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The Great Net Spellbook level 2

Subject: The Great Net Spellbook level 2


	[originally downloaded in ASCII.zip from 

	ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html  


Second-Level Spells





Acid Water (Alteration)



Range:  20 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One gallon per level

Saving Throw:  None

Author:  Johnny Lydon 



This spell turns water into an acidic substance. If a creature touches

this stuff, it takes 2d4 points of damage. If the acid is drunk, it will

take 4d4 points of damage. The wizard can do anything in or to the

substance without taking any damage. The material component is a drop of

the acidic substance to be created.





Ahrvar's Instant Offensiveness (Enchantment/Charm)



Range:  120 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  Tim Prestero 



This spell affects any single intelligent being it is cast upon. By

intelligent being, it is meant any creature with a rudimentary form of

spoken language. This includes humans, demi-humans, humanoids,

intelligent monsters, etc.

The victim receives a saving throw versus spell to avoid the effect, with

the appropriate adjustments due to Wisdom. If the victim fails his saving

throw, the victim's speech immediately becomes offensive to all who can

understand the language the victim is using. The victim, however, only

hears what he thinks he is saying, and may become extremely curious as

to why everybody is mad at him. The words of the victim become so

offensive that, in fact, they act as a low-power taunt, with those

hearing and comprehending the victim's speech making a saving throw

versus death magic at +4, or else be consumed with a mindless desire to

bash the victim's head in. Each person within hearing of the victim will

hear whatever would be considered most offensive by them. The wizard is

the only one able to hear what is actually spoken by the victim, and is

thereby immune to the taunt effect.

The components of this spell are the command word, and a subtle pointing

motion by the wizard, at the target.





Ahshay's Mystic Mutable Aura (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  Object or person touched

Saving Throw:  Special

Author:  Ahshay



This spell creates a magic aura around an object similar to the one from

Nystul's magical aura. However, it hides not the magic property, but the

alignment of the target. The wizard can specify which alignment he wants

the object to radiate as well as the strength of the radiation. The

higher the level of the wizard the more radical alignment he could place

on the object or person. Note that this aura does not change the

alignment (if present) of a person or object.

This spell foils such spells as detect good or detect evil, a paladin's

detect evil ability and know alignment. It does not change the effect of

the protection from good or protection from evil. Note that the priest's

version of true seeing or a gem of seeing will see through this spell.

If the object or person acts in a different way than is indicated by the

aura, other people will get a disbelieve check. A wizard with true seeing

will now get a true reading from a detect evil.

The material component of this spell is a sheet of thin silk in an

appropriate colour to the alignment being cast. It is consumed

completely.





Alkira's Fanfare (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  6 hours per level

Casting Time:  Special

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Coyd D. Watters 



When cast upon the target, the spell seems to have no immediate effect.

When a simple condition is met (no ands/ors), a fanfare of no more than

40 beats is suddenly heard around the target. This fanfare can be as

simple as a single trumpet blast, or as complex as an orchestral

arrangement, depending on the components. The spell then "resets", and

the next time the condition is met, the music will play, resetting to the

duration of the spell.

The condition must be a simple one, and when the condition is met, the

fanfare plays. The condition must be a simple "true or false" condition,

and must deal with the target, such as "passes through door", "falls

down", or "draws weapon". Subjective conditions, such as "when a good

blow has been given", won't work since the spell cannot determine the

relative value.

This spell may be layered, but the conditions must all be different,

reusing a condition dispels the previous casting. Other magic may not be

used as a trigger, so this spell cannot be triggered directly by a spell

(i.e. "hit with fireball" won't work, but "catches fire" will).

The material components are a cylinder made of wax, a needle, and a copy

of the music, in the caster's race' standard musical notation. All are

destroyed in the casting. This copy of the music is the key to the

complexity of the fanfare. Up to 100 instruments may play at once, but

the caster must use a separate sheet for each instrument. The caster

states which instrument plays each part as the spell is cast.

If the sheet music is not available, the caster may hum or whistle the

fanfare when casting, but the fanfare is then limited to one instrument,

which replays the caster's notes.

The more complex the fanfare, the longer the casting time. The base

casting time is 2, plus 1 for each instrument that will sound. Thus, a

single instrument will have a casting time of 3, while a full 100 piece

arrangement will require 102 (about 10 rounds).

If the target is unwilling, then they may attempt a savings throw. If the

throw is successful, the fanfare sounds once around the wizard, and the

magic dissipates. Once cast, the sound will definitely be heard by those

within hearing range.





Alpha's Moonlight (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  10-foot per level radius circle

Saving Throw:  None

Author:  Jason Nelson 



This spell creates an area of soft blue-grey light, apparently coming

downwards from above. This light effectively washes out all colour, but

clear vision is certainly possible within the area of effect. Vision is

also possible out to 10 yards beyond the spell's radius, but such vision

is dim and shadowy at best. The moonlight does not interfere in any way

with infravision, but the nature of the light is such that creatures

adversely affected by bright light suffer only half the normal penalties

when within the moonlight and none when within its shadowy fringes.

Moonlight may be centred on the wizard, in which case it moves with him.

Otherwise, the spell must be cast on an area and is stationary. The

material component of this spell is a moonstone that has been exposed to

actual moonlight for a full night.





Alpha's Rainbow Beam (Evocation)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jason Nelson 



This spell draws upon the power of the quasi-elemental plane of radiance

and brings forth a beam of pure light. The colour of the light making up

the beam is normally randomly determined by a roll of a 1d8. However, the

wizard has a chance equal to 5% per level of being able to select the

colour of the beam (the wizard may not select a multi-hued beam. Such

occurs only as the result of an aberration in the magic). The colours of

the beams are as follows:



         D8 Roll          Colour of Beam

            1             red (cold)

            2             orange (heat)

            3             yellow (acid)

            4             green (poison)

            5             blue (electrical)

            6             indigo (holy water)

            7             violet (force)

            8             multi-hued beam - roll twice, ignoring eights



The beam does a base of 2d6, plus an additional hit point of damage for

each level of the wizard (eg., a 7th-level wizard would inflict 2d6+7

points of damage). Any creature resistant to the attack form indicated

by the colour of the beam takes no damage, while a creature vulnerable

to the specific attack form (such as heat versus a yeti) will suffer

double damage. A saving throw indicates that the beam has missed and the

intended victim is unaffected. Note that the beam may hit a target other

than the one intended. Once the beam hits a solid object, it stops, even

if that object is transparent. Any creature suffering damage from the

spell must make item saving throws if appropriate. The material component

of the spell is a small clear gem or crystal prism worth at least 50 gp.





Alpha's Spark Shower (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  20 feet long, 5 feet at base, 10 feet at end wedge

shape

Saving Throw:  1/2

Author:  Jason Nelson 



The wizard extends his arms and speaks the spell, and a sheet of sizzling

purple sparks shoots forth from the wizard's hands. These sparks cause

1d4 points of electrical damage per three levels of the wizard, rounded

up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or

wearing partially metal armour (ring, scale, chain) save at -2 and suffer

+1 point of damage per die. Those wearing full metal armour (splint,

banded, plate, etc.) save at -4 and suffer double damage. The material

component is a bit of fur, glass, and copper.





Alpha's Star Gaze (Evocation)



Range:  60 yards

Components:  V

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature per 2 levels

Saving Throw:  Special

Author:  Jason Nelson 



This spell causes a blazing white sheet of light to issue from the

wizard's eyes. This sheet will envelop a number of creatures based on the

wizard's level. Those who fail a saving throw versus petrification will

be blinded for a full turn. Those who do save are merely dazzled (-2

to-hit bonus and +2 to Armour Class) for 1 round, having looked away just

in time. Dark dependent creatures such as drow and grey dwarves save at

-4, and the duration of its effects are doubled.





Alpha's Starblades (Conjuration)



Range:  10 feet + 10 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  2

Area of Effect:  One creature per 3 levels maximum

Saving Throw:  None

Author:  Jason Nelson 



This spell creates one magical star-shaped bladed weapon for each three

levels of the wizard, up to a maximum of seven. The wizard may then throw

these as weapons, out to the spell's maximum range. They are treated as

slashing weapons with respect to effectiveness versus armour, and the

wizard's to-hit rolls with them are at +3, in addition to any bonus for

high Dexterity. Each starblade that strikes causes 2d4 points of damage,

+2 versus creatures with powers drawing on the negative material plane

or plane of shadow. The material component is a small silver star.





Ambient Light (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  20-yard radius globe

Saving Throw:  None

Author:  Brian Dawson



This spell is in many ways similar to the 1st-level light spell (q.v.).

With an ambient light, while there is a centre for its sphere of effect,

there is no point of light at this centre - the intensity of the light

is consistent throughout the entire globe. The light is even behind

objects or walls, in a closed chest, in fact, everywhere in the area of

effect. Therefore, absolutely no shadows exist. The spell has a number

of interesting effects because of this; for example, if cast in a

hallway, the light would extend through a door or wall into an adjacent

room (or even into secret tunnels below the hall) up to the full area of

effect. Just beyond the 20-yard radius globe, reflected light from the

actual area of effect lights up 5 feet further. This is much dimmer than

the globe, is very shadowy (if there is something to cast one), and fades

off into complete darkness (assuming, of course, the area would be dark

without this spell). One obvious advantage of the spell is to make hiding

in shadows impossible within the area of effect. The material component

of this spell is a live firefly.





Anaemia (Alteration, Necromancy)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  7

Area of Effect:  Creature touched (up to 1 HD per level)

Saving Throw:  Negates

Author:  Al Singleton 



By means of this spell a wizard can cause the target creature to lose the

majority of its blood, putting on the borderline of having bled to death.

The creature immediately begins to feel incredibly cold and, if

warm-blooded, lose three points of Dexterity due to shivering and general

lack of energy. If cold-blooded, it will go catatonic as its body

temperature sinks to room temperature (60 degrees F or 16 degrees C or

less); the time this takes should be logically assigned by the DM given

the prevailing conditions (windy, underground, etc.).

In addition, the long term effects are that the target creature will

suffer the loss of one point of Strength and Constitution for up to a

full week after recovery (any Strength 18 score will drop to 17).

Recovery will begin with the commencement of eating high iron, high

protein foods. Recovery itself will take at least a week. Thus the

effects of the blood loss will hang on for at least two weeks.

Other immediate effects will be that all piercing and slashing damage

taken will be at 1.5 times the value, this being due to the fact that

these attacks cause the victim to lose more of what they don't have,

blood.

There is a minor difference between the necromantic and transmuter

versions of this spell. Transmuters require a vampire tooth that they

must touch to the spell's target. This tooth will only work for as many

tries (not necessarily successful castings or attacks) as the level of

the wizard when he acquired the tooth. Necromancers do not need a

material component for this spell. Only necromancer specialists can learn

the necromancer version.





Annoyance (Illusion)



Range:  5 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Martin Ott 



This is a more powerful version of the 1st-level spell minor annoyance

(q.v.), in that it creates the illusion of a bumblebee flying into the

victim's ear. The victim only gets one saving throw; if successful, the

annoyance lasts for only one round. The spell's effects start at the

beginning of the next round, just like minor annoyance.

The material component of this spell is a dead insect. If an actual dead

bumblebee is used, the victim's saving throw is made at -2.





Anti "Anti Magic" Magic Shell (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  Creature or item touched

Saving Throw:  Special

Author:  Rapheal Goots 



By means of this spell, an invisible shell of magic is created around a

creature or item. The shell is easily detected or dispelled. In fact, it

is there to be dispelled. If an item entreated with this spell is the

recipient of a dispel magic, passes through a dispel magic zone, passes

through an anti magic shell, etc., the anti "anti magic" magic shell is

destroyed immediately. The item inside the shell, in essence, got a free

saving throw. Any further attempts to dispel the item are treated

normally.

The spell will create one shell per 3 levels of casting ability, and up

to 5 shells may be placed on any one item or creature, but only from the

same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells

to cast, can place one shell on each of 4 items, or 2 shells on each of

2 items, but not 4 shells on one item.

A shell placed on a magical creature protects that creature but not its

possessions. In the event of an item or creature with multiple shells

caught inside an anti magic shell, dispel magic zone or similar; each

shell is stripped off at the very beginning of each round. Unwilling

creatures or intelligent items are allowed a saving throw versus spell

to negate the shell. The material component is a down feather inside as

many small silk pouches as the caster can cast shells. A pouch disappears

for each shell destroyed.





Anvil Fall (Alteration)



Range:  10 yards per level

Components:  V

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Negates

Author:  Unknown



When this spell is cast, the creatures or objects affected immediately

assume the mass of solid lead. A falling or flying object or creature

affected starts to plummet, and damage taken from falling is doubled,

i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100

feet. Anvil fall affects one or more objects or creatures in a 10-foot

cube, as long as the maximum original weight of the creatures or objects

does not exceed a combined total of 200 pounds plus 200 pounds per level

of the wizard.

A feather fall cast upon a creature or object under the influence of an

anvil fall will only negate the latter, and the creature then receives

only normal falling damage. An additional feather fall would be needed

to achieve the normal effect of that spell, and two such spells could

probably not be cast in time by a single wizard.

Like a feather fall, anvil fall works only upon free-falling, flying, or

propelled objects, and cannot affect a sword blow or a charging creature.





Arcane Bolt (Necromancy)



Range:  60 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes a bolt of magical energy to fly from the hands of the

wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level.

The material component for this spell is a drop of poison.





Azalldam's Fabricated Boat (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Azalldam



This spell is similar to Azalldam's fabricated bridge, except that it

shapes a boat from the conjured shadows instead of a bridge. The wizard

may create a boat of 50 square feet per level (up to a maximum of 1000

square feet). The boat will support 100 pounds per level of the wizard;

any additional weight will cause the boat to capsize. The spell will last

1 turn for each level of the wizard, or until the wizard ends it.

Similar to fabricated bridge, the boat may cannot be disbelieved, but may

be dispelled.

The material component for this spell is a small wooden carving of a

boat; this carving is not consumed when the spell is cast.





Bands of Mist (Abjuration)



Range:  20 feet

Components:  V, S, M

Duration:  1 turn

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Thomas Weigel 



This spell calls into existence misty rings around a single target of

size M or smaller. These rings exert 640 pounds of force to keep the

target still, including short range movements such as swinging a sword.

Every time the target attempts to do something not requiring moving from

her original position (walking is out) he must make a Dexterity check

(roll under Dexterity on 1d20) in order to have a chance of success. In

order to move from his original position, the target will have a harder

time of it. If his Strength totals higher than 23, he can do it easily.

Otherwise he must make a Strength check against opening magical doors in

order to break out of the bonds. The caster tosses a looped copper wire

at the victim while muttering the appropriate verbal components.

This is a weakened version of hold person, which exerts physical force

to hold the target rather than paralysing her.





Bigby's Groping Fingers (Conjuration)



Range:  30 yards

Components:  S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to "grope" his target. This spell is usually

used by mischievous apprentices in bars and such... Have fun (gee, I

don't know if I'm hitting a copyright problem by using the name Bigby in

here, but it just seems the most appropriate name to use, and for all I

care, if TSR wishes to claim this silly spell as their own, so be it)!





Bigby's Tickling Fingers (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Max Becherer 



When cast, this spell creates a pair of disembodied hands which proceed

to tickle a victim of the wizard's choosing. Each round, the victim must

save versus spell or suffer a -4 penalty to all rolls. If the saving

throw is failed, the victim may cast no spells that round. The wizard may

select a new victim each round. If the wizard's concentration is broken

while the spell is in effect, the spell is terminated.

The hands cannot be physically attacked, only dispel magic type attacks

or breaking the wizard's concentration will destroy the hands. The

material components are a pair of gloves and a feather.





Bleeding Wounds (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell causes any existing wounds (as in painful wounds) to start to

bleed badly. Wizards do not need to strike their intended foe. If the

victim fails a saving throw versus death magic, he will suffer 1 point

of damage per round, not including any damage he may take in combat. The

DM may choose to have the blood get in his eyes, make it difficult to

keep a hold on a weapon, or possibly make the ground slippery, if he so

chooses. The material component for this spell is a 10 or more gold

pieces worth diamond.





Blood Burn (Alteration)



Range:  40 yards

Components:  V, M

Duration:  4 rounds

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Bret Mikeal O'Neal 



By means of a blood burn spell the caster is able to make a creature's

blood boil. Creatures without blood are immune to this effect.

On the first round of the spell, the blood becomes warm and the creature

feels uncomfortable and feverish. During the second through fourth

rounds, the blood increases temperature until it is burning internal

organs. Note this is treated as fire for resistance and regeneration

purposes.

Damage is as follows:

round 1: no damage;

round 2: 1d4 HP damage;

round 3: 2d4 HP damage;

round 4: 4d4 HP damage.

The material components for this spell are a drop of blood and a pinch

of sulphur.





Boiling Globe (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Steve Bartell 



This spell forces a 20-foot diameter circular area of water into an

extreme boil. All creatures in the area of effect take 1d4 points of

damage per level of the caster (maximum of 12d4 points). A saving throw

indicates half damage. The water in the globe will drop to a tolerable

level on the next round, and then slowly cool down to normal water

temperature. Creatures not affected by heat or fire are immune to the

effects. Ice will instantly boil under the effects of this spell, as

well. The globe can be created anywhere within range of the caster.

The material component of this spell is a piece of volcanic rock.





Bolt's Background Bustle (Alteration)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  Special area around creature touched

Saving Throw:  None

Author:  Phill Hatch 



This spell is an offshoot of the silence concept. Instead of creating a

specific zone of silence, this spell alters the sounds created within its

area of effect to match the volume and types of sounds already present.

Instead of clashing swords, dying screams and spell recitation, the

sounds of wind, a passing wagon, a barking dog or whatever other ambient

noise appropriate to the location is heard. By not silencing the area

closely around the recipient, spells can be cast and conversations

carried out as long as the people are within each other's zone and both

have the spell cast on them.

The area of effect is one person or person sized object plus the space

within one foot of the target. A person or animal passing within the

spell's zone would hear the noises truly associated with what is

happening. For example, a guard leaning against a door would hear the

efforts of a thief picking the lock on the other side of the door because

the guard is within the thief's area of effect. The material component

of this spell is a small paper cone, held to the ear.





Bubble Screen (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  30-foot sphere

Saving Throw:  None

Author:  Steve Bartell 



Upon casting this spell, the wizard fills the area with bubbles. The

sphere of bubbles is so thick and active that it seriously restricts

vision, giving all within it a -4 to-hit. The action of the bubbles will

also disrupt spellcasting unless the caster makes a Constitution check.

The caster is not immune to the effects of the spell, and will suffer the

same restrictions. Most sea life will avoid the sphere of bubbles when

possible.

The material component of this spell is a small tube, which the caster

blows bubbles through while casting.





Bucca's Noxious Exhalation (Alteration)



Range:  25 feet

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One 10-foot radius cloud

Saving Throw:  Special


Author:  Andrew Grichting





As a wizard who enjoyed fermenting his own brews, Bucca was totally

unaware of the odour of his own creations. Sam, as he was known to his

friends, grew tired of complaints from his friends about the rank smell

of his breath after taste testing his own brews. He designed this spell

(popularly known as Bucca's Beery Breath) to make use of his foul

exhalations, in the hope that his friends would stop complaining.

In the casting of this spell, the wizard must consume at least 100

millilitres of an alcoholic beverage (the material component), the

potency of which determines the efficiency of the spell (see below).

In addition to drinking the alcohol, the caster leans forward and belches

loudly and from his mouth issues a stream of putrid breath, which expands

to fill a cloud of a 10-foot radius. All within the cloud must make a

saving throw versus breath weapon or suffer 2d4 points of damage (1d4 if

a successful saving throw is made) and the special effects listed below

(or none, if a successful saving throw is made). The cloud swiftly

dissipates, and is gone within  round of its creation. All effects of

the spell including drunkenness pass within 1 hour.



 Potency                        Saving

  Level    Type                 Throw   Special Effects

    1      diluted beers, etc.    +5    stinging eyes, coughing

    2      ales, white wines      +1    retching

    3      red wines, cocktails    0    disorientation for 1d3 rounds

    4      spirits                -1    slight drunkenness

    5      liquors                -2    sickness, mild drunkenness

    6      magical brews          -4    severe drunkenness, comatose state



Stinging eyes, coughing has little effect beyond a -3 penalty to missile

fire. Retching means that any characters affected are delayed in

attacking for half a round. Disorientation indicates the onset of

drunkenness, if the character is left alone at the end of the period of

drunkenness he will resume previous activities, if attacked, the

character may respond in kind, with a -1 to attack rolls. Slight

drunkenness means that the character is confused, no dextrous activities

allowed, and a -2 to attack rolls. Sickness and mild drunkenness

indicates that the character does not want to eat or drink for 1d12

hours, has a -2 to attack rolls, and inflicts -1 damage (with a minimum

of 1). Severe drunkenness denotes that the character is totally

befuddled, has a -5 to attack rolls, inflicts -3 damage (again, with a

minimum of 1), and can barely walk in a straight line.

Note that the effects of drunkenness are different then those in the Net

Alcohol Guide. Because the effects are caused by magic, they are based

on the Bucca's interpretation of alcohol and what he wanted the spell to

accomplish.





Byen's Arrow (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  6 turns per level

Casting Time:  1 round per arrow

Area of Effect:  One arrow touched per 2 levels

Saving Throw:  None

Author:  Brian Dawson



Several decades past, Byen, the famed assassin/illusionist of the City

of Yorkad, created this spell so as to be able to execute certain

"assassinations" which would seem completely real but in which the victim

would (hopefully) not be killed. Byen's arrow creates a very powerful

illusion that is modelled exactly after an actual arrow. The wizard must

take a real arrow (the material component of the spell), of fine quality,

and spend one entire round chanting and weaving his hands along the edge

of the arrow. To complete the casting, the wizard must prick his finger

with a splinter of wood and smear it upon the arrowhead. The arrow is

then actually replaced by an illusion, that has full visual, audible,

tactile, thermal, and olfactory components. An attempt to disbelieve can

be made, but the saving throw is made at -2 (or +2 if informed of the

illusion); however, in most circumstances, there will be no reason to

suspect anything is amiss. The wizard can "enchant" up to 1 arrow for

every two levels he possesses, each arrow taking one round of

preparation.

The arrows must be shot in a normal manner (i.e., the wizard must have

someone of a class able to make use make use of a bow to shoot them).

Such a user will in no way suspect that the arrows are illusionary from

just examining them. If these arrows hit a target, the illusion continues

so that the target will bleed illusionary blood, an will feel illusionary

pain. Unless the victim for some reason attempted to disbelieve and this

attempt was successful, the victim will take the full 1d6 points of

damage from the arrow, plus any applicable bonuses for Strength,

specialisation, a magic bow, etc. Only 25% of this damage is actual, but

even after the illusion fades (which happens in 5 rounds + 1 round per

level after being hit) the victim will still suffer from shock and a loss

in confidence and composure. Hit points lost because of these arrows that

were not part of actual damage will be recovered at a rate of 1 HP per

round of rest or 1 HP per turn of mild activity, but not at all for

strenuous activity. Creatures brought below zero hit point because of

this illusionary damage will be unconscious and must make a system shock

survival roll of else die of shock, losing 1 HP per round until reaching

-10, unless they receive aid. Even creatures that can be hit by only by

silver, iron or magical weapons will suffer from all the above effects

unless they have some special resistance to illusions (or have reason to

be suspicious and disbelieve).

Note that Byen's arrow will work on light and heavy quarrels of high

quality as well as on arrows.





Carrion's Foul Stench (Evocation)



Range:  30 yards

Components:  S, M

Duration:  1 round per level above first

Casting Time:  3

Area of Effect:  20-foot cube

Saving Throw:  Negates

Author:  Garinthrall 



This spell in many respects duplicates the effects of the 2nd-level

stinking cloud. Except where noted, this spell duplicates the effects of

stinking cloud.

It has a slightly longer casting time and a duration which is shorter by

one round, but it has the advantage of lacking a verbal component: the

material components are waved in the air and the spell's gestures made,

but otherwise the spell is utterly silent. It produces a thin grey cloud

of vapour which reeks of rotting flesh and the odours of the tomb.

The material component for this spell is a bit of zombie or ghoul flesh

or a small strip of carrion crawler hide. If ghast flesh is substituted,

saving throws versus this spell are at -1.





Cause of Death (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 turn

Area of Effect:  One corpse

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



With this spell, the wizard can determine if the corpse has received

damage from any of the causes listed in the table below, and which cause

actually reduced him to zero hit points. This spell involves dissection

of the corpse, and the material components are a magnifying glass and a

set of scalpels. These are not expended by the casting.



Cause               Notes and Secondary Information

Exposure            exposure to cold, fire, heat, or lightning; drowning

Falling or hanging  height fallen from

Disease or old age  organs affected, parasites involved

Magic               applies only to magic missile or necromantic effects

Wound               wound inflicted by bludgeoning, piercing, or slashing



The DM may introduce a chance of failure if the body is greatly

decomposed, and he might give false information based on nature of the

trauma. A corpse swatted by a dragon's tail, for example, might show the

same indications as one which fell from a great height, and a poisoned

corpse usually looks like one which died of disease. The prudent wizard

always detects poison just to be sure.





Centipede Call (Conjuration/Summoning)



Range:  40 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a number of centipedes to fight for the wizard. The

centipede can only be used in combat; they will resist doing anything

else. The wizard can summon 1 HD of centipedes per level, selected from

the following list:



 Wizard's Level           Centipedes Summoned

       3-4                   huge (.5 HD)

       5-8                   giant (1 HD)

       9+                   megalo- (4 HD)



The wizard can always select centipedes from a lower level. Only one type

of centipede can be summoned, all remainders are dropped. A maximum of

12 centipedes can be summoned.





Chameleon (Illusion/Phantasm)



Range:  0

Components:  V, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jim Vassilakos 



This spell alters the coloration of the recipient's skin, clothes, and

gear to match that of the surrounding background, so that he is difficult

to spot and attack. The affected creature cannot normally be spotted at

distances of further than 100 feet, and at closer distances, he is 20%

unlikely to be seen when moving, and thieves are given a 20% bonus to

hide in shadows if remaining still (even in sunlight). Further, missile

weapons suffer a -4 penalty to-hit. The material component for this spell

is some chameleon skin.





Charm of Healing (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



Charm of healing allows a wizard to convince the recipient of the spell

that they have been cured of some damage. The spell "heals" 1d4 points

of damage plus an additional point for every three levels of the wizard,

this curing is in fact illusionary and only lasts for the duration of the

spell. Note where the recipient of this spell has suffered illusionary

damage then the hit points recovered are permanent (i.e., equivalent to

priestly cure spells).

The material components for this spell are a piece of coral, a bandage

and a few drops of pure spring water.





Chastity (Abjuration)

Reversible



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Mario R. Borelli 



This spell compels the affected creature to abstain completely from any

and all forms of sexual activity, including looking appreciatively but

with sexual undertones, going to whatever lengths necessary to avoid

anything which might lead to lust. The reverse, promiscuity, compels the

subjects to attempt to engage in their most preferred sexual activities

as much and as quickly as possible. The material component of this spell

is a small silver key.





Cheffield's Major Feast (Alteration)



Range:  30 yards

Components:  V, S

Duration:  Permanent

Casting Time:  5 rounds

Area of Effect:  Four people fed per level

Saving Throw:  None

Author:  Paul D. Walker 



When this spell is cast into a large pot or onto an appropriate number

of plates it brings into being enough food to feed four per level of the

wizard for one meal. The food is nourishing and filling, the drink is

cool and refreshing. The food may not taste the best in the world but it

certainly fills the cracks. It also makes, when chilled and rewarmed,

exceptional leftovers.

This spell requires a handful of rice which is cooked over a low boil

while the wizard mutters "cooks in just 5 minutes".

The spell was created by a wizard whose abilities as a chef far surpassed

those of his spell casting. He is known far and wide as a chef of great

skill.





Circle of Power (Evocation)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  William T. South 



This powerful spell allows a group of wizards to work in conjunction to

create a special area of effect (the circle) into which one wizard (or

possibly two) may enter and have their working level of experience

increased. A minimum of four wizards is required to initiate the spell,

and the spell must be cast by the wizards of the circle, not read or used

from any device.

First, the wizards form a circle and begin casting the spell. The spells

from each wizard must then synchronise into a rhythmic chanting effect.

This means that it will take as many rounds as the highest-level member

of the circle to make the circle synchronise and become operative. From

that point on, a wizard may enter the circle and have his working level

of experience increased by the total combined levels of the circle

wizards minus one level for each member of the circle. Once entered, the

central wizard may rest and study as a higher level wizard, but may not

use new spell levels, just the higher memorisation capabilities, spell

range, duration increases, etc. If the total number of levels bestowed

reaches 20, another wizard may step into the circle and divide the

increased level benefits between himself and the first wizard with all

odd remaining levels becoming useless and therefore ignored.

Any members of the circle who are injured immediately fall away from the

circle's synchronisation and the central wizard(s) lose(s) the benefits

of that member's levels one turn later. New wizards may join into the

circle at any time (taking an equal number of rounds as their experience

level to synchronise with the circle), though, and since the effects of

being in a circle will not wear off for one full turn other circles may

be formed which the wizard may enter to retain his current working level

(or increase of decrease it according to the levels of the new circle).

Members of the circle may chant (from the synchronisation point) for a

period of turns equal to the combination of their Intelligence and

Constitution scores divided by two and then added to their current

experience level. The circle members (but not the central wizards) gain

a magic resistance to any attacks against the circle which would silence

the spell equal to the total experience levels of the circle members.

The source of this spell is the Telnorne Mageocrat.





Claws (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Max Becherer 



When cast, this spell causes a vicious set of serrated claws to grow on

the hands of the recipient. The recipient must be willing, and a being

not already possessing claws. These claws vanish in one round per level

of the wizard. They double the number of attacks normally afforded, and

damage is 1d6 plus any Strength bonuses.

The recipient can use no other weapons, nor cast spells with somatic

components. The material component is the claw of a griffin.





Cloud Walk (Alteration)



Range:  0

Components:  V, S, M

Duration:  1d6 turns + 1 turn per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell allows the recipient to walk on any form of fog, cloud, or


smoke as if it were solid. The recipient may move at normal movement

rate, plus the movement rate of the smoke (thus a rising column of smoke

from a fire might carry the recipient up at 12 movement rate). The smoke

must be reasonably thick, reducing visibility significantly. This spell

will not allow walking on fine mist. The material component is a hair

from a nightmare.





Coin Toss (Alteration)



Range:  30 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One metal coin (preferably gold)

Saving Throw:  None

Author:  Joseph Delisle 



Coin Toss gives an electrical charge to a single metallic coin, which is

then thrown at the target. The casting of the spell appears to be rather

innocuous, but a bit theatrical (i.e., taking approximately 10 seconds

to take a coin out of a purse). Only a wizard who has this spell, someone

actively using the spellcraft proficiency, or someone who has fallen

victim to this spell before will recognize that coin toss is being cast.

Upon completing the spell, the wizard throws the coin at the intended

victim, requiring an attack roll. Treat metal armour as AC 10, but allow

for any magical or Dexterity bonuses. If the victim is actively trying

to catch the coin, consider it an automatic hit ("Take my last gold

piece, thief!"). If the attack is successful, the victim takes 1 point

of damage per wizard level (up to a maximum of 16 HP). If the coin is

gold or another good conductor, add 1 to the damage roll. If the victim

is wearing metal armour, add 1d4 to the damage roll.

The material component is the coin being throw, which is consumed in the

casting.





Conjure Drink II (Conjuration/Summoning)



Range:  10 feet

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell conjures beer or wine, the quantity being determined by the

quality desired by the caster. If beer or ale is to be conjured, one keg

per 5 levels appears. If wine is to be conjured, one mug per 5 levels

appears. The components are only the desire to have the desired drink in

the container in hand and a snap of the fingers of the other hand.





Constant Orgasm (Evocation)



Range:  0

Components:  S

Duration:  1 turn + 1 round per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Mario R. Borelli 



This spell causes the recipient to begin to orgasm, repeatedly, and with

great enjoyment, until the subject's body is no longer capable of

sustaining orgasm. The duration is based on level, but medically

speaking, it could end when the body collapses from exhaustion, or (for

males) when the body can produce no more seminal fluid. The DM may wish

to add possible negative modifiers for combat, movement, etc. because of

the victim's excited state. A successful saving throw results in a single

orgasm of normal duration.





Constitution (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  None

Author:  Benjamin C. Ford 



Application of this spell increases the Constitution of the character by

a number of points. Benefits of constitution last for the duration of the

magic. The amount of added Constitution depends upon the spell

recipient's group and is subject to all restrictions on Constitution due

to race and class. Multi-class characters use the best die.



          Class          Constitution Gain

          Priest             1d6 points

          Rogue              1d4 points

          Warrior            1d8 points

          Wizard             1d6 points



The spell cannot confer a Constitution of 19 or more, nor is it

cumulative with other magic that adds to Constitution. All hit points

gained are illusory hit points that disappear when the spell ends. Damage

is taken from these illosory hit points first, and this damage is not

transferred to the normal hit point total when the spell ends. Beings

without Constitution scores gain one such extra hit point for each Hit

Die.

The material component of this spell is a few hairs, or a pinch of dung

from an animal known for its stanima.





Continual Drunkenness (Alteration, Enchantment/Charm)



Range:  10 yards

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Keith Taylor 



This spell can be directed at any creature who looks the caster in the

eyes. The caster's eyes look watery and swirly at the completion of the

casting, at which time the gaze can be used. The creature gets a saving

throw versus poison at -3 to escape the effects (if so, the spell is not

dissipated, rather, it remains active until one creature is affected).

A creature failing its saving throw is made mystically drunk, and will

remain so indefinitely; an analysis of the being's aura or any magic

designed to detect charms reveals the spell's existence.

The priest spell cure drunkenness negates it for as many turns as the

casting priest has levels, but after this time, the effect returns. The

creature's level of inebriation is determined by the caster's level (see

the Net Alcohol Guide for more information):



     Wizard's Level       Degree of Drunkenness

           3-5                   Slight

           6-9                  Moderate

           10+                   Great



Gaze reflection or a mirror may be able to make the spell backfire on the

caster. In this case, the degree of mystical drunkenness is one less than

normal. For example, if the 10th-level wizard Farsharn has the spell

reflected upon himself by Rath's nimble application of a mirror, then

Farsharn won't be greatly drunk, but only moderately so. If this would

reduce it below slight, then do not reduce it; it always has at least

slight effects. To rid oneself of these effects, a successful dispel

magic or remove curse is enough.

The material component is a handful of hops and a chip of glass.





Continual Sparks (Alteration)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  2

Area of Effect:  One small object or area

Saving Throw:  None

Author:  Max Becherer 



A modified form of the continual light spell, continual sparks causes an

object or area not greater than a few square inches to continuously emit

electrical sparks. These do no damage, but are a tremendous source of

ignition around flammable substances.

A variant of the spell causes a spark to strike anything coming within

1 inch of the area affected. A small metal ball with both continual

sparks and continual light cast upon it is a highly effective device for

eliminating bothersome insects.





Create Alcohol (Alteration, Conjuration)

Reversible



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  One pint per level

Saving Throw:  None

Author:  Philippe Goujard 



This spell alters the taste of and creates alcohol in any liquid. The

caster chooses the flavour of the alcohol to be created. With this spell,

the wizard also chooses the alcohol content of the liquid (equal to beer,

ale, wine, mead, or liquor). There is always a 100% - 10% per level

chance of the spell screwing up. In this case, the DM chooses the taste.

Since create alcohol really creates the drinks, at least partially, the

transformed liquid will appear somewhat the same as the original.

Changing beer to wine looks more like wine, but it may still be a little

bit frothy.

The reverse of this spell, destroy alcohol, removes or lowers the

quantity of alcohol and its taste in the drink.





Create Dressing Room (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  5 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates the interior furnishings of a small dressing room. It

cannot be used to create drinkable or consumable material unless it is

used for the exact purpose it is intended for. Water or other material

vanishes instantly if it is not used for the required purposes (tidying

oneself up). This spell creates only the interior of the room; it doesn't

normally create the walls, floors, or ceilings.

If cast for women, it contains a mirror, a wardrobe, a small cushioned

stool, a tooth brush, tooth paste (take your favourite bland), powder,

lipstick, rouge, perfume of the desired type, soap, body lotion, oil,

nail polish, a set of nail files and scissors, combs, brushes, wads of

cotton, small towels, a small bowl of water (warm or cold as desired),

cloths stands, a moveable Spanish wall, and some other small necessities

normally used in a dressing room.

If cast for men, it contains a mirror, a shaving mirror, a large bowl of

warm water, a small bowl of water (warm or cold), a shaving razor,

shaving cream, small towels, a brush, skin relaxant, eau de toilette,

deodorant, a comb, a hair brush, a tooth brush, tooth paste (pick your

favourite bland), a finger nail cleaner, a nail clipper, and some other

small necessities normally used in a dressing room.

The room stays only for 5 rounds per level while the effects of having

groomed oneself (or someone else) with the kit from this room last for

one hour per caster level (even in the worst weather or after the most

horrible mud fight, one always comes out looking as one did after

grooming in this dressing room). This effect does not offer any

protection from any harm at all. The items cannot be used to harm anyone

(not even the wielder). Thus, it would be impossible to cut oneself with

the razor, the scissors or clip off someone's ear lobe with the nail

clipper. If tried the item causes no damage at all (not even reducing

stoneskins nor causing a caster to falter). The items cannot be sold: if

tried, they vanish in a puff of smoke immediately. They can only be used

for what they are intended (you could use them on your pets if you truly

want to - DM's decision). They cannot be used for combat reasons: an

archer could not hide behind the Spanish wall for soft cover, the wall

would vanish instantly.

The material component is either a tiny bottle of perfume for the

"female", or a tiny razor for the "male" version (costing no less than

50 gp each). They can be used during the casting time (causing a casting

time of 1 turn) or during the preparation, causing this time to increase

to 45 minutes instead of 30 minutes. If used during preparation, the

spell can later be brought up with a snap of the caster's fingers and

nothing more.





Cyril's Attempted Surge Mastery (Invocation/Evocation)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell allows the wild wizard to call forth a burst of energy which

automatically results in a wild surge. However, the wizard has a chance

of controlling the surge to a limited degree. After the spell is cast,

roll on the wild surge table. The wild surge will happen, but the wizard

has a 33% chance of controlling some part of the spell. First, determine

what the wild surge will be. The player (or the DM) then rolls 1d6. On

a roll of 1-4, the wild surge results as per the description of the

surge. On a roll of 5-6, the wizard may control one part of the wild

surge's effects. He may change the centring of the spell, the duration,

the damage, etc. Exactly what can be controlled is left up to the DM

(have fun with this). For example, if the wild surge resulted in a

fireball centred on the caster, and the attempt to control the surge was

successful, the wizard could move the centring of the fireball, he could

decrease the damage, or cause it to be a delayed blast (again, this is

up to the DM). If the wild surge is not detrimental to the caster, he may

still attempt to alter the effects. He could move the flowers pouring

from his mouth to pour from the mouth of someone else. An aside for the

DM: have fun with this, but watch out. You'd be amazed how much a player

can do with a single wild surge when he can control it a bit.





Cyril's Surge Mastery (Invocation/Evocation, Wild Magic)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell is similar to the 1st-level Nahal's reckless dweomer, in that

it releases the power of a wild surge, in the attempt to create a useful

effect. Unlike Nahal's reckless dweomer however, this spell does not

allow the caster to name an "attempted" spell. To balance this drawback,

the caster has a 33% chance of controlling some aspect of the surge

created. Since no spell is named as "attempted", there is no other effect

than the surge.

When this spell is cast, the caster should name a target. The DM then

rolls up a surge, adding the caster's level as a modifier, and rolls 1d6.

If the die rolled is 3-6, the surge proceeds as rolled. However, if a 1

or a 2 is rolled, the DM should announce the surge to the caster, and

give the caster an opportunity to control some aspect of the surge.

For example, if the surge "a fireball explodes, centred on the caster"

is rolled, the caster could choose to exercise control by saying "the

damage from the fireball is the minimum possible". Another example would

be to set the duration of the surge "the target is slowed" to the maximum

possible. Aspects that can be controlled include damage, duration, area

of effect, range, and a +2 or -2 modifier to saving throw. Aspects that

are given in random ranges (such as "2d6" or "1d6 + 1 round per level")

can be altered to at best the maximum or minimum of the possible range.

Aspects that are given in absolute numbers can be halved or doubled.

If the surge rolled states that the "attempted" spell succeeds in some

way, the DM should re-roll the surge, as there is no attempted spell with

Cyril's surge mastery.





Dallonous' Memorise Surge Actions (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Mark Layne 



If a wild mage casts a spell resulting in a wild surge during the

duration of this spell he is given a 10% chance per level up to 90%

change to memorise the actions that resulted in the wild surge. Once a

wild surge effect is memorized the wild mage can them try to recreate the

surge through the use of any reckless dweomer. Since the wizard is

attempting to recreate a wild surge with the dweomer, he gets two rolls

on the wild surge table with the addition of the wild mage's levels to

the rolled surge. If neither surge rolled is an accomplishment of the

spell it is the DM's discretion on which surge occurs.

The material component of the spell is a sheet of paper and one vile of

ink.





Dancing Fire Light (Alteration, Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  1/2

Author:  Unknown



This spell - except as noted - is the same as dancing lights (from the

Player's Handbook). The lights are orange-like in colour and give off

heat. If the wizard concentrates on the balls, he can have them attack

doing 1d3 points of damage per ball (4 balls maximum). All the balls must

attack the same target in any given round. Optionally, the wizard can

form a mass that looks like a fire elemental and can attack once per

round doing 3d3 points of damage. The heat can set fire to flammables.

The material components needed are a piece of flint and either a bit of

phosphorus or witchwood.





Dardan's Dryness (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  2

Area of Effect:  One cubic foot + 1 cubic foot per 3 levels

Saving Throw:  None

Author:  Craig Singsank 



This spell keeps one to several cubic feet of material (organic or

inorganic) impervious to water and related liquids. The spell forms a

minute film of air around the desired object that slowly denatures and

collapses allowing water to seep in as the spell ends. This spell is

useful in protecting valuable items like spellbooks and bows from liquids

that could ruin them.

This spell also reduces the amount of damage a character sustains from

water elementals and water-based attacks.

The film of air surrounding the character acts as a buffer protecting

them from the full impact of the creature's blows. A character protected

with Dardan's dryness receives a +1 on all saving throws (per 5 levels

of the caster) from such attacks for the duration of the spell.

The material component of this spell is a beetle's carapace.





Darklight's Bending Bolt (Alteration, Metamagic)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  2 (but see below)

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This Metamagic spell can be used in conjunction with any one bolt- or

ray-class spell of less than seventh level, such as lightning bolt. It

allows the wizard to specify "pivot points" at which the beam will change

direction. Up to 1 pivot per 5 levels of the caster can be specified, and

at each pivot, the bolt or ray can be made to alter its path up to 120

degrees. The casting time of the secondary spell is included in the

"middle" of the bend bolt spell, so use the casting time of the affected

spell plus 2 for the two halves of this Metamagic spell. It is possible

to deceive targets as to the bolt's intended direction in this way, and

many other such tricks are possible. Up to a -3 penalty can be inflicted

on a deceived target's saving throw. It is also possible to hit multiple

targets in this fashion. DM's option: it is entirely valid to require

some sort of ability check to see how well the caster aims the beam's

turning. Not every wizard is an automatic pool shark.





Darklight's Fishing Rod (Conjuration, Evocation)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This amusing spell calls into being a 4-foot long, faintly glowing rod

of force, with a slim strand of energy hanging off the thin end. On the

handle end is a crank-type apparatus, also constructed of this glowing

energy. Typically, the line is cast into waters where one suspects

interesting or valuable objects might be found. The caster then patiently

waits for a "bite". Every turn spent fishing gives the caster a number

of "bites" equal to one-third his level (or two, whichever is higher);

roll 1d10 for each bite. If a "7" comes up, it is something along the

vague lines of what the caster was seeking, based on what the DM decides

is actually underwater. Note that the line does not have to be

particularly near the object (thus the conjuration element), and that the

line can lift objects as if it had an 18/00 Strength, regardless of the

wizard's prowess. In especially treasure-thick water, there may be

bonuses to the roll, left to the discretion of the DM. Objects sought for

must actually exist and lie within a few thousand feet of the casting

site. An alternate use of the Rod is for actual fishing, with chances as

if the wizard possessed the fishing proficiency, with an additional 25%

bonus if he actually does. No bait is needed for this use of the spell.





Darklight's Gossiping Pen (Divination, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



To use this spell, the wizard needs an ordinary quill pen and a piece of

new parchment. When the spell is cast, the pen will rise up and hover for

a few seconds, then begin writing in a compact, neat script. No actual

ink is needed, as the marks are magically inscribed. The script repeats

one local rumour (usually one which the caster has not heard, there is

a 1-in-10 chance the caster has actually heard the tale). The pen relates

one rumour for every two levels the caster possesses. The rumours are

ones that are actually told locally, either openly or not-so-openly, and

their veracity is not at all guaranteed. The pen will not respond to

detect lies or such, as it is merely relating ambient bits of story, not

solid facts. The rumours usually only consist of a couple of sentences,

but these tell the main points of the story. The material component is

the quill pen used.





Darkray's Enhanced Daggers (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



With this spell the caster can turn ordinary daggers or knives or dirks

into energy bolts. Each of them can then be thrown, to inflict 1d6 HP,

plus one hit point per two levels. If not proficient in the dagger, he

suffers the appropriate penalty. Strength bonuses do not apply to the

damage roll but do apply in the attack roll. The substance of the weapon

is consumed by the spell the round after the throw, regardless of

success. The caster can turn into bolts a number of daggers equal to his

level, up to ten. The casting time of the spell is three plus 1 for each

dagger. The weapons can be made from wood, bone, obsidian or steel and

after the casting are considered magical (no plusses) to determine what

they can hit.

The caster touches all the weapons, one after the other. Thereafter, if

they are thrown at a target, they are transformed into white energy

balls. The weapons can be thrown by the caster or any who can put a hand

on them, for a period of time equal to the caster's level in rounds.

After this time, the weapons melt with a sudden emission of heat.

The casting of permanency or similar magics on the weapons, just after

this spell, stabilizes the magic until they are thrown. Permanency can

affect the whole result of an enhanced daggers spell.

The material components of the spell are the weapons themselves, which

are consumed at the end of the spell's duration or when thrown.





Darksight (Alteration)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Nathan Sugioka 



This spell allows the creature touched to see clearly in any form of

darkness, magical or not. It does not allow detection of invisible, out

of phase, ethereal or astral creatures, nor does it compensate for any

blindness due to natural or magical causes.





Death Mask (Necromancy)



Range:  0

Components:  S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  30-foot cube

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



When this spell is cast, the caster's face momentarily bloats and rots.

This putrid visage is not an illusion. Those within the area can smell

the rotting flesh and hear the squirming grubs crawling from various

orifices. Just as quickly as the face rotted, it repairs itself, grubs

falling to the ground and skin growing back. Victims must be in front of

the caster in order to be affected.

This ephemeral spectacle is so horrifying that those seeing it must save

or stand in shock for 1d3+1 rounds. Non-intelligent creatures those

unable to see, undead, and opponents with more Hit Dice than the caster

are immune.

The material component is a live caterpillar.





Death Star (Necromancy)



Range:  60 yards

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  2

Area of Effect:  10-foot radius

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



This spell creates a pulsating ball of light floating 5 feet off the

ground that slowly drains the life from all within 10 feet. Those in the

area of effect take 1d4 dam a round. The star will drain life from

anything within its area of effect including plants, animals, even the

spellcaster. This spell cannot damage creatures without life such as

undead and automatons.

The star cannot be damaged. It will only leave if dismissed by the caster

or dispelled. Note it does not move.

The material components are a drop of swamp water and a pinch of dirt

form a fresh grave.





Death's Dark Grasp (Conjuration/Summoning, Necromancy)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Garinthrall 



This spell is a variant of Maximillian's earthen grasp from the Tome of

Magic. Except where noted, this spell duplicates the effects of

Maximillian's earthen grasp.

When this spell is cast, rather than producing an earthen hand, this

spell causes many undead arms to spring from the ground underneath the

target's feet. If the target's saving throw is successful, then the arms

sink into the earth and the spell progresses as per the spell

description. If the target fails his saving throw, undead forms

resembling zombies burst up from the ground, lashing out at the target

to grasp and hold him with unyielding strength.

The Armour Class of the arms or creatures is 6 (as opposed to the AC 5

in Maximillian's earthen grasp). The hit points of the undead forms

created are equal to twice the wizard's normal hit points up to a maximum

of 40 HP. The undead forms created are unturnable, and at the end of the

spell's duration will sink down into the earth from whence they came.

If this spell is cast in a graveyard, the soil of the graveyard will be

more likely to produce the undead forms in a quick, unexpected manner.

Thus, saving throws against this spell would be at -1 and the chance that

the undead hands or forms reappear under the target's feet after a

successful saving throw is 10% per level of the wizard rather than 5% per

level which is the usual chance for this occurrence if cast in other

environments.





Decastave (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Perry Horner 



By means of a piece of wood and the gestures and phrases of casting, a

magic-user can create a temporary "ten-foot pole" of force with this

spell. The material component is instantly consumed, and from the

caster's forefinger a two-inch radius, ten-foot long, faintly glowing

beam of force springs into being. It moves as the finger is pointed, and

lasts as long as the caster wills (or until the spell expires, whichever

occurs first),or until the spellcaster casts another spell. The pole

cannot be cut - any metal which passes through it will cause it to

harmlessly wink out of existence - or bent, but will support any weight.

It also cannot be shortened; if it strikes an obstacle, the caster must

move it, or the obstacle, or will it out of existence, to proceed. It

cannot be removed from the end of the caster's finger, although the

caster (and other creatures) can grasp it.

The staff can be used as a weapon, for 1d6 damage, by sweeping it from

side to side, or jabbing it forwards, by movements of the caster's

guiding finger. Normal to-hit rolls apply; it is considered a magical

weapon with no plusses. Note that no shock or blow felt by the magical

staff is felt by the finger. A creature grasping the staff must exert a

total of 18 Strength to hamper its movements. Once only, if the caster

wishes, a decastave can be used to rob a target of 1d4 HP and transfer

them to the wielder of the staff. The target must be touched by the end

of the staff (to-hit roll required) and the caster must will the staff

to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no

saving throw) and transferring them instantly to the caster. If the

caster is uninjured, excess hit points are lost after 1 turn. Any damage

incurred by the caster during that time is first taken from these phantom

hit points; if the caster is at less than full hit points at the end of

the turn and phantom hit points remain, all remaining points are absorbed

at that time as healing, any excess being lost. The excess hit points can

never be transferred to any other creature. Such phantom hit points do

not confer any higher-level or hit-dice saving throw bonuses on the

caster.





Detect Chaos (Divination)

Reversible



Range:  60 yards

Components:  V, S

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  10-yard wide path

Saving Throw:  None

Author:  Unknown



This spell is similar in all respects to the 2nd-level wizard spell

detect evil (q.v.), except that the wizard is detecting for chaos (or

law, if the reverse, detect law, is being cast).





Detect Component (Divination)



Range:  0

Components:  V, S

Duration:  1 round per level


Casting Time:  1 round

Area of Effect:  1-yard radius sphere

Saving Throw:  None

Author:  Joe Colleran 



This spell enables the spellcaster to recognize useful components for

spells, spell research, and creation of magical items, potions and

scrolls. These components may be natural ingredients for spells, parts

of monsters useful for potions or other magical items, and so forth. If

the spellcaster is able to cast the spell the components are necessary

for, or has created the magical items that incorporate the components,

or has similar specific information of what the components are used for,

then the exact part needed will be illuminated and the spellcaster will

recall the exact purpose of the component and proper methods needed to

preserve and prepare it. Otherwise, vague feelings will be given about

what parts are generally useful and whether a certain method of

transporting them is bad or good. A sage or some other such person will

have to be consulted for more specific knowledge.





Detect Illusion (Divination, Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  3 rounds + 2 rounds per level

Casting Time:  1

Area of Effect:  Range of senses

Saving Throw:  None

Author:  Jim Vassilakos 



The wizard can see what is illusion and what is not, and can pass this

ability to others by a joining of hands. The material component for this

spell is a feather-duster, which is consumed in the casting.





Detect Magic II (Divination)



Range:  0

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  60-yard + 20-yard per level long path, 20 yards wide

Saving Throw:  None

Author:  Unknown



This spell is just like detect magic except that it is more sensitive,

has a longer area of effect (60 yards for detect magic), and that the

wizard is be able to determine accurately what kind of magic (alteration,

divination, conjuration, etc.) is in effect if the magic is within 60

yards + 10 yards per level. This spell will not blind, hurt, etc.,

anyone. If in an area of extreme magic, the wizard will simply know that

stronger magic is in effect.





Detect Phase (Divination)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Scott Neilly



When this spell is cast, the wizard can see and perceive any creature

that is out of or in a different phase than that of the wizard. This

means that the wizard will see clearly such creatures with special

defenses as displacement, blinking, duo-dimension, astralness or

etherealness, and those who can shift out of phase, such as a phase

spider. Furthermore, if the wizard has means to attack such creatures,

he will suffer none of the ill effects that normally occur when trying

to attack (i.e., the wizard would know the exact location of a displacer

beast, or where the phase spider is etc.). The information cannot be

communicated to his fellows by words.

The material component of this spell requires a lens of calcite crystal

which must be viewed through for the spell to have effect. It does not

disappear at the end of the spell. Some wizards have made spectacles of

calcite crystal so they would have there hands free to do other things

after casting the spell.





Detect Spirit (Divination)

Reversible



Range:  20 yards + 5 yards per level

Components:  V, S

Duration:  Special

Casting Time:  5

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Unknown



Detects the presence of a soul spirit or mentality in any body or object

(enchanted swords and the like), and whether or not the mind controlling

the body is its "native". Thus, it will not detect charming or hypnosis

but will detect possession. Only the fact of a mind is detected, not its

nature. If it is cast on a normally invisible spirit (such as an

invisible stalker or unseen servant), the wizard can see the creature as

a visible force for one turn per level. The reverse, obscure spirit, has

a range of 0 and conceals a single mind or spirit from detection by this

spell for 24 hours.





Dexterity (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  None

Author:  Benjamin C. Ford 



Application of this spell increases the Dexterity of the character by a

number of points. Benefits of dexterity last for the duration of the

magic. The amount of added Dexterity depends upon the spell recipient's

group and is subject to all restrictions on Dexterity due to race and

class. Multi-class characters use the best die.



          Class              Dexterity Gain

          Priest               1d4 points

          Rogue                1d8 points

          Warrior              1d6 points

          Wizard               1d6 points



The spell cannot confer a Dexterity of 19 or more, nor is it cumulative

with other magic that adds to Dexterity. Beings without Dexterity scores

receive a +1 bonus to Armour Class and to missile attack rolls.

The material of this spell is a few hairs, or a pinch of dung from a

particularly agile or quick animal.





Disease (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



Similar to spells such as blindness and deafness, a disease spell will

cause its target to believe that he has contracted a real (natural)

disease. Even though the spell affects the mind, the victim believes so

strongly in the disease that boils, pains and any other symptoms normally

associated with the affliction will be imagined, putting the individual's

health under considerable stress.

If the target has recently been in a situation where contracting a

disease is quite likely (such as living in filthy surroundings, falling

into sewage or garbage heaps, attacks from giant rats or otyughs, etc.),

a saving throw is made at a penalty of -4; on the other hand, if a

character has recently had a cure disease cast upon himself, is immune

to normal diseases, or has some other strong reason to believe that he

could not possibly have contracted a disease, then a saving throw at +4

or higher (probably +8 if normally immune) is allowed.

Once the spell takes effect, it is permanent until the victim receives

a dispel illusion. The disease is determined randomly from the table in

the Dungeon Master's Guide (q.v.), with the full effects described

affecting the target.





Dispel Silence (Abjuration)



Range:  10 yards per level

Components:  S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  15-foot radius sphere

Saving Throw:  None

Author:  Jason Nelson 



When cast, this spell automatically dispels any magical silence within

its area of effect. Furthermore, no silence spell will have effect within

the area of effect for the duration of the spell.

The casting of this spell requires a small silver bell, chime, or gong,

which must be struck twice, at the end of the casting. The device must

be worth at least 50 gp, and is consumed in the casting.





Disposal (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  2

Area of Effect:  12-inch circle

Saving Throw:  Special

Author:  Thomas Watson 



The casting of this spell evokes a hole, 12-inch in diameter, in the

wizard's hand. The hole may be placed on any surface; anything

subsequently dropped into it (an item must be smaller than the hole's

diameter; since this is neither an extra-dimensional space nor a sphere

of annihilation, items larger than that are not "sucked" into it)

vanishes and is teleported to the bottom of the nearest sewage system

(moat, sewer, large body of water, etc.). It is especially effective for

disposing of garbage, kitchen waste, body wastes, etc., and may be used

in the garderobe of an area otherwise devoid of plumbing. Magical and

living items (of at least animal Intelligence; normal insects and

non-sentient plant life are therefore not considered "living" for this

purpose) receive a saving throw to resist the teleportation (there was

no plumbing in Kestrel's tower, hence this spell saves on traipsing up


and down all those stairs with a chamberpot).





Dive (Alteration, Evocation)

Reversible



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  Steve Bartell 



This spell forces the recipient to sink to the bottom of a body of water

at the rate of 20 yards per round unless they make a saving throw versus

spell. No amount of swimming or struggling will stop the victims descent.

However, a rope or other secured object that can hold the weight of the

victim will stop the sinking.

The spell recipient will sink for a number of rounds equal to the

caster's spell level. If they touchdown at the bottom of the water before

the spell duration expires, they will simply be unable to leave the

ground until the spell wears off. When this spell is cast in the

elemental plane of water, the victim will sink in whatever direction

their feet were facing at the time of casting. This spell will also

affect those that are swimming on the surface of a body of water.

The reverse of this spell, surface, will force the recipient to float to

the surface of the water for the duration of the spell.

The material component of this spell is a small ball of lead.





Dream Control (Enchantment/Charm, Phantasm)



Range:  1 foot per level

Components:  V, S, M

Duration:  special


Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the victim to have dreams exactly as the wizard lays

them out. Nightmares, messages, fantasies are all possible actions in the

dreams. These dreams will seem real. If the person finds out about the

source of the dreams it is likely that he will not take kindly to them.

The chance of success is 5% per level of the wizard minus 10% per level

of victim (less 5% per degree of extremeness of the dreams as determined

by the DM). This spell can deprive the victim of a good night's sleep

with the same chance of success, thus preventing him from regaining

spells overnight. The victim must have been touched at some time by the

wizard to use this spell. If the spell is negated, the wizard cannot try

to control the dreams of the same victim again until he has gained a

level. The material component for this spell is an ornamental cushion,

arduously decorated, of at least 20 gp value.





Dreamoore's Explosive Missile (Alteration/Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Special

Author:  Jonathon Salazar (The Adept's Spellbook)



This spell actually has two variations. The first produces a special dart

which the wizard hurls toward its target. The dart has a +3 to-hit bonus

at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit

does 1d4+2 points of damage + 1 HP per wizard's level. The second version

enchants an ordinary arrow or quarrel, making it magical for hitting

purposes, and delivering double normal damage + 1 HP per wizard's level.

Both versions also have a residual blast radius, inflicting 2d4 points

of damage, or 1d4 on a saving throw versus death magic. Any item struck

directly by an explosive missile must save versus crushing blow to avoid

damage. The material components are sulphur, diamond dust, and the

appropriate missile being enchanted. The first version requires a 10 gp

silver dart as its missile. The explosive missile must be used within

three rounds of creation, otherwise it detonates and does damage to those

immediately around it.





Dreamoore's War Disk (Evocation)



Range:  60 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



The war disk is a small, hand-hurled missile which the wizard throws

toward its target. Its to-hit bonus is +3 at less than 20 yards, +2 from

20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must

declare which version he is casting prior to the throw. The first type

hits only once for 1d4 points of damage + 1 HP per level of the wizard.

The second may be thrown once per round for 1d4+1 points of damage per

successful hit and automatically returns at the end of the round. Its

duration is one round per level.





Duck! (Enchantment/Charm)



Range:  10 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



By this spell, the wizard helps the defence out on himself or another

creature. If the wizard sees an attack coming, the wizard can cause the

creature to be suddenly moved out of the way so as to cause the attack

to miss. This will only work against body (claws, bite, etc.) or

hand-held weapons. The creature that has been moved must then take 30

seconds readjusting his position before it can attack again.

The wizard must prepare for this spell, and must declare at the end of

the previous round that he is casting this spell. The wizard then waits

until the monster attacks, and throws the spell. Creatures that have

never had this done to them before must make a saving throw versus

petrification or be stunned for 2 rounds.





Dumbness (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



This spell causes the recipient creature to become completely dumb,

believing that he is unable to speak by means of voice in any way (cf.

blindness, deafness). This effect can only be removed by dispel illusion,

or by the will of the wizard, and is permanent until such time. The

victim does get a saving throw versus spell to avoid the effect. Note:

this spell could be very effective against creatures such as

androsphinxes, dragonnes and harpies.





Dust Warriors (Conjuration/Summoning, Necromancy)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  20-yard long square

Saving Throw:  None

Author:  Unknown



The material component for this spell is a full set of teeth from a

man-sized or larger carnivore which must be cast on an area of earth,

rock, raw stone, sand or gravel as the spell is cast. The spell generates

1 skeleton + 1 per 2 levels which rise from the area. They will fight for

the wizard until they are turned or destroyed, the wizard is slain,

rendered unconscious or moves out of spell range of the group, or the

magic is dispelled. They last only while there is someone to attack

(including each other, if necessary) - any round in which there are no

targets available the skeletons will fade back into dust.

If dragon's teeth are used as the material component, each skeleton will

have bonus hit points equal to the age category of the dragon (count 4 HP

= 1 HD for turning and attack purposes). Furthermore, they will be immune

to the attack type of the dragon's breath weapon.





Elemental Burst [2] (Alteration)



Range:  60 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  10-foot cube

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes wood or stone to burst violently, fire to flare, or

small volumes of water or air to become turbulent, possibly knocking

people and objects over within a radius of twenty feet. Wood and stone

will do 1d8 and 1d10 points of damage respectively to victims within ten

feet of the burst. Fire will do 1d6 points of damage to victims within

ten feet of the fire and 2d6 to those within three feet. When the fire

version is used, there is a 50% chance of flammable objects within 10

feet of catching fire. The material component of this spell is a bit of

sulphur.





Euclarke's Cantankerous Clothing (Enchantment)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





By use of this spell, the caster causes the target creature's clothing

to animate and inhibit the creature's actions. Any clothing worn by the

character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or

any other action that could disrupt the character's activity. A saving

throw versus death magic negates the spell.

In game terms, the target creature is at a -2 penalty on attack, defense,

saving throws and initiative. Spellcasting is not ruined by this spell,

but all casting gets an initiative modifier of 2, since the caster must

slow down to avoid mistakes. Note that the target creature must be

wearing some form of clothing for the spell to be effective. The spell

lasts for one level for every two levels of the wizard casting the spell,

up to a maximum duration of 10 rounds (1 turn). The material component

for Euclarke's cantankerous clothing is a small square of cloth, which

must be twisted, stretched and pulled during the casting of the spell.





Expose Magic (Divination)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell will inform the wizard of all the details of a single spell

cast within one round per level - including the destination of a

teleport, the target of a charm, the name of a spell without obvious

effect, etc. The spell does not invalidate illusion magic - the spell

will return an answer consistent with the illusion (i.e., a fireball was

cast rather than a spectral force), unless the wizard had already

disbelieved successfully.





Exterminate II (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None or special

Author:  Unknown



Exterminate II negates call insect, protects one person against insect

plague, and gives +6 on saving throws versus summon insects. Dispel magic

requires a wizard of twice the wizard's level. Magic resistance applies

only to the creature touched. To negate this spell, both victim and

insects have to make their saving throws. The material component of this

spell is a bit of fly-paper.





Fellstar's Flamehand (Invocation/Evocation)



Range:  0

Components:  V

Duration:  Special

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  1/2

Author:  Fellstar



When cast, this spell causes the wizard's hands to glow with a soft red

light; if the wizard scores a hit in combat, his hand will discharge a

sheet of flames that will engulf the target. The victim suffers damage

equal to 1d10 HP + 1 HP per level of the wizard (a successful saving

throw versus spell reduces the damage by one half). This spell may be

used twice per casting (once for each hand); both charges must be used

within 5 rounds plus 1 round per two levels of the wizard; after this

time, any remaining charges are lost. Two attacks may not be made in the

same round unless the wizard is normally capable of doing so; in this

case, two separate to-hit rolls must be made, and each suffers a -2

penalty.

The flames from this spell will ignite any combustible material; these

flames may be extinguished the following round, if no other action is

taken.





Fiery Eyes (Enchantment/Charm)



Range:  0

Components:  V, S

Duration:  3 rounds + 1 round per 3 levels

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



By means of this spell, the wizard causes his eyes to glow with an

unnatural light, causing beams to shoot forth up to thirty feet, causing

a single creature or object 1d4 points of fire damage per round when he

focuses his eyes on it for more than three rounds. Further, all creatures

in area of affect must save versus spell or be distracted and lose

initiative for the first round. If cast in conjunction with hypnosis,

hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on

saving throws if they are looking at the wizard. After the spell is

effectuated, the wizard does not need to concentrate to maintain its

effect.





Fire Dart (Elemental (Fire), Invocation/Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Nathan Sugioka 



Similar to magic missile, this spell produces one missile per 2 caster

levels, rounded up, with a maximum of 5. The difference is that these

missiles are made of flames; thus, they can be directed against

non-living targets, and also set any flammable materials they hit on

fire.





Flask of Light (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Until released

Casting Time:  2 rounds

Area of Effect:  Flask touched

Saving Throw:  None

Author:  The tiger 



This enables the caster to imbue a flask with an illumination spell. The

first round of casting involves preparing the flask, the second round is

for casting the illumination spell wished for into the flask. Thus the

illumination spell must have a casting time of one round or less. This

spell may only be cast on any given flask once; a second casting will

result only in causing the same effect as if a dispel magic had been cast

on the flask, which has a 100% chance of removing the casters current or

previous enchantments. The material component is the flask into which the

spell is cast.





Flying Fist (Evocation)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Perry Horner 



Invented by the wizard Alcimer (and once known as Alcimer's flying fist,

ere he died and his apprentices all made use of it), this spell enables

the caster to create a "fist" of force. Forming at the end of the round

in which the spell is cast, the hand is invisible to all but the caster.

It can move 12 yards per round, but cannot pass beyond 10 yards per level

of the caster away from the caster. The fist can hover in mid-air, swoop,

swerve, and dart through openings as the caster directs, but it will

disappear if the caster casts another spell or is rendered unconscious.

Physical combat, speech, climbing, movement, and other activities on the

caster's part will not destroy the fist. Although the fist can exist for

one round per level of the caster, it can perform only three things. It

can grab falling, floating, or levitating objects of hand-size or less,

any 10 gp weight or less and carry them about for up to 2 rounds ere it

drops them. Such objects (keys, ioun stones, etc.) may be in the

possession of another creature, but the fist does not have the strength

to tear weapons free of fastenings, material components or scrolls out

of a being's grasp, etc. It can overcome magnetic pulls, but can only

hold its own against a gust of wind or other severe opposing air

disturbance. It can push or slap a single creature sufficient to cause

a missile attack to be at -1 to-hit, a catching attempt by the being to

be 20% more likely to fail than otherwise, and to delay (not ruin)

spellcasting for one round. It can also attack, striking as a blow (not

a missile, and hence unstoppable by a shield or any protection from

missiles magic), as though it was the caster (but at +2 to-hit), and

doing 1d2 points of damage. A successful punching attack by the fist

ruins spellcasting during the round it strikes. A flying fist can be

readily dispelled by a dispel magic cast on the fist or on its caster,

and cannot penetrate walls of force, anti-magic shells, or more powerful

magical barriers. It is AC 4 (AC 7 to opponents who can see invisible as

an ability or by means of temporary magic), and can be destroyed by any

attack that deals it 5 or more points of damage, or any combination of

attacks dealing it at least 5 hit points of damage in a single round

(cumulative damage does not apply to the fist).





Fog Phantom (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  August Neverman 



This spell creates a vaguely human shaped pillar of fog. The fog phantom

can do no damage, but it can be controlled remotely by the wizard. The

fog phantom moves at 1 foot + 1 foot per level of the wizard. The wizard

can "see" and "hear" through the fog phantom. This spell requires

complete concentration: disturbances will cause the termination of the

spell before the end of its duration. The fog phantom cannot pass through

cracks or the like. Strong winds and intense heat or cold will cause the

fog phantom to disintegrate. The material component for this spell is

some smoke.





Furball (Alteration, Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  Negates

Author:  Brendan Knox 



Supposedly designed by a wizard by the name of Rakmos Shearlight for his

friend's wool business, this spell causes fur or hair to grow on a living

creature at a rate of 1 inch per round. It even affects creatures that

do not normally have fur or hair (eg., one could create fur on an

alligator). A saving throw is allowed and those that successfully save

will not be affected by the fur or hair growth. Otherwise, the fur or

hair will continue for the duration of the spell. The fur or hair will

remain, even after the spell's duration expires, and it is not magical.

A dispel magic will only halt the fur or hair growth. Partial areas of

large creatures have been known to be affected by this spell (the face

of the red dragon Scorch, for example).

In itself, this spell is relatively harmless. The effects on the other

hand can be quite interesting. Tight armour has been known to break and

fall off, the fur or hair could catch fire (since hair is highly

flammable), the fur can serve as extra insulation in cold climate,

instant fur is provided for the lightning bolt spell, etc.

The material component for this spell is a bit of fur.





Garinthrall's Hideous Leech (Conjuration/Summoning)



Range:  150 yards

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Garinthrall 



This is a variant of Melf's acid arrow. Unless otherwise noted, this

spell mimics many of the properties of Melf's acid arrow (q.v.).

When this spell is cast, a small black sphere a few inches across appears

in the wizard's hand. The wizard then proceeds to hurl this sphere at the

target of the spell. If it does not strike the target or is not thrown

immediately after its creation the sphere fades into nothingness.

If it hits successfully, on the spot which the sphere struck appears a

huge, black, shiny leech-like creature which bites into the target and

begins to drink the target's blood. This leech can even bite into

creatures hit only by +1 or better magical weapons. The creature cannot

be removed by anything short of a dispel magic or the wizard's own hand

until it has had its fill of the target's blood and is sated, at which

time the creature falls to the ground. The number of rounds this takes

and the damage inflicted due to the blood drain are as per Melf's acid

arrow.

The creature's bite carries an anaesthesia which makes the target

oblivious to its presence if it is struck by surprise. The target will,

however, notice that it is growing progressively weaker and may make a

Wisdom check every round to spot the creature.

As previously mentioned, when the creature is satiated (or if the wizard

removes it before this occurs), it will fall from its target where it may

be collected later by the wizard. The creature will survive for up to one

hour after being removed from the target during which time it retains its

immunity to all attacks save dispel magic and the wizard's hand. After

one hour it will dissolve into a small puddle of blood. Before the end

of this hour, the wizard may force the leech to dissolve itself at any

time or alternately bleed it slowly if he has a dagger or similar weapon

on hand (again, only a weapon wielded by the wizard will be effective

against this creature). The blood may be collected in whatever receptacle

the wizard has available, for later use in poisons, potions, other

spells, sympathetic magics, etc.

If the target of the leech is not a creature of flesh and blood that

would be harmed by the leech's blood drain, then the bite of the leech

will inflict only 1d4 points of damage before the leech falls off the

target.

Although it should be obvious, it is worthy of note that this spell does

not damage the target's items as it does not shower the target in acid

as does Melf's acid arrow. Also, note the shorter range of this spell.

The material component for this spell is a leech which has fed upon the

wizard's own blood and has afterwards been lanced with a hot needle and

killed.





Ghost Stories (Enchantment, Illusion/Phantasm)

Reversible



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  



The wizard casts this spell upon one speaker or storyteller before the

creature touched begins telling a frightening story to an audience within

hearing range and can hear the tale clearly. When the storyteller begins,

the individual audience members must make a saving throw versus spell at

-4. If they fail, they become caught up in the story and listen

attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while

the storyteller's voice and movements direct the spell's effects,

enhancing lighting and sound in the immediate area. Those who save wander

off, disinterested. Those who cannot understand the speaker automatically

save.

After the story's conclusion, those who failed their saving throw are

heartened by the exhilarating performance and receive a +2 initiative

versus undead and +2 to save versus fear for the next 24 hours. Those who

saved are unaffected and receive no such bonuses.

The reverse of the spell, dishearten, causes those who failed their

saving throw become depressed and receive a -2 initiative versus undead

and -2 to save versus fear for the next 24 hours. Audience members must

sit through the entire story to receive the bonuses or penalties. They

do not wish to be interrupted, but attack or similar interruptions can

break the spell. The same applies if the speaker stops for longer than

one round. If the spell is cast on a bard, he has the conscious decision

to allow or disallow the spell to occur.

The caster performs only a small portion of the verbal and somatic

components. The storyteller actually performs the rest through his voice

and movements, thereby directing the spell effects himself.





Ghoul Touch (Necromancy)



Range:  0

Components:  V, S

Duration:  2 rounds + 1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



Casting this spell changes the casters hands into ghastly clawed

terminals, much like a ghouls. The wizard may then attack with these

decayed hands. The damage is 1d3 per claw + Strength bonus. A saving

throw versus paralysation must be rolled by the creature hit. Those

failing the saving throw are paralysed for 1d4 rounds. Note that the

caster can attack with both hands with appropriate penalties.

Elves, slimes, undead, and automatons are immune to this spell.

Spellcasters may cast other spells while this spell is going, but any

other touch spell will negate the ghoul hands.





Gold to Gems (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  200 gp touched per level

Saving Throw:  None

Author:  Thomas Watson 



By means of this spell, the wizard converts a number of gold pieces,

minus some random percentage, into a single gem of equal value. The

wizard places the gold pieces in the left pan of an ordinary balance,

speaks a command word, and the coins vanish. A single gem appears in the

right pan, equal in value to the amount of coins minus 1d10%. This extra

amount is the material component. The wizard can convert up to 200 gold

pieces per level per use of the spell. Thus, a 5th-level wizard could

convert up to 1000 gold pieces into a single gem.

The reverse of the spell, gems to gold, converts a single gem (subject

to level limits), placed in the right pan of the balance, into gold coins

of equal worth, minus 1d10% of the value of the gem. If too many coins,

or a gem of greater value than the wizard can convert at his current

level, are placed on the balance, the spell is lost but nothing is

expended materially. The type of gem obtained cannot be specified by the

wizard.





Greysky's Improved Missile (Evocation)



Range:  20 yards per level

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One or more creatures

Saving Throw:  None

Author:  Paul D. Walker 



This spell is exactly the same as the 1st-level wizard spell magic

missile except for two changes: (1) the area of effect - everyone in

spell range could possibly be hit with 1 or more missiles - and (2) the

number of missiles that can be fired by the wizard - for every 3 levels

of experience, the wizard can fire two magic missiles (i.e., level 1-3:

2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.).





Grimly's Prehensile Feet (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  3

Area of Effect:  Humanoid touched

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell alters one person's feet so that they are able to grasp as

well as his hands can. The recipient of this spell must not be wearing

shoes, or 1d3 points of damage will be taken due to the lengthening of

the feet in a cramped space (soft leather boots must save or rip apart).

The recipient must also be human or humanoid for the spell to take

effect, and unwilling victims are allowed a saving throw. The prehensile

feet will add +30% to climbing rolls. If in a position to use feet to

attack with weapons, this is also possible, though at a non-proficiency

penalty if the attacker is proficient with the weapon, and double that

penalty if the attacker is not proficient. Somatic components of spells

of third level or lower may be performed with prehensile feet. The

material component for this spell is a bit of monkey fur.





Guilda's Sneakabout Light (Alteration)



Range:  5 feet

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  2

Area of Effect:  5-foot radius sphere

Saving Throw:  None

Author:  Colin Roald 



This spell creates a dim, floating light of variable intensity that

follows the wizard. At its brightest, it is enough to read with good

eyesight, and it can be extinguished and restored at will during the

duration. No light produced by the spell escapes the 5-foot radius,

preventing the wizard from being given away by his light, so this spell

is ideal for thieves. Note that background light penetrates the area of

effect freely, so the wizard is in no way concealed by this spell. The

material component for the spell is a silk black blindfold.





Hailstones (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  5-foot per level radius (maximum 60 feet)

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a rain of stones in the area of effect. The spell

causes 1d3 points of damage per level of the wizard to all within the

area, to a maximum of 15d3. However, the wizard must make a normal to-hit

roll versus each creature in the area to see if they are hit by the

stones. If the to-hit roll is unsuccessful, the creature takes no damage.

The material component is a handful of small stones.





Hair Growth (Evocation)

Reversible



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  M. Kinney 



This spell causes hair to grow (the reverse eliminates all hair) on the

victim. The victim's hair will grow at a rate of one inch per turn for

the duration of the spell. The material component for the spell is a

hair, and a pair of scissors or a sharp knife for the reverse, hair razor

(which belongs to the alteration school).





Hand of Ithiqua (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



A target of the hand of Ithiqua, failing to save versus paralysation will

be pinned to the ground by an invisible force. The force is illusionary,

but will seem completely real to the victim, so that he will be unable

to move. The victim will be pinned to the ground at a location of the

wizard's choice, and despite any struggling will have a movement of 0

regardless of Strength. The subject will be very prone, +4 to be hit

(with no Armour Class adjustment for Dexterity) and -4 to attack.





Heat Feet (Alteration)



Range:  20 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature per level

Saving Throw:  Special

Author:  Rob van Riel 



This spell causes the affected creatures' footgear to become very hot,

blistering the victims' feet. Because of this, the target fights with a

+2 bonus to-hit, a +2 penalty to its Armour Class, loses any Dexterity

bonuses, and moves at 5/6 of its normal speed. The reduction in movement

rate lasts until the blisters have healed. Creatures that are immune to

fire don't suffer any of these effects. Flammable footgear must save

versus normal fire or be ruined; footgear that saves is merely a bit

charred.

Alternatively, this spell can be used to counter the effects of natural

cold. In this mode, the spell will keep the affected creatures' feet

comfortably warm for 1 turn per level of the wizard, even in snow or ice.

The material components for this spell are 2 leaves of stinging nettle. 





Heethem's Hydromorph (Alteration, Enchantment)



Range:  10 feet

Components:  V, S

Duration:  2 turns per level

Casting Time:  2

Area of Effect:  One cubic foot per level

Saving Throw:  Special

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





This somewhat frivolous spell allows the caster to create spectacular

fountains and wondrous sculptures out of water (or water-like

substances). For example, the caster can make a portion of a lake into

a flowing fleur-de-lis or a courtyard pool into a shimmering fountain.

There are no restrictions on what shape or form the water may take, save

the artistic talent of the caster.

This spell may only be cast upon still, or nearly still portions of

water. Any attempt to use this spell on turbulent waters will fail.

Heethem's hydromorph can be cast upon a creature from the elemental plane

of water, but the creature is allowed a saving throw versus death magic

(at +4) in order to avoid being reshaped by this spell. In any event, the

creature is still allowed all of its normal attacks and may resume its

natural shape at the beginning of the next round.

If desired, a permanency or semi-permanency (see the Dragon Kings

supplement) may be placed on Heethem's Hydromorph, although complete

evaporation of the liquid will break the spell.

This spell will not function on the elemental plane of water or its

adjacent plane of ooze, but operates normally on any other plane that can

contain a liquid.





Homophobia (Abjuration)

Reversible



Range:  20 yards

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  One person

Saving Throw:  Negates

Author:  Mario R. Borelli 



Homophobia causes a person, regardless of orientation, to become angry

and nauseous at the concept or sight of any person or behaviour which

might be construed as homosexual. The subject will attempt to evade and

void any such thing and, if evasion proves impossible, hostile and even

violent.

Homosexuals affected by this spell will be constantly ill at ease. The

reverse, heterophobia, has exactly the same effects, except that the

aversion is towards heterosexuals and heterosexuality. The material

component is a lump of mouldy cheese shaped like a triangle (or a square,

for the reverse).





Horizontal Rope Trick (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



When cast on the end of a length of rope, that end may be tossed away

from the wizard (being subject to gravity), where it will remain hanging

in midair at its furthest point from the wizard for the spell's duration.

Five persons may climb the rope and hide at its end (in extra-dimensional

space), unseen, drawing the slack with them as they go. Also, the spell

may be used as a make-shift grappling hook when there is nothing for a

hook to catch onto. The rope may be thrown upwards up to 3xStrength feet

at most and generally less if accuracy is desired. Horizontal throws may

be twice this number if there is a ten foot radius of swing room. The

material components for this spell are a paper Moebius ring and a string

of yarn.





Imitation (Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  2 turns + 1 turn per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Special

Author:  Brian Dawson



This spell is similar in nature to change self (q.v.), but allows the

wizard to assume the form of a specific creature. There is, however, a

chance that the form will not be accurately imitated, with some

inconsistency or fault being noticed by the observers. The chance of an

observer detecting this ruse is as follows:



Observer's Familiarity   Base Chance of         Modifier for

With Assumed Form         Detection*         Wizard's Familiarity

Very well known              25%                     -5%

Seen often                   15%                     +0%

Seen occasionally            10%                    +10%

Seen once                     5%                    +20%

Never seen                    0%               Not applicable

* This is also the chance of a creature recognising a non-specific form

as a false one.



Additional Modifiers:

*  +5% per level of the viewer

*  -5% per level of the wizard

*  +20% if listener attempts to determine authenticity

*  +10% if only seen occasionally

*  +5% if seen once or never seen

*  -1% per one foot of distance

The chance of detection should be rolled upon initial contact, once for

every three turns of exposure or one turn of direct conversation, and

once for an attempt to determine authenticity. The spell may not be

immediately recognised as an illusion, even if a fault is detected, for

it could be seen as a disguise or a physical change (as with a

doppleganger). Note that strong physical contact could reveal the spell,

as the illusion is only visual. Also, unless a voice spell is also used,

observers could become very suspicious. The size of the alteration can

be 50% of actual. Note that the change is entirely illusionary (unlike

alter self) - no actual physical properties are gained whatsoever and

special abilities (gaze attacks, horror effects, etc.) cannot be

reproduced so as to have these special effects.





Improved Audible Glamour (Illusion/Phantasm)



Range:  10 feet per level

Components:  V, S, M

Duration:  Concentration or 2 rounds per level

Casting Time:  2

Area of Effect:  1 foot x 5 feet per level x 1 foot per level cone of

sound

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell is an improved version of the usual audible glamour. It can

be used to create understandable speech, but only those languages that

the caster can speak. The volume of sound is the same as the normal

version but it can reach the volume of up to 10 dragons roaring at the

same time at the maximum of sixtieth level (not that many characters

would reach that level, though). Reminder: a dragon roaring equals 24 men

shouting at their loudest and a wizard gains the power to create sounds

equal to four men per level. If the sound volume reaches 2 dragons, this

spell starts to cause damage to characters: 12 hit points at 48 men

volumes plus one hit point per 4 men volumes above that per round in the

sound area. The cone extends directly from the point of origin which has

to be within range. It causes structural damage in the following

relation: 1 structural point per 10 hit points of character damage.

The material components are a small silver horn plus a paper describing

the sound in the most minute detail (it has to be understood by character

who can read musical notes).





Improved Detect Magic (Divination)



Range:  0

Components:  V, S

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  10-foot wide path, 300 yards long

Saving Throw:  None

Author:  Unknown



This spell acts like detect magic except it works out to hundreds of

yards range.





Improved Find Familiar (Summoning)

Reversible



Range:  1 mile per level

Components:  V, S, M

Duration:  Special

Casting Time:  1 up to 24 hours

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Unknown



This spell attracts a familiar to act for the wizard. The wizard may

attract a familiar of up to half his Hit Dice. The wizard may specify the

type of creature preferred but not the specific creature. Hence he could

specify "a cat" but not "Mrs Pike's Ginger Tom".

Furthermore, the wizard gains the ability to communicate mentally with

his familiar and to use the senses of the familiar while this is being

concentrated on. Hence, he can "see" through his familiar's eyes,

"listen" with its ears, etc. No other actions are possible during this

concentration. The range for this communication is 5 miles per level of

the wizard.

The wizard gains the hit points of the familiar when it is within 12

feet, and on its death (if not released beforehand), will permanently

lose double the amount of these hit points (regardless of the distance

to the familiar). If a familiar is in range, it must be of the same

alignment as the wizard and will then willingly serve its master or

mistress as long as it does not involve a threat to its life and as long

as suitable rewards are given to the familiar at regular intervals (mice

for cats, treasure or souls for more powerful creatures). Failure to

provide such suitable rewards allows the familiar an additional saving

throw versus spell (at +1 for each time rewards have been ignored).

The DM determines the likelihood of the preferred creature being within

range and determines all results including the type, size, Hit Dice and

abilities of the attracted familiar. The range of the spell is one mile

per level of the wizard.

The material components of this spell include feathers, fur or skin etc.

of the creature preferred and a total of 100 gp worth of incense and

herbs per Hit Die of the summoned familiar. The familiar so attracted

receives a saving throw versus spell to ignore the summons. The spell may

be attempted only once every 6 months.

This spell is a specialised version of charm person or mammal, and

rewarding the familiar gives a strong chance of an individual offering

his services to, for example, a wizard or dragon for quite a period. Both

stand to benefit from the co-existence.

By introducing this spell to a campaign, familiars should be more common

to all wizards including dragons, drow, etc. It would be quite beneficial

for a dragon to have a human familiar. The familiar is able to arrange

delivery of suitable bribes, slaves, information, treasure or whatever

else the dragon would require. It can always be useful to have such a spy

in an enemy camp. On the same basis, it also means that a powerful witch

is able to have a troll or doppleganger act as her familiar for several

years. In return, the familiar gains treasure, knowledge or power or just

food and security.

The reverse of this spell, release familiar, has a range of 0, since the

wizard must be able to touch his familiar to release it. This version of

the spell has no material component and is permanent. Its casting time

is 0, and the familiar is not entitled to a saving throw.





Improved Identify (Divination)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  Special

Area of Effect:  One item per level

Saving Throw:  None

Author:  Unknown



This spell is the same as identify except that the wizard gets a 20% per

level chance of identifying the item and gets a +2 on any saving throws

versus a cursed item.





Improved Magic Missile (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One or more creatures in a 10-foot cube

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell is similar to the 1st-level magic missile spell, except as

noted above and for the fact that each missile inflicts 1d6+1 points of

damage.





Improved Magic Missiles (Evocation)



Range:  6 yards + 1 yard per level (see below)

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Max Becherer 



Improved magic missiles is actually a family of at least three discrete

variants, each optimised to enhance one characteristic of the spell:

number of missiles, damage, or range. If an improved magic missiles spell

is found, roll 1d100 on the following table:



 D100 Roll  Result

   01-10    Range

   11-55    Numbers

   56-99    Damage

    00      Two spells, roll again



Range: this rare spell doubles the range of magic missile to well over

120 yards. Ideal for use against flying enemies. One in twenty copies of

this spell inflict 1d6+1 points of damage.

Numbers: range and damage are as per the magic missile. The wizard can

evoke one missile per level, doubling the number of missiles created. A

rare variant (5%) inflicts 1d3 points of damage, but grants the wizard

two missiles per level.

Damage: the spell is identical to magic missile, except that the missiles

inflict 2d4+2 points of damage a piece. 30% of the copies of this spell

are a weaker variant which inflict 1d6+1 points of damage per missile,

but are otherwise identical to the 1st-level spell.





Infected Wounds (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  1 day

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell will cause any wounds to become infected, be they scratches

or large wounds. Wizards do not need to hit their intended victims. The

victim must make a saving throw versus death magic, and if he fails, his

wounds will not heal naturally. Healing and herbalism will also fail to

heal these wounds. The use of magical healing will heal the infection,

at the cost of a cure light wounds - no damage will be healed, but the

infected wounds will be negated. The material component for this spell

is a powdered opal of 10 or more gold pieces value.





Jealousy (Alteration)



Range:  6 feet

Components:  V, S

Duration:  2 turns + 1 turn per level

Casting Time:  2

Area of Effect:  1d6 persons

Saving Throw:  Negates

Author:  John Daniel 



The affected people will become jealous of each other to the extent that

they will ignore the wizard or any other source of danger present and

quarrel amongst themselves. There is a chance equal to the wizard's

Intelligence of such an argument leading to blows and, if it does, there

is an additional chance equal to the wizard'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.





Jet of Steam (Evocation)



Range:  5 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



This spell causes a jet of superheated steam to shoot from the wizard's

hand, striking one victim up to 5 feet away per level of the wizard. If

a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP

per level of damage. Since the jet is quite narrow, a successful saving

throw indicates that it missed, inflicting no damage.





Kaldane's Drowse (Enchantment/Charm)



Range:  30 yards

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Joshua Rosenfeld 



The victims of this spell must be within 30 feet of each other, with a

centre determined by the caster. This spell affects 2d6 HD of creatures,

affecting lower level creatures first, with partial effects ignored.

Creatures of 6+3 HD or more are unaffected. The result of the spell is

to make its victims feel sleepy, giving them a +2 penalty to their Armour

Class, and a -2 penalty on their to-hit rolls, with all Dexterity bonuses

for combat negated. If a creature that has been subject to the drowse has

more than 4+3 HD, it can be subject to sleep (q.v.), although it is

allowed a saving throw at -4). The material component of this spell is

a pinch of fine sand.





Kasegott's Neon Hit Points (Divination, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  2

Area of Effect:  60-foot radius circle

Saving Throw:  None

Author:  Marc Sherman 



This spell affects a number of creatures within the area of effect equal

to half the casters level, rounded up. The creatures affected are

randomly determined from all creatures in the area of effect, excluding

the caster. Note that the spell does not discriminate between the

caster's friends and foes.

The spell causes the targets' hit points to flash in a bright neon colour

above the targets' head. This number will appear in the native language

of the caster; anyone who can read this language can read the hit point

number as well.

Creatures who are held, petrified, asleep, unconscious, or otherwise

inactive are not included in the random determination. Creatures who are

invisible, hiding in shadows, or otherwise unknown to the caster, are

likewise not included. A creature under the effects of an illusion which

the caster has not disbelieved will have the illusory hit points flash,

rather than their actual hit point values.

The above restrictions only apply to the initial random determination of

targets. If a creature affected by the spell becomes unconscious,

petrified, invisible, etc., the hit points continue to flash over their

head. If one of the targets was under the effects of an illusion and the

caster subsequently disbelieves it (or its duration expires), the neon

hit points will update to show the new perceived value.

Note that while the concept of hit points is one of game mechanics, and

in actuality has no meaning the player characters observing this spell's

effects, the number shown can be interpreted by the characters as a

relative measure of strength and health of the creatures affected.

The material component of this spell is a small piece of coloured glass.





Kasemadchen's Improved Reckless Dweomer (Invocation/Evocation, Wild

Magic)



Range:  Special

Components:  None

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Special

Author:  Marc Sherman 



This spell is identical to the 1st-level Nahal's reckless dweomer, except

that it has no verbal or somatic components. A wild mage creates a surge

with this spell from the sheer force of his will. Because no time is

spent gesticulating and chanting, as with the 1st-level spell, this

version is quicker to cast, as well. This spell is very useful as a last

resort in situations where the caster is bound and gagged, or otherwise

unable to take any useful action.

DMs might want to disallow this spell, since it upsets game balance by

crossing the fine line between psionics, based upon one's inner force,

and wizardry, which draws upon external forces.





Katrine's Correspondence (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 month

Casting Time:  2

Area of Effect:  20-foot long square touched

Saving Throw:  None

Author:  Thomas Weigel 



This spell is a delayed reaction spell which, under preset conditions of

relatively simple nature (two dwarves and an elf enter room), generates

an illusory skull head which delivers a message of up to 125 words. The

spell can last up to a month before the message is lost. The spell

requires a pinch of bone dust from a skull (the type of skull determines

what skull the illusion looks like), which is consumed after the spell.

The wizard casts the spell by first uttering several arcane phrases, and

then saying the message while moving her left hand open and shut as the

skulls jaw will do when the message is given. If the caster is hit while

delivering the message, the spell is lost.

This spell is another version of magic mouth with a longer message

possible, but a more limiting time span. Katrine researched it because

she didn't have access to the original magic mouth spell.





Katrine's Fragile Egg (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  2 days per level

Casting Time:  1 round

Area of Effect:  Egg touched

Saving Throw:  None

Author:  Thomas Weigel 



This spell creates a pocket dimension inside a hollowed out egg which can


hold up to 250 pounds or 20 cubic feet. For conversion purposes, 12.5

pounds equals one cubic feet, so a wizard could put something that took

up 125 pounds and took up 10 cubic feet in thee (a small human being or

typical elf). The caster must place the items desired into the egg at the

time of the casting, and may not take them out until everything is taken

out. When the spell duration runs out, or the egg is shattered (a hard

tap will do it), everything that was stored in the egg appears again

(placing the egg in a small container and then leaving it for several

days somewhere can be fun). The wizard casts the spell by moving the

hollowed out egg over her head in a complex pattern while chanting

slowly.





Kestrel's Voice of the Bat (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Watson 



This spell grants the wizard the ability to use sonar to "see" and move

safely at a normal rate in the dark, even in magical darkness. The wizard

can tell size and general shape of objects up to 10 yards away in any

direction he faces. The wizard must actively concentrate to "see" his

surroundings, but merely ceasing concentration does not end the spell,

and the wizard may resume the sonar again within the spell's duration.

The material component is a bit of bat guano.





Kiri's Curse Detection (Divination)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  20 feet + 10 feet per level long, 45 degree cone

Saving Throw:  None

Author:  David Kelk 



When a wizard casts this spell, he can detect the magical radiation given

off by cursed objects. The wizard can detect objects in a 45 degree cone

in the direction he is facing, pivoting up to 45 degrees per round to look

in a different direction.

The material component for this spell is a gem of at least 100 gp in

value. It is destroyed upon the completion of the spell.

Double the duration of the spell if the gem was blessed prior to the

casting.





Kiri's Mystical Photographer (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  Piece of paper touched

Saving Throw:  None

Author:  David Kelk 



This spell is an improvement over the copy spell in the Complete Wizard's

Handbook. The spell enchants one piece of paper or parchment with the

ability to "take a picture". The caster upon casting the spell merely

concentrates upon the area to be captured on parchment and speaks the

trigger word. Both close-up's and distance pictures are possible.

The material components for the spell are a set of coloured inks, oils

or pigments.





Kiss of Weakness (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  John Daniel 



When a wizard casts this spell, he must kiss the intended victim and the

victim must be able to receive a kiss (cannot be 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.





Klaus' Konvincing Kounterfeit Kustard Kwasi-Kurrency (Alteration)



Range:  0

Components:  S, M

Duration:  2 hours + 1 hour per level

Casting Time:  2

Area of Effect:  Lump of custard touched

Saving Throw:  None

Author:  Iain Clarke 



The spell turns an equivalent volume of custard into 50 gold pieces per

caster level. The gold created is perfect in all respects, other than the

suspicious taste of custard. Note the spell's duration, though.





Klaus' Kunningly Krafted Kustard Pie (Conjuration)



Range:  200 yards

Components:  V, S, M

Duration:  10 rounds

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Iain Clarke 



This spell is similar to Klaus' krazy kustard pie (q.v.), but it is

capable of homing unerringly on its target's visual apparatus, even

rounding obstacles, however far the target flees. It flies at speed 30,

attacks with the caster's THAC0 and can turn back for one attack every

round until it hits, is destroyed or the spell expires. It has AC 7 and

will disintegrate on taking 4 points of damage. Naturally, trying to

evade the pie disrupts spellcasting.





Klaus' Kustard Koloured Kollage (Alteration)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One 5x15x30 foot wedge

Saving Throw:  Special

Author:  Iain Clarke 



The material component of this spell is a blob of custard in each hand.

When cast, 1d6 + 1 per level curling, intertwining layers of custard

burst forth from the caster's fingertips. The streams can first be aimed

at multiple targets if desired. Any creature hit by the custard must save

versus spell or suffer the effects of Klaus' krazy kustard pie, and in

any case is knocked down if hit by enough custard (tiny sized creatures

will always be knocked down by one stream, small by two, medium by four,

large by eight, giant by sixteen). Subtract 20% chance per stream below

the required number, and 10% for each extra leg beyond two possessed by

the target creature.





Korel's Death Aura (Illusion/Phantasm, Necromancy)



Range:  0

Components:  V, S

Duration:  2 hours per level

Casting Time:  2

Area of Effect:  10-foot radius

Saving Throw:  None

Author:  Edward Keyes 



Korel's death aura creates continual small magical effects in its area

of effect, which is mobile with and centred on the caster. These effects

are very subtle and should not be immediately recognized as magical by

the player.

The effects are centred around death and fear. For instance, those

entering the area of effect might notice a slight stuffiness in the air,

making it a little difficult to breathe. Slight movements seen out of the

corner of the eye with no visible source should keep people on edge and

maybe a bit paranoid. A slight cold breeze seems to blow across the back

of one's neck, for instance. The manipulation of shadows is a favourite,

as well.

Once per round, the caster may concentrate and direct these effects - for

instance, sending a shiver down someone's spine while staring at them,

or cause a shadow to move out of the corner of that person's eye to

distract him for a second.

In no way will these effects cause damage or distract spellcasting,

unless, of course, the spellcaster voluntarily stops to see what just

moved "over there in the corner". By concentrating, more explicit effects

can also be generated: the caster's eyes glow red, etc.

The caster may, with minor concentration, temporarily negate the effects.

At the caster's option, auditory phantasms may also be created: a slight

scuffling or scraping sound off in the corner where the shadow seemed to

move, a distant scream so faint you're not sure whether you heard it or

not, the whistling wind seeming to be calling your name, etc. The option

for auditory elements is set at casting time.





Last Experience (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  1 round

Area of Effect:  One corpse

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



With this spell, the wizard re-lives the last minute of the recipient's

life. If the victim was conscious during this minute, the wizard must

make a system shock check or be knocked out for 1d4 hours. The material

components are a convex lens and a scalpel.





Layla's Good Morning Kiss (Enchantment/Charm)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  A.C. 



This spell wakes up a normally sleeping creature and causes it to be

favourably disposed toward the caster for 1d6 turns. It also removes any

natural hangovers.





Lesser Light Control (Alteration)



Range:  60 yards

Components:  V, S

Duration:  Concentration

Casting Time:  2

Area of Effect:  10-foot radius globe

Saving Throw:  None

Author:  Francois Menneteau 



The caster can control the intensity of light within the area of effect:

the intensity can vary from daylight to natural darkness, and it can be

different in different parts of the radius.





Lightning Blast (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Benjamin C. Ford 



When the wizard casts this spell, he develops a powerful electric charge

that he blasts to any target or point within range. It deals 1d8 points

of damage, plus 1d8 for every 2 levels of the wizard beyond first, up to

a maximum of 5d8 at ninth level. The material components are a bit of fur

and a piece of glass.





Lightservant (Alteration, Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  2

Area of Effect:  30-yard radius around wizard

Saving Throw:  None

Author:  Jay 



This spell is a variation of the 1st-level wizard spell unseen servant

(q.v.). The servant created by this spell is visible as a vaguely manlike

form of glowing light, and is slightly stronger, being able to lift

3000 gp weight and taking 8 points of magical damage to destroy. The

light provided by the servant is enough to allow normal vision in a

10-yard radius around the servant. Except as noted above, and that the

material components of this spell are a live firefly and a piece of

thread, this spell behaves as unseen servant.





Lohocla's Drunken Memory Teleport (Alteration, Wild Magic)



Range:  5 feet per level

Components:  V

Duration:  Permanent

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Special

Author:  Reid Bluebaugh 



Another of Lohocla's gifts to strange wizards this is the low-level

sister spell to Lohocla's tipsy turvey teleport. Although it may seem

quite powerful, it is not. The consequences of casting this spell are

quite dangerous, which will be mentioned later. Many 1st-level spells

would be a much better pick, but some half-crazed wizards add this spell

to their collection for a little random spontaneity.

When this spell is used, the wizard is able to teleport a maximum weight

of 250 pounds, plus additional 150 pounds for each level of experience

above tenth (a 13th-level wizard can teleport up to 700 pounds), to a

randomly selected place. The place must have an alcohol theme (inns,

taverns, bars, wineries, breweries, distilleries, vineyards, etc.) and

be a location visited by the wizard after receiving the spell. Thus, a

wizard who just copied the spell into his spell book would have a

non-functioning spell until he visited an alcohol related location. The

player should make a table of all the locations and once the spell is

cast, roll on the table to see where the teleportees go to. The DM may

opt to make the locations on the table be weighted thus making the more

frequently visited places become the target of the spell more often. The

spell functions by scanning the character's subconscious for those places

in memory where alcohol or alcohol themes were present.

Every living being or magic item gets a saving throw, if desired (a

person who wants himself and his belongings teleported doesn't need

making a saving throw). If the saving throw is successful, the wizard and

any comrades and friends (the spell scans the wizard's mind to see who

should accompany the spell) are teleported instead as long as everybody's

weight is under the maximum weight able to be teleported. It is the DM's

decision who gets teleported with the wizard if everybody can't be

teleported because of the weight restriction.

Because the spell's effects can be reversed and the spell uses the

wizard's memories, it can be very dangerous for the wizard if he uses it

against enemies. Mainly, the spell sends the enemies to the

establishments that the wizard visited and if the wizard ever returns to

these places, the people there will probably be quite upset. The best use

of the spell is to cast it on oneself and your comrades so you will be

teleported to the places. Of course, if there are hostile places that you

can be teleported to, then you could be in an even worse situation. Also,

not too many adventuring parties will want to chance leaving in the

middle of an adventure because of this spell.

Unlike its sister spell, Lohocla's tipsy turvey teleport, this spell

permanently teleports the teleportees to the location.





Lohocla's Monster Summoning Half Pint (Conjuration/Summoning)



Range:  20 yards

Components:  V, S, M

Duration:  1 rounds + 1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Reid Bluebaugh 



This chaotic spell is respectfully named for the Guardian of Alcohol,

Lohocla. Actually the spell was created by a wizard, with a fondness for

booze, who wanted to pay tribute to the "King" with a powerful low-level

spell. When Lohocla found out about this tribute, the wizard was lavishly

rewarded with many bottles, barrels, and jugs of excellent wine, beer,

ale, and mead. They became quick bar buddies with a hefty tab. Anyhow,

the spell isn't as grand and powerful as it may seem. Although the spell

can give great rewards, it can equally cause as much trouble. Thus, it

is a low-level spell that few wizards would add to their collection. Only

the most foolish of wizards take such an unpredictable spell. Luckily

most adventurers are foolish.

Within one round of casting this spell, the wizard magically conjures

monsters that have a relationship to alcohol (no matter how minute). Roll

on Table A to see what monsters are summoned. When a wizard reaches ninth

level, he may, at his option, modify the die roll by 1 (up or down), thus

giving him a choice of three monsters. Say a 9th-level wizard rolls a 2.

He can now decide to summon a throat leach, a Saint-Bernard dog, or a

Clydesdale horse.

Every four levels, the wizard gets an extra roll on the table if he

wants. Thus, at fifth level, the wizard gets two rolls, at ninth level

he gets three rolls, at thirteenth level he gets four rolls, etc.



Table A: Monsters summoned (1d30).



Roll  Monsters Appearing           Found in         Freq.     HD

  1   1d6 throat leaches           FF 88            comm      1 HP

  2   1 dog, Saint-Bernard         Alcohol Guide    comm      2+2

  3   1 horse, Clydesdale          Alcohol Guide    comm      3+3

  4   1d20 leprechauns             MC2              unco      2-5 HP

  5   2d4 satyrs                   MC1              unco      5

  6   1d2 boozeworms               Alcohol Guide    rare      2 HP

  7   10d10 sprites                MC1              rare      1 HP

  8   1d2 oozes, crystal           MC1              rare      4

  9   1d8 centaurs, sylvan         MC1              rare      4

 10   1 milwaukee                  Alcohol Guide    rare      5

 11   1 succubus                   MC Outer Planes  rare      6

 12   1 patch of mould, brown      MC2              very      -

 13   1 hummingbird, alcohol       Alcohol Guide    very      2 HP

 14   1 alchemy plant              MC9              very      1

 15   3d10 skeletons, yo-ho-ho     Alcohol Guide    very      1+2

 16   1d100 ants, red alcohol      Alcohol Guide    very      2-3

 17   1d100 ants, black alcohol    Alcohol Guide    very      2-3

 18   1d4 gremlin, fremlin         MC Greyhawk      very      3+6

 19   5d10 horses, volatilis Cly.  Alcohol Guide    very      4

 20   1d20 horses, pravus Cly.     Alcohol Guide    very      5

 21   1 dragon, kodragon           MC Dragonlance   very      5

 22   1d4 korreds                  MC1              very      6+1

 23   1d12 elephants, pink         Alcohol Guide    very      11

 24   1 luch                       Alcohol Guide    very      11+

 25   1 dragon, alcohol            Alcohol Guide    very      13+

 26   Reroll on Table A with a cumulative -1 to the die roll

 27   Reroll on Table A with a cumulative -3 to the die roll

 28   Roll twice on Table A ignoring rolls greater than 25

 29   Roll thrice on Table A ignoring rolls greater than 25

 30   Special: roll on Table B

Any modified rolls less than 1 are treated as a 1.



Table B: Special I (1d100).



 Roll    Monsters Appearing            See...      Freq.  HD

 1-15    1d2 Malus Succubus (avatars)  Malus       very   6

 16-30   The Wines (avatar)            Vinumus     very

 31-45   1d12 Boozies (avatars)        Ebrietas    very   15

 46-60   6 Swissyries (avatars)        Excitarus   very   15

 61-70   4 Excitarus' dogs (minions)   Excitarus   uniq   10

 71-75   2 Berry & Grape (minions)     Vinumus     uniq   15

 76-80   1 Seltzer (human)             Ebrietas    uniq   7

 81-90   The Guardian Of Alcohol                   uniq

 91-95   Bartles & James (gods)        Vinumus     uniq

  96     Ebrietas (god)                            uniq

  97     Malus Temulentia (god)                    uniq

  98     Vinumus (god)                             uniq

  99     Excitarus (god)                           uniq

  00     Special: roll on Table C

All creatures and gods mentioned above can be found in the Net Alcohol Guide.



Table C: Special II (1d30).



 Roll Result

  1-5  Reroll on Table B with a cumulative -10 to the die roll

  6-10 Reroll on Table B with a cumulative -20 to the die roll

 11-15 Reroll on Table B with a cumulative -30 to the die roll

 16-20 Reroll on Table B with a cumulative -40 to the die roll

 21-22 Roll on Table B, twice

 23-24 Roll on Table B, thrice

 25-26 Roll on Table B, four times

  27   Roll on Table B, five times

  28   The wizard may choose from Table A

  29   The wizard may choose from Table B (1-80: no gods)

  30   The DM should reward such great dice rolling with a wish or some

       great item of alcohol nature.

Any modified rolls less than 1 are treated as a 1.



The monsters appear anywhere within the spell's range, as desired by the

wizard. If the monster is from Table A, roll on Table D to see how the

monster or monsters will react.



Table D: Monster Reactions (1d12).



 D12 Roll Reaction

    1-6   They attack the spell caster's opponents to the best of their

          ability until either he commands that the attacks cease, the spell

          duration expires, or the monsters are slain. If no opponent exists

          to fight, summoned monsters can, if a wizard can communicate with

          them and if they are physically able, perform other services for

          the summoning wizard.

   7-10   They attack the spell caster and his comrades to the best of their

          ability until the spell duration expires, or the monsters are

          slain.

   11-12  They act independently of the caster and will act according to

          intelligence, alignment, morale, and the DM's wishes.



The creatures vanish when slain. Creatures summoned through tables B or

C do not check morale.

The material components of this spell are a tiny bag, a small candle (not

necessarily lit), and half a pint of pure grain alcohol.





Magic Eye (Alteration)



Range:  0

Components:  V, S, M

Duration:  special

Casting Time:  20 minutes

Area of Effect:  One specific location

Saving Throw:  None

Author:  August Neverman 



By means of this spell, the wizard creates a "third eye", much like the

spell wizard eye, except that it remains in a specific location once

cast. It can be triggered in two ways, the first being a predefined event

occurring, such as some creature passing in front of it. The second can

be done from anywhere on the same plane, by willing it to activate. Once

activated the eye lasts 2 rounds per level; however, the magic eye can

be reactivated (each activation uses a minimum of 2 rounds). The magic

eye sees as well as the wizard: if the wizard can normally see invisible

so can the eye. Magic enhancements, such as spectacles or see invisible,

do not work through the magic eye. The material component for this spell

is an eye of some sort.





Magic Flask (Enchantment)



Range:  0

Components:  V, S, M

Duration:  12 hours + 1 hour per level

Casting Time:  1 turn

Area of Effect:  One flask touched per 3 levels

Saving Throw:  None

Author:  The tiger 



The flask, or any other drinking vessel, is enchanted so as to hold 5

times its normal capacity. The spell is not cumulative in any way and the

wizard can enchant one flask per round, making an total of 10 flasks with

one spell.

If the wizard attempts multiple castings of this spell on the flask, the

flask will explode, shattering everywhere. This ruins the spell

completely. The material component are the flasks to be enchanted.

Note: other, different enchantment spells may be cast on the flask, if

allowed.





Magic Mike's Projection (Conjuration)



Range:  0

Components:  V, M

Duration:  One half-hour per level maximum

Casting Time:  2

Area of Effect:  One 100 feet high, 100-foot radius cylinder

Saving Throw:  None

Author:  Magic Mike



For this spell to take effect, the wizard makes a cone out of a sheet of

parchment and places inside it one copper coin for each 5 minutes of

spell effect. The magic words are chanted and the parchment cone crumpled

and released. When the parchment cone is crumpled, it is replaced by a

4-inch diameter black sphere which remains at its location of creation

for the duration of the spell.

The black sphere is the centre of a cylinder 10 feet high with a 10-foot

radius. Any sound within the cylinder is projected into a surrounding

cylinder which is 100 feet high and has a 100-foot radius. The black

sphere is also the centre of this cylinder.

Anyone within the 100 foot cylinder hears sounds as if they were in a

corresponding location within the 10 foot cylinder.

This spell was created my Michael Verilait, a wizard who was usually

frustrated at not being able to hear what was happening on stage.





Malta's Pattern Creation (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dean Dretske 



With this spell, the wizard can create a pattern for use with the spell

Malta's pattern transport. The pattern can be any image with any colours,

but it must include a circle which forms the outer edge. The pattern may

be of any size, but the cost of making the pattern is dependent on the

materials used - so bigger patterns cost more. The pattern can be woven

into cloth, painted onto cloth or a hard surface, or inlaid into a hard

surface. The pattern must be at least one yard in diameter with no

maximum size. The cost to make a pattern is equal to the square yards of

the pattern times the amount below:



Material           Cost       Time    Saving Throw

Painted on Cloth  5 Silver   1 hour        15

Woven into Cloth  1 Gold    10 hours       12

Woven into Rug    2 Gold    15 hours       10

Painted on Wood   1 Gold     3 hours       10

Painted on Stone  2 Gold     4 hours        8

Inlaid in Wood    3 Gold    12 hours        5

Inlaid in Stone   5 Gold    16 hours        2



Patterns cannot be repaired, they must be remade completely. Patterns can

be moved (assuming the material can be moved as one unit) without damage.

The saving throw listed is the saving throw the pattern must make when

used for transport (see Malta's pattern transport for details) - the

material saves normally for any other damaging situation.





Malta's Pattern Image (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 hour

Area of Effect:  One Pattern

Saving Throw:  None

Author:  Dean Dretske 



With this spell, the wizard can imprint the size and image of an

undamaged pattern. This imprinted image can later be used by the wizard

to create a matching pattern of his own. The imprinted image can be

recalled by the wizard for up to one month per wizard's level (at casting

time). If this time is exceeded, or the wizard creates a matching pattern

(even if different size), then the imprinted image is dispelled. This

spell is necessary to create an exact size matching pattern if the

original pattern is not present for the creation of the matching pattern.

The wizard can have up to one imprinted image per size per level at a

time.





Mangar's Bloodfire (Evocation, Necromancy)



Range:  40 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2 (check each round)

Author:  Mangar



This spell engulfs a creature with blue fire that burns for 1d4 points

of damage per 3 wizard levels (or fraction thereof) on round 1, then

loses 1d4 points of damage per round until it goes out. The flames do not

ignite flammable objects, they just hurt creatures. The material

component of this spell is a drop of blood, not originating from the

caster.





Memorise Song (Enchantment/Charm)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Martin Ott 



This spell enables the caster to memorise the next song he hears. From

then on, the caster can sing and play the song exactly as he heard it,

without worrying about forgetting verses or notes later on in life.

This is especially useful for travelling minstrels, who must remember

someone else' songs for a long time in order to sing them (in other

words, "spread the news") in faraway lands.





Mikkis' Awesome Disarm (Alteration)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Samuli Mattila 



This causes an opponents weapon or other item he is holding to burst into

flames. This is merely an explosion and the creature holding the item

receives 1d4 points of damage +1 per level of the caster and must roll

a saving throw versus spell with a -4 penalty to the check whether the

item is to be dropped. If the creature holds the item with two hands, the

penalty is negated. Creatures immune to fire receive no damage, but must

still save versus spell (with no penalty, however). Magical weapons have

a 10% chance per magical plus to resist this spell. The material

component is a bit of sulphur.





Mimicry (Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Brian Dawson



This spell is similar to the 1st-level wizard spell minor mimicry (q.v.).

However, the spell continues even after a form is dispelled by movement,

and once the spell recipient again becomes stationary, he can be

concealed by a new form (again chosen by the wizard). Therefore, the only

ways the spell would end are an end to the wizard's concentration, or the

spell's recipient passing beyond a 10-yard range per level. If the

wizard's concentration is ended, any illusionary form will last 5 rounds

+ 1 round per level.





Minor Spell Invulnerability (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Benjamin C. Ford 



This spell creates either an immobile, faintly shimmering magical sphere

around the caster that prevents any 1st-level spell effects from

penetrating or a mobile, faintly shimmering field around the caster that

prevents any 1st- and 50% of all 2nd-level spell effects from

penetrating. This includes innate abilities and effects from devices.

However, any type of spell can be cast out of the magical sphere or

field, and these pass from the caster to the subject without affecting

the globe or field. The caster can enter and leave the globe version

without penalty: the field disappears when the caster leaves it. Note

that spell effects are not disrupted by the globe or field unless cast

directly into it. Area effect spells, however, are disrupted within the

globe or field only as long as the caster is inside the globe or field.

The material component of the spell is a glass or crystal bead that

shatters at the expiration of the spell.





Momentary Lapse of Reason (Enchantment/Charm)



Range:  60 yards

Components:  V, S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  1d4 creatures in a 20-foot cube

Saving Throw:  Negates

Author:  Brian J. Toleno 



This spell causes 1d4 creatures in a 20-foot cube to momentarily become

disoriented, enough to add +4 to their initiative roll in the next round.

If only one creature is in the area of effect, it gets a -3 to its saving

throw, two targets each have a -2, if three are in range, they have a -1.

The wizard casts this spell by holding his arm straight out, his wrist

bent up at 90 degrees, saying "Hungh!". The material component for this

spell is a piece of slug.





Neville's Wandering Hand (Enchantment)



Range:  20 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Mario R. Borelli 



Neville's wandering hand is named not after its inventor, but its first

victim: Neville, high priest of Torm, who suddenly found himself unable

to keep from groping and otherwise feeling up the young nubile acolyte

he was initiating into the order. We hear that his latest missionary

assignment to the Icewind Dale is going nicely. The material component

is a leaf of poison ivy.





Noise Filter (Illusion)



Range:  10 yards per level

Components:  S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  5-foot per level radius

Saving Throw:  Special

Author:  Unknown



All creatures within the area effect at the time of casting will have

their hearing muted - they will not hear anything unless they have some

other confirmation of its existence. Thus, you can only hear people speak

if you can see their face or know precisely what they will say;

background noise will continue if you know it should be there but sudden

noises from the next room will not be heard, etc. Once a creature notices

or becomes suspicious of the effect (by turning around and seeing a large

pile of broken crockery they did not hear break, for example), it will


automatically be dispelled with respect to that creature. The material

component is a pair of blinders.





Noska Trades' Blackfire (Evocation, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  1-foot radius sphere

Saving Throw:  None

Author:  Noska Trades



When this spell is cast, a cold, black fire appears in the wizard's hand,

shedding violet coloured light equivalent to torchlight. The wizard can

hold the blackfire without taking damage or throw it at an opponent.

Throwing it at an opponent requires a roll to hit. If the sphere hits,

the target ignites the creature's life force doing 1d6 points of damage

the first round and 1d3 the following rounds until extinguished. The

flames can be extinguished by padding them out, but water has no effect.

The flames only consume living matter (creatures and plants) and have no

effect on non-living material or undead. The end product of blackfire

combustion is oxygen and a grey-blue ash.

The material components are human fat and powdered magnesium.





Orko's Eternal Indestructible Everflavourful Non-stick Bubblegum

(Conjuration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  5

Area of Effect:  Special

Saving Throw:  None

Author:  Orko



This spell creates 1d20 pieces of bubble gum that will never lose their

substance or flavour. The gum will always be juicy and flavourful, and

never sticky, no matter how long it has been chewed. The gum is meant to

be permanent so it cannot be thrown away or swallowed. It can be

rewrapped and saved, but never discarded.

The material component for this spell is a piece of fruit to represent

the flavour.





Paldeggeron's Accurate Arrow (Enchantment)



Range:  Special

Components:  V, S

Duration:  1d6 turns + 1 turn per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Adam Dickson 



When cast, Paldeggeron's accurate arrow enchants one missile weapon

(i.e., sling stone, arrow, quarrel, etc.) to automatically hit any target

normally within the weapon's range. Effective with "called shots", and

situations of that nature. The missile's enchantment does normal damage

as it were an unaided hit of the same nature. The enchantment instantly

wears off upon the arrival at the missile's destination.





Petition (Conjuration/Summoning)



Range:  Special

Components:  V

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Special

Author:  Unknown



This spell is used to alert an extra-planar being that the wizard wishes

to contact it. The spell does not allow further communication (though the

extra-planar being may then contact the wizard through other magic).





Photocopy (Evocation)



Range:  Sight

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell, a variation of the 1st-level copy spell, allows the wizard

to create a permanent image, on a piece of parchment, canvas, or the

like, of whatever he sees and concentrates upon at the time of casting,

to the range of his vision. Detail in the final picture depends on

distance, field of vision, and level of the wizard. For every level of

the wizard, he may choose that the final image will appear on the

parchment as if he were 10 yards closer to the subject; eg., the picture

created by a 5th-level wizard standing 60 yards away from a creature

could contain detail he would normally notice at a distance of 10 yards.

Material components are a piece of parchment, paper or canvas - which is

not expended and upon which the image appears - and a silver coin and a

pinch of salt (which are expended).





Plane Source (Divination)

Reversible



Range:  5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature or item

Saving Throw:  Negates

Author:  Unknown



Reveals the plane of origin of any one creature, object or magical

phenomenon in spell range, or the plane reachable by the closest gate or

dimensional nexus point. Hostile or unwilling creatures save versus spell

to avoid their origins being divined. The reverse, obscure plane source,

obscures detection by this spell for 24 hours. The material component for

this spell is a lodestone, which is consumed in the casting.





Pobithakor's Pacifier (Alteration)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1 second

Area of Effect:  The caster

Saving Throw:  None

Author:  Paul D. Walker 



This spell is used when the wizard is the subject of Pobithakor's placer.

What this spell does is disrupts the energies and allows the wizard a

saving throw versus spell to avoid the effect. There is enough time when

the wizard is being pulled through to cast this spell.

The verbal component varies, but usually sounds something like "not

tonight, I have a headache" or "not on the first date".





Pointdexter's Dex Points (Alteration)



Range:  0

Components:  V, S, M

Duration:  6 turns per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



Similar to a strength spell, this spell causes an increase of a

character's Dexterity for a limited duration. The spell will never

increase a Dexterity rating score beyond the maximum values set by race

and sex. The amount of increase depends on the class of the character

affected:



            Class           Dexterity gain

            Fighter               1d6

            Priest                1d4

            Thief                 1d8

            Wizard                1d6



For multi-class characters and characters with two classes, roll the die

for whichever class is most favourable. The material component of this

spell is a set of three small balls.





Pornographic Glamour (Illusion/Phantasm)



Range:  10 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  10x10-foot vertical square

Saving Throw:  Negates

Author:  Mario R. Borelli 



This spell creates a very convincing, erotic illusion with the phantasmal

effect of an Arousal cantrip. All those viewing the illusion are affected

that would normally be sexually excited by engaging in the behaviour or

by the objects or people being viewed. The illusion includes visual and

auditory effects only. The material component is a small white linen

square.





Power Bolt (Invocation/Evocation)



Range:  60 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Jim Vassilakos 



This spell sends a magical bolt of electricity which causes 1d8 points

of damage to the affected creature or object. The material component for

this spell is a piece of cat skin.





Power Word, Awaken (Enchantment/Charm)



Range:  1d3 feet + 5 feet per level

Components:  V

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Special

Author:  Coyd D. Watters 



This spell was designed as a counter-spell to the 1st-level sleep spell.

A DM with whom I played ruled that sleep's targets had to be kicked or

somehow given at least a point of damage to be woken from the slumber.

The wizard must pick a living creature within the area of effect (see

below) for the spell. When the power word is spoken, that target will be

subject to the effects of the power word as listed below. In addition,

twice the wizard's level of Hit Dice of creatures within 1d3 feet + 5

feet per level, will also be affected, starting with the closest

creature. These creatures may be either asleep or awake, since the

spell's effects are not limited to sleeping creatures.

The spell causes an effect like a sudden rush of adrenaline to the

creatures.

If the creatures are asleep, either magically or normally, the Power Word

will wake them from their slumber. The sleeping creatures will be up and

ready for action half a round later. There is no saving throw, and the

creatures will awaken even if they wish to remain asleep. Note that this

completely ruins a wizard's or priest's resting, forcing them to begin

again. They have normal to hit ratios and Armour Class. Sleeping

creatures have no indication of why they wake up, their unconscious mind

just receives the power word and wakes them.

When the creatures are awake, they automatically gain initiative for the

round, as well as a +1 to-hit and a bonus -1 Armour Class for that round.

Any creature performing an action that requires extreme concentration

(such as casting a spell, scaling a wall, picking a lock, etc.) must save

versus spell or automatically fail the action. Likewise, affected

creatures attempting missile fire must save versus spell. Failure

indicates the shot will miss, success means they must roll with a -1

to-hit. The awoke creatures will know the general location of the wizard,

since they heard the power word consciously.

This spell is not effective within a magical silence, nor will vocalize

make the spell castable. Since this spell does not cause damage, it will

not disrupt an invisibility spell.





Power Word, Slow (Alteration)



Range:  60 yards + 5 yards per level

Components:  V

Duration:  5 rounds + 1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell slows one creature within range, otherwise it is the same as

the 3rd-level slow. There is a -2 penalty to the saving throw.





Powerful Blast of the Red Wizard (Elemental (Fire), Evocation)



Range:  Special

Components:  V, S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  10-foot radius

Saving Throw:  Special

Author:  C.D. Hershberger 



Casting of this spell calls into existence an egg shaped ball which

smoulders, giving off sparks, and wisps of smoke which smell strongly of

sulphur. The egg appears in the casters hand, and can then be thrown,

treated as a grenade-like missile. The egg must be thrown within the

round of its creation or it will self detonate. Once thrown, the egg will

explode against the first object it hits. A creature directly hit by the

egg suffers 1 point of fire damage for every 2 levels of experience of

the spellcaster, and 1 point of concussion damage for every 2 levels of

experience of the spellcaster. Flammable items directly hit by the egg

are scorched, but the fire is put out by the blast. Those creatures

caught in the explosion radius suffer 1 point of concussion damage for

every 2 levels of experience of the spellcaster. A successful saving

throw versus breath weapon reduces the damage by half. To summarize, the

damage is 1 HP per level for a direct hit, 1 HP per 2 levels if caught

in the blast radius. Save for half damage.

2d6 creatures within the blast radius are also affected (in order of

increasing distance from the centre) by one of the effects on the table

below. To determine the nature of the effect add the modifiers

appropriate for the affected creature, and the effect that matches the

total is applied. Modifiers are as follows:

*  Creature saves versus breath weapon: +1

*  Creature not directly hit by the egg: +1

*  Creature has more than 6 Hit Dice: +1

*  Creature has more Hit Dice than caster: +1 per 2 Hit Dice over caster

*  Creature is larger than size M: +1 per size category over M

*  Creature is smaller than size M: -1 per size category under M

Undead are not affected by the blast (except for the damage they take).



  Modifier   Effect

   up to 0   Knocked unconscious for 2d4 rounds

      1      Stunned for one round and deaf for 2d4 rounds

     2-4     Stunned for one round

      4+     No effect



Fragile items within the blast radius must save versus crushing blow or

be shattered (normal rules on saving throws for items in a character's

possession apply).

Additionally, the egg can be thrown at an object such as a door or a

chest. There is a chance of destroying this object, equal to the chance

that a fighter of Strength 15 plus the caster's level would have. If the

Strength value exceeds 18, then percentile Strength is used (1 category

per level). The maximum blast Strength achievable by this spell is 21.

The material component of this spell is a normal, unbroken egg.





Prosthesis (Necromancy)



Range:  0

Components:  V, S, M


Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  John M. Martz 



Prosthesis allows the caster to fashion a relatively functional

prosthetic limb. The limb may be as small as a single digit, or it may

be any amount up to an entire arm or leg.

In order to cast this spell, the wizard must obtain a matching limb (of

about the same size and species as the missing limb). While the limb is

usually taken from a dead body, the caster can use the target's own limb

if it is available. If the stump has healed (if it is not a fresh

amputation), the wizard must cut all living flesh from the end of the

stump before casting this spell - this spell provides no pain relief.

After the stump has been prepared, the caster touches the prosthetic limb

to the stump and casts prosthesis. The new limb fuses with the target's

skeleton, and he can begin to use it as soon as the casting is finished.

Unfortunately, the target does not regain full function of his limb. The

new limb, while functional, has no sense of touch and provides only 25%

of normal functioning. With each passing week, the character gains

another 5% functionality up to a maximum of 75% of normal. It is up to

the DM as to the exact impact this decreased functionality has on the

character - examples included worsened movement rates, Armour Class,

THAC0, reaction adjustments, etc. Furthermore, only the bone within the

limb is affected by this spell - the remainder of the limb continues to

rot until nothing remains but the bone. The material component is a bit

of glue.

This spell can only be used on characters with missing limbs (it can't

be used to give a two-legged character a third leg, for example). The

limb may be in any state of decomposition as long as the bones are

intact.





Protection from Charm (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell gives the recipient a +1 bonus for every two levels of the

wizard to save versus all charm magic. It is effective against spells and

spell-like effects, but not the effect of high Charisma (either normal

or magically enhanced). The material component is a lock of hair from a

person with a Charisma of at least 17.





Protection from Enchantment (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



The recipient of this spell is partially immune to magical forms of

sleep, charm, and fear. He automatically receives a saving throw even if

one is not ordinarily permitted, and if one is permitted, he saves at +4.

Note that this spell will not free the recipient from any enchantment

already in force, nor will it protect him from natural drowsiness or

feminine guile, for example. Also note that protection extends only to

actual charm spells, such as charm person or charm monster, not to

enchantment/charm spells as a class. The material component is a lapis

lazuli or more potent stone.





Protection from Housework (Abjuration)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  One up to 10x10 feet per level room

Saving Throw:  None

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





Although the title of this spell may seem strange, its use is common

throughout the lands - particularly those of the gentry or nobility. What

protection from housework does is prevent air-borne dust from settling

on surfaces and keep common spores and molds from growing within the area

of effect, essentially eliminating the need to perform everyday dusting

and cleaning. This spell does not, however, clean up dirt and muck that

is accidentally or deliberately brought into the area, thus it is wise

to prevent muddy children or recently returned adventurers into the

protected area.

The reverse of this spell, continual housework, causes dust and dirt to

accumulate much more rapidly than normal. Normally, within a few hours

after casting the spell, the area will covered in a fine layer of dust.

The material components for the normal version of this spell is a small

clump of bird feathers tied together, whereas the reverse requires a bit

of an old cobweb.





Protection from Intoxication (Abjuration)



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell causes the recipient to be immune to the effects of any kind

of alcohol. It also grants immunity to the houri spell kiss of

intoxication.





Protection from Light (Abjuration)



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



The recipient of a protection from light is granted a total immunity to

all light, natural or magical, for the duration of the spell. Light

spells cast against anyone protected by this spell will automatically

fail. Any creature adversely affected by light can ignore magical light

while under this spell. This spell is often used by drow wizards. It is

not effective for creatures that are actually harmed by sunlight, such

as vampires.





Quiz's Interposing Shield (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 rounds

Area of Effect:  The caster

Saving Throw:  None

Author:  Brian A. Weibel 



This spell can only be used in conjunction with armour: the armour spell

must be cast first and this should immediately be followed by casting

this spell.

Quiz's interposing shield performs in much the same way as armour. It is

an invisible barrier the size of a medium shield. The barrier acts as a

medium shield and lowers the caster's Armour Class by 1 in regard to

attacks that it can impose itself upon. The caster does not need to

concentrate in order to use the shield.

The shield adds one point to the amount of damage that armour can take

before being dispelled. When the armour has been dispelled, the shield

vanishes as well.

The material component for the spell is a medium sized metal shield. It

is consumed in the casting.

This magic was developed by Quiz, practitioner of the art of illusion.

"Rumour has it that I often found myself too encumbered in combat to use

anything other than party members for my shields. This did not fare well

with certain people, so I created this spell".





Quiz's Speedy Sprint (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Brian A. Weibel 



This spell allows a caster to store a burst of energy in a crystal worth

50 gp, the material component of this spell. This crystal is consumed

only upon use of the spell. The caster must keep it with him until the

spell is activated.

When activated, the caster can increase his movement rate by 6 for up to

1 round per level. This spell must be used upon starting movement or

while moving. Premature destruction of the crystal results in an

uncontrollable burst of speed. The caster must make a Dexterity check at

-4 to avoid tripping. Those who trip are assumed to have moved a random

distance (DM's discretion) and then fallen. They are then stunned for the

rest of the round.

Note that any caster can only have one crystal at any given time.

This spell was created by Quiz, practitioner of the art of illusion.

"Being a short-legged gnome, I found it quite necessary to find a method

to overcome my reduced running speed. One who runs today fights another

day!".





Raztak's Target Spell (Divination, Wild Magic)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  2

Area of Effect:  30-foot radius

Saving Throw:  Negates

Author:  Kris 



When this spell is cast, every wizard in the area of effect has to save

versus spell. Those who fail have a big glowing, flashing, neon sign

saying "I'm a wizard, hit me!" and an arrow pointing at them pop up.

A normal wizard has a sign that changes colours, but a specialist has one

of a specific colour. The colours are:



        Specialist Type          Colour

        Abjurer                  Purple

        Conjurer                 Green

        Diviner                  Yellow

        Enchanter                Violet

        Illusionist              Blue

        Invoker                  Red

        Necromancer              Black

        Transmuter               Orange



The sign of an elementalist is surrounded by his element. The sign of a

wild mage is most spectacular. It has light bulbs of all colours flashing

around it. It turns around, spinning on its axis as it shrinks and

enlarges at random and bobs up and down.

The spell was first cast by Raztak at a wizard academy, with a

spectacular result: his tutor almost strangled him for it.





Refresh (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 day + 1 day per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



This spell has an initial effect exactly like that of the 1st-level spell

clean (q.v.). In addition, refresh keeps the recipient in that condition

for the full duration of the spell. Thus, any dirt or odour would simply

not find a hold upon the person. One could survive downpours of rain,

wading through mud, and walk through a sand storm with one's clothes

clean, skin fragrant, and hair in place (after a pass or two of the

comb).

The spell also prevents the recipient from contracting any of the common

non-magical contagious diseases, keeps wounds from infecting, and blocks

the sun's ultraviolet rays.

The reverse of the spell, dirty, has all the effects one would expect:

attract dirt and filth, etc.

The spell components are a piece of soap, a small sheet of silk, and a

fairly freshly plucked rose or similar flower.





Resist Cold (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



Except as noted above, this spell is identical to the 1st-level priest

spell resist cold (q.v.).





Resist Paralysis (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



For the duration of this spell, the recipient is immune to all forms of

paralysis, including gaze attacks, paralytic poison, hold spells and

dragon-induced fear. The spell does not remove paralysis already in

effect, it just prevents the recipient from being paralysed in the

future.

The material component is a feather and an infusion of tea and ginger (to

be consumed by the recipient).





Resist Poison (Abjuration)



Range:  0

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  Person touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell grants a willing recipient the ability to better resist

poison. The spell grants a +1 saving throw bonus versus poison for every

three levels of the wizard (round up). If the bonus is +4 or more, then

the recipient gains a normal saving throw versus any poison that would

not normally grant one.





Restore Circle (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



This spell restores the magic of a neutralized circle of protection and

merged inscriptions as the wizard inscribes out the break with the proper

magical material, usually a ball of magical chalk.





Reveal Owner (Divination)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Item touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



The caster of this spell receives a mental impression of the most recent

owner or owners of the recipient object. An "owner" is defined as an

intelligent entity who was in direct physical contact (i.e., no gloves)

with the object one hour, or who had the object upon his person for 24

hours. These time requirements may be divided by the wizard's level, and

for every 4 levels of the wizard, one previous owner can be identified.

Thus, an 8th-level wizard, for example, could determine the last two

owners who carried the object for at least 3 hours each.

The information gained is sufficient that the wizard will recognise the

owner on sight, and he can uniquely specify the owner for the purpose of

such spells as legend lore. The material component of this spell is a

handful of dust.





Reveal Spectra (Divination)



Range:  10 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One chromatic wizard

Saving Throw:  Negates

Author:  Christopher Brian Pound 



This spell gives the caster complete knowledge of the target's skin

spectra, which the caster can communicate without error (via telepathy

or with some visible illusion for a number of rounds following the

casting equal to the caster's Intelligence). The caster must remain

stationary and concentrate on the subject for a full two rounds in order

to reveal each and every individual spectral line; if the caster

concentrates for only one round, he will learn only the actual number of

spells of each spell level that the target has prepared. The target is

allowed a saving throw versus spell, which, if successful hides all

special spectral information from the caster.

This spell was originally written as a spell to be used in conjunction

with the "chromatic wizard" character class.







Runetrue (Abjuration, Invocation)



Range:  Special

Components:  V, M

Duration:  1 turn per level

Casting Time:  5 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This is a spell that allows wizards to infuse the magical symbols they

draw (see below) with the power needed to repel summoned or extraplanar

creatures. The maximum Hit Die creature that may be fenced in or out is

equal to the wizard's level plus four.

Note: as the above implies, it is possible to fence out summoned or

extraplanar creatures of less than 4 HD by using the symbols without

runetrue.

The only symbols that this spell empowers are listed below:



Symbol                     Protects from

Pentacle                   Demons, demodands

Pentagram                  Devils, daemons

Magic circle               Spirits of good

Magic (protection) circle  Undead

Thaumaturgic circle        Spirits of nature and neutrality

Thaumaturgic triangle      Elementals



The wizard must still create the symbol manually, using anything from a

stick to gold inlay.





Sanh's Improved Ray of Light (Evocation)



Range:  6 yards + 1 yard per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



This spell is a more powerful version of Sanh's ray of light. If a saving

throw versus death magic is failed, the victim suffers 1d4 points of

damage per level of the wizard. A fumbled saving throw results in the

victim being permanently blinded in one eye and dazzled for 2d6 rounds

(-2 on all rolls).

As per the 1st-level version, Sanh's improved ray of light is basically

a laser beam. The colour is chosen by the wizard, but multichromatic

light, such as sunlight, cannot be duplicated. Since the beam itself is

not magical, magic resistance has no effect against this spell.





Sarius' Golden Squares of Protection (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  2

Area of Effect:  One floating 2-foot long square plate per level

Saving Throw:  None

Author:  William T. South 



This spell creates golden, shimmering square plates of force which move

around the wizard in a constant motion, attempting to deflect missile,

hand, or weapon attacks directed at the wizard. The Armour Class of the

wizard is not altered by the spell, but any successful physical attack

(other than boulders, ballista, or attacks similar to a dragon's

belly-flop manoeuvre) will be deflected if the wizard successfully saves

versus breath weapons. Non-missile attacks by creatures with an effective

Strength of 19 or greater require a saving throw versus spell to deflect.

Each plate is able to sustain 4 points of damage before disrupting, so

if a deflected attack does not cause enough damage to disrupt a square

(chosen randomly) the square will remain active. For every 5 squares

active, the effects of breath weapons directed at the wizard will be

reduced by 1 HP per damage die, with 1 point of damage per die being the

maximum reduction allowable. However, unless the breath weapon causes

less damage than the current hit points of a square it will assuredly

disrupt the entire field of squares in the process.

While the squares orbit the wizard he is at a -1 to-hit penalty for every

square active whenever a to-hit roll is needed, including spells. The

wizard may create fewer squares than the maximum possible. The material

component of this spell is a single gold piece for every square created.

All pieces are thrown into the air where they disappear and are replaced

by the floating squares.

The source of this spell is Sarius Mendlekine.





Secret Light (Alteration)

Reversible



Range:  60 yards

Components:  V, M

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  20-foot radius globe

Saving Throw:  Special

Author:  Niels Ull Jacobson 



This spell is in all respects the same as the 1st-level light, except

that only the wizard can see the light. This of course means that it can

in no way be used as an attack (blinding people, harming certain undead,

etc.). It will cancel magical darkness, as it is cancelled by magical

darkness, just like light. The material components are the same as for

Light plus two drops of blood and a tear from the wizard.

The spell can be reversed to secret darkness, although this normally

isn't very useful. Perhaps if in presence of a blinding light you could

cast secret darkness at the light source, so that you wouldn't be

blinded. Of course, you'd better have another source of illumination

handy. Also, it wouldn't save a vampire from the effects of direct

sunlight - the light is still hitting his body, he just can't see it.





Secret Torch (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  6 turns

Casting Time:  1 round per torch

Area of Effect:  One torch touched per 2 levels

Saving Throw:  None

Author:  Unknown



This spell lights one or more ordinary torches. The flames will, however,

be cold and dark, shedding no ordinary light. The wielder of the torch

will however be able to see by the torch, as if it was an ordinary torch,

as long as he has it in his hand. Only one person can benefit from the

torch at a given time: if two or more persons touch it, no-one will

benefit. The wielder must hold it in his bare hand if he wants to see by

it, and the flames will seem warm to him. The torch can be put aside or

handed over, as an ordinary torch would be, but cannot set fire to

anything. It can be extinguished by any normal means, for example water

or very strong winds. The torch will slowly smoulder and burn out, as an

ordinary torch would.

The material components are the torches to be lit, and a small portion

of oil with rare herbs, which the torches are rubbed with (3 gp worth of

herbs per torch). In addition, the wizard must have access to a source

of fire.





Seduction (Enchantment/Charm)



Range:  Special

Components:  V, S, M

Duration:  Permanent

Casting Time:  One hour

Area of Effect:  One person

Saving Throw:  Special

Author:  Jim Vassilakos 



The wizard may affect one individual of the opposite sexual orientation

to become enamoured with the wizard and willingly subject to all his or

her commands. That the victim has been seduced (magically or otherwise)

will be readily apparent to all on a Wisdom check. In order to cast the

spell, the enchanter 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 1d20 based his highest class.



Class                      Saving Throw

Fighter                         13

Barbarian                       15

Cavalier                        10

Paladin                         10

Wizard                           9

Priest                           8

Monk                             8

Specialist Priest           DM's option

Rogue                           12



The roll is modified by adding the victim's Wisdom and level and

subtracting the wizard's apparent Comeliness and enchantment level. The

spell is effective until dispelled. While under the enchantment, the

victim will take as gospel everything the enchanter says, and will strive

to protect and defend the wizard 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. The material

component for this spell is a flask of perfume or after-shave that must

be shattered.





Self Aura (Illusion)



Range:  0

Components:  V

Duration:  1 round per level

Casting Time:  5

Area of Effect:  The caster

Saving Throw:  None

Author:  Vegard Hamar (Elothinel Silverstar)





This spell surrounds the caster with a glowing aura that makes him appear

more powerful. Opponents get a -1 to-hit per 3 levels of the caster.





Sexify (Enchantment/Charm, Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Jim Vassilakos 



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 affected. The recipient's

Comeliness is effected as follows (note that Comeliness will not decrease

by casting this spell):



Wizard's Level   Comeliness        Duration

       3             13           10 minutes

       4             13           20 minutes

       5             14           30 minutes

       6             14             1 hours

       7             15             2 hours

       8             15             4 hours

       9             16             8 hours

      10             16            16 hours

      11             17             1 day

      12             17             2 days

      13             18             3 days

      14             18             4 days

      15             19             5 days

      16             19             6 days

      17+            20             1 week



Note that if two specialised wizards, an enchanter and an illusionist,

work this magic in conjunction, then their levels may be added together

to achieve a stronger magic. Furthermore, 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 thaumaturge.





Sexual Imagination (Enchantment/Charm)

Reversible



Range:  1 foot per level

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Neil Rabideau 



By means of this spell, the victim is caused to become terribly horny for

the duration of the spell. The victim has a saving throw as for a charm

spell (q.v.). This spell causes the victim to actively seek sex (or in

case of the reverse, abhor it) for the duration of the spell. The

material component for this spell is a straight, non-magical rod. That

for the reverse, sexual lethargy, is a small, supple twig.





Shadetree (Alteration, Illusion)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  5 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





When this spell is cast, the caster creates one or more shadetrees, each

shading (as a tree would) an area of approximately 12 foot radius. One

such tree can be created for every 4 levels of experience of the wizard.

Beneath such a shadetree, the temperature will be 5 degrees F per level

cooler than the surrounding temperature (no cooler than 75 degrees F in

any case). If the air temperature is less than 75 degrees F, no cooling

will occur. Shadetrees created by this spell cannot be scaled in any

manner. The caster is required to use a leaf, twig, small feather fan and

a drop of water during the casting of the spell.





Shadowbolt (Illusion/Phantasm)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  None

Author:  Aaron Wigley 



This spell creates arrows from wisps from the plane of shadows, when the

wizard performs the somatic action of drawing a physical, unloaded bow,

and mutters the word "shadowbolt". The arrow is then fired as normal,

requiring an attack roll to hit the target, doing 1d8 points of damage.

Obviously, the wizard should know how to use a bow.

After the spell is initially cast, up to 2 arrows per level of the wizard

can be fired within the next hour. Only the wizard can use the arrows,

and they disappear both whether they hit the target or not.





Shield II (Abjuration)



Range:  10 yards

Components:  V, S

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



This spell creates an invisible barrier in a hemisphere around the

wizard. This barrier provides the equivalent protection of:

*  AC 0 versus hand thrown objects (daggers, dart, throwing axes, etc.);

*  AC 1 versus device propelled (arrows, bolts, etc.);

*  AC 2 versus everything else.

Against magic the wizard gains +1 to saving throws versus things that are

physically damaging, negates magic missiles, and decreases spell damage

by 1 point per level.





Shocksphere (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  2-inch diameter sphere

Saving Throw:  1/2

Author:  Paul D. Walker 



This spell creates a small ball of crackly blue light which expands

outwards when it contacts a solid object, hits its target, reaches its

maximum range or it reaches the point where the wizard wishes it to

expand. When it does expand, a large amount of electrical energy is given

off, small lightning bolts arc from object to object inside the sphere

and blue light is given off in a 6-inch diameter sphere. All creatures

within the area of effect must make a saving throw versus spell or take

1d3 points of damage per level of the wizard (a successful saving throw

means damage is halved). If a particular creature was targeted for the

spell then they take 1d4 points of damage per level of the wizard and

their saving throw is made at a -2.

If the area in which the shocksphere expands is not circular then the

sphere will expand an conform to the volume it can occupy. The

shocksphere encompasses a volume of 4200 cubic feet. If a creature fails

its saving throw versus spell then all of his items must make a saving

throw versus lightning or be destroyed. The material component for the

spell is a small chunk of dried flesh from an electric eel or any other

creature that uses electricity for an attack.

Otherwise, this spell is similar to a fireball spell in all respects.





Sidney's Excellent Alcohol (Conjuration)



Range:  10 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  2

Area of Effect:  One half pint per level

Saving Throw:  None

Author:  Brother Tyrus Hellbane  



This spell allows the caster to magically summon alcohol of any sort,

within the caster's tasting experience (the caster must have sampled the

alcohol beverage previously in his life). The tankard or whatever

container is used becomes full of the desired beverage.

One material component of the spell is the container which must be of a

value of no less than 10 gp (it is not consumed in the casting). The

other material component is pinch of hops or a few grapes.

Sidney was a particularly alcoholic wizard who unfortunately could no

longer cast the spell because of the verbal components that were

impossible to speak in his constant drunken state.





Sidney's Flash Fermentation (Alteration)



Range:  15 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  5

Area of Effect:  One half pint per level

Saving Throw:  None

Author:  Brother Tyrus Hellbane 



This spell is a simple spell which speeds up the normal fermentation

times for alcohol manufacture. The wizard can speed up fermentation by

a maximum of 3 years per level of the caster, and thus instantly have a

truly fine aged wine. Of course, the wizard must be of fairly high level.

If the wizard knows how long fermentation normally takes (through

research or just being an alcoholic), he can cast this spell with

automatic success: the alcohol is ready to be consumed. If the wizard

doesn't know how long it should ferment, it is guesswork. The DM then

decides whether the brew is underdone (juice) or overdone (vinegar). The

material component is a sprinkle of hops.

This spell was originally researched by an alcoholic wizard who was sick

of having to wait years to produce a fine wine. A more powerful version

of the spell is currently being researched in order to make wines of the

magnitude of thousands of years fermentation, but Sidney is having

trouble with some of the material components (a wine mug and pitcher from

the Halls of Valhalla).





Sillvatar's Silver Lining (Enchantment/Charm)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Melee weapon, 2 arrows or 2 bolts touched

Saving Throw:  None

Author:  Allan J. Mikkola (Sillvatar) 



This spell is used to temporarily enchant a weapon to give it the

properties of a silver weapon. In order for this spell to work, the

wizard must have 1 silver piece per pound of the weapon to be enchanted.

When the spell is cast, the weapon is held in one hand, and the silver

pieces in the other; the two are then touched together, and the blade

absorbs the silver pieces. For the duration of the spell, or until it is

dispelled, the weapon will have all the properties of a silver weapon

(i.e., it may be used to hit creatures who are normally harmed only by

silver weapons). If one looks closely at the weapon, a silver glint will

be seen upon its edge.

This spell will only enchant slashing or piercing weapons; blunt weapons

are not affected by this spell. One melee weapon, or up to two arrows or

bolts may be enchanted per casting of this spell.

The only component for this spell are the silver pieces.





Skeletal Scribe (Enchantment, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  4

Area of Effect:  Skeleton touched

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell creates an undead scribe for the wizard. It is not permanent,

but is much safer to use for reading new tomes and writing down words of

great power. It is able to take dissertation as well. The material

components of this spell are a skeleton, a hawk feather, and a red robe.

The skeleton is only consumed at the end of the duration.





Skip Self (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Joshua Rosenfeld 



This is a variation on the 1st-level skip object, only this spell affects

the caster, including any non-living object he is wearing or holding at

the time of casting (except for artifacts and relics, which may not be

skipped with this spell). The caster can skip himself forward in time a

number of rounds equal to the factorial of his level plus three (a

5th-level wizard, for example, can skip himself forward 5+4+3+2+1+3=18

rounds). He can decide to skip a lesser amount of time, but this must be

stated when the spell is cast, for while he is "skipping", for all

intents and purposes, he does not exist. When the duration has expired,

if something or someone occupies the space previously occupied by the

spell caster, he will reappear instead in the nearest open space.





Somaticize (Alteration)



Range:  0

Components:  V

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Nathan Sugioka 



With this spell, the caster may cast another spell without somatic

components. Somaticize is cast; the round afterwards, the other spell

must be cast, or all benefits are lost. This spell has obvious uses for

a bound or otherwise restricted wizard.





Sonic Barrier (Abjuration)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  10-foot radius sphere

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell creates an invisible, spherical barrier through which sound

cannot pass. The barrier remains centred on the wizard, enabling an

assault group to move in absolute silence without giving up

inter-communication. However, sound cannot pass into the barrier either,

making the party deaf for the duration. The material component is a glass

globe.





Sonoric's Lodestone (Divination)



Range:  Special

Components:  V, S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Tim Prestero 



Using this spell, the wizard is able to determine the general direction

of a creature within one mile plus one mile per three levels of the

wizard above first (two-mile range at fourth level, three at seventh,

etc.). This direction sense lasts for the duration of the spell,

regardless of the movement of the wizard, or the creature. If the

distance between the wizard and the target should exceed the maximum

range (target teleports, etc.), the spell is broken.

If the wizard comes within three feet of the object of the spell, he gets

a sharp headache. If the wizard actually touches the object of the spell,

the spell is broken.

The material component of this spell is some item which was in contact

with the creature, up to the wizard's level in turns previously.





Sound Bit (Alteration)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  Special

Area of Effect:  As far as the sound carries

Saving Throw:  None

Author:  Unknown



To cast the spell, the wizard places a number of currant seeds (the

material components) near the sound source. Half way through the spell

the wizard ceases his chanting. All of the sounds created between this

point and the time the wizard resumes chanting become the sound pattern

to repeat. The maximum duration of the sound pattern is up to 1 second

per level of the wizard. The actual duration is the length of the pattern

times the number of currant seeds, provided this is less than the maximum

time. The sound need not be created by the wizard.

When the spell casting has ended, the sound pattern is repeated

continuously until all the currant seeds are used. It is repeated at the

same decibel level as the original sound.



Spell Tell (Alteration)



Range:  Line of sight

Components:  V

Duration:  1d6 rounds + 1 round per level

Casting Time:  1

Area of Effect:  The wizard's eyes

Saving Throw:  None

Author:  Health Man 



When the wizard casts this spell he is able to use the non-weapon

proficiency spell craft with 100% accuracy. He is able to tell exactly

what spell a wizard or priest is casting, no matter what level the spell,

type of spell, or nature of the spell. He is also able to discern the

intended effects of the spell. A wizard that has cast spell tell and

wishes to determine spells other wizards are casting is penalised in the

initiative roll. He may freely view one wizard and take whatever other

action he wishes, but for each wizard over one that he observes, the

wizard is at another +1 to his initiative. For example, the wizard rolls

a 5 for initiative, he views 3 wizards to determine what spells they are

casting, then his modified initiative roll is an 8.





Spellcrystal II (Conjuration, Invocation)



Range:  0

Components:  V, S

Duration:  2 months + 2 months per level

Casting Time:  2 rounds

Area of Effect:  One crystal, worth at least 200 gp

Saving Throw:  Special

Author:  Kris 



Except as noted above, this spell is the same as the 1st-level wizard

spell spellcrystal I (q.v.).





Spider Climb II (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



By this spell, the creature can walk on any surface and not slip. The

creature can walk on walls, ceilings, ice, etc., and not slip or slide

(feet are like suction cups to the surface). The creature can also have

one jump like the jump spell (this is only one jump, not three like the

1st-level spell gives).

The jump does not include a safe landing, but by using this spell, the

creature can jump up on a wall and start climbing, or climb up some wall

and jump to a different wall.

The material components needed are: a piece of gum (tree sap, or some

type of sticky substance) and a small jumping spider (a grass hopper leg

and a piece of spider webbing can be used as a substitute).





Spirit Command (Enchantment/Charm)



Range:  30 yards

Components:  V

Duration:  1 round

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Phill Hatch 



This spell enables the wizard to command a spirit or extra-planar

creature with a single word. The command must be uttered in a language

the creature can understand (or a language its creator would understand,

if the spirit was summoned). Spirits and creatures with 6 or more Hit

Dice receive a saving throw versus spell. Summoned creatures save at the

summoning wizard's level (if the wizard is of at least sixth level).





Spitfire (Evocation)



Range:  3 yards

Components:  V, S, M

Duration:  1 round + 1 round per 5 levels

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  None

Author:  Roger Terrell 



The casting of this spell causes the victim to be surrounded by a swarm

of small, popping, firecracker-like bursts of fire. While these bursts

do little damage (only 1 point of damage per round) and only 1 points of

damage per turn to anyone wearing armour other than a shield - they make

it impossible to concentrate to the degree necessary to cast any spell.

This spell will do no damage at all to anyone who is thoroughly soaked

in water, but the concentration breaking effects of the spell still

function. The material component of this spell is a pinch of sulphur.





Stealth Missile (Evocation)



Range:  10 yards + 5 yards per level

Components:  S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One or more creatures in a 10 foot-long square

Saving Throw:  None

Author:  Joseph Delisle 



This spell is the same as a magic missile spell, except that it can be

cast in absolute silence, and its missiles are extremely hard to see (5%

chance per observer's level). It is perfect for those who need quiet,

mage/thieves for example.





Strengthen (Alteration)



Range:  0

Components:  V, S, M

Duration:  10 years per level (or see below)

Casting Time:  1 week

Area of Effect:  Stone touched

Saving Throw:  None

Author:  Unknown



This enables the wizard to carve a special rune on some structure, a

wall, well, or other stone design, that will keep it sturdy and strong

for the duration specified. About 250 cubic feet of stone per level can

be affected. Earthquakes will not damage the structure.

After tenth level, the spell becomes permanent (until dispelled). The

material components for this spell are a piece of chalk, and a set of

arches constructed of steel. The wizard must analyze the structure

beforehand, to place the spell appropriately.





Strengthen Illusions (Alteration, Metamagic, Illusion)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  2 rounds

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell strengthens illusions to the point that even undead or

successful disbelievers still believe in them. The spell gives one spell

level per caster level. With these spell levels, illusions of any level

may be strengthened. Undead or successful disbelievers have to save

versus spell (in addition to the normal saving throws, if applicable) at

a -1 per caster level and +1 for each of their own levels or Hit Dice.

If successful, the illusion vanishes like any normal illusion; if it

fails, the illusion affects them normally. The saving throw may be

modified further by the caster if he gives up additional spell levels.

Every time an additional amount to the normal amount of spell levels is

used, the saving throw is adjusted by -2. Thus, it may be even more

likely that the illusion affects the targets normally. The casting times

for these illusion spells are increased by one unit per spell level given

up for them (an improved phantasmal force with a casting time of 2 is

strengthened by this spell with 6 spell levels; while this reduces the

saving throw versus spell by -4, the casting time increases to 8).

This spell may be cast multiple times on one person by the same caster.

It has to be the same caster who uses the same spell on the same person

multiple times. This is called stacking or layering. The stacking or

layering effect will be used quite often in many of the following spells.

The effect of stacking or layering will be given in a form something like

the following: "the spell strengthen illusions may be layered for a

maximum effect of 3 spell levels per caster level". This means that the

target creature can store a maximum of one spell level of effect in its

person at once.

The material component is a mithril coin of at least 10 gp worth for

every spell level gained.





Summon Undead (Necromancy)



Range:  30 yards

Components:  V, S

Duration:  1 turn + 1 turn per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



The spell causes 3 HD of undead per 2 levels of the wizard to appear

within range. They will obey his commands until slain, dispelled, or the

spell ends. The wizard may mix and match types as long as he does not

exceed his Hit Dice allotment.

The necromancer cannot summon a creature of more Hit Dice than his level.

Treat a +3 or better bonus to Hit Dice as the next die up, so a wight is

worth 5 HD, a wraith is 6, a mummy 7, a spectre 8, and a vampire (the

toughest undead that can be summoned) is worth 9 HD.





Sunscreen (Invocation/Evocation)



Range:  0

Components:  S, M

Duration:  3 turns per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Ally's Spellbook 



Through the use of special oils applied to the skin, this spell negates

the effects of sunlight on the affected creature. Aside from blocking

ultraviolet rays, it also dims the brightness of the light to an

acceptable level (by drow standards). The material components of this

spell are exotic oils costing 100 gold pieces (more for larger

creatures).





Talking Mist (Alteration)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  20-foot + 10-foot cube per level of mist or fog

Saving Throw:  None

Author:  Unknown



The talking mist is similar in many aspects to a magic mouth and an

animate mist spell. When a trigger occurs (as per magic mouth), a mist

is created and subsequently animated. The animation is simple on lower

wizard levels, but the message which the mist can speak is always under

25 words.

All other effects are detailed under animate mist and magic mouth. The

component of this spell is the smoke from a burning paper which has the

message written on it.





Target Selector (Alteration, Enchantment/Charm, Metamagic)



Range:  20 feet per level

Components:  V, S, M

Duration:  Special

Casting Time:  2 rounds or 2

Area of Effect:  10 feet per level radius sphere

Saving Throw:  None or Negates

Author:  Kai Rottenbacher 



This spell is actually two spells. The first version is used for spells,

the second for affecting creatures directly.

The first version has a casting time of two rounds. After this time the

caster can choose up to one creature per 3 levels or up to 1 object per

level (or a respective mixture of objects and creatures). There are two

possible effects of this selection:

1) These creatures and objects can be completely unaffected by

area-of-effect spells of fifth level or lower within the sphere of this

spell, as long as these spells are cast by the caster of this spell.

Thus, the wizard could cast this spell into an area (let's say in the

throne room of his king) and protect his king from the area of effect of

a fireball he is going to hurl at the opponents of the king without

affecting the king at all.

2) These creatures could be affected first despite any contradicting

reasons of Hit Dice, size, etc. which are given in the additionally cast

spell. Thus, the caster could choose to use sleep and if he specifies the

ogre captain first, then he would drop first (if the caster rolls good

enough) and then his underling kobolds would go to sleep after him. This

would still not allow a wizard to affect a creature with more than 4+3 HD

with a normal sleep spell.

This spell is not mobile and it cannot be made permanent. Anyone not

protected nor selected by this spell is affected normally by any spells

cast by the caster of this spell.

The second version of this spell has a casting time of 2. It ensures that

any non-magical missiles fired into the area of effect only hit their

intended targets or they miss completely - but even if a missile is fired

into the most chaotic melee, it still only hits its intended target or

absolutely no-one, unless the caster cannot protect enough creatures with

this spell. The number of creatures the caster can affect is one creature

per 3 level. This version of the spell is mobile. If desired the caster

can carry the spell around with him to protect his fellow fighters from

being hit by stray shots or throws from his darts or daggers (those

wizards are notoriously known for fumbling at the worst of times, which

means, exactly then when our courageous fighter just starts to buckle

under the onslaught of the opposing masses and he just has the necessary

hit points to survive - barely - but then that stray fumble of 1 rerolls

a critical backstab damage or something of that kind! So, wizards, carry

this spell around active with you and be protected from the rage of your

soon to be resurrected fighter companion...).

The material component is a lodestone of the size of a coin painted with

red-and-gold target circles on it (one per creature or ten objects to be

protected) costing approximately 10 gp per lodestone.





Thrasne's Magical Mire (Abjuration)



Range:  20 yards

Components:  V, S, M

Duration:  1 turn

Casting Time:  2

Area of Effect:  10-foot square

Saving Throw:  Special

Author:  The Death Quasit 



This spell creates an invisible force that is 3 feet deep over the area

of effect. This forces simulates thick mud. Creatures wading through the

area that is mired must save versus spell or be stuck for the duration

of the spell. A successful saving throw means that the creature can move

through the area at half the normal rate and loses half its Dexterity

bonuses while doing so.

Those stuck simply can't move their legs and lose all Dexterity bonuses

to Armour Class, but they can still move their bodies above the 3-foot

high area. So, the force will not stop an elven archer using his bow, but

will stop a halfling swinging his sword.

Obviously, very large creatures are not affected nor are flying creatures

in most cases. The material component is a small clay tile that was laced

with spider webs when made. It can be reused.





Transcribe Song (Alteration, Evocation)



Range:  0

Components:  S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  One piece of paper

Saving Throw:  None

Author:  Martin Ott 



This spell converts sound waves from a song currently being played within

hearing range of the bard to musical notation onto a piece of paper the

bard has in his possession. It will transcribe up to one round worth of

music into the musical notation most familiar to the bard.

This spell is useful for keeping records of new songs, or for keeping

track of songs the bard is worried about forgetting. It does not work

well for conversations, since it does not transcribe the words of songs,

only the noted of the song itself.

The material components for this spell are a piece of paper or parchment,

two ounces of good ink, and a grain of diamond dust.





Transfer Charm (Alteration, Enchantment)



Range:  10 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One person

Saving Throw:  None

Author:  A.C. 



This spell allows a caster of higher level to subvert previous magical

charms to his own purposes. An example: Erin, a second level wizard casts

charm person on a Bryce, who becomes charmed. Anna, a third level wizard

casts transfer charm onto Bryce, whereupon Bryce becomes charmed to Anna.

Deneira, another third level wizard, can now no longer transfer the charm

to herself, as she is of the same level as Anna.





Tread of the Corpse (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 hour per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Garinthrall 



The creature affected by this dweomer will find that their movements have

become utterly silent. So long as the creature does not exceed its normal

base movement rate for the environment it is in (i.e., measured in tens

of feet indoors and tens of yards outdoors), then it will make no

perceptible sound as it moves about, regardless of the mode of transport

be it flight, swimming, climbing, walking, etc. If the subject of the

spell is willing to take no other actions besides movement in a given

round, then inanimate objects may be handled silently as well, meaning

that a sword may be unsheathed without being heard, or a door opened that

is not jammed in its frame. Any object that requires great force to move

or open will not allow for this silent action.

Environmental factors will not normally affect the subject's ability to

move silently, and thus squeaky doors, floors, water, and mud offer no

resistance: squeaky doors will not squeak when opened by the subject of

the spell, squeaky floors will not give enough to creak under the

subject's weight (although unsound flooring will, of course, not remain

silent if the floor cannot support the subject at all and breaks out from

underneath him), water will not splash with the subject's passing, and

mud will not slosh. Traps or other items which react in a noisy manner

by snapping shut violently or trip wires strung with bells must be

avoided normally as they will hinder the subject's passage and make noise

as usual.

Any sudden action on the subject's part will make the expected amount of

noise, but cautious, slow actions will make no sound at all. This spell

does not actually mask sounds that the subject intends on making, and

thus speech, spell casting, and forcefully opened doors will all be heard

normally. The subject of this spell may, of course, alternate between

making noise and moving unheard for the spell's duration.

Note that this spell is not an illusion, and actually alters the amount

of sound a creature makes when interacting with its environment.

The material component for this spell is a bit of zombie flesh.





Trosli's Spontaneous Defenestration (Illusion/Phantasm)



Range:  20 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Trosli



This spell creates an illusion of a window in a wall near the subject.

The subject must save versus spell or be seized by an irresistible

compulsion to leap through the supposed window, hitting his head on the

wall and taking 1d4 points of damage per level of the wizard and being

stunned for one round. Non-intelligent creatures are immune to this

spell, and creatures immune to blunt weapons, or unable to perform

leaping actions, take no damage. The material component is a small pane

of glass, which is consumed in casting.

This spell was researched by the gnomish illusionist/thief Trosli

Kenderkin, a notorious trickster who once took out five gnolls (at first

level) with a bag of marbles and a dagger.





Turn Lesser Quasi-Elemental (Abjuration)



Range:  30 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Francois Menneteau 



This spell causes a lesser radiance, lightning or mineral quasi-elemental

to flee at its faster rate for a number of round equal to the level of

the caster. The material component is a miniature golden shield, worth

at least 10 gp.





Twilight's Slumber (Enchantment/Charm)



Range:  10 yards per level

Components:  S, M

Duration:  5 rounds per level

Casting Time:  3

Area of Effect:  20-yard radius

Saving Throw:  Negates

Author:  Robert A. Howard 



Twilight's Slumber is an improved version of the sleep spell. It affects

2d6 levels of up to 6 Hit Dice creatures. The caster can decide who is

and who is not affected by this spell. The component for this spell is

either a pinch of fine sand or a fresh rosebud petal.





Ty's Blades (Invocation/Evocation)



Range:  40 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  The Wizard 



With this spell, the caster creates a number of magical knife-like blades

of energy, which speed from the casters hand at the target, as if thrown

by a fighter of a level equal to the level of the caster, with the

caster's Dexterity bonus applicable. The missiles cannot affect astral,

ethereal, or out of phase targets, nor does it affect non-corporeal

targets. Invisible targets can be struck, however, if their location is

known to the caster. The caster can create two missiles plus one

additional missile for every two levels above third that the caster has

obtained, to a maximum of five missiles at ninth level or higher. Each

missile that successfully strikes its target inflicts 1d6 HP of damage.

Attack rolls must be made for each missile, and more then one creature

may be targeted.

In addition, at the caster's option, one missile may be forfeited to gain

a +2 bonus to hit and damage with all other missiles created. This does

not enable the caster to strike the above noted creatures, however. The

material component is a finely crafted miniature dagger of at least

500 gp in value which is not consumed by the casting.





Valdor's Vindicating Ladder (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Brian A. Weibel 



This spell is used by a wizard who truly appreciates the many uses of one

of man's greatest creations, the ladder. In this spell, a ladder of pure

energy is emitted from the caster's fingertips. The ladder consists of

as many rungs as the caster has levels. When the ladder hits the target,

the rungs progressively burst on the target for 1d4 points of damage per

rung, to a maximum of 10d4. A successful saving throw indicates the

target has managed to dodge some part of the ladder, and damage is

reduced to 1 point per rung.

The material component of the spell is a one inch diameter by a section

of a ladder rung, half an inch long. On one side is written "Spell Use

Only - Evocation Department". On the other is a large "V" with the

letters "I.G.A.F." below it.





Vampiric Kiss (Necromancy)



Range:  0

Components:  S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Hugo M. Nijhof 



When a wizard casts this spell, he must kiss the intended victim on the

neck and the victim must be able to receive a kiss (cannot be in combat).

After the kiss, the victim will lose 2 hit points per round. The caster

will receive one of those hit points per round if he is not at maximum

hit points already.





Vanquil's Tent (Alteration)



Range:  0

Components:  V

Duration:  4 hours + 1 hour per level

Casting Time:  2

Area of Effect:  11-foot radius sphere

Saving Throw:  None

Author:  Joseph Delisle 



This spell is a lesser version of Leomund's tiny hut. It will keep out

winds of up to 50 miles per hour, as well as any one type of

precipitation (rain, snow, sleet, hail, etc.) that is named at casting

time and cannot be changed. For example, if the spell was cast to keep

out rain, but the weather changed to hail, the hail would be able to

enter the tent. As with Leomund's tiny hut, the wizard cannot leave the

tent without ending the spell. Temperatures inside the tent are the same

as those outside the tent, but there is enough room inside for a small

fire.

Vanquil developed this spell as a lower-level alternative to the tiny

hut, since he typically used all of his 3rd-level spells in combat.





Veschiul's Shadowbolt (Evocation)



Range:  120 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Aaron Sher 



Veschiul's shadowbolt allows the wizard to mould a bolt of shadow from

the plane of shadow, and fire it up to 120 feet range. A to-hit roll is

required, but is made as a fighter at a level of 1.5 times the wizard's

level, rounded up. The shadowbolt does damage by impact: at ranges under

40 feet, the damage taken is 1d4 points per level, at ranges between 40

feet and 80 feet the damage taken is 1d4 points per 2 levels, and at

greater ranges the damage is 1d4 points per 4 levels. The number of dice

should be rounded down in all cases (thus, a 5th-level wizard at 50 feet

does 2d4 points of damage, but a 6th-level wizard does 3d4). The creature

must make a Dexterity check to remain standing, adjusted by a -1 for

every two levels of the wizard (again, rounded down), as well as by mass:



                       Dexterity

   Mass (pounds)      Adjustment      Distance

       1-30               -8           25 feet

       31-60              -6           20 feet

       61-90              -4           15 feet

      91-120              -3           10 feet

      121-150             -2           5 feet

      151-180             -1              -

      181-210              0              -

      211-240             +1              -

      241-270             +2              -

      271-300             +3              -

       300+               +4              -



The distance column indicates how far the target has been knocked away

from the wizard if a modified Dexterity check was failed.





Veschiul's Shadowcurse (Alteration)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Negates

Author:  Aaron Sher 



The shadowcurse can affect any creature of the world of light. The area

of effect is one creature for every two levels of the wizard above first;

i.e., a 3rd-level wizard can affect one creature, a fifth can affect two,

and so on. The effect of the shadowcurse is to afflict the victims with

some of the vulnerabilities of a shade. The effects depend on the light

conditions, as shown on the following table:

      Light     Abilities   Move      Max. HP

     Bright        -2        .5         .5

     Average       -1         -          -

    Twilight        -         -          -

     Shadowy        -         -          -

      Night         -         -          -

    Darkness       -1         -          -



See the description of the shade in the Monster Manual II for exact

descriptions of these light conditions. The material component is a piece

of pitch.





Vibration (Alteration)



Range:  10 feet per level

Components:  V, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One object of 2 pounds per level

Saving Throw:  Special

Author:  Vegard Hamar (Elothinel Silverstar)





This spell makes an object vibrate rapidly. Intelligent objects get

saving throw versus spell. A vibrating object (for example, a sword)

becomes almost impossible to hold: there is a 15% per level chance to

fumble the object each round, else there is a -1 to-hit. Objects with a

mass of 1 pound per level or less must make a saving throw versus spell

or disintegrate. The material component is a rattlesnake's tail.





Vicarious Touch (Enchantment)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  The Ghost 



The creature upon whom this spell is cast is empowered to make any touch

attacks from spells cast by the wizard during the duration of this spell.

Note that the wizard loses the ability to make such attacks, and spells

such as vampiric touch confer their benefits on the person who delivers

the touch, not upon the caster. The caster must prepare the recipient of

a vicarious touch spell for 10 minutes prior to casting the spell, but

this preparation can take place up to 24 hours before the spell is cast.

The material components of this spell are pure water and a specially

prepared oil used to wash and anoint the hand of the recipient.





Voice Mimicry (Illusion/Phantasm)



Range:  0

Components:  V

Duration:  1d6 rounds + 3 rounds per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Special

Author:  S. W. Marshall 



By means of this spell, the caster is able to mimic the voices and sounds

of others. This automatically allows him to duplicate any accent he has

heard. Thus, an orcish accent or one from a far off country could be

mimicked convincingly. Animal sounds can also be mimicked, though druids

and rangers may save versus spell to uncover the ruse. The volume of the

mimicked voice can range anywhere from a whisper to a shout.

The spell can also be used to mimic a specific individuals voice, though

this allows those hearing the voice a saving throw versus spell, modified

by the following table. These modifiers are cumulative.



Caster...                                      Modifier

has heard voice once                            +4

has heard voice occasionally                    +2

has heard voice often                           +0

studied desired voice                           -2

looks approximately like the mimicked person    -2

looks exactly like the mimicked person          -4

looks radically different from mimicked person  +6



Victim...                                 Modifier

has heard voice once                            -2

has heard voice occasionally                    +0

has heard voice often                           +2



The caster can attempt to mimic one voice or animal for every two levels

he possesses per casting of the spell. Once voice mimicry has been cast,

concentration is not required to maintain it and the caster may switch

between available voices (including his own) as he wills.

The caster cannot duplicate sounds he himself has not heard. The effects

of ventriloquism can also be created by the spell so that the mimicked

voice can be made to come from another source. Using the spell in this

manner reduces the number of available voices to one half (one per four

levels).

This spell is particularity effective if the caster is disguised to look

like the person he is mimicking. It can very effective for causing

political problems.





Voyeur (Alteration)



Range:  20 feet

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  One person

Saving Throw:  None

Author:  Morgan Blackheart of the Chaotic Realm





A voyeur is a person who derives sexual gratification from observing

other's 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 wizard. The

material component of the spell is a small piece of cloth and a small

piece of glass.





Waterproof (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Thomas Watson 



This spell creates an invisible, thin membrane around the recipient and

any objects in his possession, through which water cannot pass, except

at the mouth (water breathing, for example, is not hindered if it is in

effect, but it is not otherwise provided by this spell). Its purpose is

to protect and keep dry objects that could otherwise be damaged or

destroyed by water (spellbooks, torches, tinderboxes, etc.), since

precipitation merely beads and rolls off the recipient and bodies of

water do not penetrate the barrier. The spell does not confer any special

abilities to survive or breathe underwater, but it will keep the wizard

and his possessions dry while there.

If used against a creature native to the elemental plane of water, the

spell inflicts 1d4 points of damage on a successful attack roll.

The wizard may affect an additional man-sized creature for every extra

level of experience. The material component of the spell is a duck

feather or a small square of oilcloth.





Weave Knots (Enchantment)



Range:  5 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Aaron Wigley 



This spell causes a short length of rope, hair, ribbon, twine or thread

(up to 1 foot per level of the wizard long) to weave and knot itself

around or into anything the wizard wishes (even itself). The knot is

usually quite intricate, and can be extremely difficult to untie by hand.

It can be used to join two ends of rope together. Given enough raw

material, it could even be used to weave 1 square foot per level of the

wizard of cloth or tapestry.

The caster of the spell can command the knot to untie at any time, and

also to retie itself. All other creatures cannot untie the lock, although

they may be able to cut or break the string or rope the knot is on. This

effect is permanent, and the knot will detect as magical. In the case of

cloth or tapestry made from this spell, it will not unravel. However, it

may be torn, ripped, or cut.

Alternatively, the wizard can opt for the knot to be inextricable by

anyone else. This is not permanent, and the knot will not detect as

magical.





Whisper's Darkstaff (Necromancy)



Range:  0

Components:  V

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  One staff

Saving Throw:  None

Author:  Robert Johan Enters 



The ultimate spell for the wizard who does not want to bother carrying

a staff, but might want to fight some nasty creatures with one since he

has the proficiency anyway. This spell calls into being a 7-foot staff

of pure blackness. This is actually a piece of the negative material

plane, and its powers therefore depend greatly on the control a wizard

can exert over the arcane matter, hence on his level. The effects and

powers of the staff are listed as follows (make a saving throw versus

death magic):



Wizard's

  Level   Staff  Special Powers

   1-3     +1    no powers

   4-6     +2    drains 1d6 if the saving throw failed

   7-9     +3    drains an additional 1d6 if the saving throw failed

  10-12    +4    stunned for 1d4 rounds if the saving throw failed

  13-15    +5    can be used to shoot globes of negative material for 3d6

                 points of damage up to 1 yard per level

  14-16    +5    can be used to absorb a spell cast specifically at the

                 caster (physical only)

   17+     +5    drains one level per Hit Die if the saving throw failed



The powers listed in the rightmost column are cumulative. Thus, if an

archmage hits with the staff, the victim must make four saving throws

versus death magic, and if the target fails all saving throws, he would

take regular staff damage plus 5 (bonus) plus 2d6 (first two powers), be

stunned for 1d4 rounds, and lose one level of experience.

Note: this spell might be seen by some as too powerful as second level

spell, but was put there because of the lack of good offensive 2nd-level

spells in the original TSR lists.





Whisper's Deadly Darts (Conjuration)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Robert Johan Enters 



When this spell is cast, two normal darts per level of the caster come

into existence, streaking towards their appointed target(s). The fact

that these darts, once created, are normal, makes them unaffected by

shield, globe of invulnerability, or anti-magic shell type spells.

However, each dart must be rolled for to hit, at the caster's level as

though he were a fighter. The material component for the spell is a

single golden dart of at least 500 gp, which is consumed in the casting

of the spell.





Whisper's Mana Bolt (Evocation)



Range:  60 feet + 10 feet per level

Components:  V

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Robert Johan Enters 



This bolt of "mana" energy attacks the target's psyche rather than body.

The target adds his Wisdom and Intelligence scores to his level in order

to figure out his "strength". This spell takes two points per level of

the caster from this source. Should this reduce the "strength" of the

target to or below zero, the target passes out. Otherwise, the target is

temporarily deprived of that much "strength" but not otherwise affected.

However, multiple spells might still take out the person. The "strength"

returns at two points per round. When losing points, the highest of

Intelligence, Wisdom, or level is affected first. In case of a tie, the

target's Intelligence is affected first, then his Wisdom.





Whisper's Minor Lightning Bolt (Evocation)



Range:  10 yards + 1 yard per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Robert Johan Enters 



This spell is an attempt to furnish low-level wizards with some

destructive power. This spell can only affect one creature at a time, and

is of reduced range. The damage is still 1d6 per level of the caster

however. As per regular lightning bolt, if the target saves, it receives

only half damage. The bolt is of weak power, in that it will not rebound,

nor be powerful enough to hit multiple targets. Once striking a target,

all its charge is used up in that singular event.





Whisper's Wings (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Robert Johan Enters 



This simple, but useful spell, when cast, grows wings onto the casters

shoulders. These wings are not powerful enough to allow flight, however,

in combination with levitation, it essentially does give the user flight.

The wings can be used to steer the caster sideways at a rate of up to 12.

To achieve this speed takes time, however. The wings give an acceleration

of 3 per round. Thus, if the caster is starting out, at the end of the

first round he will have a move of 3, at the end of the second round 6,

etc. If the caster wishes to reverse course, the same rules apply. The

first round slows down by 3, etc. The material component of the spell is

a wing-feather from a falcon or similar hunting bird (note that the spell

was developed by a drow wizard to augment his natural levitate ability).





Wings (Alteration)



Range:  0

Components:  V, S, M

Duration:  3 rounds + 2 rounds per level

Casting Time:  3 rounds to cast, 3 more for wings to grow

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



By this spell, the wizard causes "wings" to appear out of the affected

creature's back. The wings are magically attached to the back area, but

are not attached in the sense that the person can be wearing clothing or

armour. They are not part of the creature. The wings need a +1 magical

weapon to hit, have AC 7 and have 2d6 HP before being destroyed. The

spell has no effect on creatures that already have wings. If there is no

room for the wings to grow, for example because of clothing, the spell

is lost.

The wings can support a total of 200 pounds + 20 pounds per level. They

give an aerial manoeuvre rating of C, and fly at a rate of 12.

The material component of this spell is a bird's feather. The wings

appear to be the same colour as that of the bird feather used in the

spell.





Winthrop's Undead Summoning I (Conjuration/Summoning, Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Al Singleton (Isaac Winthrop) 



This spell is like monster summoning, except that the spell is forgotten

when the caster learns a higher-powered version of the spell. This causes

the caster to lose the ability to cast this lower-level version and it

even disappears from his spellbook (this spell is normally transcribed

from a scroll). Either 2d6 skeletons or 2d4 zombies may be summoned.

The undead appear at the end of the casting and fight to the best of

their ability until slain, the duration expires, they are released, or

they are further than 30 yards from the caster (the caster may not

intentionally move out of range, nor may the undead for they are not

free-willed while under the spell). At such time, they return to their

point of origination.

The material component is a lit candle inside a small bag.





Wizard's Voice (Alteration, Evocation)



Range:  50 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  5

Area of Effect:  30-foot radius sphere

Saving Throw:  None

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





Wizard's voice is an old spell, dating back to the earliest days of

magic. When cast, a loud, booming representation of the wizard's voice

is projected to any point within range. The wizard may speak anything

desired, up to 2 words per level of the caster. Spells may not be cast

through wizard's voice, but command words for previously placed magic are

allowed, at the discretion of the DM. Normally, however, wizard's voice

is used to warn intruders of their lack of Wisdom, or to call apprentices

to their presence for additional chores.

The material component for wizard's voice is a small glass jar, into

which the caster must speak, seal and immediately smash underfoot.





Word of Power (Invocation/Evocation)



Range:  100 feet

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Jim Vassilakos 



This spell sends a magical bolt of energy (treat as electrical) into the

target doing 1d6 points of damage plus an additional hit point per level

of the wizard above one. The material components for this spell are a

gold piece and a silver piece.





Wound Closure (Necromancy)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  5

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell closes the wounds of the recipient to prevent bleeding and

infection, incidentally curing 1d4 points of damage. All of the victim's

wounds will be closed by a single casting, but further application is

possible to increase the healing effect. The spell can be used on corpses

to disguise the cause of death, but it does not work on non-corporeal or

extra-planar entities.

Note: a recent posting suggested that wizards should be able to cast

healing spells using 1d6 instead of 1d8. I believe the above spell

description shows my opposition to that approach (see also the Dungeon

Master's Guide, page 43), unless you intend to do away with priests as

a PC class. From a game mechanics standpoint, such an approach would

destroy the balance between priest and wizard, but there is a campaign

background reason as well: pseudo-medieval medical knowledge would be

atrocious. A priest's healing is a gift from God or the gods, relatively

omniscient and omnipotent fellows, but magical curing would depend upon

the wizard's understanding of the body and its functions. Thus you might

find a wizard who can pull the edges of a wound back together, as

described above, but you could not find one who could stimulate the

replication of tissue of various injured organs, insure an increased

blood supply to the affected regions, metabolise fat and increase

respiration to enrich said blood, etc. You certainly could not find a

wizard to cure diseases before any microbes are discovered.





Xaviar's Leaf Filter (Alteration, Divination)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Special

Author:  Brian A. Weibel 



The casting of this spell allows the wizard to filter any leaves out of

his vision for the spells duration. The leaves are treated as if they

weren't present only for vision purposes. Spells that require a line of

sight will work for the caster.

This spell was developed after one too many forest ambushes. Note that

it will not detect invisible creatures, only those using natural cover.





Zhaida's Instant Stoneskin Remover (Conjuration, Evocation)



Range:  2 yards + 1 yard per level

Components:  V, S, M

Duration:  3 rounds

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  dne Brunborg 



This spell creates 1d4 pebbles, plus 1 pebble per level, up to a maximum

of 1d4+12 at twelfth level. Each pebble counts as one attack regarding

stoneskin spells. To be successful, the wizard must simultaneously hurl

the pebbles at the target, and roll a successful attack roll against

AC 10 with a +4 added to the die roll for this to have effect. No

modifiers for range, magical protection or Dexterity are applicable. Each

pebble will remove one stoneskin, and no saving throw is allowed.

If used against an opponent without a stoneskin cast on him, an

unmodified attack roll against the target's Armour Class is required. If

successful, each pebble will inflict but one hit point of damage, and a

successful saving throw versus spell reduces this to half damage, the

total rounded down.

If the spell creates more pebbles than the target has stoneskins, the

extra pebbles are lost, not inflicting any damage.

The material components are a pebble or sling stone to be multiplied and

hurled towards the target.





Zoe's Psionic Enhancement (Alteration)

Reversible



Range:  0

Components:  V

Duration:  Special

Casting Time:  2

Area of Effect:  One psionic creature touched

Saving Throw:  Negates

Author:  Ryan Biggs (the Net Psionics Handbook) 



This is an unusual spell for the simple reason that wizards don't like

psionicists (they would however, like the reverse: Zodiac's psionic

restriction). This wizard spell can boost (or reduce) PSPs. The total can

be raised above the normal maximum. At any rate, the bestowed PSPs

disperse at 1 PSP per 2 rounds. Therefore, the bonus is short lived, so

use it fast. It starts to drain away the round after casting. This spell

involves great concentration and is a drain on the wizard. 3 PSPs are

given for each hit point the spellcaster is willing to "cannibalize".

The reverse, zodiac's psionic restriction, drains PSPs at the rate of 3

PSPs per level per round. The duration is 1 round per 2 levels. A saving

throw (adjusted for Wisdom) may be made each round the effect is applied.

The caster can do very little while this spell is in effect. No

spellcasting is possible. The caster may move at half his movement rate

while this spell is in effect. A 20 Wisdom gives immunity to this spell.

This spell was created by Zodiac. Zoe was an astrologer who later became

a psionicist. After a near-death experience (involving illithids), she

devoted her life to her god. As an ascetic, she still used her psionic

talents. She researched this spell to allow herself to enhance her

previous abilities.





Zombie (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour

Area of Effect:  Corpse touched

Saving Throw:  None

Author:  Jeff Vogel 



This spell is identical to skeleton in most respects. Instead of creating

a skeleton, it creates a zombie. The wizard may control a number of

zombies made by this spell equal to half his level, round down. The

material component is a salve that costs 100 gp and 48 hours of

uninterrupted time.





Zombie Dust (Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  1

Area of Effect:  20-foot cube

Saving Throw:  Negates

Author:  Al Singleton (Isaac Winthrop) 



Blowing dust into the 20-foot cubic area causes all creatures in area to

save versus spell or automatically lose initiative rolls for the duration

of the spell. If individual initiative is used treat this as a +20 on

initiative. The material component is zombie dust: the dust of zombies

that have turned dead once again. The ability to breath has no effect on

this spell: it operates by magic, not by inhalation.

	Table of Contents:

	Prologue
	Cantrips (Zero-Level)
	First-Level
	Second-Level
	Third-Level
	Fourth-Level
	Fifth-Level
	Sixth-Level
	Seventh-Level
	Eighth-Level
	Ninth-Level
	Tenth-Level
	Epilogue
	

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