D&D Spells return to dd1204ag     return to dd0505     return to dd1206                 
Magic-User Spells two spells per day, but must be learnt in advance of the adventure
Spell Level Range Duration on Object Description
Charm Person 1 120' 1 day Human-like Any reasonable commands will be obeyed.
Detect Magic 1 60' 2 turns anything Determines if any any enchantment has been placed on anything.
Floating Disc 1 6' 6 turns - Platform can carry up to 5000 coins weight. Follows the caster
Hold Portal 1 10' 2-12 turns door/gate Holds door shut
Light 1 120' 7 turns anything 30' Circle of light, can blind if cast at creatures eyes
Magic Missile 1 150' 1 turn any target Glowing arrow 2-7 damage. Automatically hits visible target
Protection from Evil 1 0 6 turns Caster Forms magic barrier adding 1 to saving throws
Read Languages 1 0 2 turns   Can read (not speak) any unknown language or code
Read Magic 1 0 1 turn words/runes Once read then item can be read again without the spell
Shield 1 Caster 2 turns Caster Provides Armour Class 2 against missiles, and AC4 otherwise
Sleep 1 240' 4-16 turns any creature not undead Affects 2-16 hit dice of creatures. Any sleeping creature may be killed with a single blow of edged weapon.
Ventriloquism 1 60' 2 turns anywhere Makes the sound of persons voice come from somewhere else
 
Clerical Spells one spell per day, they do not have to be learnt, but must pray for them prior to use
Spell Level Range Duration on Object Description
Cure Light Wounds 1 0 permanent any living Heals 2-7 points of damage, or paralysis when touched
Detect Evil 1 120' 6 turns anything Determines if any any evil intentions or evil enchantment exists
Purify Food & Water 1 10' permanent food/water Purifies spoiled or poisoned food/water
Light 2 120' 12 turns anything 30' Circle of light, can blind if cast at creatures eyes
Protection from Evil 2 0 12 turns Caster Forms magic barrier adding 1 to saving throws
Remove Fear 2 0 2 turns any creature Touch calms the creature, gives +level of cleric to saving throws.
Detect Magic 2 60' 2 turns anything Determines if any any enchantment has been placed on anything.
Resist Cold 2 0 6 turns any creature Gives +2 on saving throws vs cold. Damage reduced by -1