed; in fact, even the smallest fragment of body is sufficient, so long as that fragment was part of the body at the time of the target's death. The caster can only reincarnate a being that has not been dead for more than a week. The spirit of the target of this spell must be willing to return. If the target's spirit is trapped or contained in any way, the spell will fail. Roll on the following table to determine the new form of the target creature: d% New Form Bugbear 02-15 Dwarf 16-29 Elf Gnoll 31-39 Gnome 40-46 Goblin 47-60 Halfling 61-88 Human 89-91 Kobold 92-93 Lizard Man 94-98 Orc 99-00 Choice* If "choice" is rolled for a player character being reincarnated, the player is allowed to choose the new form from among those on the table above. If an NPC is being reincarnated, the GM may choose or roll again. When the spell is cast, a new body forms in a nearby location selected by the caster. The body forms over a period of 6 turns (i.e. an hour), first as a misty outline, then becoming more solid moment by moment until it takes its first breath and awakens. The new form is a young adult, unless the target was younger than that when they died, in which case the new body is the same age as the deceased body. The target creature's new body has obviously suffered none of the harm that may have befallen the old one, and is completely healthy (at least, to start with). The target remembers their previous life, and retains the same class (if possible for the new form) as well as its Intelligence, Wisdom, and Charisma. Strength, Dexterity, and Constitution scores should be rerolled. (If the character's ability scores are outside the allowable range for the new form, they should be adjusted up or down by the GM as needed.) The target loses one level (or hit die); this is a real reduction, not a negative level, and is not subject to magical restoration. The target's hit points should be rerolled completely, as this is an entirely new body. If the target was 1st level, instead of a hit point reduction its new Constitution score is reduced by 2. Characters turned into non-character humanoids (such as an elf who returns as a kobold) will require adjudication by the GM; if the restored target is a player character, the GM is counseled to give as much leeway to the player as possible with the character's new form. Conversely, non-character humanoids who return as characters will need all ability scores rolled; such characters will usually be fighters with a level equal to the target's previous hit dice minus 1, or as Normal Men if the target's previous hit dice were 1 or less. Undead creatures are not affected by this spell; such creatures can no longer be returned to life in any normal sense.
Core p21-42 + BF-Druid r14Full card →
Repel Wood Druid 6
60' • 1 minute/level
This spell creates a flow of energy in a direction the caster sets when the spell is cast. All wooden objects are then pushed away in that direction for the duration of the spell. Any wooden object greater than three inches in diameter that is fully anchored in place will resist the spell. Any wooden object three inches in diameter or less that is anchored will shatter, and its pieces will be pushed away. All affected objects are pushed at a speed of 40 feet per round. Any objects that are carried will push their bearer unless dropped or released. Any spear braced against the spell will shatter. Even magic items with wooden components are pushed away. Once the spell is cast, the path of the flow of energy is set and the caster does not need to do anything to maintain it.
BF-New Spells r12Full card →
Restoration Cleric 6
touch • permanent
Each casting of the spell removes a single negative level from a creature who has suffered energy drain. At 16th level, two negative levels may be removed. See the rules for Energy Drain (in the Encounter section on page 58) for more details. Alternately, this spell can be used to restore drained ability score points. If applied to a character who has temporarily lost ability points, it will restore up to 2d4 lost points to any one drained ability immediately. If applied to a character who has suffered permanent loss of ability points, 1 point can be restored. This spell cannot restore any levels lost permanently, such as those lost due to death as described for the spells raise dead and reincarnate.
Core p21-42Full card →
Reveal Magic Magic-User 6, Spellcrafter 6
5’ • 1 minute
This spell reveals all spell and magical properties of an object, creature, or permanently enchanted area examined with this spell. The caster must examine the object, creature, or location for an entire minute. In the case of a magic item, the caster will learn all of its functions, how to activate it (if required), and any charges left (if it has charges). If it is an object or creature with spells cast on it, or an enchanted area, the caster will learn what spells, their effects, and the caster level of those spells. Any object or magic item that is held by someone who does not want the object or magic item examine may negate the spell with a successful saving throw vs. Spells. Likewise a creature that does not want to be examined may also negate the spell with a successful saving throw vs. Spells.
BF-New Spells r12Full card →
Shadow Walk Illusionist 6
touch (see text) • 1 hour / level
Shadow walk can only be cast in an area of heavy shadows. The caster and up to one willing creature per level are transported to the shadowy edge of reality. In this region of shadow, the caster (and all the creatures that accompany them) moves at an effective rate of 50 miles per hour. Because of the blurring of reality, the caster can’t make out details of the terrain or areas they pass over during transit, nor can they predict perfectly where the travel will end. When the spell effect ends, the caster and any creatures accompanying them arrives 1d10 × 100 feet in a random horizontal direction from the desired endpoint. The caster and their companions always arrive at ground level, except if the landing area is in a body of water (in which case they arrive at the water level) or underground. If arriving underground, the altitude of arrival should be as close as possible to the same altitude as the intended endpoint location.
BF-Illusionist r9Full card →
special • 1 turn/5 levels
This spell allows the caster to speak to and understand any single living monster that is in sight of the caster and able to hear them. The caster may change which monster they are speaking with at will, once per round. Others able to understand the language spoken by the target monster (if any) will be able to understand the caster. The spell doesn’t alter the monster’s reaction or attitude towards the caster. Mindless monsters, plant creatures and undead are unaffected by this spell.
Core p21-42Full card →
80'/level • One day
This spell is exactly like summon animals I, but it summons up to 4d6 animals (4 HD or less), 3d4 animals (8 HD or less), or 1d4 animals (12 HD or less).
BF-Druid r14Full card →
10 miles • 5 turns/level
The caster is able to summon nearby weather conditions. The spell only works while the caster is outdoors, or can see the outdoors. The caster chooses up to three types of weather conditions. If none of those weather conditions can be found within range, the spell fails. The caster cannot control the weather and bend it to their wishes.
BF-Druid r14Full card →
Symbol of Fear Necromancer 6
see text • see text
This spell functions like symbol of pain, except that all creatures within 60 feet of the symbol of fear become panicked for 1 round per caster level. A panicked creature will drop whatever it is holding and flee using any means necessary. If cornered, the creature will cower in fear. The victim will also suffer a -2 to all saving throws. The creature will do this for the duration of the spell. If a save is made, the victim is still shaken and suffers -2 to attack rolls and saving throws for 1 round.
BF-Necromancer r12Full card →
Undeath Necromancer 6
touch • instantaneous
As a vile necromantic alternative to the reincarnation spell, this spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so-called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. Spells to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return. Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (FG) indicate creatures from the Basic Fantasy Field Guide Omnibus. d% Undead Form 01-25 Ghoul 26–40 Ghast (FG) 41-50 Mummy 51-55 Spectre 56-60 Vampire 61-75 Wight 76-84 Wraith 85-90 Ghost 91-00 Other (GM's choice) Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly-'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead. The newly-undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be re-rolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly-risen form excepting any obviously contradicting situations. For instance, Climbing is probably of little importance to a ghost-like form. The spell can thus create generally-superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly-risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and do not have this penalty. For other types of undead not listed here, the GM may assign relevant behaviors that must be followed. Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether this spell affects any specific being. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an NPC under the control of the GM unless he or she has made special accommodations to allow for undead player characters. Note: this spell is intended only for Necromancers, as the other spell-casting classes have access to similar types of spells (reincarnation and raise dead).
BF-Necromancer r12Full card →
Undeath to Death Necromancer 6, Cleric 6
240' • instantaneous
This spell functions exactly as the death spell, except that it affects undead creatures rather than living creatures.
BF-Necromancer r12 + BF-New Spells r12Full card →
Veil Illusionist 6
400' radius • 1 hour / level
This spell works as change self, but instead can affect any number of willing creatures within the given range. The caster may choose which creatures are affected and may include themselves.
BF-Illusionist r9Full card →
Wall of Iron Magic-User 6, Necromancer 6, Spellcrafter 6
90' • permanent
Using this spell the caster creates an iron wall. The wall stands upright, and consists of up to one 10'x10' square section, one inch thick, per caster level. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The caster may choose to make the wall smaller than the maximum size if desired. The wall may not be made less than one inch thick, and must always be created in contact with the ground or floor beneath it. It is always a flat plate with no bends, but the edges do not have to be straight; indeed, the caster can cause the wall edge to mold itself around any obstructing object very closely. The wall cannot otherwise be created such that it occupies the space of any object or creature. If the caster wishes, the wall edges will bond to any inanimate materials they touch (stone walls, soil, furnishings, and so on). If this is not done, the wall may be unsupported (as determined by the GM based on the situation) and will thus likely fall. If left unattended, there is an equal chance it will fall in either direction in 1d6 rounds, but it can be pushed in a specific direction by any character having a minimum of Strength score of 13, or any monster with 4 or more hit dice. Several creatures can work together to do so if desired. (If the optional Ability Roll rule is being used, a Strength roll at -3 is sufficient to topple the wall.) When the wall falls, any creatures it falls upon are likely to be injured or killed. If it is possible for a character or creature to escape the area (i.e. it has sufficient movement rate and is not otherwise prevented from doing so), it is allowed to roll a save vs. Death Ray (with Dexterity bonus added). If this save is successful, the creature or character moves by the most direct route to the nearest safe space; if the save fails or it is for some reason impossible to flee, 10d6 points of damage are inflicted on that victim. Creatures larger than ogre-sized are immune to being crushed and will simply be knocked down if the save fails. The wall is permanent, as indicated, but being made of iron is susceptible to rust and corrosion.
Core p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11Full card →
Word of Recall Cleric 6, Druid 6, Necromancer 5, Spellcrafter 7
self (special) • instantaneous
With the utterance of a single word this spell transports the caster to a place of refuge which they designate when preparing the spell. The place must be Known Well (as explained for teleport) to the caster to be so designated. This spell cannot transport the caster beyond their current plane of existence. The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster). Unwilling creatures cannot be transported by this spell, nor can items in their possession. If the caster or one of their passengers is holding an object that is also being held by an unwilling creature, the latter can retain possession of the object with a successful save vs. Spells.
Core p21-42 + BF-Druid r14 + BF-Necromancer r12 + BF-New Spells r12Full card →
Sources: Core Rule Book Part 3 p21-42 • BF-Druid r14 • BF-Illusionist r9 • BF-Necromancer r12 • BF-Spellcrafters r11. Descriptions transcribed from your PDFs (pymupdf). Reversible spells marked *. Class tags show every class + level (e.g. "Druid 3").