last revised 3/30/24.
There are a number of spells from other editions of Dungeons & Dragons that are absent from the 1981 Basic/Expert rules and its modern restatement Old-School Essentials. This is my attempt to import some of those spells into the B/X framework with the OSE format.
My intent is for this to be a living document to which I can add spells later as necessary. I do not currently feel that illusionist spells need expanding beyond those available in the Old-School Essentials: Advanced Fantasy rules, but that may change in the future.
new spells are listed in bold and listed alphabetically after the default spells
Cleric Spell List
1st Level
- Cure Light Wounds (Cause Light Wounds)
- Detect Evil
- Detect Magic
- Light (Darkness)
- Protection from Evil
- Purify Food and Water
- Remove Fear (Cause Fear)
- Resist Cold
- Sanctuary
2nd Level
- Bless (Blight)
- Find Traps
- Hold Person
- Know Alignment
- Resist Fire
- Silence 15′ Radius
- Snake Charm
- Speak with Animals
- Holy Chant
3rd Level
- Continual Light (Continual Darkness)
- Cure Disease (Cause Disease)
- Growth of Animal
- Locate Object
- Remove Curse (Curse)
- Striking
- Cure Blindness
- Prayer
- Speak with the Dead
4th Level
- Create Water
- Cure Serious Wounds (Cause Serious Wounds)
- Neutralize Poison
- Protection from Evil 10′ Radius
- Speak with Plants
- Sticks to Snakes
- Animate Dead
- Detect Lie
- Dispel Magic
5th Level
- Commune
- Create Food
- Dispel Evil
- Insect Plague
- Quest (Remove Quest)
- Raise Dead (Finger of Death)
- Cure Critical Wounds (Cause Critical Wounds)
- Flame Strike
- True Seeing
Druid Spell List
1st Level
- Animal Friendship
- Detect Danger
- Entangle
- Faerie Fire
- Invisibility to Animals
- Locate Plant or Animal
- Predict Weather
- Speak with Animals
- Purify Food and Water
- Shillelagh
2nd Level
- Barkskin
- Create Water
- Cure Light Wounds (Cause Light Wounds)
- Heat Metal
- Obscuring Mist
- Produce Flame
- Slow Poison
- Warp Wood
3rd Level
- Call Lightning
- Growth of Nature
- Hold Animal
- Protection from Poison
- Tree Shape
- Water Breathing (Air Breathing)
- Cure Disease (Cause Disease)
- Pyrotechnics
4th Level
- Cure Serious Wounds (Cause Serious Wounds)
- Dispel Magic
- Protection from Fire and Lightning
- Speak with Plants
- Summon Animals
- Temperature Control
- Hallucinatory Terrain
- Insect Plague
- Plant Doorway
5th Level
- Commune with Nature
- Control Weather
- Pass Plant
- Protection from Plants and Animals
- Transmute Rock to Mud (Mud to Rock)
- Wall of Thorns
- Anti-Plant Ward
- Conjure Elemental
- Cure Critical Wounds (Cause Critical Wounds)
- Wall of Fire
Magic-User Spell List
1st Level
- Charm Person
- Detect Magic
- Floating Disc
- Hold Portal
- Light (Darkness)
- Magic Missile
- Protection from Evil
- Read Languages
- Read Magic
- Shield
- Sleep
- Ventriloquism
- Burning Hands
- Dancing Lights
- Enlarge (Reduce)
- Feather Fall
- Spider Climb
2nd Level
- Continual Light (Continual Darkness)
- Detect Evil
- Detect Invisible
- ESP
- Invisibility
- Knock
- Levitate
- Locate Object
- Mirror Image
- Phantasmal Force
- Web
- Wizard Lock
- Magic Mouth
- Remove Fear (Cause Fear)
- Stinking Cloud
- Strength
3rd Level
- Clairvoyance
- Dispel Magic
- Fire Ball
- Fly
- Haste (Slow)
- Hold Person
- Infravision
- Invisibility 10′ Radius
- Lightning Bolt
- Protection from Evil 10′ Radius
- Protection from Normal Missiles
- Water Breathing
- Explosive Runes
- Summon Monster I
4th Level
- Charm Monster
- Confusion
- Dimension Door
- Growth of Plants
- Hallucinatory Terrain
- Massmorph
- Polymorph Others
- Polymorph Self
- Remove Curse (Curse)
- Wall of Fire
- Wall of Ice
- Wizard Eye
- Enchant Weapon
- Ice Storm
- Summon Monster II
5th Level
- Animate Dead
- Cloudkill
- Conjure Elemental
- Contact Higher Plane
- Feeblemind
- Hold Monster
- Magic Jar
- Pass-Wall
- Telekinesis
- Teleport
- Transmute Rock to Mud (Mud to Rock)
- Wall of Stone
- Cone of Cold
- Summon Monster III
- Wall of Force
6th Level
- Anti-Magic Shell
- Control Weather
- Death Spell
- Disintegrate
- Geas (Remove Geas)
- Invisible Stalker
- Lower Water
- Move Earth
- Part Water
- Projected Image
- Reincarnation
- Stone to Flesh (Flesh to Stone)
- Chain Lightning
- Freezing Sphere
- Summon Monster IV
New Cleric Spells
Animate Dead
Spell Level: 4th
Duration: Permanent
Range: 60′
This spell functions exactly the same as the 5th level magic-user spell of the same name (AF Player’s Tome, pg191).
Cure Blindness
Spell Level: 3rd
Duration: Instant
Range: The caster or a creature touched
This spell removes mundane or magical blindness from a touched creature.
Cure Critical Wounds (Cause Critical Wounds)
Spell Level: 5th
Duration: Instant
Range: The caster or a creature touched
The caster’s touch heals 3d6+3 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.
Reversed: Cause Critical Wounds
Inflicts 3d6+3 hit points of damage to a touched creature. In combat, a melee attack roll is required.
Detect Lie
Spell Level: 4th
Duration: 1 turn per level
Range: The caster or a creature touched
The creature touched gains the ability to know whether the truth is being told. The targeted creature must be able to hear another creature speaking and understand the spoken language to discern truthfulness.
Dispel Magic
Spell Level: 4th
Duration: Instant
Range: 120′
This spell functions exactly the same as the 3rd level magic-user spell of the same name (AF Player’s Tome, pg184).
Flame Strike
Spell Level: 5th
Duration: Instant
Range: 60′
Conjures a column of flame 10′ wide and 30′ tall.
- Damage: Creatures caught in the column of flame suffer 6d8 damage, with a successful save versus spells indicating half damage.
Holy Chant
Spell Level: 2nd
Duration: Concentration
Range: 30′
The caster chants a holy hymn, lending aid to themselves and nearby allies.
- Allies in range: Receive a +1 bonus to attacks, damage, and saving throws.
- Attacks against affected allies: Suffer a -1 penalty.
- Concentration: If the caster moves, is hit by an attack, or otherwise loses concentration, the spell ends.
Prayer
Spell Level: 3rd
Duration: 1 round per level
Range: 60′
The caster speaks a holy prayer, lending aid to themselves and nearby allies.
- Allies in range: Receive a +1 bonus to attacks, damage, and saving throws.
- Attacks against affected allies: Suffer a -1 penalty.
Sanctuary
Spell Level: 1st
Duration: 2 rounds +1 per level
Range: The caster
The target creature becomes warded against attacks.
- When directly attacking the caster: A creature must succeed a save versus spells to attack the warded caster, otherwise they must redirect the attack elsewhere. A successful saving throw means the attacking creature ignores the affects of the spell.
- Area effects: Still affect the caster.
- Restrictions: The spell ends if the caster attacks or makes any offensive action. The caster may still make non-offensive actions or cast spells that aid their allies.
Speak with the Dead
Spell Level: 3rd
Duration: 3 questions
Range: Touch
The caster’s touch compels the spirit from the body of a deceased humanoid to answer up to three questions.
- Language: The spirit will understand and speak in a language the caster knows.
- Truthfulness: The spirit will answer truthfully, but is limited to knowledge it knew while alive. Creatures of opposite alignment may speak cryptically or in riddles.
- Time limit: The caster can speak to a spirit that has been dead no longer than 3d6 days, plus one day per level of the caster. For example, an 8th level caster can speak to a spirit that has been dead for up to 3d6+8 days.
True Seeing
Spell Level: 5th
Duration: 1 round per level
Range: The caster or a creature touched
This spell functions exactly the same as the 6th level illusionist spell of the same name (AF Player’s Tome, pg175)
New Druid Spells
Anti-Plant Ward
Spell Level: 5th
Duration: 6 turns + 1 turn per level
Range: 10′ around the caster
This spell wards the caster and all allies within 10′ from attacks by normal and magical plants. If anyone within the magical ward attacks or casts a harmful spell, the barrier instantly evaporates.
Conjure Elemental
Spell Level: 5th
Duration: Permanent (until dismissed or slain)
Range: 240′
This spell functions exactly the same as the 5th level magic-user spell of the same name (AF Player’s Tome, pg192).
Cure Critical Wounds (Cause Critical Wounds)
Spell Level: 5th
Duration: Instant
Range: The caster or a creature touched
The caster’s touch heals 3d6+3 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.
Reversed: Cause Critical Wounds
Inflicts 3d6+3 hit points of damage to a touched creature. In combat, a melee attack roll is required.
Cure Disease (Cause Disease)
Spell Level: 3rd
Duration: Instant
Range: 30′
This spell functions exactly the same as the 3rd level cleric spell of the same name (AF Player’s Tome, pg126).
Hallucinatory Terrain
Spell Level: 4th
Duration: Until touched
Range: 240′
This spell functions exactly the same as the 4th level magic-user spell of the same name (AF Player’s Tome, pg126).
Insect Plague
Spell Level: 4th
Duration: Concentration (up to 1 day)
Range: 480′
This spell functions exactly the same as the 5th level cleric spell of the same name (AF Player’s Tome, pg130).
Plant Doorway
Spell Level: 4th
Duration: 1 turn per level
Range: The caster
This spell prevents plants from blocking the caster’s passage.
- Normal and magical plants: Are affected. All plants will bend or magically open to grant passage.
- Equipment carried: Is allowed through with the caster.
- Other characters: Are not allowed passage.
- Large trees: Can be hidden within indefinitely. The caster cannot see outside the tree while inside. The tree will open to allow egress even after the spell has ended.
Purify Food and Water
Spell Level: 1st
Duration: Permanent
Range: 10′
This spell functions exactly the same as the 1st level cleric spell of the same name (AF Player’s Tome, pg 123).
Pyrotechnics
Spell Level: 3rd
Duration: 6 turns
Range: 240′
This spell has two uses, cast upon a fire source in range:
- Fireworks: Turns a fire into a burst of fiery, aerial lights. If creatures within 120′ feet who can see the lights fail a saving throw versus spells, they are blinded for the duration.
- Smoke cloud: Billows out from a fire, filling a total area equal to 100x the size of the fire source for the duration. This smoke cloud limits all vision within and through to a maximum of 20′.
The targeted fire source is extinguished after producing either of the above effects.
Shillelagh
Spell Level: 1st
Duration: 1 round per level
Range: Touch
A club or staff wielded by the caster becomes enchanted with magic.
- Enchanted weapon: Gains a +1 bonus to hit, deals 2d4 damage, and can hit creatures immune to non-magical weapons.
- Restrictions: The enchantment only affects the weapon while it is wielded by the caster.
Wall of Fire
Spell Level: 5th
Duration: Concentration
Range: 60′
This spell functions exactly the same as the 4th level magic-user spell of the same name (AF Player’s Tome, pg190).
New Magic-User Spells
Burning Hands
Spell Level: 1st
Duration: Instant
Range: 30′ cone, 15′ wide at the end
Conjures a cone of burning energy from the caster’s hands.
- Damage: Creatures caught in the effect of the spell suffer 1 point of damage per level of the caster.
- Flammable materials: Burn if the flames touch them. Burning items can be extinguished by spending 1 round to douse or smother the flames.
Chain Lightning
Spell Level: 6th
Duration: Instant
Range: 120′
Conjures a 5′ wide stroke of electrical energy that arcs between targets.
- Damage: 1d6 per level of the caster, reduced by 1d6 as it jumps to each target, with a successful save versus spells indicating half damage.
- Arcing: The lightning arcs from the first target to the next nearest target within range, striking creatures before objects. It cannot strike the same target twice.
- Maximum number of targets: Equal to the level of the caster.
Cone of Cold
Spell Level: 5th
Duration: Instant
Range: 60′ cone, 30′ wide at the end
Conjures a cone of freezing energy from the caster’s hands.
- Damage: Creatures caught in the cone of cold suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
- Non-magical fires within the cone: Are extinguished.
- Non-magical water within the cone: Is frozen.
Dancing Lights
Spell Level: 1st
Duration: 2 rounds per level
Range: 120′
This spell creates up to four magical lights that can move at the caster’s command.
- Shape of lights: Can take the form of torches, lanterns, or spheres of light.
- Radius: All lights conjured must remain within a 10′ radius of each other.
- Movement: The lights can move independently in any direction, but will wink out if going beyond the spell’s range.
Enchant Weapon
Spell Level: 4th
Duration: 1 turn per level
Range: Touch
This spell temporarily enchants mundane weapons, allowing them to hit creatures that are immune to damage from non-magical weapons.
- Number of weapons enchanted: Two small weapons (daggers, clubs, and ammunition) or one larger weapon.
- Bonuses to hit and damage: Are not provided by the spell.
Enlarge (Reduce)
Spell Level: 1st
Duration: 1 turn per level
Range: 30′
This spell causes a creature, including any equipment carried, to double in size.
- Weight: Is multiplied by four.
- Damage dealt with melee attacks: Is doubled.
Reversed: Reduce
The targeted creature is reduced to half its size. Its weight is divided by four and its melee attack damage is halved.
Explosive Runes
Spell Level: 3rd
Duration: Permanent
Range: Touch
The caster scribes a trapped rune onto paper, parchment, or vellum.
- Damage: The exploding rune does 4d6 damage to anyone who reads it. The material the rune is written on is destroyed in the process.
- Detection and Avoided: Magic-users at least two levels higher than the caster of the spell have a 50% chance of detecting the rune as a trap intuitively. Once detected, the magic-user has a 75% chance of avoiding detonation when viewing the rune. The magic-user can then freely remove the rune while viewing it safely.
- Removal: Once the rune has been detected and avoided by a magic-user, it can then be safely removed.
Freezing Sphere
Spell Level: 6th
Duration: Instant
Range: Varies (see below)
This spell has three uses:
- Freeze Water: Water within a 100′ square area per level is frozen to a depth of 6 inches. The ice is thick enough to walk on and lasts for 1 round per caster level.
- Shattering Globe: Forms a magical icy globe that can be thrown (up to 30′) or shot by a sling. The globe explodes on impact and creatures within 10′ of the explosion take 4d6 damage, or half as much with a successful save versus spells. If not thrown, the globe explodes after 1 round per caster level.
- Ray of Ice: A 5′ wide ray of icy energy extends from the caster’s hands for 10′ per caster level. The ray deals 4 damage per level of the caster to affected creatures, or half as much with a successful save versus spells.
Haste (Slow)
Spell Level: 3rd
Duration: 3 turns
Range: 240′
The haste portion of this spell functions exactly the same as the 3rd level magic-user spell of the same name (AF Player’s Tome, pg184). Additionally, haste cancels out and dispels slow.
Reversed: Slow
Up to 24 creatures in a 60′ diameter area are enchanted to be able to move and act twice as slowly as normal:
- Movement: Subjects maximum movement rates are halved.
- Attacks: Subjects with multiple attacks may only attack once per round. All other subjects may only attack every other round.
- Spells: The number of spells a subject may cast per round is not affected.
- Magical devices: The use of devices such as wands is also not affected.
- Haste: Is dispelled. The effects of a potion of speed are suppressed for the spell’s duration.
Ice Storm
Spell Level: 4th
Duration: 1 round
Range: 120′
Conjures magical hailstones to fall in a 40′ cube.
- Damage: Creatures caught in the spell’s effects suffer 3d10 damage.
- Icy terrain: All movement upon the affected surface(s) is halved for the spell’s duration.
Magic Mouth
Spell Level: 2nd
Duration: Permanent
Range: Touch
This spell functions exactly the same as the 2nd level illusionist spell of the same name (AF Player’s Tome, pg154).
Remove Fear (Cause Fear)
Spell Level: 2nd
Duration: 2 turns
Range: The caster or a creature touched
This spell functions exactly the same as the 1st level cleric spell of the same name (AF Player’s Tome, pg123).
Feather Fall
Spell Level: 1st
Duration: 1 round per level
Range: 30′
This spell causes creatures and objects to fall slowly. When the spell ends, the normal rate of falling resumes.
- Targets: 1 creature or object may be targeted per level of the caster. If multiple targets are selected, they must all be within a 5′ radius of each other.
- Weight: The total weight of all targets can be no more than 250 pounds per level of the caster.
- Rate of falling: Reduced to 10′ per round.
- Falling damage: Is negated.
Spider Climb
Spell Level: 1st
Duration: 3 rounds +1 per level
Range: The caster or a creature touched
The targeted creature is able to climb and move on ceilings and vertical surfaces like a spider.
- Hands and feet: Must be bare to be used in this manner.
- Movement speed while climbing: 120′ (40′).
Stinking Cloud
Spell Level: 2nd
Duration: 1 round per level
Range: 30′
Conjures a cloud of nauseating vapors.
- Dimensions: 20′ cube.
- Nauseating vapors: All creatures within the cloud must succeed a saving throw versus poison or be nauseated and unable to do anything but move. Creatures that remain in the cloud must repeat the saving throw each round.
- Leaving the cloud: Creatures remain nauseated for 1d4+1 rounds.
Strength
Spell Level: 2nd
Duration: 6 turns per level
Range: Touch
This spell temporarily increases a creature’s strength attribute beyond the normal amount.
- Barbarians, Fighters, Knights, Paladins, and Rangers: Strength increased by 2d4.
- Dwarves, Elves, and Halflings: Strength increased by 1d6+1.
- All other classes: Strength increased by 1d6.
- Strength scores beyond 18: Attack and damage bonuses increase by +1 for each number beyond 18. For example, a score of 19 gives +4 to attack and damage, a score of 20 gives +5, etc.
Summon Monster I
Spell Level: 3rd
Duration: 6 rounds +1 per level
Range: 30′
This spell conjures 2d4 creatures with 1 Hit Die each at the target location. The creatures summoned are chosen by the referee.
- Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
- Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.
Summon Monster II
Spell Level: 4th
Duration: 6 rounds +1 per level
Range: 30′
This spell conjures 1d6 creatures with 2 Hit Dice each at the target location. The creatures summoned are chosen by the referee.
- Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
- Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.
Summon Monster III
Spell Level: 5th
Duration: 6 rounds +1 per level
Range: 30′
This spell conjures 1d4 creatures with 3 Hit Dice each at the target location. The creatures summoned are chosen by the referee.
- Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
- Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.
Summon Monster IV
Spell Level: 6th
Duration: 6 rounds +1 per level
Range: 30′
This spell conjures 1d3 creatures with 4 Hit Dice each at the target location. The creatures summoned are chosen by the referee.
- Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
- Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.
Wall of Force
Spell Level: 5th
Duration: 1 turn per level
Range: 60′
Conjures an invisible and immobile wall of force.
- Size: The wall fills a continuous 20′ square area per level of the caster.
- Invulnerability: The wall is invulnerable to all damage and spells, including dispel magic.
- No passage: Nothing may pass through the wall, including spells, projectiles, and breath weapons. Spells like teleport can bypass the wall.
- Destroying the wall: The wall is immediately destroyed by the disintegrate spell, a rod of cancellation, or a sphere of annihilation.