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Magic

In an LFG world, magic is rare and mysterious. Spell casters are extremely uncommon, most villages don't have one at all, and even the largest cities conceal but a few. A commoner might go their whole lives without ever witnessing magic directly, but all folk have heard tales of sorcery, and most accept mystic forces exist in one form or another.

Sensing Magic

Any character may spend a few minutes attempting to sense magic in a 30 feet radius by making an Int or Perc check. If successful the character senses there is magic either present or absent, perhaps as a tingling through their spine, a barely perceivable hum in the air, or some other fleeting quality that vanishes after only a moment.

The sign is different for everyone, and most commoners are unaware of their own cues. If the character does not have the Arcane Lore skill, the check is made at disadvantage. Illusion magic cannot be detected in this way, part of its power includes fooling rudimentary detection methods of this kind (illusions are explained further below).

Arcane Sorcery

In order to cast a spell, the character generally needs to speak loudly and clearly, and have a free hand to gesticulate with. At the GM's discretion, a spell might be able to be cast stealthily, with whispers and muted gestures (often requiring a Dex (Sleight of Hand) vs Perc (Detection) contest).

Spell Interruption

Casting a spell requires steady concentration. If the caster suffers any damage prior to his turn, he may not cast a spell that round. The character may take other actions, including making a melee or ranged attack. Unless the spell description states otherwise, a spell takes effect in the caster's turn.

Dark & Dangerous

Magic is not only rare, it is dark and inherently dangerous. Sorcery was not meant for mortals, and this fundamental mismatch taints every casting with uncertainty. From beyond the Veil, magic draws the attention of dark and inscrutable forces, some of whom find ways to impose their will upon the material world. Whatever facet of magic a spell caster invokes, the danger remains the same. Every time a spell is cast, the caster rolls 1d20 to test for a Dark & Dangerous Magic ("DDM") effect. Note magic items also trigger checks, but a Cultist's divine blessings do not (p.24, 87, 268). If the roll is a natural 1, the spell is cast as usual, but with an additional magical effect from the DDM table. If a DDM effect does not occur, the chance increases by 1 for each spell cast until a DDM effect triggers or the adventure ends (at which time the chance resets to 1 in 20). When a Dark & Dangerous Magic effect occurs: 1. The caster's Luck attribute is reduced by 1 point, 2. Reset the Dark & Dangerous Magic chance back to 1 in 20, and 3. Roll on the Dark & Dangerous Magic table below: The above are merely examples. GMs are encouraged to modify and expand the table.

1d100 DARK & DANGEROUS MAGIC
01-02Nothing happens (50%) or you are secretly possessed by a cunning alien entity for 1d10 hours (50%). The GM will tell you which covertly. Have fun.
03-04Foul Beard: You grow a beard of short rubbery tentacles that you can't control. They shrivel up and drop off after 1d3 days.
05-06Your fingers turn into tentacles, serpents, leeches or something similarly creepy for 1d6 minutes. You cannot cast spells during this time. You count as fighting with two weapons and cause 2d6 acid or poison based damage on a hit.
07Strange potency: Your next single target spell affects two targets instead of one (within 24 hours).
08Tusks: You sprout 2 inch, blackened tusks from your jaw, making eating and speech awkward. They recede after 1d6 days.
09Tenuous Connection: Your spell lasts half as long as usual (or your next spell with a duration other than instant within 24 hours).
10Heartless: You have no discernible heartbeat, and do not bleed. The effect lasts 1d12 months.
11-12An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
13-14All plant life within 60 ft withers and dies.
15-16You gain a random minor madness trait. If you are already suffering madness, it increases in severity instead.
17Spirit Rend: You have advantage on your spell damage roll (if this spell does not cause damage, then your next damaging spell within 24 hours).
18Tentacled: A random arm transforms into a branching, flesh coloured tentacle (Str 15). The tentacle can hold items but is incapable of spell casting. It returns to normal after 1d6 days.
19Dazed: You have disadvantage on your spell damage roll (if this spell does not cause damage, then your next damaging spell within 24 hours).
20Breathless: You do not breathe and cannot mimic breathing. If subject to drowning or asphyxiation, you enter a dormant state rather than die. The effect lasts 1d12 months.
21-22An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
23-24Mucus: Your skin oozes a foul smelling mucus for 1d3 days.
25-26You cast a random2 spell. There is a 50% chance the spell targets you or is centred on you. If the spell affects you it lasts a minimum of 1 minute.
27Time is Mutable: You automatically go first in initiative next round.
28Whisperer: You speak only in a sibilant whisper for 1d12 months.
29Time Slip: Your spell takes 2 actions to cast instead of 1.
30Called from Below: Whenever you linger on earthen soil, worms, beetles or other insects squirm to the surface. The effect lasts for 1d12 months.
31-32An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
33-34All liquids within 30 ft turn to salt, ash, dust or slime (GM discretion). A large body of liquid such as a pool or lake is only affected up to a depth of 2 feet.
35-36A random creature within sight or hearing gains a random minor madness trait. If the target is already suffering madness, it increases in severity instead.
37Inscrutable Boon: Your spell does not expend a spell use.
38Mute: Your mouth fuses shut, preventing speech and spellcasting. It returns to normal in 2d12 hours.
39Eldritch Interference: Your spell expends two spell uses instead of one.
40Shadowless: You cast no shadow. The effect lasts 1d12 months.
41-42An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
43-44Third Eye: You grow a fishlike eye in one palm, in the centre of your forehead or at the end of your tongue (GM discretion). If the eye is uncovered, you can see perfectly in non-magical darkness up to 60 ft. The eye rots away after 1d10 days leaving behind a runic scar.
45-46You cast a random2 spell. There is a 50% chance the spell targets you or is centred on you. If the spell affects you it lasts a minimum of 1 minute.
47Forbidden Lore: You regain one expended spell use.
48Shedding: Over the next hour, all of your head and body hair falls out. It grows back as normal.
49Forgotten: You unlearn a random spell for 1d6 days.
50Devil Eyes: Your eyes turn white, black or another colour for 1d12 months.
51-52An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
53-54The Claw: One of your hands transforms into a chitinous claw. You may use an action to make a melee attack (1d10+2 damage). The claw flakes away and returns to normal after 2d12 hours.
55-56You gain a random moderate madness trait. If you are already suffering madness, it increases in severity instead.
57Favour of the Ancients: Your spells ignore magic resistance for 24 hours.
58Soulless: You feel no emotions for 1d4 months; no fear, no love. Nothing.
59Life Aegis: Living targets are immune to your magic for 24 hours.
60Darkening: Small open flames such as candles and torches are automatically extinguished within 30 feet of you. The effect lasts 1d12 months.
61-62An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
63-64Speaker of the Void: You speak only in a disturbing alien chittering that no-one understands. You may still cast spells. The effect ends in 1d4 months.
65-66You cast a random2 spell. There is a 50% chance the spell targets you or is centred on you. If the spell affects you it lasts a minimum of 1 minute.
67Bend Reality: You may change the damage type of any spell you cast to any other damage type for 24 hours.
68Rotting: Your surface flesh begins to rot, starting with your extremities and spreading inwards. The effect is painful but otherwise cosmetic. It fades away after 1d6 months.
69Void Pulse: A wave of dissonance resonates outwards from you. All creatures in a 20 foot radius (inc you) must make a Luck (Con) save or be knocked prone.
70Bestial Fear: For 1d12 months, small and medium sized animals (eg cats and dogs) within 30 feet instinctively fear you, entering fight or flight mode.
71-72An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
73-74Winged: You sprout large membranous wings from your back, elbows, neck or ears (GM discretion). You can fly at your normal speed. The wings wither and slough off after 2d12 hours.
75-76A random creature within sight or hearing gains a random moderate madness trait. If the target is already suffering madness, it increases in severity instead.
77Harness the Void: Your spell causes 50% extra damage (if this spell does not cause damage, then your next damaging spell within 24 hours).
78Gender Shift: You slowly change sex over the next 24 hours, including build, voice, facial features, etc. The effect lasts 1d12 months.
79Weakened: Your spell causes 50% less damage (if this spell does not cause damage, then your next damaging spell within 24 hours).
80Hollow: You are never hungry or thirsty, and cannot abide food or drink. Even the smell makes you nauseous. The effect lasts 1d12 months.
81-82An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
83-84Jaws: You grow to 8 feet tall, your jaws and limbs distending to grotesque proportions. You gain a powerful urge to devour your enemies. If possible you must use your move action to close with an enemy. If in melee you must use your action to make a bite attack causing 2d6+3 damage. On a natural 19-20 attack roll you sever a target's limb or head (GM discretion). After 1 minute, you return to normal.
85-86You cast a random2 spell. There is a 50% chance the spell targets you or is centred on you. If the spell affects you it lasts a minimum of 1 minute.
87Insidious Call: Your next spell with a Luck save (within 24 hours) causes the target to roll with disadvantage.
88Regurgitator: You develop a wet, hacking cough, imposing disadvantage on Athletics related checks. From time to time you cough up grubs, worms, etc. The cough subsides after 1d6 days.
89Wyrd Fading: For 24 hours, targets making Luck saves against your spells roll with advantage.
90A random limb turns black, rots and drops off over the next 1d20 hours (roll 1d4: (i) foot, (ii) lower leg, (iii) hand, (iv) forearm). The rot cannot be stopped once it starts, but Regenerate restores the lost appendage.
91-92An enraged, random1 Aberrant Terror, Demon or Undead monster controlled by the GM appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.
93-94You transform into a Gibbering Terror for 1d4 minutes. Your personality is suppressed and substituted with the sentience of a Gibbering Terror until the effect ends.
95-96You and all creatures within 60 ft gain a random serious madness trait. If a target is already suffering madness, it increases in severity instead.
97-98The Stars Align: Your next spell (within 24 hours) causes maximum damage and/or affects the maximum number of targets.
99Marked: Gain the following table effect permanently; Roll 1d10: (i) Heartless, (ii) Breathless (iii) Called From Below (iv) Shadowless (v) Regurgitator, (vi) Darkening (vii) Bestial Fear, (viii) Hollow (ix) Whisperer, (x) Devil Eyes. No magic known to mankind can remove this effect.
100Claimed: Gain the following table effect permanently; Roll 1d8: (i) Foul Beard, (ii) Mucus (iii) Third Eye (iv) The Claw (v) Winged, (vi) Jaws, (vii) Tentacled, (viii) Rotting. No magic known to mankind can remove this effect.
  1. Roll 1d12; (1) Maelheim; (2) Shade; (3) Lemure; (4) Doppelganger; (5) Infernal Minotaur; (6) Gibbering Terror; (7) Chuul; (8) Grey Ooze; (9) Invisible Stalker; (10) Tentacle Spawn; (11) Manipede; (12) Spectre.
  2. Roll 1d8; (1) Darkness 15' Radius; (2) Fear; (3) Contact Other Plane; (4) Confusion; (5) Blindness; (6) Hideous Laughter; (7) Feeblemind; (8) Flesh to Stone.

Spell Duration

Most spells have instant durations, causing an immediate effect. Other spells last a number of rounds, minutes or hours as noted in the description. A caster may end a spell early by spending an action to dismiss it. This also applies to users of magical items. Unless a spell description states otherwise, if the caster dies or is rendered unconscious, the spell ends immediately.

Illusions

A number of spells and other magical effects create illusions or make one thing appear as another. Some illusions are more powerful than others, with stronger illusions fooling more senses over a wider area. No illusion can mimic the sense of tactile sensation however, and interacting with an illusion may reveal the ruse, for example by passing a hand or object through it.

At any time, a character may attempt to disbelieve a suspected illusion, which may require an Int check at the GM's discretion. If successful, the character pierces the illusion and observes it only as a transparent overlay covering the real creature, object or terrain.

Illusions cannot directly cause damage or physically affect a target in any way, and some creatures may be immune to or automatically pierce certain kinds of illusions. For example, a bat using echolocation will not be fooled by an illusion covering a cave entrance, and some undead automatically detect living creatures. Mindless creatures are unaffected by illusions.

Divine Blessings & Rebukes

The workings of the gods, eternal and impossibly distant, are beyond the grasp of mere mortals. Whilst generally safer than sorcery, communing with beings older than time remains a perilous proposition.

Invoking a blessing follows the same rules as spell casting, except as noted below:

  1. If the cultist has Favour, they may spend it to automatically invoke the blessing.
  2. If the cultist does not spend Favour, a Will check is required. The cultist's Reroll Pool is available for this check.
  3. If successful, the blessing works as intended. If failed, the cultist's action is wasted and they suffer a Divine Rebuke (see below).
  4. Blessings add to a character's Dark & Dangerous Magic tally, but do not trigger DDM checks. A Divine Rebuke resets the cultist's DDM tally to 1.

A Divine Rebuke might reflect faltering faith, punishment for a past or future sin (of the cultist, their ancestor or progeny), misinterpretation of a lesser tenet, interference from the Veil, dark forces striking at the agent of an opposing power, and so on.

To determine the nature of the rebuke, roll 1d100 on the table below. As noted in the descriptions, some effects require a Rite of Atonement to absolve. Such rebukes are unaffected by mortal magic short of Forbidden Wish.

1d100 DIVINE REBUKE
01-02Dark Interference: Roll on the Dark & Dangerous Magic table. Ignore beneficial results.
03-04Broken Icon: The cultist's holy symbol no longer functions and appears tarnished, cracked or faded. Atonement ends the rebuke.
05-06Mark of Shame: A holy brand burns itself onto the cultist's face, hand or chest, clearly indicating their religious disfavour. Atonement heals the brand overnight.
07-08Bear Witness: The cultist glimpses his patron's true form and gains a serious madness. Atonement ends the rebuke after 1d4 months.
09-10Divine Warning: The cultist has a momentary heart attack, causing 1d4 Con loss.
11-12Trappings of Wealth: Any coins, gems and trinkets in the immediate possession of the cultist turn to worthless rust, stone or sand.
13-14Dark Interference: Roll on the Dark & Dangerous Magic table. Ignore beneficial results.
15-16The Flesh is Weak: The cultist is overcome with exhaustion, causing 1d4 Str loss.
17-18And The Lord Taketh Away: The cultists unlearns a random blessing. Atonement ends the rebuke.
19-20Soul Cleansing: The cultist loses 1 level until the end of the adventure.
21-22Confess: The cultist immediately falls to their knees, dropping whatever they are holding, clasping their hands together in obeisance. Their next action is spent praying for forgiveness.
23-24Speak In Tongues: The cultist speaks only in meaningless babble for 1d6 months (may still invoke blessings). Atonement ends the rebuke.
25-26Dark Interference: Roll on the Dark & Dangerous Magic table. Ignore beneficial results.
27-28Frail of Spirit: The cultist's divine connection frays, causing 1d4 Will loss.
29-30Shameful Pride: The cultist's skin manifests ugly boils, causing 1d4 Charisma loss. The condition heals in 1d4 months.
31-32Plague of Flies: Lingering in the open attracts an abundance of flies, gnats, mosquitoes, locusts, etc to the cultist. Atonement ends the rebuke.
33-34No Respite: The cultist gains no benefit from short rests until the next dawn.
35-36Unbidden Heresies: Dark interference clouds the cultist's thoughts, causing 1d4 Int loss.
37-38Dark Interference: Roll on the Dark & Dangerous Magic table. Ignore beneficial results.
39-40Test of Devotion: The cultist cannot invoke blessings until they enact five different tenets. Atonement ends the rebuke.
41-42Ancestral Reckoning: The cultist suffers a 2 point penalty when invoking blessings until they perform the Consecrated Ground rite at a place special to their ancestors.
43-44Holy Edict: The cultist is subject to Suggestion (p.105, no save; GM determines the details).
45-46Tears of Blood: The cultist weeps blood for 2d6 rounds, and suffers disad on their next blessing test.
47-48Mission from God: The cultist is subject to Geas (p.95, no save; GM determines the details).
49-50Empty Vessel: The cultist loses all memory of the last 48 hours. No mortal magic can reverse this effect.
51-52No Light But Mine: Torches, lanterns and other mundane light sources are extinguished within 20 ft of the cultist for 1d6 months. Atonement ends the rebuke.
53-54Gift of Truth. The cultist cannot intentionally lie for 1d6 months.
55-56Trial By Combat: In an impending battle, enemies target the cultist above all others (where possible).
57-58Unwelcome Avatar: An agent of the patron possesses the cultist's body for 2d6 minutes. It pursues the patron's ends, heedless of any consequences to the cultist.
59-60Sacred Visions: Holy hallucinations impede the cultist's real world vision, causing 1d4 Perc loss.
61-62Forbidden Truth: The cultist learns a disturbing truth, affecting them like Feeblemind (p.97, save as normal).
63-64Dark Interference: Roll on the Dark & Dangerous Magic table. Reroll beneficial effects.
65-66Second Chance: The cultist may plead their case as to why their patron should intervene. If the GM agrees, a Cha check causes the intended blessing to occur. If failed, roll again with disadvantage.
67-68Condign Affliction: The cultist gains a random disease. Atonement ends the rebuke.
69-70Soul Tithe: The cultist cannot invoke blessings until an enemy is reduced to zero hp by their hand. Reroll if contrary to the patron's ethos. Atonement ends the rebuke.
71-72Silent Torment: The cultist may not invoke blessings until the next dawn, and may never explain why (or the rebuke becomes permanent).
73-74On Your Belly. The cultist is compelled to prostrate themselves on the ground, dropping whatever they are holding. On subsequent turns, a Luck (Will) save is required to end the effect.
75-76Stigmatic Flagellation: The cultist immediately manifests 1d8 + level damage.
77-78Dark Interference: Roll on the Dark & Dangerous Magic table. Reroll beneficial effects.
79-80Timely Offering: The cultist's weapon, shield or armour breaks (even chance. If magical damaged instead, not usable until repaired).
81-82Cast Out: The cultist suffers disad on social checks as others instinctively shun them. Atonement ends the rebuke.
83-84Toll of Mortals: The cultist ages 3d6 years. No mortal magic can restore the lost years.
85-86Redeeming Agony: The cultist is wracked with cleansing pain, causing 1d4 Dex loss.
87-88Struck Deaf: The cultist is deaf for 1d4 months. Atonement ends the rebuke.
89-90Dark Interference: Roll on the Dark & Dangerous Magic table. Reroll beneficial effects.
91-92I Summon Thee: the cultist vanishes from existence for 1d6 rounds, then reappears 1d4 x 5 ft from their original location (with no memory of where they went).
93-94Struck Blind: The cultist is blind for 1d4 weeks. Atonement ends the rebuke.
95-96Struck Mute: The cultist cannot speak or invoke blessings for 1d4 weeks. Atonement ends the rebuke.
97-98Repent or Perish: The cultist loses 1d2 Con every dawn (not recoverable by any means), until dead at zero Con. Atonement ends the rebuke.
99Final Judgment: The cultist dies immediately in spectacular fashion (in a manner befitting their god, or perhaps an interfering alien force).
100Wrath of the Gods: As Earthquake (p.107), but the cultist automatically perishes at the centre. Others make Luck saves as normal.

Rites of Atonement

In some instances, removing a Divine Rebuke requires the cultist to complete a Rite of Atonement. Example rites are provided below, roll 1d20 or choose from the table. Reroll or substitute rites inconsistent with the patron's ethos.

1d20 RITES OF ATONEMENT
1Healing Host: Spend 1d4 days tending to strangers' physical injuries or illnesses.
2Add to the Flock: Convert a pagan or non-believer to the faith (GM determines details).
3Liturgy of the Word: Preach to a congregation or crowd of strangers for 1d6 x 10 minutes.
4Ministry of Compassion: Spend 1d4 days counselling strangers, including treating or managing madness.
5Blood Redemption: Slay a dangerous foe single handed, then perform a 1d4 hour offering ritual.
6Seat of Worship: Spend 1d8 days consecrating a new shrine or temple to honour your god.
7Catechism: Spend 1d4 days instructing novices in your hallowed ways.
8Sanctum Sanctorum: Spend 1d6 hours purifying a defiled shrine or temple (dedicated to your god or one of similar ethos).
9Bitter Flagellation: Spend 1 hour a day painfully drawing your own blood. The ritual causes 1 Con loss per day for 1d8 days.
10Restored Relic: Retrieve, reinstate or cleanse a lost relic, holy symbol or other religious object of your god or one of similar ethos.
11End the Accursed: Personally slay a sentient creature faithful to an opposed god or other supernatural force.
12Cloistered Contemplation: The cultist sequesters themselves for 1d4 months, studying holy scripture.
13Transcendence: Attain greater power within your order (rise in station, conferral of greater authority, a special award, etc).
14Render Their Idols Dust: Destroy a relic, holy symbol or other sanctified paraphernalia of an opposing god.
15Pilgrimage: Visit a distant shrine or temple to your god or one of similar ethos.
16Tithe of Absolution: Donate your share of treasure from the current adventure to your order or an unrelated charity.
17Oppose the Misguided: Take public action to discredit or disrupt the activities of a competing god's agent or believer.
18Glorious Adornment: Commission a statue, symbol or other religious paraphernalia worth 1 x Valuables, which is gifted to your order or a stranger.
19Holy Quest: Complete a special task for another of your order, or in accordance with a vision.
20Tear Down Their Temples: Destroy or defile an altar, shrine or temple to an opposing god.

Spell List

Level 1

  1. Shield
  2. Featherfall
  3. Cure Light Wounds
  4. Charm Person
  5. Frighten
  6. Unseen Hand
  7. Sleep
  8. Magic Missile
  9. Light
  10. Disguise Self
  11. Wizard Lock
  12. Detect Magic
  13. Silent Image
  14. Hideous Laughter
  15. Comprehend Languages
  16. Telepathy
  17. Thunderwave
  18. Magic Mouth
  19. Circle of Protection
  20. Fog Cloud

Level 2

  1. Invisibility
  2. Blindness
  3. Speak with Animals
  4. Hold Person
  5. Heat Metal
  6. Continual Light
  7. Stinking Cloud
  8. Silence 15' radius
  9. Detect Hidden
  10. Darkness 15' Radius
  11. Cure Minor Injury
  12. Mirror Image
  13. Web
  14. Knock
  15. Strength
  16. Bolster Attribute
  17. Phantasmal Force
  18. Locate
  19. Levitate
  20. NA

Level 3

  1. Circle of Protection 10' radius
  2. Monster Summoning I
  3. Invisibility 10' radius
  4. Lightning Bolt
  5. Gaseous Form
  6. Protection from Energy
  7. Fireball
  8. Haste
  9. Slow
  10. Darkvision
  11. Water Breathing
  12. Cure Malady
  13. Speak with Dead
  14. Fly
  15. Ritual Magic
  16. Dispel Magic
  17. Clairvoyance
  18. Suggestion
  19. Hypnotic Pattern
  20. Protection from Normal Missiles

Level 4

  1. Fear
  2. Stone Shape
  3. Monster Summoning II
  4. Neutralize Poison
  5. Stoneskin
  6. Dimension Door
  7. Object Reading
  8. Speak with Plants
  9. Confusion
  10. Hallucinatory Terrain
  11. Charm Monster
  12. Greater Invisibility
  13. Cure Serious Wounds
  14. Rock Storm
  15. Regenerate
  16. Polymorph
  17. Plant Growth
  18. Freedom of Movement
  19. Wall of Fire
  20. Wall of Ice

Level 5

  1. Anti-Life Field
  2. Contact Other Plane
  3. Cone of Cold
  4. Monster Summoning III
  5. Cloudkill
  6. Creeping Doom
  7. Hold Monster
  8. Modify Memory
  9. Feeblemind
  10. Finger of Death
  11. Wall of Thorns
  12. Magic Jar
  13. Telekinesis
  14. Animate Dead
  15. Transmute Rock to Mud
  16. Magic Resistance
  17. Passwall
  18. Restoration
  19. Conjure Elemental
  20. Wall of Iron

Level 6

  1. Etherealness
  2. Banishment
  3. Blade Barrier
  4. Monster Summoning IV
  5. Geas
  6. Control Weather
  7. Reflection
  8. Irresistible Dance
  9. Flesh to Stone
  10. Forbidden Wish
  11. Animate Object
  12. Move Earth
  13. Invisible Stalker
  14. Legend Lore
  15. Chain Lightning
  16. Earthquake
  17. Disintegrate
  18. Mass Suggestion
  19. True Seeing
  20. Death Spell