TEXT: Cleric and Magic-User Spells
  This PDF contains the endpapers from the printed edition of this book. These pages are 
  provided to PDF customers for use as reference sheets.
  Text and design © Gavin Norman 2019. Old-School Essentials is a trademark of Necrotic Gnome.
  
  1st Level Cleric Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1 Cure light wounds
  10
  Yes
  Instant
  Caster or touch
  2 Detect evil
  10
  –
  6 turns
  120’
  3 Detect magic
  10
  –
  2 turns
  60’
  4 Light
  10
  –
  12 turns
  120’
  5 Protection from evil
  11
  –
  12 turns
  Caster
  6 Purify food and water
  11
  –
  Permanent
  10’
  7 Remove fear
  11
  –
  2 turns
  Caster or touch
  8 Resist cold
  11
  –
  6 turns
  30’
  2nd Level Cleric Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1 Bless
  12
  Yes
  6 turns
  60’
  2 Find traps
  12
  –
  2 turns
  30’
  3 Hold person
  12
  –
  9 turns
  180’
  4 Know alignment
  12
  –
  1 round
  10’
  5 Resist fire
  13
  –
  2 turns
  30’
  6 Silence 15’ radius
  13
  –
  12 turns
  180’
  7 Snake charm
  13
  –
  1d4+1 rds/turns
  60’
  8 Speak with animals
  13
  –
  6 turns
  30’
  Memorizing Spells
  Rest and time: A spell caster can memo-
  rize spells after an uninterrupted night’s 
  sleep. Memorizing all spells the character 
  is capable of memorizing takes one hour.
  Duplicate spells: A character may mem-
  orize the same spell more than once, as 
  long as they are capable of memorizing 
  more than one spell of the given level.
  Casting Spells
  Once only: When a spell is cast, knowl-
  edge of the spell is erased from the mind 
  of the caster, until it is memorized again.
  Freedom: The character must be able to 
  speak out loud and move their hands.
  Line of sight: Unless noted in a spell’s 
  description, the intended target (a spe-
  cific monster, character, object, or area of 
  effect) must be visible to the caster.
  Spell Effects
  Selecting targets: Some spells affect 
  multiple targets, either by area or by Hit 
  Dice total. If the spell description does 
  not specify how targets are selected, the 
  referee must decide whether they are 
  selected randomly, by the caster, etc.
  Concentration: Some spells specify that 
  the caster must concentrate in order 
  to maintain the magical effect. Unless 
  the spell description states otherwise, 
  performing any other action or being 
  distracted (e.g. attacked) causes concen-
  tration to end.
  Cumulative effects: Multiple spells can-
  not be used to increase the same ability 
  (e.g. bonuses to attack rolls, AC, damage 
  rolls, saving throws, etc.). Spells can be 
  combined with the effects of magic items.
  
  3rd Level Cleric Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1 Continual light
  14
  –
  Permanent
  120’
  2 Cure disease
  14
  –
  Instant
  30’
  3 Growth of animal
  15
  –
  12 turns
  120’
  4 Locate object
  15
  –
  6 turns
  120’
  5 Remove curse
  15
  Yes
  Inst./perm. (rev.)
  Caster or touch
  6 Striking
  15
  –
  1 turn
  30’
  4th Level Cleric Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1 Create water
  16
  –
  Permanent
  Touch
  2 Cure serious wounds
  16
  Yes
  Instant
  Caster or touch
  3 Neutralize poison
  16
  –
  Instant
  Caster or touch
  4 Protection from evil 10’ radius
  16
  –
  12 turns
  10’ around caster
  5 Speak with plants
  17
  –
  3 turns
  30’
  6 Sticks to snakes
  17
  –
  6 turns
  120’
  5th Level Cleric Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1 Commune
  18
  –
  3 turns
  Caster
  2 Create food
  18
  –
  Permanent
  Caster’s presence
  3 Dispel evil
  18
  –
  Concentr. or inst.
  30’
  4 Insect plague
  18
  –
  Concentration
  480’
  5 Quest
  19
  Yes
  Special/inst. (rev.)
  30’
  6 Raise dead
  19
  Yes
  Instant
  120’
  Arcane Magic
  Memorizing spells: Spells are memorized 
  from the selection available in the caster’s 
  spell book, which must be at hand.
  Reversing spells: The normal or reversed 
  form of a spell must be selected when the 
  spell is memorized.
  Divine Magic
  Memorizing spells: Spells are memo-
  rized through prayer to a deity. Any spell 
  of appropriate level on the class’ spell list 
  may be chosen.
  Reversing spells: The normal or reversed 
  form of a spell may be selected when the 
  spell is cast. 
  Deity disfavour: If a spell caster falls out 
  of favour with their deity, penalties (de-
  termined by the referee) may be imposed.
  Deity alignment: A divine spell caster 
  may draw disfavour when casting spells 
  (or their reversed versions) whose effects 
  go against the deity’s alignment.
  
  1st Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Charm person
  22
  –
  1+ days
  120’
  2
  Detect magic
  22
  –
  2 turns
  60’
  3
  Floating disc
  22
  –
  6 turns
  6’
  4
  Hold portal
  22
  –
  2d6 turns
  10’
  5
  Light
  23
  Yes
  6 turns +1/level
  120’
  6
  Magic missile
  23
  –
  1 turn
  150’
  7
  Protection from evil
  23
  –
  6 turns
  Caster
  8
  Read languages
  23
  –
  2 turns
  Caster
  9
  Read magic
  24
  –
  1 turns
  Caster
  10 Shield
  24
  –
  2 turns
  Caster
  11 Sleep
  24
  –
  4d4 turns
  240’
  12 Ventriloquism
  24
  –
  2 turns
  60’
  2nd Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Continual light
  25
  Yes
  Permanent
  120’
  2
  Detect evil
  25
  –
  2 turns
  60’
  3
  Detect invisible
  25
  –
  6 turns
  10’/level
  4
  ESP
  25
  –
  12 turns
  60’
  5
  Invisibility
  26
  –
  Perm. until broken
  240’
  6
  Knock
  26
  –
  1 round
  60’
  7
  Levitate
  26
  –
  6 turns +1/level
  Caster
  8
  Locate object
  26
  –
  2 turns
  60’ +10’/level
  9
  Mirror image
  26
  –
  6 turns
  Caster
  10 Phantasmal force
  27
  –
  Concentration
  240’
  11 Web
  27
  –
  48 turns
  10’
  12 Wizard lock
  27
  –
  Permanent
  10’
  3rd Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Clairvoyance
  28
  –
  12 turns
  60’
  2
  Dispel magic
  28
  –
  Instant
  120’
  3
  Fire ball
  28
  –
  Instant
  240’
  4
  Fly
  28
  –
  1d6 turns +1/level
  Caster or touch
  5
  Haste
  28
  –
  3 turns
  240’
  6
  Hold person
  28
  –
  1 turn/level
  120’
  7
  Infravision
  29
  –
  1 day
  Caster or touch
  8
  Invisibility 10’ radius
  29
  –
  Perm. until broken
  120’
  9
  Lightning bolt
  29
  –
  Instant
  180’
  10 Protection from evil 10’ radius
  29
  –
  12 turns
  10’ around caster
  11 Protection from normal missiles
  29
  –
  12 turns
  30’
  12 Water breathing
  29
  –
  1 day
  30’
  
  4th Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Charm monster
  30
  –
  1+ days
  120’
  2
  Confusion
  30
  –
  12 rounds
  120’
  3
  Dimension door
  30
  –
  1 round
  10’
  4
  Growth of plants
  31
  –
  Permanent
  120’
  5
  Hallucinatory terrain
  31
  –
  Until touched
  240’
  6
  Massmorph
  31
  –
  Permanent
  240’
  7
  Polymorph others
  31
  –
  Permanent
  60’
  8
  Polymorph self
  31
  –
  6 turns +1/level
  Caster
  9
  Remove curse
  32
  Yes
  Inst./perm. (rev.)
  Caster or touch
  10 Wall of fire
  32
  –
  Concentration
  60’
  11 Wall of ice
  32
  –
  12 turns
  120’
  12 Wizard eye
  32
  –
  6 turns
  240’
  5th Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Animate dead
  33
  –
  Permanent
  60’
  2
  Cloudkill
  33
  –
  6 turns
  30’
  3
  Conjure elemental
  34
  –
  Perm. until broken
  240’
  4
  Contact higher plane
  35
  –
  1 conversation
  Caster
  5
  Feeblemind
  35
  –
  Permanent
  240’
  6
  Hold monster
  35
  –
  6 turns +1/level
  120’
  7
  Magic jar
  36
  –
  Special
  Caster
  8
  Pass-wall
  36
  –
  3 turns
  30’
  9
  Telekinesis
  36
  –
  Conc. (max 6 rds)
  120’
  10 Teleport
  37
  –
  Instant
  10’
  11 Transmute rock to mud
  37
  Yes
  3d6 days/per. (rev.)
  120’
  12 Wall of stone
  37
  –
  Permanent
  60’
  6th Level Magic-User Spells
  # Name
  Page
  Rev.
  Duration
  Range
  1
  Anti-magic shell
  38
  –
  12 turns
  Caster
  2
  Control weather
  38
  –
  Concentration
  240yds around cstr.
  3
  Death spell
  38
  –
  Instant
  240’
  4
  Disintegrate
  39
  –
  Instant
  60’
  5
  Geas
  39
  Yes
  Perm./inst. (rev.)
  30’
  6
  Invisible stalker
  39
  –
  1 mission
  Caster’s presence
  7
  Lower water
  39
  –
  10 turns
  240’
  8
  Move earth
  40
  –
  6 turns
  240’
  9
  Part water
  40
  –
  6 turns
  120’
  10 Projected image
  40
  –
  6 turns
  240’
  11 Reincarnation
  40
  –
  Permanent
  Caster’s presence
  12 Stone to flesh
  40
  Yes
  Permanent
  120’
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/Old-School Essentials BX Essentials/Old-School Essentials Classic Fantasy Cleric and Magic-User Spells Endpapers v0.2.pdf