Level: Cantrip
Range: 10 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
This cantrip delays any orgasm by 1 round per level of the caster.
Thus, if the TTC indicates an orgasm, it doesn't go into effect until
+1 round/level.
Level: Cantrip
Range: 10 yards
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature per 2 rounds
Saving Throw: Neg.
This cantrip enables the wizard to read the aura of a creature.
The caster must remain stationary and concentrate on the subject for
two full rounds. A creature is allowed a saving throw vs. spell and, if
successful, the caster learns nothing about the particular creature
from the casting. Certain magical devices negate this cantrip.
The reverse, undetectable sexual alignment, conceals the sexual
preference of a creature for 24 hours - even from a know sexual
preference cantrip.
Level: Cantrip
Range: 1 feet
Components: V, S
Duration: 10 minutes/level
Casting Time: 1
Area of Effect: 10" X 3" (rumor has it that Mordenkainen
needed this large amount of coverage)
Saving Throw: None
This cantrip covers an organic surface with a slippery layer of a
greasy nature.
Level: Cantrip
Range: 10 yards
Components: V, S
Duration: 2 hours/level
Casting Time: 1 turn
Area of Effect: 1 mount
Saving Throw: None
By means of this cantrip, the caster conjures a very attractive
person of the opposite sex to serve him/her. The person serves
willingly and well, but at the expiration of the cantrip duration it
disappears, returning to its own place. The mount does not come with
any gear or clothes. The mount can't do anything but perform basic
sexual acts.
This cantrip was created by conjurer apprentices to practice their
art. It is only a cantrip because the conjured being, only serves one
purpose (a fun purpose, but not a practical purpose).
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 pillow
Saving Throw: None
When this cantrip is cast, the wizard imbues the chosen pillow
with an enchanted mouth. The mouthed pillow will only speak about
sexual topics. The wizard has the option at cast time to decide the
level of vargarity. The level varies from perverse smut to intellectual
discussions on sexual techniques.
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
Explanation: The victim of this spell feels a forceful slap across the
cheek. Creatures must save vs. spell or be distracted for one segment,
dazed by the blow (lose concentration of spells, etc.).
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: 30 minutes/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: None
This cantrip is the mages' form of birth control. It is 100%
accurate and can be performed on anybody who consents to it. Clerics
have high level spells to accomplish this, but only mages have such a
simplistic form of birth control.
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: 30 minutes/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: None
This cantrip causes the recipient to gain a +1 modifier for every
three levels of the mage to charisma with respect to having sex. Thus,
this spell won't effect any other aspects of charisma; only sex.
Most mages cast the cantrip on his/her partner, so the partner is
more desirable thus making it easier for the mage to perform.
The reverse of this cantrip is Sexual Disgust. The modifier is -1
for every three levels of the mage rather than +1.
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Special
This cantrip causes the victim to feel the sensation of being
"tweaked" or "goosed" as if by an unseen forefinger and thumb. The
portion of the body being tweaked must be seen by the caster and be
uncovered by armor. Victim's who are spellcasters must either save vs.
spell or make an Intelligence check to avoid losing concentration.
Other intelligent, small, and medium sized creatures must make same
save/check or be distracted for one segment. The caster must make a
tweaking motion with his hand in order to affect the spell.
Level: Cantrip
Range: 10 feet
Components: V, S
Duration: Instant
Casting Time: 1
Area of Effect: One object
Saving Throw: None
By means of this cantrip, the caster can magically cause the
object of the magic - thread, string, cord, rope, button - to untie
or unbutton itself. The reverse ties or buttons the object.
A stronger spell in the works is Power Word: Disrobe.
Level: 1
Range: 12 feet
Components: S
Duration: --
Casting time: 1
Area of Effect: --
Saving Throw: --
This spell enhances a kissing spell by allowing its range to
become long range instead of by touch. This spell must be cast 1 round
prior to the kissing spell. Any kissing spell may be used in
conjunction with this spell. Note that this allows the caster to blow a
kiss to those that may not desire one. Thus, the problems with physical
contact during combat and such have been eliminated.
Level: 1
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
This spell affects any single person it is cast upon. The term
person includes any bipedal human, demihuman, or humanoid of man-size
or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and
others.
The person receives a saving throw vs. spell to avoid the effect,
with any adjustment due to Wisdom. If the person receives damage from
the caster's group in the same round the spell is cast, an additional
bonus of +1 per hit point of damage received is added to the victim's
saving throw.
If the spell recipient fails his saving throw, his sexual
preference is changed to the opposite. Thus a man who liked women would
now prefer other men.
The duration of the spell is a function of the charmed person's
Intelligence and is tied to the saving throw. The spell may be broken
if a successful saving throw is rolled, and this saving throw is
checked on a periodic basis, according to the creature's Intelligence
(see following table).
Intelligence Score Time Between Checks
3 or less 3 months
4 to 6 2 months
7 to 9 1 month
10 to 12 3 weeks
13 to 14 2 weeks
15 to 16 1 week
17 3 days
18 2 days
19 or more 1 day
The DM must make sure that the spell recipient adheres to the
effects of the spell, but it isn't necessary to go into detail.
Level: 1
Range: 16 feet radius
Components: V, S
Duration: 1d4+1 turns
Casting time: 1
Area of Effect: 1d4+4 men of 3 HD/level or lower
Saving Throw: see below
This spell is used by witches and houris, but other clever mages
should be able to adjust the spell for their needs. A witch must have a
Charisma score of at least 11 to cast this spell.
It affects victims the same as a charm person spell. If there is a
leader with a group of men, he may dispel the charm if his charisma
plus a roll of 1d8 is six points or more higher than the witch's
charisma. If the spell is not dispelled by a leader, each man within
the area of effect must attempt a save vs. spells. A successful save
negates the effect of the spell for that man only. If there are more
men within range than a maximum number who can be affected, the spell
is directed against the lower-level men first. The spell won't work on
any man who has taken damage from any other action of the same witch
during the current encounter.
There are four level variations of this spell (Charm Man II at
third level, Charm Man III at fifth level). They are listed here
instead of throughout the guide for convenience. The spells and the
difference in duration and area of effect are as followed:
Charm Man II - 1d6+4 turns 1d6+6 men of 4 HD/level or lower
Charm Man III - 1d8+4 turns 1d8+8 men of 5 HD/level or lower
Charm Man IV - 1d10+4 turns 1d10+10 men of 6 HD/level or lower
Charm Man V - 1d12+4 turns 1d12+12 men of 8 HD/level or lower
Level: 1
Range: Special
Components: V, S, M
Duration: Permanent or until dispelled
Casting time: 1 hour
Area of Effect: One person
Saving Throw: see below
The spellcaster may affect one individual of the opposite sexual
orientation to become enamored with the spellcaster and willingly
subject to all of his/her commands. That the victim has been seduced
(magically or otherwise) will be readily apparent to those who make a
successful wisdom check. In order to cast the spell, the spellcaster
must extract a personal item of the victim's, and then cast the spell
onto the item in solitude. When the item is given back to the victim
and recognized, the spell is complete.
The victim is allowed a special saving throw on a d20 based on
intelligence. The roll is modified by adding the victim's wisdom and
subtracting the spellcaster's apparent charisma (OPTIONAL: comeliness).
The spell is effective until dispelled.
While under the enchantment, the victim will take as gospel
everything the spellcaster says, and will strive to protect and defend
the spellcaster at all times. If the spell is broken by another magic
or by the will of the enchanter, however, the victim will remember
everything and know that magic was involved.
Level: 1
Range: 5 yards
Components: V, S
Duration: 1 round + 1 round/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
The gestures of the wizard, along with his erotic incantations
causes the person to go into an enjoyable, screaming, orgasmatic,
erotic fit. The term person includes any bipedal human, demihuman, or
humanoid of giant-size or smaller, such as dwarves, elves, gnolls,
halflings, kobolds, and others.
The person receives a saving throw vs. spell to avoid the effect,
with any adjustment to Wisdom. If the person fails the saving throw,
he/she loses all dexterity bonuses to armor class. Also, he/she cannot
move from his/her current location. He/she cannot cast spells, attack,
use items, etc. Basically, the character is caught up in a real
pleasurable experience and can't function properly.
Level: 1
Range: 12 feet
Components: V, S, M
Duration: 20 turns
Casting time: 1
Area of Effect: One person
Saving Throw: Neg.
The affecting person will be unable to do anything at all except
follow the mage wherever she/he goes, unable to take his/her eyes off
her/him. If attacked, the affected will try to beat off any opponents,
including his own comrades, in a berserk fury (+1 to hit, -1 to AC) in
order to continue moving towards the mage.
Level: 1
Range: 5 yards
Components: V, S, M
Duration: 10 rounds/level
Casting time: 1
Area of Effect: One creature
Saving Throw: Neg.
This spell enables the spell caster to render one creature,
himself or otherwise, impotent (incapable of sexual intercourse). The
material component is a bucket of cold water. The incantation consists
of a specific personality (such as "Baba Yaga") who might be
unappealing to the creature. The saving throw is actually a check on
the disgust the personality generates in the creature. If the creature
finds the person repulsive, he fails the save.
OPTIONAL EFFECT: During the period of impotence, the creature
will attack at -2 and make morale and saving throws at -2. Wisdom,
Constitution, and Charisma scores will be lowered by 1-3 points each
for the duration of the spell. Also, during this time the creature will
feel downright miserable.
Level: 1
Range: Touch
Components: S
Duration: 10/level
Casting time: 1
Area of Effect: One creature
Saving Throw: None
When a wizard casts this spell, he/she must kiss the intended
victim and the victim must be able to receive a kiss (i.e. not in
combat). After the kiss, the victim goes into a deep comatose slumber.
Slapping or wounding awakens the affected creature but normal
noise does not. Awakening requires one entire round.
The reverse of this spell is Kiss Of Awakening which will awaken a
person who is magically asleep.
Level: 1
Range: Touch
Components: S
Duration: Instantaneous
Casting time: 1
Area of Effect: One creature
Saving Throw: 1/2
When a wizard casts this spell, he/she must kiss the intended
victim and the victim must be able to receive a kiss (i.e. not in
combat). This kiss causes the victim to suffer 1d3 hit points of
damage, plus 3 points for each level of experience of the spellcaster,
to a maximum of 1d3+20 points. Those successfully saving vs. spell
receive half damage.
Level: 1
Range: 5 yards/two level
Components: V
Duration: 1 hour/level
Casting time: 1
Area of Effect: One male mammal
Saving Throw: None
When this spell is cast, the recipient gains a condition of sexual
excitement and productive activity. This reflects in the recipient as a
gain a +2 modifier for every three levels of the mage to dexterity with
respect to having sex. Thus, this spell won't effect any other aspects
of dexterity; only sex. Also due to his hyper state, the recipient
gains a +1 to hit. Furthermore, two points of intelligence and one
point of wisdom is lost; and one point of charisma is gained. These
bonuses end when the spell ends.
Level: 1
Range: 6 feet
Components: V, S
Duration: 2 turns or until dispelled
Casting time: 1
Area of Effect: One person (4 HD/levels or less)
Saving Throw: see below
This spell is used by witches (some warlocks have customized it
for their use). This spell causes the affected person to cast aside all
weapons, armor, and clothing, in an attempt to seduce the witch,
leaving the victim virtually defenseless against attacks from the witch
or any other character or creature. Immediately after the spell wears
off or is dispelled, the victim can retrieve one of his dropped weapons
on a roll of 11 or more on 1d20. If the roll is 16 or more, the victim
may also retrieve a shield or helmet. Rolls may be repeated each round
until successful, as long as the victim stays within grasping range of
the weapon or other object to be recovered.
Saving throws are a straight throw versus spells, modified by
Wisdom only (no magical protection device apply). Furthermore, the
victim saves at -1 for every tow points of Charisma of the caster above
12, rounded up (i.e. -1 at charisma 13 or 14, -2 at 15 or 16, -3 at 17
or 18). This saving throw gives characters or creatures with a decent
Wisdom a better chance of saving throw vs. spells, tones the power down
a bit, and makes the calculation of saving throws much easier than the
original method that appears below.
ALTERNATIVE SAVING THROW: The saving throw for this spell is
computed by adding the seduction spell level (1 through 8) to the
charisma score of the witch and subtracting the wisdom score of the
intended victim. The resulting number is used as a modifier (plus or
minus) to a roll of 1d20. The adjusted die roll must be equal to or
greater than a certain number, depending on the class of the intended
victim, for the save to be successful. Fighters need a 13 to save,
rogues need a 12, mages need a 9, and clerics need a 8.
There are seven level variations of this spell (Seduction II at
second level, Seduction III at third level). They are listed here
instead of throughout the guide for convenience. The spells and the
difference in area of effect are as followed:
Seduction II - One person (6 HD/levels or less)
Seduction III - One person (8 HD/levels or less)
Seduction IV - One person (10 HD/levels or less)
Seduction V - One person (12 HD/levels or less)
Seduction VI - One person (14 HD/levels or less)
Seduction VII - One person (16 HD/levels or less)
Seduction VIII - One person (18 HD/levels or less)
Level: 2
Range: 6 feet
Components: V, S
Duration: 2 turns + 1 turn/level
Casting time: 2
Area of Effect: 1-6 persons
Saving Throw: Neg.
The affected people will become jealous of each other to the
extent that they will ignore the mage or any other source of danger
present and quarrel amongst themselves. There is a chance equal to the
mage's intelligence of such an argument leading to blows and, if it
does, there is an additional chance equal to the mage's intelligence of
the fight being to the death. If the fight is not to the death, then
the combatants will come out of the spell when hit.
Level: 2
Range: Touch
Components: V, S
Duration: Special
Casting time: 1
Area of Effect: One person
Saving Throw: None
When a wizard casts this spell, he/she must kiss the intended
victim and the victim must be able to receive a kiss (i.e. not in
combat). This kiss causes the victim to lose 2d4 points of Strength for
24 hours. After receiving such a kiss, the victim will be completely
helpless for 1d10 turns.
Level: 2
Range: Touch
Components: V, S, M
Duration: Special
Casting time: 2
Area of Effect: One person
Saving Throw: None
The recipient of this spell undergoes a transformation in
appearance to become more sexually attractive to members of the
opposite gender no matter what the recipient's initial comeliness.
Looks, smell, smoothness, and even taste of the outer skin are all
effected. The recipient's comeliness is effected as follows:
Caster's
Level Comeliness Duration
01 14 10 minutes
02 15 20 minutes
03 16 30 minutes
04 17 1 hour
05 18 2 hours
06 19 4 hours
07 20 8 hours
08 21 16 hours
09 22 1 day
10 23 2 days
11 24 4 days
12 25 8 days
13 26 16 days
14 27 32 days
15 28 64 days
16 29 128 days
17+ 30 256 days
Note that if two mages cast the spell on a person simultaneously,
then their levels may be added together to effect a stronger magic.
Further, this spell has the effect of negating any curse magic which
degrades the recipient's natural beauty.
The material component of this spell is a cosmetic and perfume kit
magically prepared by a thaumaturger.
Level: 2
Range: 20 feet
Components: V, S, M
Duration: 2 rounds/level
Casting time: 2
Area of Effect: One person
Saving Throw: None
A voyeur is a person who derives sexual gratification from
observing the sex organs especially in secret. Thus, this spell allows
the wizard to see through a person's clothing and examine sexual
organs. Of course the gratification part must be achieved solely by the
mage. The material component of the spell is a small piece of cloth and
a small piece of glass.
Level: 3
Range: Touch
Components: S
Duration: Special
Casting time: 1
Area of Effect: One person
Saving Throw: None
When a wizard casts this spell, he/she must kiss the intended
victim and the victim must be able to receive a kiss (i.e. not in
combat). This is actually a Charm Person spell with no saving throw.
Checks to break such a charm are made after twice the normal duration.
The victim of this spell will obey any order unquestioningly.
Level: 3
Range: 0
Components: V, S, M
Duration: 5 hours + 1 hour/level
Casting time: 3
Area of Effect: 15-foot-diameter sphere
Saving Throw: None
When this spell is cast, the wizard creates an unmoving, opaque,
sound-proof of any desired color around his person. Up to 7 other
man-sized creatures can fit into the field with its creator, and these
can freely pass into and out of the brothel without harming it, but if
the spellcaster removes himself from it, the spell dissipate.
The temperature inside the hut is a cool 60 degrees Fahrenheit, if
the exterior temperature is between 0 and 100 degrees. An exterior
temperature below 0 and above 100 lowers or raises, respectively, the
interior temperature on a 1 degree-for-1 degree basis. The tiny brothel
also provides protection against the elements, such as rain, dust,
sandstorms, and the like. The hut can withstand any wind of less than
hurricane force without being harmed, but wind force greater than that
destroys it.
The interior of the hut is a hemisphere; the spellcaster can
illuminate it dimly upon command, or extinguish the light as desired.
The floor of the hut is soft and springy. Nice big cushy pillows are
also in the brothel. The spellcaster can cause the brothel play soft
romantic music upon command. Note that although the force field is
opaque from the outside, it is transparent from within. Missiles,
weapons, and most spell effects can pass through the hut without
affecting it, although the occupants cannot be seen from outside the
hut. The hut can be dispelled.
The material component for this spell is a small crystal bead that
shatters when the spell duration expires or the brothel is dispelled,
the hair of a prostitute, and a feather (duck feathers work best).
Level: 3
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting time: 3
Area of Effect: Creature touched
Saving Throw: None
By means of this spell, the wizard bestows total invulnerability
to disease. The creature can't contract, become a carrier, or pass on
any disease he/she may already have. This spell doesn't cure disease it
merely prevents its transfer.
When a person is subject to this spell, a glowing light appears on
the subject's palm. This is to assure the person has this protection
on. Therefore, a person he/she can't say "Let's have sex, I have the
protection on."
The material component of this spell is a scoop of mold (a generic
form of penicillin).
NOTE: This spell probably should be limited to clerics but because
only magic-user's spells are listed, this spell is listed here.
Level: 4
Range: 6 feet
Components: V, S
Duration: Special
Casting time: 4
Area of Effect: One person
Saving Throw: Neg.
This spell makes its recipient become so much in love with the
mage that as soon as she/he loses sight of the mage, the victim begins
to waste away. The victim stops eating food, turns to drinking, and
becomes a general wreck, fighting at a -5. As a result, she/he will die
of malnutrition in a number of days equal to her/his Constitution score
plus 10, and there is a 10% chance of her/him committing suicide.
What's more, if the mage tells her/him to go away, she/he is compelled
to do so. This unpleasant condition may wear off as a charm person, but
otherwise must be treated by cure disease.
Level: 6
Range: 5 yards/level
Components: V, S, M
Duration: Permanent (ALTERNATE: 1 week/level)
Casting time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
This spell causes the victim's sex to change. Thus, a male becomes
female and visa-versa. A save vs. spell negates the effects. After the
change, the victim will be confused for 1d10 turns. Also, he/she will
have a percent chance equal to his/her Constitution of going insane
because of the trauma.
The DM must make sure the victim of the spell acts in the manner
appropriate to the sex. If not, then the spell doesn't really seem
powerful.
Level: 8
Range: Touch
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: See below
When the kiss is bestowed, the victim must roll a successful saving
throw vs. breath weapon, with a -2 penalty, or drown instantly.
If he/she doesn't drown, he/she finds total ecstasy.
Level: 8
Range: 5 yards/two level
Components: V
Duration: Permanent
Casting time: 8
Area of Effect: 10-foot-radius sphere
Saving Throw: None
When this spell is cast, one or more male creatures of any type
within the spell range and area of effect are castrated. The power word
castrates one creature with 60 hit points, or it castrates two or more
creatures with 10 or fewer hit points, up to a maximum of 120 hit
points. The option to attack a single creature, or multiple creatures,
must be stated along with the spell range and area of effect center.
The current hit points of the creatures are used.
Level: 9
Range: 6 feet
Components: V, S
Duration: Permanent
Casting Time: 1/2
Area of Effect: 1 creature
Saving Throw: Neg.
This spell induces a sudden heart attack in its recipient. A save
vs. death is allowed. If the saving throw is failed, the creature makes
a Constitution check. If the check fails, the creature dies. If the
creature survives, he/she will be totally incapacitated for 1d6+6 game
weeks. He/she will also permanently lose one point of Strength and one
point of Constitution, and will have a 5% chance of a future heart
attack every time he/she ever is required to make a Constitution check.
Note that this spell does require its victim to have a heart, so not
all creatures can be affected (i.e. golems, undead, slime, etc).
Level: 9
Range: Touch
Components: S
Duration: Permanent
Casting Time: 1/2
Area of Effect: 1 creature
Saving Throw: None
When the kiss is bestowed, the creature is slain (maximum of 150
hit points can be taken away). After 1d10 rounds the corpse turns to
dust. The creature can't be resurrected.
(See Ya! Wouldn't want to be Ya!)
(As in Harlan Ellison's short "How's the Night Life On Cissalda?")
Level: 9
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: None
Saving Throw: None
The casting of this spell will cause an interdimensional
connection between the world of the spell caster and the alternate
world of the Cissaldans. The utterance of this spell attracts one
Cissaldan which will come through the connection and attack whomever
the spell caster directs the spell against.
The recipient has an immediate desire to "do a disgusting thing
with a disgusting thing" and will fall upon the Cissaldan with much
vigor. The recipient will not be able to do or say anything else since
his or her complete concentration is centered on the Cissaldan. The two
will continue to copulate until the recipient dies of starvation.
There is no known way of separating someone (or something since the
Cissaldans do not discriminate in any way) from a Cissaldan until the
recipient dies. After the death of the spell recipient, the Cissaldan
will return to the world from which it came.
Cissaldans are described as having two penises, two vaginas, and
are physically "disgusting" to look at. They, however, love to make
love so to speak, and can physically adapt to any sexual physiology