TEXT: Bless
  Spell Level: Cleric, 2nd Level 
  Range: Only upon a character not in combat. 
  Duration: l hour (6 turns) 
  This spell grants its recipient a +l to attack rolls 
  (and improves morale, if the recipient is not a 
  player character). The recipient cannot already 
  be in combat when the spell is cast. 
  
  Spell
  Deck
  
  Continual Light
  Spell Level: Magic-User, 2nd Level 
  Range: 120 feet 
  Duration: Permanent until dispelled 
  The targeted person or object produces light as 
  bright as sunlight (and with the same effects as 
  sunlight), to a radius of 120 feet. 
  
  Spell
  Deck
  
  Charm Person
  Spell Level: Magic-User, l st Level 
  Range: 120 feet 
  Duration: Until dispelled 
  This spell affects living bipeds of human size or 
  smaller, such as goblins or dryads. If the spell 
  succeeds (saving throw allowed), the unfortu-
  nate creature falls under the caster’s influence.
  
  Spell
  Deck
  
  Cure Light Wounds 
  Spell Level: Cleric, l st Level; Druid, 2nd Level 
  Range: Touch 
  Duration: Immediate 
  Cures ld6+l hit points of damage. An evil re-
  versal of this spell allows a Chaotically aligned 
  Cleric to cause light wounds rather than curing 
  them. 
  
  Spell
  Deck
  
  Darkness, 15-Foot Radius
  Spell Level: Magic-User, 2nd Level 
  Range: 120 feet 
  Duration: 1 hour 
  Darkness falls within the spell’s radius, im-
  penetrable even to Darkvision. A Light spell 
  or Dispel Magic can be used to counteract the 
  darkness. 
  
  Spell
  Deck
  
  Detect Evil (Cleric) 
  Spell Level: Cleric, 1st Level 
  Range: 120 feet 
  Duration: l hour 
  The caster detects any evil enchantments. evil 
  intentions, evil thoughts, or evil auras within 
  the spell’s range. Poison is not inherently evil 
  and cannot be detected by means of this spell.
  Whether there is any distinction between “evil” 
  and “Chaos” is left to the Referee: in most cam-
  paigns they are exactly the same. 
  
  Spell
  Deck
  
  Detect Evil (Magic-User) 
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet
  Duration: 20 minutes 
  The caster detects any evil enchantments, evil 
  intentions, evil thoughts, or evil auras within 
  the spell’s range. Poison is not inherently evil 
  and cannot be detected by means of this spell.
  Whether there is any meaningful distinction 
  between “evil” and “Chaos” is left to the Ref-
  eree: in most campaigns they are exactly the 
  same. 
  
  Spell
  Deck
  
  Detect Invisibility
  Spell Level: Magic-User, 2nd Level 
  Range: 10 feet per caster level 
  Duration: l hour 
  The caster can perceive invisible objects and 
  creatures, even those lurking in the Astral or 
  Ethereal planes of existence. 
  
  Spell
  Deck
  
  Detect Magic 
  Spell Level: Cleric, Magic-User, Druid, 1st 
  Level 
  Range: 60 feet 
  Duration: 20 minutes 
  The caster can perceive, in places, people, or 
  things, the presence of a magical spell or en-
  chantment. For example, magical items may be 
  discovered in this fashion, as can the presence 
  of a charm secretly laid upon a person. 
  
  Spell
  Deck
  
  ESP (Detect Thoughts) 
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet 
  Duration: 2 hours 
  The caster con detect the thoughts of other be-
  ings at a distance of 60 feet. The spell cannot 
  penetrate more than two feet of stone. and is 
  blocked by even a thin sheet of lead. 
  
  Spell
  Deck
  
  Hold Person 
  Spell Level: Cleric, 2nd Level 
  Range: 180 feet 
  Duration: 9 turns 
  The caster targets 1d4 persons (according to 
  the some parameters as the Charm Person 
  spell). who are completely immobilized (saving 
  throw applies). The caster may also target a sin-
  gle person, in which case the saving throw is 
  mode with a penalty of -2. 
  
  Spell
  Deck
  
  Find Traps 
  Spell Level: Cleric, 2nd Level 
  Range: 30 feet 
  Duration: 20 minutes (2 turns) 
  The caster can perceive both magical and 
  non-magical traps at a distance of 30 feet. 
  
  Spell
  Deck
  
  Hold Portal 
  Spell Level: Magic-User, 1st Level 
  Range: Referee’s Discretion 
  Duration: 2d6 turns 
  This spell holds a door closed for the spell’s du-
  ration or until dispelled. Creatures with magic 
  resistance can shatter the spell without effort. 
  
  Spell
  Deck
  
  Knock 
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet 
  Duration: Immediate 
  This spell unlocks and unbars all doors, gates, 
  and portals within its range, including those 
  held or locked by normal magic. 
  
  Spell
  Deck
  
  Invisibility 
  Spell level: Magic-User, 2nd Level 
  Range: 240 ft 
  Duration: Until dispelled or on attack is made 
  The object of this spell, whether a person or 
  a thing, becomes Invisible to both normal 
  sight and darkvision. The result is that an in-
  visible creature cannot be attacked unless its 
  approximate location is known, and oil attacks 
  are made at -4 to hit. If the invisible creature 
  makes on attack, the spell is broken. Other-
  wise, it lasts until dispelled or removed by the 
  caster. 
  
  Spell
  Deck
  
  Levitate 
  Spell Level: Magic-User, 2nd Level 
  Range: 20 feel/level 
  Duration: 1 turn/level 
  This spell allows the Magic-User to levitate 
  himself, moving vertically up or down, but the 
  spell itself provides no assistance with lateral 
  movement. A wall, cliff side, or ceiling could, of 
  course, be used to pull along hand-over-hand. 
  Levitation allows up-or downward movement 
  at a rate of up to 6 feet per minute (60 feet per 
  turn), and the caster cannot levitate more than 
  20 feet per level from the ground level where 
  the spell was cast. (Such range is applied both 
  to movement into the air and to downward 
  movement into a pit or chasm).
  
  Spell
  Deck
  
  Light 
  Spell Level: Cleric; Magic-User, 1st level 
  Range: 60 feet 
  Duration: 1 hour (+10 minutes/level) 
  The target person or object (at a range of up 
  to 60 feet) produces light about as bright as a 
  torch. to a radius of 20 feet. The Cleric version 
  of this spell lasts 2 hours.
  
  Spell
  Deck
  
  Locate Object
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet + 10 feet/level 
  Duration: 1 round/level 
  Within the spell’s range, the caster perceives the 
  correct direction (as the crow flies) toward an 
  object the caster specifies by description in the 
  spell. The object must be something the caster 
  has seen, although the spell can detect an ob-
  ject in a general class of items known to the 
  caster: stairs, gold, etc. 
  
  Spell
  Deck
  
  Magic Missile 
  Spell level: Magic-User, 1st level 
  Range: 150 feet 
  Duration: Immediate 
  A magical missile flies where the caster directs, 
  with a range of 150 feet. At the Referee’s dis-
  cretion, this spell may have one of two effects: 
  1) The Magic-User must roll to hit the target 
  with a +1 bonus to the roll. The missile inflicts 
  1d6+1 points of damage. 2) The missile hits 
  automatically, doing 1d4+1 points of damage. 
  The Magic-User casts an additional two mis-
  siles for every 5 levels of experience. 
  
  Spell
  Deck
  
  Magic Mouth 
  Spell Level: Magic-User, 2nd level 
  Range: Touch 
  Duration: Permanent until triggered or dis-
  pelled 
  This enchantment is set upon on object, and 
  the magic is triggered when certain conditions 
  established by the caster are met. When that 
  happens, a mouth appears on the object and 
  speaks the message it has been commanded to 
  speak. The message may be up to thirty words 
  long. 
  
  Spell
  Deck
  
  Mirror Image 
  Spell Level: Magic-User, 2nd Level 
  Range: Around caster 
  Duration: 1 hour or until destroyed 
  The spell creates 1d4 images of the caster, act-
  ing in perfect synchronization with him like 
  mirror images. Attackers cannot distinguish 
  the images from the caster, and may attack 
  one of the images instead of the caster himself 
  (determined randomly). When a hit is scored 
  upon one of the images, it disappears. 
  
  Spell
  Deck
  
  Obscuring Mist 
  Spell Level: Druid, 2nd Level 
  Range: 20 feet 
  Duration: 1 turn/level 
  A misty vapor seethes outward from the casting 
  point, billowing forth to fill a radius of 20 feet 
  +10 feet per level of the caster. 
  
  Spell
  Deck
  
  Phantasmal Force 
  Spell level: Magic-User, 2nd Level 
  Range: 240 feet 
  Duration: Until concentration ends 
  This spell creates on illusion that seems realis-
  tic to all who view it. The illusion disappears 
  when it is touched, but if the viewer believes 
  the illusion is real, it can cause damage. Unless 
  the Referee rules otherwise, victims of the spell 
  are permitted a saving throw, and the illusion 
  cannot cause more than 2d6 points of damage 
  per victim. This will depend on circumstances; 
  a truly brilliant use of the spell can be quite 
  devastating, and a poorly thought-out illusion 
  might cause almost immediate disbelief. 
  
  Spell
  Deck
  
  Protection from Evil 
  Spell Level: Cleric; Magic-User, 1st Level 
  Range: Caster 
  DuraHan: 2 hours 
  Creates a magical field of protection imme-
  diately around the caster, blocking out all 
  enchanted monsters (such as elementals and 
  demons). Evil monsters suffer a -1 penalty to 
  hit the caster, and the caster gains +1 on all sav-
  ing throws against such attacks. If the caster al-
  ready has any magical bonuses to saving throws 
  or armor class, the bonus from the magic circle 
  has no effect, although the protective circle 
  still functions against enchanted creatures. The 
  Magic-User version of this spell is exactly the 
  same as the one used by the Cleric, except that 
  it has a duration time of 1 hour. 
  
  Spell
  Deck
  
  Purify Food and Drink 
  Spell Level: Cleric, 1st Level 
  Range: Close/Touch (Referee’s discretion) 
  Duration: Immediate 
  Enough food and water for up to a dozen peo-
  ple is made pure, removing spoilage and poi-
  sons. 
  
  Spell
  Deck
  
  Read Languages 
  Spell Level: Magic-User, 1st Level 
  Range: Normal reading distance 
  Duration: One or two readings 
  This spell allows the caster to decipher direc-
  tions, instructions, and formulae in languages 
  unknown to the caster. This can be particularly 
  useful for treasure maps, but it does not solve 
  any codes. 
  
  Spell
  Deck
  
  Pyrotechnics 
  Spell level: Druid. 3rd Level: Magic-User, 2nd 
  Level 
  Range: 240 feet 
  Duration: 1 hour 
  The caster creates either fireworks or blinding 
  smoke from a normal fire source such as a torch 
  or campfire. The Referee will decide exactly 
  how much smoke (or fireworks) is produced, 
  what effect it has, and what happens to it as it is 
  produced, but the amount of smoke will defi-
  nitely be more than 8000 cubic feet (roughly 
  20 x 20 x 20 feet). 
  
  Spell
  Deck
  
  Read Magic 
  Spell Level: Magic-User, 1st Level 
  Range: Caster only 
  Duration: 2 scrolls or other magical writings 
  This spell allows the caster to read the magi-
  cal writings upon scrolls and (occasionally) 
  dungeon walls. Without the use of this spell, 
  magical writing cannot be read even by a Mag-
  ic-User. 
  
  Spell
  Deck
  
  Shield 
  Spell Level: Magic-User, 1st Level 
  Range: Caster 
  Duration: 2 turns 
  The caster conjures up an invisible shield that 
  interposes itself in front of attacks. The shield 
  improves the caster’s armor class to 2 [17] 
  against missile attacks and to 4 [15] against 
  other (melee) attacks. If the caster’s armor class 
  is already better than the spell would grant, the 
  spell has no effect. 
  
  Spell
  Deck
  
  Sleep 
  Spell level: Magic-User, 1st level 
  Range: 240 feel 
  Duration: 1 hour 
  This spell puts enemies into on enchanted 
  slumber (no saving throw permitted). It affects 
  creatures based on their Hit Dice. 
  Hit Dice of victims
  No. Affected
  less than 1 to 1
  4d4
  1+ to 2+
  2d6
  3 to 3+
  1d6
  4 to 4+
  1
  
  Spell
  Deck
  
  Silence, 15-Foot Radius 
  Spell Level: Cleric, 2nd Level 
  Range: 180 feet 
  Duration: 12 turns 
  Magical silence falls in an area with a 15-foot 
  radius around the targeted creature or object, 
  and moves with it. Nothing from this area, no 
  matter how loud, can be heard outside the ra-
  dius. 
  
  Spell
  Deck
  
  Snake Charm 
  Spell Level: Cleric, 2nd Level 
  Range: 60 feet 
  Duration: 1d4+2 turns 
  One hit die (1 HD) of snakes con be charmed 
  per level of the caster. The snakes obey the cast-
  er’s commands
  
  Spell
  Deck
  
  Speak with Animals 
  Spell Level: Cleric, 2nd Level; Druid, 2nd 
  Level 
  Range: Caster 
  Duration: 6 turns 
  The caster can speak with normal animals. 
  There is a good chance that the animals will 
  provide reasonable assistance if requested, and 
  they will not attack—unless the caster uses the 
  spell to say something particular1y offensive. 
  
  Spell
  Deck
  
  Web 
  Spell Level: Magic-User, 2nd Level 
  Range: 30 feet 
  Duration: 8 hours 
  Fibrous, sticky webs fill an area up to l0 x l0 x 
  20 feet. It is extremely difficult to get through 
  the mass of strands—it takes one turn if a torch 
  and sword (or a flaming sword) are used, and 
  creatures larger than a horse can break through 
  in 2 turns. Humans alone take more time to 
  break through—perhaps 3-4 turns or longer at 
  the Referee’s discretion. 
  
  Spell
  Deck
  
  Strength 
  Spell Level: Magic-User, 2nd Level 
  Range: Touch 
  Duration: 8 hours (80 turns) 
  This spell may be cast upon a Fighter or a Cler-
  ic. For the duration of the spell, a Fighter gains 
  2d4 points of Strength, and a Cleric gains 1d6 
  points of Strength. Strength cannot exceed 18 
  unless the Referee chooses to allow additional 
  bonuses resulting from the additional Strength. 
  
  Spell
  Deck
  
  Wizard Lock 
  Spell Level: Magic-User, 2nd Level 
  Range: Close 
  Duration: Permanent until dispelled 
  As with a Hold Portal spell, Wizard Lock 
  holds a door closed, but it is permanent until 
  dispelled. Creatures with magic resistance can 
  shatter the spell without effort. Any Magic-Us-
  er at least three levels higher than the caster can 
  open the portal, and a Knock spell will open it 
  as well, although the spell is not permanently 
  destroyed in these cases.
  
  Spell
  Deck
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/Rulebooks/S&W - Spell Deck.pdf