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The Great Net Spellbook level 3

Subject: The Great Net Spellbook level 3


	[originally downloaded in ASCII.zip from 

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


Third-Level Spells





Acidball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts acid

damage instead of fire. The material component is a ball of bat

guano and caustic soda.





Air Mask (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  2 turns per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Joseph DuBois (Scooby) 



This spell creates a small invisible mask of air that is

connected to the plane of air around the recipient's face. This

mask will allow the user to breathe normally in almost any

condition. In a stinking cloud, under water, or (in Spelljammer)

in wild space or Pholgeston. Talking is normal through the mask,

and allows for spell casting of spells that require verbal

components when in such conditions.





Albino Fruit Flies (Conjuration/Summoning)



Range:  30 yards + 10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  One 10-foot cube per level

Saving Throw:  Negates (but see below)

Author:  Unknown



This spell causes a great cloud of small, white, harmless but

annoying flies to spring forth. These bugs are so dense as to

obscure vision within the cloud to only 2 feet. These albino

fruit flies, while they do not bite, secrete a sticky, gooey

substance, so that anyone caught within the cloud and failing a

saving throw will be affected as if by a slow spell.

While the cloud itself will only last for 2 rounds +1 round per

level of the wizard, the effects of the sticky gunk on

characters will last until they manage to wash it off, a feat

which requires at least half a gallon of water for a man-sized

creature, and takes 1 turn. Using more water will reduce this

time, of course, and complete submersion in water will wash a

character in a single round. These flies have an even worse

effect on vegetation. Beings made from vegetable matter will

take 1d3 points of damage per level of the wizard for as long as

they remain within the cloud. Other vegetation will surely be

eaten within a few rounds, destroying gardens or forests, and

probably greatly angering any nearby druids!

The material component of this spell is a live ash-white fly or

any other kind of small, harmless, but extremely annoying

insect.





Alpha's Comet (Conjuration, Evocation)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell creates a flaming missile with a trail of superheated

noxious gasses. The comet unerringly strikes one target, the

impact causing 3d6 points of damage and the flames an additional

3d6. Furthermore, any creature within 5 feet of the comet's path

will suffer 2d4 points of fire damage. All those within 5 feet

of the point of impact will suffer 3d4 points of damage. Anyone

who suffers damage from this spell is also considered to have

been engulfed in the noxious fumes, and will be at -2 on all

rolls (10% spell failure chance) for 1d6 rounds due to coughing,

choking, and blurred vision. The material component is a ball of

pitch mixed with sulphur and phosphorus.





Alpha's Darklight (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  15-foot radius globe

Saving Throw:  None

Author:  Jason Nelson 



This spell is exactly the same as the 2nd-level wizard spell

darkness, 15-foot radius (q.v.), except in that the wizard can

see normally through the darkness so created as if in normal

lighting conditions. Alternatively, the wizard can bestow the

visual benefits to another character by crushing the material

component and sprinkling the dust into the eyes of the

recipient. The material component is a piece of coal or

charcoal, which must be crushed and applied as above. Note that

the spell only allows normal vision through the darkness caused

by the particular casting, and lends no benefit towards other

darkness, either normal or magical.





Alpha's Flames of the Faltine (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell sheathes the wizard in hot yellow flames and blurs

the wizard's features somewhat, causing them to assume a smooth

and somewhat indistinct shape, also turning a dark red colour.

The flames will appear to be present even coming out of the

wizard's eyes and mouth. These flames give the wizard no special

protection, but they do shed bright light in a 30-foot radius.

Furthermore, any creature striking the wizard with a claw, bite,

or similar attack or a hand-held weapon less than 5 feet long

will suffer damage as though contacting a wall of fire (q.v.) -

2d6 points of damage + 1 point per level of the wizard. Undead

suffer double damage, and creatures especially susceptible to

flame may also take additional damage.

The wizard may attempt a melee attack to burn others with this

fire, a successful blow causing 1d6 points of damage + 1 point

per two levels of the wizard. Creatures passing within a 5-foot

radius of the wizard suffer 1d4 points of heat damage. By

standing still and concentrating, the wizard may extend this

heat radiation, inflicting 2d4 within a 5-foot radius and 1d4

within a 10-foot radius, but this falls back to the usual level

if the wizard stops concentrating or resumes moving.

The wizard can attempt to destroy inanimate objects by touching

them, requiring a saving throw versus normal fire to avoid

destruction. This may be attempted once per round, at a -1

cumulative penalty for each consecutive round of handling. Items

on the wizard's person at the time of the casting of this spell

are unaffected by the flame. The wizard may end this spell

prematurely if desired. The material component for this spell is

a flask of oil, poured over the wizard's head during the casting

of the spell, and an open flame of any size.





Alpha's Heat Lightning (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Jason Nelson 



This spell calls down a bolt of reddish-purple lightning which

strikes a single creature within range. The bolt inflicts 1d6

points of damage per level of the wizard. Cold or water-based

creatures suffer an additional 1 points of damage per die, while

creatures resistant to heat or electricity suffer half normal

damage (1/4 with a successful saving throw). All non-magical

metal worn by the target must save versus lightning (at +2 if

the saving throw was made, but at -2 if the saving throw was

failed) or be fused to any nearby metal (sword fused to

gauntlet, pieces of armour fused together, preventing movement).

The material component of this spell is a short glass rod, a bit

of fur, and a bit of iron or lodestone.





Alpha's Ice Bolt (Conjuration/Summoning)



Range:  60 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



With this spell, the wizard opens a small hole in the spatial

fabric into the supernatural cold of the para-elemental plane of

ice. It brings forth a shaft of solid para-elemental ice 6

inches thick and 10 feet long (the hole is opened for only a

very brief time). This missile hits with great force, causing

3d10 points of damage from the impact alone. If the target saves

versus petrification, only a glancing blow is dealt, and the

victim suffers only 1d10 points of damage.

An additional saving throw (also versus petrification, and at +4

if only a glancing blow was suffered) must be made, or the

victim will be stunned for 1d6 rounds from the force of the

blow.

The ice absorbs heat from the nearby air, and this causes 1d6

points of cold damage (no saving throw) to all within 5 feet of

the bolt's path, and within a 10-foot radius of the target

creature. The bolt shatters upon striking its target, and the

victim will suffer an additional 4d6 points of cold damage (2d6

if only a glancing blow was suffered).

Fire-using creatures take double damage from the cold caused by

the bolt, while those resistant to cold take none. Both types of

creatures suffer full damage from the bolt itself.

Water-based creatures in liquid form will suffer only 1d10

points of damage from the blow, and cannot be stunned, but they

will automatically be slowed for 2d4 melee rounds.

If the target creature is struck fully (i.e., fails the initial

saving throw), then exposed items on that side of the wizard

must make a saving throw versus crushing blow, and all items

carried by the wizard must save versus magical frost (note also

that items on the side struck by the bolt must save at -10, due

to the cold and the blow).

The material component of this spell is a clear gem worth not

less than 100 gp.





Alpha's Images of Ikonn (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  15-foot radius sphere

Saving Throw:  None

Author:  Jason Nelson 



This spell is similar to the 2nd-level mirror image spell

(q.v.). The wizard gains 1 mirror image for each level of

experience, rather than rolling randomly. These images can

appear anywhere within 15 feet of the wizard, and a blurring

distortion effect occurs in the casting of this spell and at the

end of each melee round which prevents isolation of the true

wizard in the new melee round, even if the wizard was

successfully attacked in the previous round. Area effect attacks

(fireball, for example) can still affect the wizard even if his

location is not known. As a final benefit, if one of the images

is struck by an opponent, the wizard may make an unmodified

saving throw versus breath weapon. If successful, the image will

not be dispelled by the blow. The material component of this

spell is a small carving or doll of the wizard and a broken

mirror.





Alpha's Lightwall (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  10-foot per level long square

Saving Throw:  Special

Author:  Jason Nelson 



This spell causes a wall of dazzling yellow-white light to come

into being at any point within the range of the wizard. Vision

through the wall by any means is quite impossible, though it is

negated by a darkness (q.v.) spell cast at it. When the wall

first comes into being, all those within 10 feet of it who are

not averting their eyes (thus a wizard could warn his companions

that he was about to cast this spell) must make a saving throw

versus petrification to avert their gaze from the wall in time

to avoid being dazzled by its brightness. This dazzling results

in a -2 penalty to-hit, a 20% spell failure chance for wizards,

and a -1 penalty on initiative dice rolls. These effects persist

for as many rounds as the difference between the victim's die

roll and the roll needed for him to save. These effects can

persist even after the duration of the spell has elapsed.

Naturally, blind or sightless creatures are unaffected by this

spell, but subterranean or dark dependent creatures (drow,

duergar, or svirfneblin, for example) suffer a -3 on their

saving throw. Further, they are not protected by their normal

magic resistance, as the spell is not cast directly at them.

They are as vulnerable to its existence as any other creature

would be.

The light given off is equivalent to a continual light (q.v.)

spell within 20 feet, and equivalent to a light spell (i.e.,

normal torchlight) in an additional 80-foot radius. The

lightwall, if cast outdoors, can be seen up to a mile away per

level of the wizard (reflecting the additional size of a larger

wizard's lightwall). The wall can, of course, be created smaller

than the maximum size for the wizard's level.

The wall itself causes no damage to creatures passing through

it. However, a character fighting someone with a lightwall

directly behind him suffers a -1 on his chances to-hit (note

that this is cumulative with the dazzling effects described

above). Similarly to the 1st-level wall of darkness (q.v.),

sound is blocked by the lightwall, assuming that it does not

allow sound waves to travel around the sides of it (as when cast

outdoors, for example). It does not absorb sound or prevent

spellcasting, it merely does not allow sound to pass through it

(even if such sound is from a horn of blasting or a shout

spell). The material component is a clear gemstone or a sunstone

worth no less than 100 gp.





Alpha's Lucent Lance (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



There must be some ambient light available in order for this

spell to work. The effectiveness of this spell is determined by

the amount of ambient light available. The wizard must

concentrate for a full round to focus the light into the lucent

lance, after which its energy may be released. The power of the

lance is such that it can carve through wood or soft metal up to

4 inches thick, stone up to 1 inch thick, or hard metal up to

.25 inch thick, this thickness multiplied by the appropriate

modifier on the table below. Items carried by a living creature

are partially protected by that creature's aura, and gain a

saving throw versus magical fire (modified as below) to avoid

being damaged by the lance. Living creatures suffer a base of

1d6 points of damage, modified as below, with a maximum upper

limit of not more than 1d6 per level of the wizard. The lucent

lance coalesces as a ball of light around the wizard's hand

holding the material component, and shoots forth until maximum

range is reached or until a sufficient thickness of material

blocks its progress. The Lucent Lance may be traversed over an

arc up to 1 foot per level of the wizard at its maximum range.

The wizard's hand glows brightly while the spell is being cast

and while it is active.



                                   Damage  Saving throw

Type of Light                     Modifier   Modifier

Candlelight                          .5         +3

Single torch or lantern               1         +1

Multiple torches, light, starlight,

    magical dagger                    2         +0

Large bonfire, bright moonlight,

    continual light, magical sword    4         -1

Multiple magical light sources,

   indirect or filtered sunlight      6         -2

Direct sunlight, sunray              12         -4



If the light source used is a fire of some sort, that fire has

a 50% chance of going out. A permanent light effect (a magical

sword or dagger, for example) will lose its power to shed light

for 1d10 rounds. A spell used as the light source will be

automatically dispelled if it's a spell of up to third level,

and will have its duration cut by 25% if it's a higher level

spell. The material component is a small, oblong corundum rod

worth at least 100 gp.





Alpha's Night of the Leonids (Conjuration/Summoning)



Range:  30 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell can only be cast outdoors at night. It calls down a

number of flaming meteorites to strike unerringly any targets

within range. The wizard can call down 1d4 meteorites, plus

another for every five levels of experience (1d4+1 at 5th-9th,

1d4+2 at 10th-14th, etc.). Each meteorite strikes a single

target, though more than one may strike any given target. Each

of these "Leonids" comes blazing down from the heavens, striking

for 1d6+1 points of impact damage and an additional 1d6+1 points

of fire damage. The material component for this spell is a bit

of meteoric iron.





Alpha's Rolling Thunder (Evocation)



Range:  0

Components:  S

Duration:  Special

Casting Time:  1

Area of Effect:  5-foot per level radius circle

Saving Throw:  Special

Author:  Jason Nelson 



The wizard need but throw his arms heavenward and a great

rolling thunderclap will sound directly overhead. All creatures

within 10 feet of the wizard must save versus petrification or

be knocked prone, suffering 1d4+1 points of damage, and are

automatically stunned for 1 round and deafened for 1d4+1 rounds.

Those within one-half the radius of the spell (for example,

within 25 feet of a 10th-level wizard) but not within 10 feet

must save versus spell or be stunned for 1 round, and are

automatically deafened for 1d4+1 rounds. All others in the area

of effect must save versus spell or be deafened for 1d4+1

rounds.





Alpha's Silverlight (Evocation)



Range:  60 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  30-foot radius sphere

Saving Throw:  Special

Author:  Jason Nelson 



This spell is similar to the 2nd-level continual light spell in

that it creates a very bright light (almost as bright as full

daylight). However, any creature within the area of light which

is vulnerable to silver (wights, wraiths, lycanthropes, or

devils, for example) will suffer 1d6 points of damage every

round that it remains in the area of effect, and will be at -2

to on to-hit rolls and +2 to be hit due to the intense

discomfort felt by such creatures while within the Silverlight.

Alternatively, the wizard may throw the spell directly at a

single target. Such a creature must save versus spell or be

blinded for the duration of the spell. If the saving throw is

made, the spell forms as per usual about one foot behind the

intended target, and its duration is halved. A creature

vulnerable to silver who is thus targeted need not save versus

blinding, but will instead suffer 1d6+1 points of damage per

level of the wizard, up to a maximum of 10d6+10, and will be

stunned for 1d4 rounds. A successful saving throw versus spell

at -2 will halve the damage and reduce the duration of the stun

to a single round. If thrown thus at a creature vulnerable to

silver, the spell will not form normally, regardless of the

saving throw, as its magic is used up in the attack on the

creature. The material component is a bit of pure silver.





Alpha's Starfire (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  1 round

Casting Time:  1

Area of Effect:  5-foot diameter column, 30 feet high

Saving Throw:  Special

Author:  Jason Nelson 



This spell creates a column of brilliant, blazing silvery-white

flames. All within 10 feet of the column not looking away must

save versus petrification or be blinded for 1 round and dazzled

(-2 to-hit, +2 to be hit) for an additional 1d3 rounds.

Creatures adversely affected by bright light (drow, duergar,

etc.) save at -3 versus this effect. Any creature within the

narrow column of fire (most likely only a single creature) is

automatically blinded and dazzled as above, and additionally

suffers 1d6 points of damage per level of the wizard, up to a

maximum of 10d6. A saving throw versus spell will halve this

damage. If the spell is cast outdoors under a night sky, a bonus

of +1 per die of damage is added. The material component for

this spell is a bit of silver and a shard of crystal.





Ape Call (Conjuration/Summoning)



Range:  30 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell is similar in effect to the other call spells. With

it, the wizard can summon up to 1 HD worth of carnivorous apes

to fight. The apes will only fight, they cannot be used for

other tasks. Each ape has a Hit Die cost of 5, and all

remainders are dropped. This spell can only be cast in tropical

areas, and is a favourite of tribal spellcasters and witch

doctors in these areas.





Apparition (Illusion/Phantasm)



Range:  0

Components:  V, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Creature's face touched

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell transforms the recipient's or victim's face into a

horrible and terrifying mask of the wizard's own imagination.

The spell will not duplicate the face of any known creature, but

the characteristic of a number of creatures can be mixed. The

magic used is highly volatile, and often takes on a life of its

own, adding emphasis to the ideas of the wizard. Creatures of

1 HD or less who are surprised must roll a saving throw versus

spell or flee for 1d3 rounds. If the spell is cast on an

unwilling victim, the victim is allowed a saving throw versus

spell to avoid the affects. The material component is some

rouge.





Armeth's Sand Dome (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 hour per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Michael Kenyon 



This spell cause sand, earth, loose gravel, topsoil, etc. around

the wizard to form into a hollow dune. The dune is one foot

thick and large enough to hold 10 people, their gear and

sufficient air for them to breathe comfortably for the duration

of the spell. Note that the spell is sufficient for a certain

number of life forms, so pets and the like take up just as much

room for the spell's effect as a hill giant does and if a life

form is more than 10 feet distant from the rest of the

creatures, it is excluded from the spell. The dune is hard

enough that it may be walked over by any creature of Medium size

or less, without a chance of it collapsing. Should a creature of

Large size walk on it, it holds for 1 round + 1 round per level

of the caster, assuming that creature is not actively attempting

to enter the dome. Larger creatures crush the dome in one round.

From the outside, the dune appears to be part of the natural

landscape and unless the person in question knows the terrain

intimately, they will not suspect that there is anything afoot

with the terrain. The dune cannot be seen through from the

inside and it requires a hear noise roll to perceive sound

through the earth.

Common uses of this spell are to give the party a convenient

place to sleep to avoid encounters or to protect the party from

either sand storms or the beating mid-day sun.

The material component is a glass dome, half filled with fine

sand and a miniature silver replica of a campsite attached to

the base. The item is worth 100 gp and is not destroyed with the

casting of the spell. The sand, however, must be replaced with

each casting, through the corked hole in the base. Upon casting

the spell, the globe is shook, while the words "there's no place

like home" are said in Svirfneblin.





Astral Wall (Abjuration, Conjuration)



Range:  1 yard per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  100 square feet per level, 5-foot radius at

first level

Saving Throw:  None

Author:  Unknown



This creates a wall (which can have any shape the wizard

desires, including a sphere) which prevents physical effects

which would pass through normal walls, such as teleport, astral

projection, monkish "phase" ability, etc. Any such attempt by a

character will fail, leaving the character on the same side of

the wall. It is, however, possible to simply walk through an

astral wall. If the spell is linked to an existing physical wall

(including one created by wall of stone or wall of iron), the

duration becomes one hour per level. The astral wall can be

disrupted by dispel magic cast from either the physical or

astral plane. The material component is a piece of parchment.





Aura of Protection (Evocation)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Francois Menneteau 



This spell is a more potent version of lesser aura of

protection, subtracting 3 from all attacks.





Azalldam's Waterspray (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  50-foot long, 5- to 15-foot wide cone

Saving Throw:  1/2

Author:  Azalldam



This spell causes a high-pressured cone of water to stream from

the wizard's hand; this cone is 50 feet long, 5 feet wide at the

wizard's hand, and 15 feet wide at the base. The majority of

damage is caused by the high pressure of the stream; anyone

caught inside the area of effect suffers 3d8 points of damage;

a successful saving throw versus spell will reduce this damage

by one half. Those who fail their saving throws must roll saving

throws versus crushing blow for all their possessions to avoid

their destruction. In addition, victims who fail their initial

saving throws must make a Dexterity check; if this check fails,

the target is pushed backwards 1d20 yards, and is knocked prone.

The water from this spell will extinguish any normal fires, but

has only a 50% chance to put out magical fires. This spell will

inflict double damage on fire elementals or similar creatures.

The material component for this spell is a large beaker of water

which is used up when the spell is cast.





Backstab Backlash (Abjuration)



Range:  0

Components:  V, S

Duration:  1 turn per level or until activated

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Russian Wyatt 



This spell creates an invisible magical field covering the back

of the spellcaster from head to toe. Should a thief attempt to

backstab the wizard, or anyone else who attacks the mage's rear,

the wizard will take full damage from the attack. But the

attacker will be hit with a blast of pure force which does twice

the damage of the attack, with no saving throw. Each casting

creates a one-shot field. This spell will only be activated if

the wizard is attacked by a hand-held weapon at close range;

thrown weapons will not activate the spell (as there is no one

to blast). The spell effects are non-cumulative, only one spell

in affect at anytime.

This spell was created by a wizard who had one too many spells

disrupted by a thief's backstab. Whenever there is a combat

situation where the wizard is surrounded or he sees a thief,

this is usually the first spell he casts.





Ball Lightning (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts

electrical damage instead of fire damage. The material component

is a ball of bat guano and iron filings.





Bigby's Bitchslap (Evocation)



Range:  1 yard per level

Components:  V, S

Duration:  1 round + 1 round per 2 levels

Casting Time:  1

Area of Effect:  One bitch

Saving Throw:  Negates

Author:  



This spell is the lesser known cousin of the Bigby's fist

spells. It, upon casting, causes the victim (one bitch per level

of the caster) to be struck by a stinging slap, disrupting any

and all actions that were going to be taken by said bitch for

that round, plus one round for every two levels of the caster.

It also causes 1d4 points of ego damage to the bitch per every

three levels of the caster. The verbal component of this spell

is the uttering of the word, "Bitch" while enacting the somatic

component of the spell, which is a strong forehanded swing (or

backhanded, or both, all at DM's option).

This spell got its start when the apprentice Bigby and his close

friends Bryan and Seth were all three simultaneously seriously

peeved at several bitches (note: the lack of gender attached to

the term "Bitch" is intentional. Yes, I'm covering my tail,

but...) and concocted this spell as a revenge method. Bryan and

Seth went on to become boot salesmen, and Bigby went on to

become the seriously bad news that he is today. This spell has

several serious uses, especially when dealing with any drow

priestess, any elf or dwarf, and any ex-significant other.

Finally, the only thing that is known to stop this spell is a

wall of force, which only halves the effects.





Bilador's Spellshape (Alteration)



Range:  10 yards per level

Components:  V

Duration:  Special

Casting Time:  3

Area of Effect:  Up to 20 cubic feet per level

Saving Throw:  None

Author:  Gregory R. Block 



When cast, this spell allows the altered spell to affect the

area the wizard desires, up to 20 cubic feet per level.

For instance, a 19th-level wizard (that's Bilador) could make a

wall, 1x19x19 feet in any orientation which would be "filled"

with the area of effect, a solid dome in a spherical shape 6

inches thick and having a radius of 15 feet, or flood a

hemisphere with a radius of 6 feet. A hemispherical dome would

have a radius of 22 feet at 6 inches thickness, and a cube 7

feet on a size could also be shaped.

Any spell can be shaped, as long as the shape has a thickness at

the axis of at least 6 inches. For instance, a teleport can move

anything "encompassed". Lightning bolts become fields of

lightning affecting all those encompassed. Abjurations can

enclose areas or surround people.





Bind Warder (Alteration, Charm)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  Until death of subject or caster

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Robert A. Howard 



Bind warder will allow the wizard to pass some of his mystical

energy to another person (usually a fighter), giving that person

enhanced endurance, the ability to sense magical creatures, and

enhanced senses; allowing the target to sense where the caster

is at all times (within a mile), and allowing him to know the

condition the caster is in. The caster can sense where the

warder is at all times (again, within a mile) and what condition

he is in. Warders usually tend to defend the spell casters,

though this doesn't have to be true. This depends on the person

who was bound and on the binder himself. Any wizard can only

bind one Warder at the same time. This spell cannot be ended

voluntarily.





Bleed (Alteration)



Range:  5 feet + 1 feet per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  August Neverman 



When cast, this spell causes the victim's nose to bleed for the

duration of the spell. The victim will loose one hit point every

turn of the spell. The spell will also cause the victim to be

highly uncomfortable and therefore fight at only 95% of

efficiency (add 1 to the victim's THAC0). The damage can be

negated by a cure light wounds, or having the nose completely

bound and having the victim to lay motionless for the duration

of the spell. The material component is a drop of blood.





Bloodfire (Invocation/Evocation)



Range:  30 feet

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Ally's Spellbook 



This spell engulfs the target creature in a black and crimson

glow that causes 1d4 points of damage per level (as magic

missile) on the first round, diminishing 1d4 per round until

reaching 0d4. The victim may make a saving throw every round,

and if it makes its saving throw, it takes only half damage that

round. The material component is a black onyx stone.





Bolt of Stone (Evocation)



Range:  40 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One 2-foot bolt

Saving Throw:  1/2

Author:  Peter Gourlay 



This spell creates a powerful bolt of stone, approximately two

feet long, which strikes its target without fail up to the

maximum range. The bolt inflicts 1d6 points of damage per level,

to a maximum of 10d6. As well, any creature struck by the bolt

must save versus petrification or be stunned for one round per

two levels of the wizard. A separate saving throw is also

allowed for half damage. The bolt can be used to open doors as

a frost giant and inflicts damage to structures as a large

catapult. Objects struck by the bolt may have to make a saving

throw versus crushing blow to avoid being destroyed, at the DM's

option. The material component of the spell is a polished piece

of marble.





Boot-to-the-Head (Abjuration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



Boot-to-the-head causes a large boot to appear near the head of

the spell recipient and kick him in the head. The spell

recipient must save versus spell (with modifiers) or be stunned

for 1 round. Modifiers are: -2 per level below caster, +2 per

level above caster. For each hit, the boot does 1d4+2 stunning

damage. If the stun damage total matches or exceeds the total

hit points of the target, the target falls unconscious for 1d4

rounds +1 round per level of the caster. Note: no actual damage

is done by boot-to-the-head. The target of the spell may not be

changed once the spell is cast; the boot will continue to kick

unconscious creatures until the spell expires. Concentration

need not be maintained once the spell is cast.

The spell caster must be wearing a boot. The spell is invoked by

pointing to the creature to be affected, making a kicking motion

with the booted foot, saying "boot to the head". The boot on the

caster's foot does not disappear with the casting of the spell.





Bovart's Right Touch (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 year per 3 levels

Casting Time:  1 hour

Area of Effect:  Limb or item touched

Saving Throw:  Negates

Author:  Ken Forslund (Bovart Seeslom)





This spell was designed to work with Janx' artificial control to

enable recipients of artificial limbs to have normal feeling

sensation in their mechanical parts. It conveys a sense of touch

and texture, but not temperature or pain. The material component

is a bit of glue. This spell is cast immediately after the limbs

are attached.





Brains (Alteration)



Range:  0

Components:  S, M

Duration:  6 hours per level

Casting Time:  1 hour

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



The recipient of this spell gains a temporary increase in

Intelligence as follows:



   Normal Intelligence    Extra Points

           1-4                  4

           5-8                  3

           9-11                 2

          12-13                 1



These bonuses are not cumulative. The material component of this

spell is the brain of a small rodent.





Burning Hands II (Alteration)



Range:  10 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  1/2

Author:  Unknown



This spell is exactly the same as its namesake except that it

does twice the amount of damage and reaches 10 feet out.





Burning Hands of Savanthalas (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1 (if using both hands: 5 if not)

Area of Effect:  5-foot long cone

Saving Throw:  1/2

Author:  Savanthalas 



When the wizard casts this spell, flames shoot out of his hand

(he has a choice of using one or both of his hands). This spell

is meant to be versatile and as such it also allows one to still

use a throwing weapon if the character has a Dexterity of 18 and

uses only one hand for the casting (anything less than 18

receives a penalty to the to-hit roll equal to its difference

with 18; 18 only hits on a normal roll with no bonuses). The

damage is 1d4+2 HP for each level of experience.

Creatures who make their saving throw versus spell receive only

half damage from the spell but can still be nailed by the thrown

weapon.





Bushwack (Alteration, Evocation)



Range:  120 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One to 4 creatures in a 20-foot cube

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell holds up to four humanoid creatures completely

immobile for five or more rounds. Bushwack affects any humanoid

of man-sized or smaller including; brownies, dryads, dwarves,

elves, gnolls, hobgoblins, nixies, troglodytes and others.

The spell is centred on a point selected by the caster and

brings into existence sturdy vines which spring from the floor

(or mid-air if no surface is within the area of effect) and

attempt to wrap the target creature in a cocoon-like entrapment.

If the spell is cast at three or four creatures, each gets an

unmodified saving throw. If only two creatures are targeted,

each makes its saving throw with a -1 penalty. If the spell is

cast at only one creature, the saving throw suffers a -3

penalty. Those creatures failing their saving throws are

unaffected by the spell.

Creatures failing their saving throws are fully enwrapped in the

vines, whisked off their feet and held upside down approximately

one foot off the ground. Held beings may not move nor speak, nor

may they see or hear what is happening around them. The held

creatures may be freed if the vines sustain damage equal to one

half the caster's total hit points but any damage applied to the

vines is equally applied to creatures held within them.

The caster may end the spell with a single utterance at any

time. The material component for this spell is a piece of

creeping ivy.





Cavevision (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  None

Author:  Ally's Spellbook 



This spell enables the recipient to see in total darkness as if

there was torchlight, up to the 10 feet per level. Magical

darkness will still appear as complete darkness. The material

component is a live firefly.





Channel Item (Enchantment, Invocation)



Range:  Special

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour

Area of Effect:  One rechargeable magic item

Saving Throw:  Special

Author:  William T. South 



This spell is used to recharge any item which was initially

created by the use of an enchant an item spell, such as magical

rings, gems, rods, staves, and wands; but not limited to such.

The wizard must be fully rested and not engaged in any physical

activity to cast this spell. Usually, most wizards try to find

a secure area since the result of spell failure can be deadly.

He first cast this spell over the item, in the process opening

up a channel between him and the magic item to be recharged,

taking one round to initiate the channel. At this time, the

total possible charges an item may contain may be discerned by

casting identify at this time with a modifier of +10% added onto

his normal chance of success. Then, the appropriate spells must

be cast into the item to bring about its recharging. While the

spells needed for various items are too large to be listed, it

can be assumed that a spell which the item imitates is able to

recharge the item (spell research can aid in gaining more

knowledge of this subject).

At the end of the recharging session (or at least before the

channelling effect ends due to the casting time limitations) the

wizard must "close" the item's channel. This requires a

successful saving throw versus spell modified by +1 for every

level of the wizard and -1 for every spell cast into the item

which did nothing to recharge it. A failed saving throw means

that none of the spells cast into the item had any recharging

affect. If the wizard is physically attacked or the spell

disrupted during the recharging period the wizard must make an

unmodified successful saving throw versus spell, with a

successful saving throw indicating the entire process has been

merely cast for naught and a failed saving throw indicating that

the magic item explodes for a magical blast effect in a 10- to

60-foot radius doing damage equal to 1d4 points of damage per

charge the item currently contains (save versus spell for half

damage). The item in question (unless of artifact or relic

status) is irrevocably ruined in the explosion. The material

component of this spell is a small gold funnel worth at least

100 gp value, which is destroyed in the casting of the spell.

The source of this spell is the Telnorne Mageocrat.





Charm Mammal (Enchantment/Charm)



Range:  10 feet per level

Components:  V, S, M

Duration:  Special

Casting Time:  5

Area of Effect:  One mammal

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell is exactly the same as the 1st-level wizard spell

charm person except that it affects only non-humanoid mammals.

The material components are a few holly berries.





Charm Man II (Enchantment/Charm)



Range:  16 feet

Components:  V, S

Duration:  1d6+4 turns

Casting Time:  1

Area of Effect:  1d6 men per level of 4 HD or less

Saving Throw:  Special

Author:  John Daniel 



Except as noted, this spell is the same as the 1st-level spell

charm man I. If a successful saving throw is made by a group's

leader, the effects of this spell are reduced to those of charm

man I (make another saving throw for the leader). If a leader of

a group fails his saving throw, the spell works on him, but all

other members of the group still get to make a personal saving

throw to negate the effects.





Charm Undead (Enchantment/Charm, Necromancy)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  One or more creatures in a 20-foot radius

sphere

Saving Throw:  Special

Author:  Unknown



This spell works just like the Player's Handbook's spell charm

monster, except as noted above and that it only works on undead.





Chime (Alteration)



Range:  30 feet

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One object

Saving Throw:  None

Author:  Unknown



This spell enchants an object such that, when a condition is met

(specified as in magic mouth), a reasonably loud chime, bong or

ring will sound from the item. This chime is loud enough to wake

a nearby sleeper or be heard from a nearby room. This behaviour

will continue, functioning at most once per round, until the

condition ceases, the item is destroyed, or the dweomer

dispelled.





Cobaltas's Infraflash (Evocation)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  20-foot radius half circle

Saving Throw:  Special

Author:  Bladehawk 



This is a less powerful form of thunderflash, which only affects

those using infravision, blinding them in all types of light

however. Those not using infravision will feel a wave of heat

wash over them, but will be otherwise unaffected.





Conceal Magic (Divination)



Range:  0

Components:  V, S

Duration:  4 hours per level

Casting Time:  3

Area of Effect:  Object touched

Saving Throw:  Negates

Author:  Paul D. Walker 



Cast this spell on a magic item and it renders that item

undetectable by detect magic (great for hiding magical traps).

The wizard will not know if the object has made its saving

throw, though he can of course check this by casting a detect

magic...





Conjure Drink III (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 alcoholic drinks, the quantity being

determined by the quality desired by the caster. If beer or ale

is wanted, 1 tun per 5 levels will appear. In the case of wine,

1 keg per 5 levels is conjured. If spirits are desired, 1 mug

per 5 levels will appear. 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.





Conjure Lesser Radiance Quasi-Elemental

(Conjuration/Summoning)



Range:  30 yards

Components:  V, S

Duration:  1 turn + 1 round per level

Casting Time:  3 rounds

Area of Effect:  Special

Saving Throw:  Special

Author:  Francois Menneteau 



With this spell the caster may freely summon one or more lesser

radiance quasi-elementals (see the table below). The creatures

will do anything within their power to aid the caster.

The lesser elementals can be sent back by the caster, one at a

time or all at once, at any time. They automatically return to

their home plane after the duration of the spell. Conjured

lesser elementals must be controlled by the caster. Otherwise,

they simply assume a defensive posture until they return to

their native planes. Lesser elementals will not attack the

caster when uncontrolled. They may be controlled up to 30 yards

away per level of the caster.

Note that radiance elementals cannot be summoned at night.



  D100 Roll    Creatures

    1-10       Two 2 HD lesser quasi-elemental

    11-50      Three 2 HD lesser quasi-elemental

    51-80      Two 4 HD lesser quasi-elemental

    81-00      One 6 HD lesser quasi-elemental



Lesser Quasi-Elemental



Intelligence: semi- (2-4)

Alignment: neutral

Armour Class: 3

Movement: flight, 18 (A)

Hit Dice: 2, 4 or 6

THAC0: 18, 16 or 15

Number of attacks: 1

Damage per attack: 1d6+1 point per Hit Die

Special attacks: see below

Special defence: needs +1 or better weapon to hit

Magic resistance: nil

Size: S (1-foot sphere)

Moral: elite (14)

XP value: 270, 650 or 1400



Lesser radiance quasi-elementals inflict 1d6 points of energy

damage + 1 point per Hit Die (double damage to creatures

directly affected by sunlight), and all within 10 feet must save

versus petrification or be -1 to hit from the blinding light.

Light and energy attacks do not harm them. Fire and heat do only

half normal damage. Cold and water attacks do double damage.

Darkness keeps them at bay.





Contain Area of Effect (Alteration, Metamagic)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 rounds

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell gives the creature touched one spell level per caster

level with which spells may be cast. The freely chosen spells

are then changed in their aspects so that stay within a certain

area of effect the caster specifies at the casting of these

spells. This prevents the spells from expanding in their effect

into undesired areas as it so often happens with these unruly

fireball spells.

This spell may be layered up to a maximum of 2 spell levels per

caster level. As it works by touch it can be given to anyone who

casts spells or uses items which duplicate spell effects (or

spell-like effects). These creatures can use up the spell levels

at their leisure: This spell lasts until all spell levels have

been used up.

The material component is a small silver box encircled with a

paper strip inlaid with a strip of hammered platinum which costs

no less than 500 gp (the whole arrangement).





Control Normal Fires (Alteration)



Range:  1 foot per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  1 cubic foot per level

Saving Throw:  None

Author:  Brock Neverman 



This spell enables the wizard to cause fires as small as a torch

or lantern to become as large as a 6-foot diameter bonfire or to

cause a bonfire to shrink to the size of a torch or explode into

a fire with a diameter of 18 feet. In this process fuel is

burned according to the size of the fire. Also heat dissipation

can be adjusted which will also affect the amount of fuel used.

The amount of change a wizard can bring about in a fire is

determined as follows: take the wizard's level divided by 2 and

round it down. This is the maximum multiplier or divisor for the

size (in volume) and effects of the fire.

The material component differs for the two different uses of the

spell: if the spell is used to increase a fire, the material

component is a tinderbox, which is not consumed in the casting.

If the spell is used to shrink a fire, the material component is

a drop of water.





Create Bedroom (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 turn

Area of Effect:  30 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates the interior of a bedroom. It contains one or

more beds (5 square feet per level maximum), covered in sheets

(rheumatic covers), a thin layer of covers (in summer) or

succeedingly thicker for other temperatures (up to and including

Arctic temperatures), one pillow per two levels, one night table

per 5 levels, one shuttered oil lamp (with oil) per table, a bed

warming pan, some bed rugs, a small sparker set (to light the

lamps), a small wardrobe with sleeping gowns (male or female),

a night cap for men, one beard holder per level (any size), soft

night slippers, and a covered bed pot. This spell creates only

the interior of the room; it doesn't normally create the walls,

floors, or ceilings.

As with the other room spells, no items can be used to cause

harm, help in combat; nor can they be sold. If tried, they

vanish in a puff of smoke.

The material components: a small bit of cloth or fur (for the

covers, gowns, and slippers), a drop of oil (for the oil lamps),

a tiny piece of flint (for the sparker set), and a tiny piece of

any kind of metal (for the pot, pan, and lamp).





Create Kitchen (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  10 feet per side per level area (any shape)

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a complete set of kitchen utensils,

including: a small icebox (large enough for approximately 6 to

8 gallons of fluid), 2 large fireplaces including a spit each,

a stove with 8 fire places, an oven with three large

compartments, 4 pots (large enough to contain enough stew for a

very hungry halfling each), 8 small stirring dishes, 4 pans, 5

stirring pots, 3 hot water baths (for the pots), 3 cold water

baths (again for the pots), 10 small but very sharp knives, 10

small spoons (for tasting), 5 large forks (for turning meat), 3

small hammers (for softening meat), 5 cutting boards, 2 egg

cutters, a salad dryer, 3 large mixing bowls, a large sink, 3

waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10

wooden turnabouts, 3 corkscrews or one elaborate bottle opening

set, and 3 serving dishes per level. This spell creates only the

interior of the room; it doesn't create the walls, floors, or

ceilings.

The utensils cannot be used for anything but cooking or the

preparation of food (and I mean normal food, not what goblins

consider food). Thus, the knives cannot be used to attack

someone (or even to defend oneself with), the water in the water

baths cannot be drunk or be used for washing or anything else

but heating or cooling food still in the creation process, the

waste basket cannot be used for anything but storing the remains

of cooking the food, etc. If it is tried the appropriate utensil

vanishes with a small puff of smoke. The whole set of utensils

also vanishes at the end of the duration including anything

still in the waste basket or the sink unless it is normally not

put into these containers (thus, this spell cannot be used to

escape a hopeless situation or to create utensils for an escape

or something else). The utensils cannot be sold (if tried they

vanish as above). They can only be used to prepare food. They

will even vanish if they are used to block someone's way during

combat.

The material component depends on the quality desired: the

caster needs a small model of a kitchen knife, a pot, a pan, a

tiny stove, a tiny bit of ice (if the icebox is desired), a tiny

splinter of wood, and a small spark. These miniatures can be

from almost any material (except the wood and the spark as they

are necessary for the fire). The utensils will be of the same

material as the miniatures were made from. The caster can either

use these material components during the actual casting or he

can use it during the preparation. If it is used in the actual

casting, the casting time is one turn; if it is used during the

preparation time, the preparation (memorisation) time increases

to one hour (instead of 45 minutes), but the caster can then

summon the kitchen utensils at any later time with a snap of his

fingers - ready to be used.





Curse Weapon (Enchantment)



Range:  5 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  3

Area of Effect:  One weapon

Saving Throw:  Negates

Author:  Unknown



This spell is used to curse the weapon of an opponent. When it

is cast, the wizard chooses which weapon to curse. Unless the

owner of the weapon makes a successful saving throw versus

spell, that weapon will have a penalty applied to all to-hit and

damage rolls for the duration of this spell. The penalty is

equal to 1 for every four levels of the wizard, to a maximum of

-5. This penalty only applies to the chosen weapon, not to other

weapons carried by the owner.

This spell will negate magical bonuses (only for the spell's

duration); if a weapon's magical bonus is reduced, its current

value is used for determining which types of creatures may be

hit by it (i.e., if a sword, +4 sword is reduced to +1 by this

spell, it cannot be used to hit elementals for the duration of

the spell).

The material component of this spell is a small replica of the

weapon to be cursed; it is consumed with the casting.





Cyril's Bungee Snap (Evocation, Wild Magic)



Range:  30 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One 10-foot per level long magical cord

Saving Throw:  Special

Author:  Craig Allen Campbell 



This unique spell allows the wild mage to pull wisps of raw

magical energy directly from the astral plane to create a

magical "bungee" cord. The term "bungee" was chosen by Cyril. He

had heard the word long ago and didn't know what it meant, but

has always liked the sound. He believes it to be from a

long-forgotten language. Two loops on the ends of the cord are

then looped over two items or creatures. After the wizard has

looped the cord and released control of the magic, the raw

magical energy in the cord collapses in upon itself, pulling the

two items or creatures together at a magnificent velocity. Only

creatures who are magically anchored or objects that are

securely attached to something else are immune, although the DM

may allow a "bend bars" roll for a character who reacts quickly

to grab onto something.

Note that there must be some way for a magical cord to fasten

itself to each item. For example, a tree can be easily looped,

but a wall can only be looped if there are protrusions or other

fastening points for the cord.

The two items or creatures are drawn together and will hit each

other. Items drawn against items must save versus crushing blow

or be broken into no less than 50 pieces. An item drawn against

a person need not save, but the person will take falling damage

in accordance with his previous distance from the object (1d6

per 10 feet with a maximum of 10d6). If the item is particularly

small, the DM may impose less damage. Cyril prefers bouncing

people off of walls with this spell. If two people are drawn

together, each takes falling damage for half their previous

distance apart.

In all cases, the DM may call for Strength or Dexterity checks

to hold onto items and saving throws versus fall to check for

item damage. In the case of a creature drawn to an item, a

saving throw is allowed for half damage. No saving throws are

allowed for two creatures drawn to each other.

The material component for this spell is a piece of string,

looped at both ends.





Dancing Lights II (Evocation)



Range:  Special

Components:  S

Duration:  1 day

Casting Time:  1

Area of Effect:  One globe per level

Saving Throw:  None

Author:  Jim Gitzlaff and Jim Sisolak





This spell creates up to one globe of light per level of

experience of the caster. Each globe may be controlled

separately and individually, and can float, bob, and otherwise

behave rather like the lights from the 1st-level wizard spell

dancing lights. The globes must either remain in sight of the

caster or stay within a 30-foot per level radius lest they

instantly vanish. They can move as fast as 200 feet per round.

The globes may be given a variety of simple commands by the

caster. These commands may be individual (eg.: "globe 6 stop

there in the centre of the intersection") or global (eg.: "all

globes spin around the head of that figure"). The globes are not

intelligent, hence cannot be given commands that require more

discernment than a magic mouth could handle.

The globes are 1 foot in diameter and can be varied in colour

(any) and brightness (anywhere from a guttering candle to a

light spell for each globe).

This spell has several major uses:

*  An improved, more eerie version of the 1st-level spell.

*  To provide portable illumination. The lights can brighten things

on ledges, in rooms, in pits, etc., without risking any party


member's health. Since each globe can be the equivalent of a

light spell, this illumination can be quite significant.

*  To try to distract opponents in long range combat. Folks in

melee usually dodge, jump, and otherwise dance about too much

for this spell to affect them. Archers and spellcasters, on the

other hand, need to be still and concentrate in order to be

effective. For every three globes spinning or flashing around

the eyes of a single archer, missile attacks are made at a -1

penalty to-hit. For example, if Zarg tries to shoot his crossbow

while 8 globes whirl and oscillate around his head, he will get

a -2 penalty to-hit. Spellcasters must make a Wisdom check at a

-5 bonus to the roll in order to keep their concentration &

avoid botching the spell. For every globe after the first, the

caster gets a +1 penalty to the Wisdom check. For instance,

Abulator is trying to disintegrate Malithe while 4 globes spin

in front of his eyes. Thus, he must make a Wisdom check at a -2

bonus to the roll or his spell fails.

The globes may be destroyed in two ways. A successful dispel

magic cancels every globe in its area of effect. The alternative

is to destroy the globes physically. They may be hit by magical,

silver, or iron weapons (but not steel or wooden ones), have

AC 0, and can take as many points of damage as the caster has

levels of experience. Damage from spells will also harm the

globes, though they are immune to fire and electrical damage of

any sort.





Darklight's Field of Infeasibility (Enchantment, Illusion)



Range:  0

Components:  V, S

Duration:  2 turns per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell was created by Darklight when he was captain of a

spelljamming vessel crewed by a mix of plasmoids, lizardmen,

xixchil, and hurwaeti. It was designed in an attempt to keep

local populations from being thrown into chaos at every landing.

The spell creates a subtle field of illusion and enchantment

around 2 HD of creatures per caster level, which lasts for two

turns per caster level. This field clings to each being touched,

whether they remain in a group or not, and radiates an insidious

message to all who encounter or view the affected beings. This

message reassures onlookers that there is nothing out of the

ordinary about these beings. Thus, the most bizarre of beings

may enter crowded groundling cities and not be subject to undue

attention or attack. A side effect of this is that all reaction

modifiers are nullified, negating Charisma and related bonuses.

When an observer is questioned later about a being under the

field's protection, they will remember the event precisely, and

may become puzzled retroactively at their lack of reaction

beforehand. The magic of the field tends to prevent this

realization from becoming traumatic, however. Certain very

powerful or extraplanar beings may not be affected by this

spell: especially dragons, demons, devils, daemons, etc.

generally will not sustain such a subtle camouflage, as their

natural aura negates the feeble cloaking of this spell.





Darklight's Haywire Hands (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  1 yard per level

Saving Throw:  Negates

Author:  Keith Taylor 



This spell causes multiple twisting strands of thin wire to

project from the caster's hands. Each strand consists of around

ten wires, all tangled around each other. Up to ten strands can

be conjured, one per three levels of the wizard, and each can be

directed at individual targets within range and all within an

arc of 60 degrees in front of the wizard. A strand will fan out

upon striking a target, whipping and twisting around any solid

objects to entangle the victim. Multiple strands can be targeted

on the same victim as well. A target gets one saving throw

versus breath weapon per strand, and if it succeeds, they manage

to leap free or remain basically unhindered. A failed saving

throw results in the victim becoming horrendously tangled in the

strands. A bend bars roll (at +10%) is needed to escape, but

multiple strands incur a -10% penalty per extra strand upon the

roll. The strands can be cut with difficulty, each strand

requiring 2d4 rounds in order to be sawn in two. The wire lasts

until cut, at which point it winks out of existence with a

"sproing" sound.

The material component is a highly twisted bit of steel or iron

wire.





Darklight's Inexplicable Image (Enchantment)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Object touched

Saving Throw:  None

Author:  Keith Taylor 



This spell is cast upon an inanimate object so that when a being

next touches it, they receive a clear and perplexing mental

image of the caster's choosing. The mental image can be of

anything the caster desires, but not of any concept requiring

more than three words to describe, or of any object or creature

specifically. The image could be, for example, a white rose, but

could not be a red and blue paisley silken smock manufactured in

Calimshan. The image does not have to be a picture, but can be

a simple concept or feeling, for example: "Doom lurks here", or:

"Big apples yonder". Any sufficiently simple concept can be set

into the spell. The dweomer remains passive within the object

until a creature touches it, at which point the image manifests

in their mind. Their reaction may vary: although they may not

associate the image with the thing touched, they are aware that

a distinct "something" has happened to deliver this mental

message. The nature of the image also affects their reactions:

the image of a pink bunny rabbit is less disturbing than that of

a looming skull.

This spell is often made permanent for various reasons. First,

so that every creature touching an object receives the same

image. This is accomplished by simply laying a permanency upon

inexplicable image. Secondly, it is often incorporated into the

enchantments of a magic item (often a sword) to give the item

personality.





Darklight's Ring 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 will alter the course of a single bolt- or

ray-class spell of up to seventh level into the shape of a ring.

The casting time of the secondary spell is added to the 2

required to frame the Metamagic spell. When the bolt is cast,

the caster chooses the point of origin as usual, and the bolt

then arcs outward in a circular path. If the bolt's length is

sufficient, it will form a circle with a radius of at least 20

feet. The caster has several choices when framing the magic: if

the bolt's length allows for a circle of with a circumference of

more than 20 feet, then it can either be made to loop several

times in this 20 feet circumference path or it can be made to

form a larger ring. The DM may require that the ring's radius be

made an even 10-foot multiple or the bolt will take the standard

radius.

Also, the caster must decide the orientation of the ring. In

outdoor conditions, many interesting vertical or diagonal

possibilities exist, but the ring should not be made to bounce

off walls - this would break the metamagic's control, and the

bolt will careen in random directions, picking a new direction

every 20 feet as per the grenade scattering chart.

If the bolt is cast in a manner similar to lightning bolt, then

the ring can start anywhere within range of the normal casting.

However, some bolts begin from the caster's outstretched hand;

in this case, the metamage can delay the ring's firing by 1d4,

enough for the caster (only the caster, other creatures should

have no idea what he is doing) to jump back out of the ring's

ending point.

Note that this spell cannot extend the normal length of such a

bolt. If a bolt's length is not sufficient to finish a 20-foot

circumference path, than it will not loop completely around.





Darklight's Universal Digestion (Alteration)



Range:  0

Components:  V, S

Duration:  24 hours

Casting Time:  5

Area of Effect:  One creature touched per 2 levels

Saving Throw:  None

Author:  Keith Taylor 



This spell is a last-ditch survival tactic by which the affected

person may obtain balanced nourishment from anything which can

be safely swallowed, including dirt, small rocks, leaves,

sticks, coins, etc. It confers a +3 bonus on any saving throw

versus ingested poisons during its duration, as a side effect.

In addition, potions imbibed by the affected have only a 50%

chance of actually working. The duration is one day; the

recipients are advised not to eat any more "junk" after the

first 12 hours without a re-casting of the spell, as the "food"

might not have had time to digest. The rather ugly consequences

that undigested rocks or coins in the bowels might have is left

up to the DM's own imagination. The spell does not help the

taste of the things eaten, however, and is designed to work with

the Darklight's illusion of taste spell (q.v.). Scrolls have

been found with only one or the other, however.





Darkray's Strangling Rope (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One person

Saving Throw:  Negates

Author:  Dimitris Xanthakis 



Using this spell, the caster is able to hold motionless a

human-sized or smaller creature. It affects humanoids and

thri-kreen but not half-giants.

The caster must use a piece of rope as the material component.

He casts the spell on the rope and then he throws it to the

target. The rope is turned into a yellow energy cord during the

flight, then without error wraps around the target. The victim

must save versus spell with a -2 penalty (but adjust for

Dexterity), or be tied and held by the rope.

When held, the victim cannot move any part of his body. The rope

inflicts 1d4 points of damage each round, due to strangulation.

If the victim wants to use psionics or magic (with verbal

components only), a separate initiative must be rolled to

determine when the damage occurs.

The caster can end the spell at will.





Daylight (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  5

Area of Effect:  120-foot per level radius sphere

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell invokes a sphere of daylight that passes through

creatures, walls or even the ground as if they did not exist.

Thus, there are no shadows within the sphere, which denies

thieves their hide in shadows ability - and a shadow (the

monster) is easily detectable. A shadow will try to flee the

area as quickly as possible as it is completely against its

nature. Daylight causes a little harm to several other undead.

It causes spectres to become powerless as within full daylight

but they can still flee from its effects. It causes vampires no

harm but makes them quite irritable. Liches sneer at such a

feeble attack. Some other undead might be affected (DM's

judgement). It might also be damaging to some fungi.

The material component is a continual light scroll plus oil of

bioluminescence (gained from glow bugs).





Death Dance (Enchantment/Charm)



Range:  40 yards

Components:  V, S, M

Duration:  1 round + 1 round per 3 levels

Casting Time:  3

Area of Effect:  One creature per 3 levels in a 20-foot cube

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



Victims of this spell are forced to dance uncontrollably, much

like stringed puppets. This jerking movement is so unnatural

that creatures are prone to hurt themselves. For each round

under the influence of this spell the creature takes 1d6 damage

from torn ligaments and wrenched muscles. Creatures affected by

this spell are unable to take any action other than dance, but

this requires the complete concentration of the caster, so the

wizard can do nothing but control the dancers. If concentration

is broken the caster can regain it anytime the dancers are

within 40 yards. This spell will effect undead but not oozes or

automatons.

The material components of this spell are 4 pieces of string

attached to 2 small sticks.





Deaudionoyance (Alteration)



Range:  120 yards

Components:  S, M

Duration:  3 rounds per level

Casting Time:  6

Area of Effect:  One creature per 3 levels

Saving Throw:  None

Author:  Ally's Spellbook 



This spell is similar to silence, 15-foot radius but instead of

silencing an area, it affects singular creatures and their

equipment. Note that this spell must be cast upon living

creatures (including plant-life) only and has no effect upon

non-personal equipment. Thus if the spell were cast upon a

guard, and that guard struck a gong, the gong would sound, while

if the guard where to try blowing a horn, no sound would issue

forth. The caster may end the spell any time prior to the

duration. The material component of this spell is two small

pieces of cotton.





Decay (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



When this spell is cast, the wizard collects and controls a

powerful negative energy force that will decay flesh upon

contact. This force will be seen as a shadowy darkness

enveloping one hand. The spell remains in effect for 1 round per

level or until the caster touches someone. The victim must save

or watch a random limb wither away. creatures with decayed limbs

are unable to use them for 1 hour per caster level. It is not

possible to kill a creature with this spell since it will not

decay the head or torso. Undead, automatons, jellies and

anything without limbs are immune to this spell.

The material components are a poisonous mushroom and a pinch of

mould.





Detect Charm (Divination)



Range:  30 yards

Components:  V, S

Duration:  1 turn

Casting Time:  1 round

Area of Effect:  One creature per round

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell will reveal whether or not a recipient is under the

effect of a charm spell, provided that the recipient fails his

saving throw. Up to ten persons can be checked before the spell

wanes. The wizard has a 5% chance per level of determining the

exact nature of the charm spell (or spells) which affect the

recipient.





Detect Shapechanger (Divination)



Range:  10 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One creature per level

Saving Throw:  Negates

Author:  Peter Gourlay 



By means of this spell a wizard can see the true form of any

shapechanging creature. On the first round of viewing, the

victim is allowed a saving throw versus spell. If this saving

throw is successful, the wizard will think that the creature

cannot shapechange. If the saving throw is failed, the wizard

will know whether the creature has the ability to change form.

On the second round of viewing, the wizard then sees the true

form of the creature. There is only a saving throw on the first

round, not on the second. Note that a wizard who knows polymorph

self or shape change will be detected as a shapechanger, even if

neither spell is currently memorised (the same goes for druids

in their true form). This spell will not detect or see through

illusions.





Detect Teleport (Divination)



Range:  0

Components:  V, S

Duration:  Concentration

Casting Time:  3

Area of Effect:  240-yard radius sphere

Saving Throw:  None

Author:  Unknown



After casting this spell the wizard gets an impression whenever

anyone arrives via teleport, enters or leaves the prime material

plane in the area of effect. The spell lasts only while the

wizard concentrates on it. The impression will not reveal the

location within the range in which the effect occurs.





Determine Prowess (Divination)



Range:  10 feet per level

Components:  V, S

Duration:  1 round

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





This spell allows the caster to determine the approximate power

of the target creature in relation to the caster. When cast, the

DM responds by telling the player the target creature's relative

power by using phrases such as "about the same", "a little

worse", "vastly inferior" or "much more powerful".

If a saving throw is made by the targeted creature, the wizard

casting determine prowess will always feel as if the target

creature is "much more powerful" or "vastly inferior". The DM

can determine randomly or choose as appropriate.

Deity-level creatures automatically make their saving throw

against this spell, and are allowed to choose the reading given

to the casting wizard.





Detonate (Enchantment, Invocation/Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One 5-foot per level cube

Saving Throw:  None

Author:  Jason Riek (Karaieth) 



This spell allows the caster to charge an item with magical

energy and cause it to explode. The item must fit within the

area of effect. It the item is larger, only one 5-foot cube per

level is affected (part of a wall could be blown out, for

example). The spell does not affect living creatures, but it

does cause 1d6 points of damage per level to a maximum of 10d6

to all creatures within 10 feet of the object. The material

components of this spell are burning coal and an eagle's

feather.





Dheryth's Tomelore (Divination)

Reversible



Range:  0

Components:  V, M

Duration:  instantaneous

Casting Time:  15 rounds

Area of Effect:  Book or scroll touched

Saving Throw:  None

Author:  Jim Gitzlaff 



With this spell, the wizard may detect whether or not a book or

scroll is cursed, what language it is in, whether or not its

contents are encoded or enciphered, and other general

information about its contents.

None of the following things will be revealed by the spell,

though:

   1.Absolutely nothing will be told about the special books listed

in the Dungeon Master's Guide (a libram of ineffable damnation,

a manual of puissant skill at arms, etc.). Likewise, very

powerful books (artifacts or relics) will be utterly out of this

spell's power.

   2.Specific spells and scrolls will not be revealed ("secret page

spell on page 2", "fire trap cast on cover", "explosive runes on

binding", etc.), nor will the exact nature of a curse, if

present, be told.

   3.If the book or scroll contains spells, the wizard will not be

told precisely which spells are there, although the DM might

allow weak statements like "20 pages are devoted to spells", or

"a few weak spells seem to be inside this tome".

The reverse of this spell, tome shield (abjuration), must be

cast on a particular book or scroll, which is thenceforth immune

to Dheryth's tomelore for one month. It further resists the

operation of the history and identify spells, granting the

protected book a saving throw versus spell as if it were a

wizard of the same level as the one who cast tome shield.

The material component for this spell is a magnifying glass, for

the reverse it is a blank page. Both are consumed in the

casting.





Dispel (Abjuration)



Range:  30 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



By use of this spell, the wizard can attempt to negate the

effects of any other single spell providing that at least some

part of that spell's area of effect is within thirty feet of the

wizard. The base chance for success is 50% modified upward or

downward by 5% per level the wizard is above or below the caster

of the spell being negated. This spell can also be used to

negate the magical effects of potions (either before or after

ingestion), with the level of the potion maker being generally

treated as twelfth. The material component of this spell is a

piece of gum.





Dispel Shield (Abjuration)



Range:  0

Components:  V, S

Duration:  Until dispelled

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Russian Wyatt 



When this spell is cast, a double layer of magical energy

surrounds the caster at approximately 1 foot from the caster's

body. This field's only function is to stop any two dispel magic

spells cast at the wizard.


This spell was created by a wizard for his human (actually a

polymorphed dragon) apprentice, who believes it is actually a

protection from polymorph other. The objective is that enemy

mages can't turn him into a dragon and use him against his

allies.





Disrobe (Alteration)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Kenneth C. Jenks 



The target of this spell must make a saving throw versus magic.

Success indicates that the spell has no effect; failure means

that all magical and non-magical items worn by the creature,

excluding items held in hands, are stripped from the creature

and strewn in a 3-foot radius. Items magically blink from the

creature to the ground and will not be harmed by the fall unless

the creature is flying more than 3 feet from the ground.

This spell was researched by Insley Hofton. Insley has a kinky

streak. This was invented partly as an amusement, and partly to

strip all those nasty magic items from the bad guys. It's best

combined with unseen servant, telekinesis, or light-fingered

friends which can pick up the items thus removed.





Disrupt Spellcaster I (Alteration)



Range:  5 yards per level

Components:  V, S

Duration:  2d4 rounds

Casting Time:  3

Area of Effect:  One spellcaster

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell makes the victim incapable of casting spells for 2d4

rounds. There is a saving throw versus death magic to avoid

this. This spell actually makes spellcasting impossible by

disrupting the magical energy of memorised spells. Thus, the

victim could still cast a spell from a scroll, and innate

spell-like abilities are not affected.





Distract (Enchantment/Charm)



Range:  60 feet

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One wizard

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell is specifically designed toward distracting wizards

before they can unleash their magic. The victim must save versus

spell at -5 or lose spell concentration. Note that this spell

has absolutely no effect against non-wizards. All it does is

interrupt the flow of magical information between the wizard's

conscious and subconscious. The material component for this

spell is a pair of scissors, which is consumed in the casting.





Ditan's Decorating Hands (Conjuration/Summoning)



Range:  Special

Components:  V, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Ditan



This spell creates one pair of magical hands per three levels of

the caster. These hands are skilled artisans at half the

caster's level, and will decorate any room to the fashion

designated by the caster. After the room is redecorated the

hands will disappear. The material component for this spell is

a single pair of white leather gloves.





Dragon's Breath (Invocation/Evocation)



Range:  20 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  1/2

Author:  Brian J. Toleno 



With this spell, the wizard is able to imitate a single type of

dragon breath for the duration of the spell, doing his hit

points in damage. During the spell's duration and an equal

number of rounds afterwards, the wizard cannot speak due to the

strains this spell makes on his throat. The material component

is a piece of dragon hide of the type of dragon the wizard is

trying to imitate.





Dreamoore's Eldritch Sphere (Evocation)



Range:  20 yards + 10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  1-foot diameter sphere

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



This potent spell launches a mentally guided 1-foot diameter

globe which travels up to 60 feet per 6 seconds and turns up to

90 degrees per round. The sphere strikes as a monster of the

wizard's Hit Dice, but even on a missed roll, the missile may

return the following round as long as the wizard concentrates.

Once it hits, the globe disperses and inflicts 2d6 points of

base damage + 2 points of damage per level of the wizard to the

first creature touched, up to 2d6+20 maximum potential.

The sphere harmlessly vanishes if the wizard's concentration is

broken or the globe exceeds maximum range. Despite its limited

area of effect, the eldritch sphere's true advantage is its

damage potential and ability to pursue and possibly corner

single foes.





Drowse (Illusion/Phantasm)



Range:  3 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Brian Dawson



This spell creates the illusion in the victim's mind of extreme

exhaustion, and in fact he is on the verge of collapsing and

falling asleep. The victim suffers a -4 to-hit, a +2 penalty on

Armour Class, 50% vision reduction, and half his normal movement

rate for the full duration of the spell. Wizards have a chance

of spell failure equal to 100% - 5% per point of Intelligence.

The spell can be negated by dispel illusion, but not by dispel

magic.





Dwindle (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



The wizard is able to shrink himself to as small as one inch in

height for the duration of the spell, during which time all

items carried are also shrunk. This spell may be cancelled at

any time by the wizard. Effects on combat mechanics are left

undefined and to the DM's discretion.





Eldarr's Spell Conversion (Alteration)



Range:  0

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Eldarr



This spell allows its wizard to convert one spell into another

of the wizard's choice. As long as the spell conversion is in

effect, when another spell is cast, the wizard may choose to

cast it normally, or alter it into another spell. The spell to

be altered must be of third level or lower, and the spell to be

converted to, must be of second level or lower (the additional

level of power is expended in the conversion process) and must

be a spell the wizard already knows, although it does not have

to be currently memorised.

This spell is usually cast at the beginning of a day or before

a known encounter, to give the wizard ample time to replace it

in his memory with another spell. Only wizard spells may be

converted by this spell - priest spells are not affected by it,

and only the wizard's own spells are affected. Range, duration,

area of effect, and saving throws are as per the spell being

converted to; the spell being converted determines the spell

components and casting time (however, in order to convert a

spell, a few additional incantations are necessary, and the name

of the new spell must also be uttered; this effectively

increases the casting time of the original spell by one).

As an example of the use of this spell, let us assume Biff the

wizard has cast this spell before a large battle; during the

fight, Biff finds himself levitated by an enemy wizard and to be

dropped from a great height. Unfortunately, Biff has nearly used

up his complement of spells in the battle, and has a single

fireball left - not much use in this situation. However, since

spell conversion is in effect, Biff starts the incantations of

the fireball anyway; when he is dropped, Biff casts the fireball

but uses spell conversion to convert it to a feather fall,

floating softly to the ground unharmed.

The material component for this spell is the pelt of any

were-creature; the pelt is consumed with the casting.





Eldritch Fire (Invocation/Evocation)



Range:  60 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Jim Vassilakos 



The wizard hurls a magical bolt of flame which does 1d6 points

of damage on impact and has a 50% chance of catching the

target's combustibles on fire (burning clothes do 1d6 to 2d6

points of damage depending on how heavy they are). Victim may

make a saving throw versus spell for half damage. Fire-based

creatures take no damage; cold-based take double.





Energy Bolt [2] (Invocation/Evocation)



Range:  40 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  1/2

Author:  Francois Menneteau 



This spell functions almost identically to the 3rd-level

lighting bolt. However, as it is a pure beam of light energy

drawn from the quasi-elemental plane of radiance, undead

creatures must save versus spell twice to take only half damage.

The material component is an ebony rod of at least 1 foot

length.





Enhance Illusion (Alteration)



Range:  30 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One illusion

Saving Throw:  None

Author:  Mark A. Robinson 



This spell is one way for wizards to add actual substance to

their illusions. Up to two rounds before casting an illusion

(notably phantasmal force, improved phantasmal force or spectral

force), the wizard casts this spell on the area in which the

illusion is to initially appear. Once cast, the illusion then

does 10% of the actual damage that it would do if it were real

if the victim made a saving throw against it, and is treated as

normal with respect to Armour Class, attacks, etc., if the

victim failed the saving throw and doesn't recognise it as an

illusion. The illusion also becomes AC 10, and gains 10% of the

hit points it would normally have; however, illusionary

creatures may never have more combined Hit Dice than the wizard.

If the illusion is not cast in the enhanced area within 2 rounds

the former spell will be wasted. Multiple enhance illusions on

one illusion will cancel each other. This spell can also be used

in conjunction with shadow monsters, demi-shadow monsters or

shades, adding 10% more realism to that already inherent in the

spell, and lowering the perceived Armour Class by 1.

Enhance illusion is attributed to the deceased wizard Scaurlin

Oberlin, who died in a magical duel with a grey slaad he

summoned and subsequently released. This is reputedly the only

spell Scaurlin ever wrote in his once promising career.





Enhance Poison (Alteration, Invocation/Evocation)

Reversible



Range:  1 foot

Components:  V, S, M

Duration:  1 hour + 1 hour per level

Casting Time:  7

Area of Effect:  One dose of poison per 5 levels

Saving Throw:  Special

Author:  Kris 



With this spell, a wizard can temporarily enhance the power of

a poison, either making it more deadly, debilitating or potent,

such as adding a -1 to the saving throw of the subject. This

spell can only be used once on a given dose of poison. Multiple

castings of this spell don't work.

The reverse of this spell, dilute poison, makes a poison less

lethal, granting a +1 to the subject's saving throw or making it

less effective. If cast on a subject already having poison in

his system, this spell grants a new saving throw. If cast to

dilute the poison of a monster, the monster must be touched to

be effective. Secondly, the monster gets a saving throw versus

spell.

The material component of this spell is either a dead black

widow spider, or a dove's feather for the reverse.





Enhanced Armour (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



This spell is identical to the 1st-level armour spell except

that it confers 10 points of Armour Class reduction instead of

4. Note that it is not cumulative with the 1st-level armour

spell, i.e., the two spells cast together do not confer 14

points of Armour Class reduction.





Erelas's Curious Surge (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  5

Area of Effect:  20-foot + 2-foot per level radius sphere

Saving Throw:  Special

Author:  Dave Michaels 



This spell can be very complicated in combat involving numerous

creatures within the area effect. All sorts of simplifications

may be applied at the DM's discretion, but be consistent. The

example given covers all basic possibilities.

The casting of this spell causes an unusual wild-like surge in

the area. Creatures within this area have their saving throws

versus other effects altered as per the following table (roll

once for each saving throw to determine adjustment).



Caster            D20 Roll

Level 1   2    3   4    5    6    7    8   9   10

1    -1  -1   -1   -    -    -    -    -   -    -

2    -2  -1   -1  -1    -    -    -    -   -    -

3    -2  -2   -1  -1   -1    -    -    -   -    -

4    -3  -2   -2  -1   -1   -1    -    -   -    -

5    -3  -3   -2  -2   -1   -1   -1    -   -    -

6    -4  -3   -3  -2   -2   -1   -1   -1   -    -

7    -4  -4   -3  -3   -2   -2   -1   -1  -1    -

8    -5  -4   -4  -3   -3   -2   -2   -1  -1    -

9    -5  -5   -4  -4   -3   -3   -2   -2  -1    -

10   -6  -5   -5  -4   -4   -3   -3   -2  -1    -

11   -6  -6   -5  -5   -4   -4   -3   -2  -1    -

12   -7  -6   -6  -5   -5   -4   -3   -2  -1    -

13   -7  -7   -6  -6   -5   -4   -3   -2  -1    -

14   -8  -7   -7  -6   -5   -4   -3   -2  -1    -

15   -8  -8   -7  -6   -5   -4   -3   -2  -1    -

16+  -9  -8   -7  -6   -5   -4   -3   -2  -1    -



Caster            D20 Roll

Level 11   12   13  14   15   16   17   18  19   20

1      -    -    -   -    -    -    -   +1  +1   +1

2      -    -    -   -    -    -   +1   +1  +1   +2

3      -    -    -   -    -   +1   +1   +1  +2   +2

4      -    -    -   -   +1   +1   +1   +2  +2   +3

5      -    -    -  +1   +1   +1   +2   +2  +3   +3

6      -    -   +1  +1   +1   +2   +2   +3  +3   +4

7      -   +1   +1  +1   +2   +2   +3   +3  +4   +4

8      -   +1   +1  +2   +2   +3   +3   +4  +4   +5

9      -   +1   +2  +2   +3   +3   +4   +4  +5   +5

10     -   +1   +2  +3   +3   +4   +4   +5  +5   +6

11     -   +1   +2  +3   +4   +4   +5   +5  +6   +6

12     -   +1   +2  +3   +4   +5   +5   +6  +6   +7

13     -   +1   +2  +3   +4   +5   +6   +6  +7   +7

14     -   +1   +2  +3   +4   +5   +6   +7  +7   +8

15     -   +1   +2  +3   +4   +5   +6   +7  +8   +8

16+    -   +1   +2  +3   +4   +5   +6   +7  +8   +9



The creature may attempt a normal saving throw versus spell

against this spell 50% of the time each round. In other words,

there's a 50-50 chance the creature may attempt a saving throw

(if so desired - this spell could benefit the creature) each

round. Magic resistance, wild magic immunities or resistances,

or other surge protections (such as chaos shield) negate or

resist the spell for that creature for the duration of this

spell (if the necessary checks are successful).

The material component of this spell is a silver piece.

An example: if Erelas, the 10th-level wizard, casts this spell

in the heat of combat, every creature within a 40-foot radius

sphere flips a coin. If the coin lands heads, the creature may

make a saving throw to negate the effects of this spell for the

first round. Every round a creature is in the area effect

(including the caster), a coin is flipped for that creature (if

the creature so wishes - if it opts not to make the saving

throw, it is automatically affected by this spell). If the coin

lands tails, the creature is not entitled to a saving throw, and

is affected by this spell as per the table below. If the coin is

heads, the creature makes a saving throw. If the saving throw is

failed, or if the creature declines the right to a saving throw,

or if no saving throw is permitted, then every time that

creature needs to make any other saving throws of any kind

during that round, the creature must first roll 1d20 and

consults the table below to see how his saving throw is

affected.

Instead of flipping each round, the first flip may be used to

determine the resulting effects for the duration of the spell.

For instance, if the flip lands tails, the creature is

absolutely affected by this spell for its duration. If it lands

heads, the creature may save against this spell every round for

the spell's duration. This will greatly simplify the accounting,

and reduce the number of flips required for the battle.

If a creature leaves the area effect, the creature is no longer

under the influence of this spell. If a creature enters the area

effect during the duration of the spell, that creature is then

subjected to the flips and rolls mentioned above, again if so

desired. If a creature not originally affected by the spell

enters the active area effect, that creature is subject to the

spell as per the example above.

Any creature with magic resistance makes the check only once,

when the spell is first cast. Any creature not in the area

effect, but who later enters the sphere, may make a magic

resistance check. If a magic resistant creature leaves the area

effect and re-enters it, it is up to the DM to decide if the

creature gets another magic resistance check or not, regardless

of whether it made the first one (the author suggests the

creature would not, since the creature has already demonstrated

its resistance to this particular spell, positive or negative).

Example continued: there's a dragon (or part of one anyway) in

the area effect when Erelas casts this spell. The dragon first

makes a magic resistance check. It fails. It then flips a coin.

The coin lands heads, so the dragon may make a saving throw. The

dragon makes its saving throw. That same round, shortly after

Erelas's spell goes off, another wizard casts a lightning bolt

at the dragon. The dragon makes a completely normal saving throw

versus that spell, as it is not affected by Erelas's spell this

round.

The next round, before any other actions, the dragon again flips

a coin. It again lands heads. The dragon rolls a saving throw,

but fails. Erelas casts a fireball at the dragon. The dragon

rolls his magic resistance, and fails. The dragon rolls 1d20,

and consults the table. He rolls a 7. The table indicates the

modifier, at Erelas' level of 10, to be -3. The dragon then

again rolls 1d20 for a saving throw. He rolls a 12. This would

normally make it for this particular dragon, but the -3 penalty

applies for this roll, which brings it down to 9. He thus fails,

taking full damage from the fireball.

On the third round, the dragon flips a coin. The coin lands

tails, indicating that the dragon may not make a saving throw

this time. Someone casts charm monster on him, he rolls his

magic resistance, and fails. He rolls a 15 on 1d20, and consults

the table: +3. He rolls a saving throw: 9. The modifier is

applied, bringing that 9 to 12, which is enough for the dragon

to save, so he is not charmed.

On the fourth round, the dragon flips a coin, which lands heads.

The dragon makes a normal saving throw (no chart check needed,

as this throw is against the spell itself), and succeeds, thus

not having to worry about this spell this round.





Exploding Coins (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  One coin touched per level (10 maximum)

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to enchant one or more coins with

an explosive charge; the more valuable the coin, the more potent

the explosion (see table below). The coins will retain their

enchantment until used or dispelled; the explosion will be

triggered when the wizard utters a command word chosen during

the incantation. Alternately, the wizard may choose a delay,

after which time the coin will explode; the length of this delay

may be up to 1 turn per level of the wizard (measured from the

time the wizard speaks the chosen command word).

The following table gives the amount of damage for each type of

coin, along with the burst radius, and what level is required to

enchant a particular type of coin:



Type      Damage       Level      Radius

copper      1d3          5        2 feet

silver      1d4          8        2 feet

electrum    1d6         11        5 feet

gold        1d8         14        5 feet

platinum    1d10        16       10 feet



A maximum of 10 coins may be enchanted per casting of this

spell; also, no more than 20 of these coins may be brought

within 30 feet of each other safely; if this occurs, each owner

must make a saving throw versus spell for each coin. If a coin

fails its throw, it explodes normally; if the throw succeeds,

the coin simply vanishes in a puff of smoke. This spell has the

additional limitation that it may only be cast once per two day

period.

The only material component for this spell is the coin to be

enchanted; the coins are consumed in the explosion.





Falerin's Irresistible Charm (Charm)



Range:  0

Components:  V, S

Duration:  1d4 rounds + 1 round per level

Casting Time:  1

Area of Effect:  10-yard cube

Saving Throw:  Special

Author:  The Wizard 



Developed by the evil mage Falerin while taking a trip through

limbo, this spell is not evil in and of itself. Similar to charm

person, this spell creates a 10-yard cube, extending from the

caster. All creatures within the area of effect that are equal

to or exceeding the level of the caster must make a saving throw

or be charmed. Creatures of lower level than the caster may also

make a saving throw, but at a -4 penalty. Creatures which

normally have a resistance to charm spells have no resistance to

this spell, nor do any Wisdom bonuses apply.





Feldegast's Mana Shield (Abjuration, Metamagic)



Range:  0

Components:  V, S

Duration:  4 rounds

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Ron 



This spell prevents a caster's spells from affecting himself,

resulting in illusionary harm only. It likewises shield the

caster from harm caused by inferior foes (whose level or Hit

Dice are lower). Also, this spell grants a saving throw against

spells for which there is normally no saving throw, or a +4 if

there was a saving throw.





Fellstar's Flaming Vortex (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  8x2 feet vertical cone

Saving Throw:  1/2

Author:  Fellstar



This spell calls into being a spinning vortex of flames that

resembles a burning dust devil; the vortex is 8 feet high and 2

feet wide at its widest. The caster may direct the movement of

the vortex in any direction desired, but it may not be moved

across a body of water. The vortex moves at a rate of 10 feet

per round, and the caster must maintain full concentration in

order to direct its movements; if the caster loses

concentration, the vortex will move in a straight line at full

movement rate until the caster can again gain concentration. The

wizard may not move the vortex further away than 10 yards per

level of the caster, or the spell terminates.

The caster may use the vortex to attack a single victim per

round; he may attack the same target in following rounds, or may

elect to move the vortex to attack a different one. Anyone

struck by the vortex suffers 1d4 points of damage per level of

the caster (up to a maximum of 10d4). A successful saving throw

versus spell reduces this damage by half. The flames from this

spell will ignite flammable materials on contact, but will not

harm most other materials, unless exposure is prolonged. That

is, if a creature is attacked by the vortex for only a single

round, non-flammable possessions are not affected; if attacked

on two consecutive rounds, all possessions must save versus

magical fire normally (but only if the target fails his saving

throw). Each additional round of exposure inflicts a -1 on all

possessions' saving throws (no penalty in added to the target's

saving throw).

The material component for this spell is a piece of flammable

material suspended from a string; the caster lights the material

on fire and twirls it in a circle while casting the spell. He

must continue doing this throughout the duration of the spell,

and the material must remain lit; if it does not, the spell ends

prematurely.





Fireball from the Plates (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Perry Horner 



This is essentially the same fireball as in the Player's

Handbook, but with a slight change in the material component.

Since bats are almost unknown in the Arctic, this spell was

developed using whale oil. Note that like the paper in fire aura

(q.v.), the whale oil is a replacement worked into the spell,

not an optional substitution. A wizard learning fireball from

the plates would need a supply of whale oil, although perhaps

another organically produced oil could substitute. In the

tropics, dolphin oil should work fairly well, say -10% to -20%

on range and -1d6 damage. At that point, the wizard simply needs

to convince the local sailors (preferably Greek) to go kill a

few dolphins and bring back their carcases. Spell research into

even other components is of course also an option.





Flaming Sphere (Invocation/Evocation)



Range:  10 feet

Components:  S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One 5-foot radius globe

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell causes a burning globe of 5-foot radius to come into

being up to ten feet distant from the wizard and roll in the

direction the wizard points at a rate of ten feet per round

inflicting 2d4 points of damage to all creatures with which it

comes into contact unless a saving throw versus spell is made

thus negating the flaming sphere. The sphere may roll over low

barriers not over four feet tall, or through all flammable

barriers. It may even roll uphill (as long as the slope is no

greater than 45 degrees) and may be extinguished by water or by

lack of oxygen. The material component for this spell is a bit

of sulphur.





Force Shield (Abjuration)



Range:  0

Components:  V, M

Duration:  5 rounds per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell creates a magical shield of force around the wizard

at a 6-inch radius, which absorbs damage at a rate of one point

per round plus one point per two additional levels per round.

The shield also protects the wizard from biting insects, foul

weather, and poisonous gases. However, the wizard is unable to

make physical contact with anything outside (but not under) the

shield for the duration of the spell. The spell may be broken at

will. The shield provides total invulnerability to magic

missile, power bolt, word of power, magic darts, mystic bolt,

and arcane bolt. The material component for this spell is a

small shield.





Forceball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts

damage with an expanding globe of magic missile-like force. The

material component is a ball of bat guano and sawdust cut from

a giant's club.





Forget Spell (Alteration, Metamagic)



Range:  100 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One spell-casting creature

Saving Throw:  Negates

Author:  Phill Hatch 



When casting this spell, the metamage tries to make another

wizard, priest, or spell casting monster forget a single spell.

The target must save versus spell at -5. If the saving throw is

successful, nothing happens. If the saving throw fails, the

target loses a random spell. The metamage does not steal the

spell; the spell is simply forgotten. The material component of

this spell is a bit of gum arabic.





Free Action [1] (Abjuration)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell grants the recipient the benefits of protection from

paralysis, and the additional benefits of being able to function

without penalty in a constricting environment (such as water,

web spells, entangle spells, etc.). It does not affect paralysis

already existing, unless it is cast specifically to counter such

in which case it gives no further benefit.





Free Action [2] (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell enables the recipient to move and attack freely and

normally whether attacked by entangle, web, hold, or slow spell,

or when underwater. In the former case, the spells have no

effect, while in the latter, the recipient can combat normally

with hand-held combat (not missile) weapons. The material

component is a drop of oil or a dab of grease.

If the recipient has a familiar, it is affected as well for the

duration of the spell, so long as it remains in contact with its

master.





Free Elemental (Abjuration)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell can be used to free one creature summoned from the

inner planes from the control of its summoner. Typically, it is

used on elementals summoned by a conjure elemental spell or

device, but it also works on such creatures as aerial servants

and invisible stalkers. The spell is cast on the summoned

creature, and unless the wizard who summoned it makes a saving

throw versus death magic that creature is freed from control.

The freed creature may return to its own plane (25%) but usually

turns on the summoner and his companions (75%). This spell has

no effect on creatures from the ethereal plane.





Frost Breath (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 day

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  William T. South 



This spell allows the wizard to create a breath weapon similar

to a cone of cold. Once the dweomer is cast the wizard may

breath up to twice per day as if the breath weapon were an

innate ability, causing no harm to himself. The area of effect

for the breath weapon is a cone area 20 feet long with an ending

base of 15 feet. The damage is 1d4+1 for every two levels of

experience the wizard possesses, up to a maximum of 5d4+5 at

tenth level. Attack creatures may save versus breath weapon for

half damage. Any creature, including the caster, cannot have

more than one of this spell active at any given time.

The material component of this spell is a pinch of powdered

marble blown into the wind when the spell is cast. The source of

this spell is the Ranger/Mage Aramor.





Gaseous Form [1] (Alteration)



Range:  0

Components:  V, S

Duration:  1d6 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Tim Prestero 



This spell allows the wizard to turn the creature touched into

a pink cloud of gas, for the duration of the spell. If the

creature touched is an unwilling recipient of the spell, he gets

a saving throw, with a successful saving throw negating the

spell.

The spell's effects are identical to that of the potion of

gaseous form, with regards to movement rates, and the effects of

a gust of wind spell. However, the wizard - if he casts the

spell on himself - can turn non-gaseous at any time.





Go-Behind (Alteration, Illusion/Phantasm)



Range:  30 yards

Components:  S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Negates

Author:  Brian J. Toleno 



The wizard casts this spell by snapping his fingers. After doing

this, the wizard is instantly transported behind his opponent

(the wizard must be able to see this area). When this happens,

an image of the wizard remains behind and imitates the actions

of the wizard for two rounds, then disappears. The foe receives

a saving throw versus spell to believe the image is unreal. The

material component for this spell is a bit of sulphur.





Godly Chaos (Invocation, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 hour

Area of Effect:  The caster

Saving Throw:  None

Author:  James Fischman



This spell, when cast while a wizard is memorising his spells

for the day, calls upon the gods of chaos to grant the wild mage

a small amount of priestly power. The wizard can substitute one

or more of his spells to be memorised for priest spells of the

sphere of chaos, albeit two levels lower. For example, the

wizard can memorise the spell random causality (a 3rd-level

priest spell of the sphere of chaos) instead of a 5th-level

wizard spell.

This spell can only be cast if the wizard is in good standing

with the local gods of chaos. If the wizard has fallen out of

favour with these gods, or has never been religious in the first

place, no god will hear the request, and the casting of godly

chaos will be wasted.

Note that the chance of spell failure for low Wisdom must be

rolled when the granted spells are cast, if applicable. Failure

indicates that the spells are lost, without replacement.

The material components of this spell are offerings of incense,

and other valuable items, worth no less than 200 gp per level of

priest spell requested, which are burned in prayer during the

casting of this spell. Any material components of the granted

priest spells must be available when those spells are cast,

while an inscription of the wizard's sigil can substitute for a

holy symbol.





Gopher (Conjuration/Summoning)



Range:  40 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  2 rounds

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



When cast, this spell causes the victim to be followed by a

crazed man who is convinced that the victim is a gopher. The man

has a magic wand that shoots magic missiles as projectiles.

However, the man always misses but he shows up at the worst

times, for example when sneaking up on a sleeping dragon. Even

though he misses he will continue to attempt to shoot the victim

succeeding in destroying the area where the victim is.

The man has AC -2, 200 HP, regenerates 2 points of damage per

melee round, has an Intelligence of 5 and a Wisdom of 3. He just

loves to yell "freeze gopher!" at the top of his voice. While

this spell is in effect, the victim has a -95% to his chance to

surprise. The material component of this spell is a gopher tail.





Gorann's Rapid Intoxication (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Keith Taylor 



This spell causes the creature touched during the spell's

casting to instantly fail its Constitution checks for

intoxication during the next 12 hours. A creature in this state

will become rapidly drunk no matter what strength of alcohol

they are drinking. The victim is generally not aware of the

spell's existence on itself and may be puzzled by its lack of

tolerance. The duration of the spell is one turn or until used,

whichever comes first. The somatic component is a friendly pat

on the back, and the verbal component is a cheery "Drink up!".





Grand Unified Blast (Invocation/Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  Special

Area of Effect:  20-foot radius sphere

Saving Throw:  1/2

Author:  Ken Arromdee 



This spell is actually a class of spells, which have been

researched in many forms by many different wizards. The spell

creates a blast in a 20 foot radius, which does 1d6 per level

damage, with a saving throw for half damage. In the invocation

versions, the spell creates a condition in the area of effect;

this version does not expand to its full volume in confined

spaces. The evocation version creates a small point of fire,

cold, or whatever, which instantly explodes to full radius.

The most basic form of the spell is the fireball. Other versions

include iceball, steamball, etc. A wizard who knows any one

version of this spell can research any other version at 50% of

normal cost; he may also research, for free, versions of the

same spell that differ only in the kind of damage done, after

experience in the appropriate elemental plane. If you use

"maximum number of spells known per level" in your game, extra

versions of this spell of the same level as versions already

known do not count towards the limit.

The basic version of the spell is third level and does a maximum

of 10d6 points of damage. Versions of this spell above third

level exist, the spell's level being determined by the following

additions:



    Cost    Effect

    Free    Different damage type (iceball, steamball, etc.).

     +1     Invocation version (does not expand in confined

            spaces).

     +1     Spell does 1d6+1 or 1d8 damage per level (same maximum

            number of dice).

     +1     Can be reduced to half radius at casting time, which

            adds an additional +1 point per die damage and gives

            -2 on saving throws.

     +2     Spell does a maximum of 15 dice of damage.

     +3     Delayed blast for up to 5 rounds (cannot be used with

            invocation version, since there is no explosion to

            delay).



For instance, a delayed blast fireball that did 1d8 damage per

level would be a 7th-level spell (+1 for damage, +3 for delay).

The material component is a small ball made of bat guano and a

relatively common substance associated with the type of damage

caused by the spell: sulphur for fireball, salt from boiled

water for steamball, etc.





Grasping Hands of Horror (Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One arm per level

Saving Throw:  Negates

Author:  The Jade Piper 



This spell causes a number of arms equal to the level of the

wizard to reach out of the ground and grab at the target. The

hands themselves do no damage, but when they pull a victim

under, that victim begins to suffocate.

Victims have to make a saving throw every round they are in the

area of effect and for every extra hand they have a -1 on their

saving throw. In a graveyard or similar corpse-infested area

there is an additional -2 to the saving throw. If a victim fails

its saving throw, it is dragged underground and starts to

suffocate. Others can dig the victim out, mundanely or

magically. He will be found two feet or so under the ground,

paralysed, but quite aware of what happened. A really high-level

wizard could cast this spell and affect many people by giving

five arms to this target, four to that one, and so on.





Grimly's Outstretched Arms (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  Person touched

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell allows one person the ability to stretch either or

both of his arms up to 1 foot longer per level of the caster.

The outstretched arms may be lengthened or shortened as often as

desired while the spell is in effect, although they may not be

shortened more than they were to begin with. The person affected

may fight with outstretched arms at -1 to-hit. Thieving

abilities involving the hands may be performed with outstretched

arms, although with a -5% penalty for every 2 feet the arms are

outstretched. If an outstretched arm takes more than 15 points

of slashing damage in one blow, it is severed. This spell can

only be cast once per person while the spell is in effect (that

is, a caster may not cast this spell on the same person twice

before the duration of the first spell is finished, and neither

can another caster). The material component is a bit of gum

Arabic.





Gymlainac's Lightbend (Alteration, Wild Magic)



Range:  0

Components:  V, S

Duration:  1d4 + 1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Joseph Delisle 



This wild magic spell bends light waves around the recipient,

creating an effect similar to the 2nd-level spell blur and a

cloak of displacement. The recipient's form is both blurred and

sways (regardless of movement), making him much more difficult

to hit. When the spell is cast, roll 1d4 to determine the Armour

Class and saving throw bonus.

This spell was developed by the wild mage Gymlainac, in an

effort to create a wild magic version of invisibility.





Hang (Alteration)



Range:  0

Components:  V, S

Duration:  3 days

Casting Time:  Special

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



By casting this spell, the next spell the wizard casts will be

held (will not take effect) until either the duration ends or


the wizard says a keyword that will set off the spell. The spell

that is held must be third level or lower, and a wizard can only

have one spell hung at any given time. For those spells that

require a direction or a special action (like pointing a finger

for lightning bolt), the wizard will have to say the keyword and

point at that time. It takes 6 seconds for the held spell to go

off (no casting time, just a delay in going off), and the wizard

should be given a bonus of 3 to initiative. When the keyword is

spoken by the wizard, it is only letting go of stored energy.

The wizard still has 80% of his activity left in the round: the

wizard can make one attack or cast one 1st- or 2nd-level spell

late in the round.

The spell to be held must be cast with extreme caution. It will

take twice the casting time and twice the components it would

normally take to cast that spell. If the wizard tries to cast

another spell while another spell is hung, the hung spell will

fizzle.

No material components are needed to cast hang, but those needed

to cast the next spell after are doubled.





Harbald's Fiery Boomerang (Evocation)



Range:  60 yards

Components:  S, M

Duration:  5 rounds + 1 round per two levels

Casting Time:  1

Area of Effect:  3-foot + 1 foot per 5 levels radius

Saving Throw:  Special

Author:  Paul Ferron 



Upon casting this spell, the wizard causes a burning boomerang,

of approximately 2 foot, to appear in his hand. This boomerang

can be thrown on any target the spellcaster desires and explodes

the moment it makes contact. If the target is missed the

boomerang will return to the caster. Once the boomerang reaches

the caster he can try to catch it.

The caster is immune to any fire damage the boomerang causes,

but not to the explosion.

The caster can throw the boomerang over a range up to 60 yards

(60 yards is long range; 40 yards is medium range; 20 yards is

short range). Apply the appropriate to-hit penalties for the

range.

The wizard is able to, mentally, guide the boomerang, for which

the caster receives a +5 bonus on his attack roll. If the wizard

is not proficient with the boomerang, the bonus will negate the

penalty for not being proficient. The target must be in a line

of sight.

If the caster uses the boomerang as a club, it will only do 1d6-

2 damage and the caster will receive a -2 to-hit because the

weapon simply is not designed to be used as a club.

The boomerang inflicts 1d6+1 points of damage when it hits the

target. This damage is bludgeoning damage and not fire damage.

If the wizard misses his target, but still hits the unmodified

Armour Class of the opponent (the Armour Class without the

protection from shield and armour), the opponent will only

receive the fire damage and not the bludgeoning damage.

After the initial hit, the boomerang explodes in an outburst of

fire, delivering another 1d6 fire damage per 3 levels of

experience (up to a maximum of 5D6). The explosion fills an area

of 3-foot radius which is enlarged by another 1 foot for each 5

levels of the caster. Combustible materials are set afire when

they do not save. Creatures in the area of effect also receive

a saving throw versus spell for half damage.

There is no saving throw, because, once hit by the boomerang, it

is impossible to jump out of the area of effect of the

explosion. Magic resistance will negate the fire damage (if

successful checked) but not the bludgeoning damage. As long as

the caster holds the boomerang in his hands, it will not

explode. To catch the boomerang, the wizard must make a

Dexterity check with a penalty of -2 or -3 if the boomerang was

thrown on medium or long range. If the boomerang is caught, the

wizard can throw it again and again, up to 5 rounds +1 round per

two levels of experience (provided he catches the boomerang each

time). He can only throw it once per round with a weapon speed

of 4. The boomerang can only be caught if it didn't hit the

target and returned to the wizard.

There is a chance that someone or something tries to intercept

the boomerang. If this someone or something tries to intercept

the boomerang, roll on the following table:



   D8 Roll  Result

      1     Interceptor becomes target and boomerang explodes:

            roll for damage.

     2-3    Boomerang bounces off the interceptor and falls 1d6

            foot from the interceptor after which it explodes.

            Damage to everyone in the area of effect.

     4-5    Interceptor intercepts and the spell wears off.

            Boomerang vanishes.

     6-7    Interceptor misses the boomerang. Boomerang returns to

            the caster. Roll to catch.

      8     Interceptor manages to get the boomerang off course.

            The wizard must make a Dexterity check with a -4

            penalty (cumulative to range modifier) to catch the

            boomerang.



If the wizard did not catch the boomerang, it will fly randomly

through the area in which it was thrown for 1d4 rounds. The

cater cannot mentally guide the boomerang any more. If the

boomerang was thrown at short range, it flies through an area of

20 yards. Every creature (including the caster) should make a

Dexterity check to avoid the boomerang. The boomerang has no

target any more thus it will explode against the first object or

creature it hits. So that object or creature becomes the target.

If the boomerang reaches the caster after a complete circle

through the area, the caster cannot catch the boomerang any

more, he now has to make a Dexterity check to avoid the

boomerang, just like any other creature.

The material components are a bit of sulphur and a boomerang

worth at least 50 gp.





Heal Frostbite (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  The caster or creature touched

Saving Throw:  None

Author:  Perry Horner 



This minor healing spell heals frostbite and minor amounts of

damage caused by cold, as well as any minor infections caused by

frostbite or cold. The damage healed is 1d4 HP plus 1 point per

2 levels of the caster. Note that the damage must have been

caused by cold, or by weapons such as a frost brand, and that

only the extra damage caused by the cold is healed. The material

component is a clear or white gem worth at least 10 gp.





Heavy Magic Missile (Evocation)



Range:  12 yards + 2 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Max Becherer 



This is the most powerful of the common enhancements of the

magic missile, combining the best of all three classes of

improved magic missile. The wizard is able to call forth one

missile inflicting 2d4+2 points of damage per level, at double

the range of a normal magic missile. A variant which evokes 2

missiles inflicting 1d4+1 exists, but it is rare (5% of copies)

and difficult to control (10% chance of failure per Intelligence

point below 18).





Hobar's Nasty Shards (Invocation/Evocation)



Range:  60 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One creature per 3 levels

Saving Throw:  1/2

Author:  Sol Sukut 



Hobar created this spell for use on creatures immune to fire and

cold. Upon utterance of this spell, metal shards fly from the

casters fingertips to the target doing 10d4 points of damage. An

additional target may be selected for every 3 levels of

experience the caster has (damage done is still 10d4 per

target). Therefore, a 10th-level wizard can hit 3 targets. The

target may save for half damage. Material components are a

porcupine quill and a lodestone. The quills are destroyed during

casting, but the lodestone remains intact.





Hold Spirit (Enchantment/Charm)



Range:  120 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One to 4 spirits in a 20-foot cube

Saving Throw:  Negates

Author:  Unknown



This spell paralyses creatures which do not come from the plane

they are on, including conjured spirits and spirits possessing

another creature. If the spell is cast at 3 or 4 spirits, each

gets an unmodified saving throw. If two are being enspelled,

they save at -1. If there is a single target, it saves at -3.

Held beings remain aware of events around them and can use

abilities which do not require motion or speech. The material

component for this is a straight piece of cold iron.





Hypnosis (Enchantment/Charm)



Range:  Sight (reciprocal)

Components:  V, S, M

Duration:  24 hours

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jim Vassilakos 



The victim of this spell must save versus magic or be hypnotized

by the wizard, thus obey all commands of the wizard, except

those that are self-destructive or radically against his

alignment. While under the "unclosed" spell, it will be somewhat

apparent that the victim is under a charm (Intelligence and

Wisdom checks apply), however, the spell may be "closed" by the

wizard until the duration expires. To do this, the wizard may

give the victim a set of instructions to obey under a specific

set of circumstances. Until those circumstances arise, the

victim will act normal not realizing that he is under the spell.

After the spell has elapsed, the victim will have no

recollection of any events while under hypnosis unless the

wizard has instructed him to remember. In this way, the victim's

long-term memory for the hypnosis period can also be programmed.

To effect the hypnosis, the wizard must use a small shiny object

to catch the victim's attention. This object is not consumed in

the casting.





Iceball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts cold

damage instead of fire. The material component is a ball of bat

guano and powdered glass.





Ignite Metal (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  4 rounds + 1 round per 2 levels

Casting Time:  5

Area of Effect:  One weapon

Saving Throw:  Special

Author:  Patrick M. Phalen 



By means of this spell the caster is able to ignite a single

metal weapon. The weapon must be either a special constructed

blade of mithril or adamantite or a regular (steel) blade which

has been consecrated in a special rite using a ceremony and

bless spell and holy or unholy water. This confers an additional

2d6 points of damage on a successful hit by the weapon.

Creatures especially vulnerable to fire take an additional 4

points of damage. Conversely, creatures that are normally immune

to non-magical fire suffer 4 HP less. A successful saving throw

versus magical fire halves damage. Note that attacks which hit

the creature, but don't do damage (i.e., didn't penetrate armour

or hit a stoneskinned or similarly protected creature) will do

half or no fire damage depending in the saving throw.

If someone besides the caster wields the weapon, the following

penalties apply:

*  The spell duration is halved

*  The wielder takes 1d6 points of damage per round (save for no

damage)

At the end of the spell's duration, the weapon has to make a

successful saving throw versus magical fire with the following

modifiers or be destroyed:



consecrated steel blade                         0

mithril blade                                  +2

adamantite blade                               +4

consecrated mithril blade                      +6

consecrated adamantite blade                   +8



If the weapon fails this saving throw the caster takes 4d6

points of fire damage (no saving throw).

The material component is a bit of sulphur and oil which is

sprinkled on the blade.





Improved Armour (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 rounds

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Arrvid Carlson 



This spell is identical to the 1st-level armour, although it

provides its wearer AC 2. The improved armour lasts until

dispelled or until it has received 16 HP + 2 HP per level of the

wizard worth of damage.

Note: The armour does not absorb damage nor is it ordinarily

visible. It will work with a shield (fighter/mages only),

Dexterity bonuses, and other magical protection devices, like

rings of protection and cloaks of protection, although it will

not protect a creature wearing artificial armour. Artificial

armour includes all manufactured armours, but does not include

skin or hides that are a natural part of the creature to be

protected.

The material component is a small piece of finely cured blessed

leather which the wizard must rub all over his body while

casting. Note: the leather is reusable.





Improved Continual Light (Alteration)

Reversible



Range:  60 yards

Components:  V, S

Duration:  Permanent

Casting Time:  3

Area of Effect:  60-foot radius

Saving Throw:  Special

Author:  Brock Neverman 



This spell is similar to continual light (q.v.) except that it

can be controlled to move and can be formed by the wizard into

nearly any shape. The light is stronger than that of the

continual light spell. It can blind easily (with an effective

power of 1/4 power word, blind (q.v.), in duration as well as in

levels or Hit Dice affected). The chance of being permanently

blinded is only 5% - otherwise, the blindness is only temporary.

The light can be aimed as a sort of "flashlight". This spell can

be reversed to improved continual darkness (which will negate

the spell). A continual darkness (the reverse of an ordinary

continual light) will not affect this spell.





Improved Know Alignment (Divination)



Range:  10 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature per level

Saving Throw:  None

Author:  Jim Vassilakos 



This spell enables the wizard to sense the alignments of one

creature per level. Diviners of fourth level and above may sense

the degree of commitment versus flexibility various individuals

hold with respect to these alignments, and a diviner of seventh

level and above may gain insights into recent transgressions and

into the relationship these individuals have with their chosen

deities.





Intelligent Mist (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell is an extension of the 2nd-level talking mist spell

and can be "triggered" to appear under certain circumstances.

The spell can summon a Class I type of intelligent mist from the

elemental plane of air. Once it appears, the mist delivers an

introductory message, but doesn't dissipate immediately after

delivery. It can then stay for its duration and converse with

anyone in the area.

The mist is actually a being from the elemental plane of air

(albeit a low powered one). The difference between intelligent

mists and other summoned creatures is that the mists actually

have access to the knowledge of their summoner. This includes 1

language (chosen by the wizard) and information (not spells)

dictated by the casting wizard.

For a detailed description of the different types of intelligent

mists, see the monster description provided with the 5th-level

magic mist. As with the talking mist spell, the material

component is the smoke of a burning piece of paper with the

initial message written on it.

Once the spell duration ceases, the mist returns to the plane of

air, but if the spell is "re-triggered" before this happens, the

same mist is summoned again, with knowledge of previous

encounters.





Iron Mask (Conjuration/Summoning)



Range:  10 yards

Components:  V, S, M

Duration:  8 rounds

Casting Time:  7

Area of Effect:  One person

Saving Throw:  None

Author:  Boudewijn Wayers 



This spell creates a full-face helmet on the subject's head. The

helmet thus created is in all respects a +1 magical helmet, thus

granting the subject all advantages and disadvantages from

wearing such a helmet. For example, a wizard would no longer be

able to cast spells, a psionicist could no longer use his

powers, but both would be protected against called shots against

their head and receive a +1 to their Armour Class.

If the wizard is of at least eleventh level, there is an

additional effect: the helmet has a lock that will lock in the

round following the casting. This can be avoided by removing the

helmet before the lock closes (make a Dexterity check). If the

helmet is not removed before the lock closes, it can only be

removed by a Dispel Magic or similar magic. The helmet will

disappear when the duration expires.

Note that since the target is not himself affected (the helmet

is only created around his head), he receives no saving throw.

The material component for this spell are a piece of leather and

at least two square inches of cast iron.





Jam Radio (Alteration, Divination)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  100-foot radius sphere

Saving Throw:  None

Author:  Unknown



This spell prevents all magical communication spells of first or

second level from crossing the boundary of its area of effect.





Jamye's Prismatic Snowball (Alteration, Conjuration,

Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 round + 1 round per 3 levels

Casting Time:  3

Area of Effect:  One snowball + one snowball per 3 levels

Saving Throw:  Special

Author:  D.J. McCarthy 



When cast, this spell creates a pile of coloured snowballs at

the wizard's feet. The number of snowballs is equal to the

duration of the spell in rounds - 2 at third level, 3 at sixth

level, 4 at ninth level, etc. The wizard can throw one snowball

per round as if he were proficient in snowball throwing. Other

characters can also throw snowballs, but they will suffer a

non-proficiency penalty for it (unless they have taken a

proficiency in snowballs). The snowball has a range of 30 yards,

plus 10 yards per Strength point of the thrower over 12.

The snowballs do no physical damage when they hit; however, they

have powers that vary with the colour of the snowball according

to the chart below. In order for the snowball's magic to work,

the target must be hit with it (a successful to-hit roll

required). The snowball's power only affects the creature hit,

even if the spell it duplicates has a greater area of effect.

The snowballs are always picked up and thrown in the order

given, starting with red and ending (assuming the wizard is high

enough level) with violet.



Number   Colour   Saving Throw vs.     Effect

   1     Red          Spell            Charm Person

   2     Orange       Spell            Faerie Fire

   3     Yellow       Poison           Taunt*

   4     Green     Paralysation        Spook

   5     Blue      Paralysation        Glitterdust

   6     Indigo       Spell            Bind

   7     Violet       Wand             Tasha's Uncontrollable

                                       Hideous Laughter



The material component for the spell is a small rainbow-coloured

marble.

* If the yellow snowball hits on an unmodified die roll of 20,

the victim has been hit in the face and has eaten some of the

snow. It must then make an additional saving throw versus poison

at a -4 or be violently ill (no attacks, Armour Class worsens by

4) for a number of hours equal to the wizard's level.





Janx' Binding (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Object touched

Saving Throw:  Negates

Author:  Ken Forslund (Janx Jelantru)





This spell is used to attach artificial limbs to their

recipients. The spell is permanent, as it is magically fused to

the body. It can only be removed if specifically dispelled or

the recipient wills his limb to fall off. The spell must be

recast to reattach the limb. The material component of this

spell is a small ball of pitch or honey.





Kaldane's Instant Burden (Enchantment/Charm)



Range:  30 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One person per 2 levels

Saving Throw:  Negates

Author:  Joshua Rosenfeld 



The victims of this spell will instantly feel twice the load

that they thought they were carrying, slowing their movement and

increasing encumbrance. If a character is suddenly burdened with

one and a half their maximum encumbrance, there is a 50% chance

that damage will be taken. Damage incurred is 1d6 per 50 pounds

above the maximum. If a character is suddenly burdened with

twice maximum encumbrance, damage will automatically be taken,

with a 30% chance of causing a permanent limp or back injury.

The material component is a piece of lead.





Kaldane's Instant Fatigue (Enchantment/Charm)



Range:  20 yards

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  1d3 creatures per 4 levels

Saving Throw:  Special

Author:  Joshua Rosenfeld 



Similar to Kaldane's other spells, the victims of this spell

must be within 30 feet of each other. For every four levels of

the caster, 1d3 creatures can be affected. Each victim is

allowed a Constitution check with a -4 penalty to try to negate

the effects. This roll is further modified by a +1 bonus for

every four levels of the victim (thus, a 9th-level fighter with

a 16 Constitution would have to roll a 14 or lower to negate the

spell). The result of the spell is that the victim suffers

immediate fatigue, as described in the Wilderness Survival Guide

(q.v.). This means a loss of 2 points in every ability score,

along with any bonuses gained by a higher score (to-hit and

damage adjustments for Strength, bonus spells for Wisdom, bonus

hit points for Constitution, etc.); plus a further -2 on all

attack rolls (to-hit and damage). Note that these effects are

temporary. After one hour of rest the victim is allowed another

Constitution check (with no modifiers, using his lowered score).

If the check is successful, then the fatigue has worn off, and

all ability scores are again back to normal; otherwise, the

fatigue lasts for another hour, at which point another check is

made. If a fatigued character continues to do strenuous

activity, he must make a Constitution check once every turn or

become exhausted. The instant fatigue won't last longer than

three hours. The material component of this spell is sweat from

some human or humanoid being (excluding that of the caster).





Kaldane's Peaceful Rest (Enchantment/Charm)

Reversible



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One person per level

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell allows any type of rest to be more beneficial. Those

affected can rest or sleep for an amount of time, and when the

time is over, for all purposes, it will seem as though they have

rested for three times the amount that they really did. For

example, someone under the influence of Kaldane's peaceful rest

can sleep for 2 hours, and when he awakes, it will seem as if 6

hours of rest have passed. Hit points cannot be gained faster,

but spell casters can benefit by sleeping shorter amounts of

time than it normally takes before new spells can be memorised.

Likewise, the effects of fatigue and exhaustion will wear off

faster. The material components of this spell are a feather from

a duck and a live cricket.

The reverse of this spell, Kaldane's turbulent rest, makes it so

that any amount of rest will not be beneficial (that is, spells

cannot be memorised after such a turbulent night's sleep).

Victims are allowed a saving throw, and the spell only affects

the next night's sleep (provided the victims fall asleep within

6 hours) or the next period of rest (provided it occurs within

the next 6 hours). The material component for the reverse is a

pea.





Kalim's Staff Swinger (Alteration)



Range:  3 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  The caster's staff

Saving Throw:  None

Author:  Sam Goutsmit 



With this spell, the caster enchants his own quarterstaff into

a special "throwing staff". He can then swing it over his head

and hurl it at his opponents at great speed. The staff is

considered magical (+1) to determine what can be hit. The

quarterstaff strikes with a THAC0 equal to that of a fighter of

equal level (plus any Strength bonuses and magical bonuses). So,

a +1 staff enchanted by a 5th-level wizard with normal Strength

would strike at THAC0 15, damage done is 2d6 + 1d6 per 2 levels

over 3rd (3d6 at 5th; 4d6 at 7th; and a maximum of 5d6 at 9th).

When the staff hits something, or when it would leave the

spell's range, it returns in the direction of the caster. The

wizard then has to make a Dexterity check with a bonus of 2, to

avoid dropping the staff and losing a full round recovering it.

This staff-hurling is strenuous business, and the wizard can

only do it for (Constitution DIV 3) rounds. After that, he

cannot engage in any too strenuous activity (no spellcasting,

nor combat; movement is halved) for 1d4 rounds. Also, at the end

of the duration, the staff disappears, since it is the material

component of the spell.

This spell was developed by the Perendor Kalim, a well-known

Transmuter, who lives in the Waterdeep area (Forgotten Realms).

He is still adventuring and has been known to work on a new,

defensive, spell, something that involved air shields.





Kallum's Cold Frost (Evocation)



Range:  100 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  30-yard radius sphere

Saving Throw:  1/2

Author:  Paul D. Walker 



This spell creates a ball of extreme cold and sharp ice

particles which expands outward from its detonation point. All

creatures in the area of effect will take 1d6 points of damage

per level of the wizard from the cold (save versus spell for

half damage). All objects in the area of effect will be frozen,

and a layer of frost will cover the surface of everything in the

area of effect. If a creature fails its saving throw then all of

his items must make a saving throw versus frost or be destroyed

by the extreme cold.

Because of the sharp particles of ice created in the detonation,

the explosion will still cause damage to those who are immune to

cold. If a creature is immune to cold, then the damage will be

1d2 points of damage per level of the wizard with a saving throw

for half as normal.

The spell does structural damage to wooden structures as does

the fireball spell. Otherwise, this spell is the same in all

respects as fireball.

The material components for this spell is a handful of glass

crystals or any kind of crystals which is thrown in the

direction that the wizard wishes the Iceball to go.





Karthas' Vest (Invocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Kurki Risto 



The shimmering field of force that is created by this spell will

act as an armour for the spellcaster. It appears as a

transparent shirt worn by the caster and seems to be radiating

some light. It gives that recipient an Armour Class of 0 against

all physical attacks, from all directions. In addition, it gives

a bonus of +2 to saving throws against spells and breath weapons

during the duration of the spell. The material component of this

spell is a 10x10 inch piece of fine silk.





Kevin's Holy Rain (Invocation)



Range:  20 yards

Components:  S, M

Duration:  1 round per level

Casting Time:  Special

Area of Effect:  3-foot diameter per level

Saving Throw:  Special

Author:  Paul Ferron 



This spell creates a small cyclone that moves from the wizard's

finger and grows into a billowing white cloud from which a

steady downpour of holy water falls.

The cloud can be directed and controlled as long as the wizard

concentrates on the spell. The cloud can move with MV 6. Undead

creatures suffer 1d6+1 points of damage per round that they are

in contact with the rain. Intelligent undead may save versus

breath weapon for half damage.

If the saving throw is successful, it means the undead has

managed to avoid some of the rain. The cloud's area of effect

grows bigger as the wizard advances in levels, up to a maximum

of 30-foot diameter. As the area of effect grows bigger, the

casting time gets longer: 1 per 2 levels with a maximum of 5.

The rain from the cloud keeps falling for one round per level up

to 10 rounds at most. The wizard can stop the rain at any time

by ceasing to concentrate on the cloud. The cloud can be moved

by any wind with a force up to 30 miles per hour; if the force

exceeds this limit the cloud disperses.

The rain remains holy only long enough to do damage; after it

has made contact with any other matter, it becomes ordinary

water.

The material components for this spell are a drop of holy water

and a hair from a priest of any good alignment.





Kiri's Force Bolts (Evocation)



Range:  20 feet + 10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  One person or object

Saving Throw:  Negates

Author:  David Kelk 



This spell empowers the caster with the ability to throw

powerful bolts from his hands at a rate of up to 3 per round.

The maximum number that can be thrown is equal to the caster's

level divided by 2. Any not used when the spell ends are wasted.

The number of bolts thrown in one round must be declared before

initiative is rolled. If none are thrown in a round, the caster

may weave another spell without losing this one.

The bolts have an initiative modifier of 2. The wizard must roll

to-hit for each missile - hits with this spell are not automatic

(Dexterity bonus applies). If the bolt hits, the target (if

human size or smaller) must make a saving throw versus

paralysation or be knocked over by the force of the spell.

Called shots can be made with this spell, knocking items out of

people's hands for example. The saving throw versus paralysation

remains unchanged but the target may not necessarily be knocked

over also.

The material components are a number of gold rods, 6cm long,

worth at least 30 gp each.





Kiri's Giant Strength (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  1 round

Area of Effect:  Person touched

Saving Throw:  None

Author:  David Kelk 



The person this spell is cast upon gains superhuman (giant)

Strength for the duration of the spell. The new Strength score

is 18 plus the level of the caster divided by 3.

The material component is giant hair or sinew from the giant

type which strength is to be gained by the spell.





Kiri's Guardian Sigil (Evocation)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One object touched or 10 square feet per

level

Saving Throw:  None

Author:  David Kelk 



This spell is in many ways similar to sepia snake sigil in the

Unearthed Arcana in that it traps people in a shimmering field

of force. The spell can be cast upon an item or upon an area of

up to 10 square feet per level. When casting the spell, the

caster must specify the conditions that will set the spell off.

Examples of possible conditions are for example: "anyone who

touches my spell books besides me", or "anyone who walks on my

welcome mat without first saying arador".

One person per level can be named in the casting of the spell.

When the spell is discharged, the target is trapped in suspended

animation inside a impenetrable field of force. There is no

saving throw against this spell. The only way to remove the

field is to dispel it (against the caster's level), or wish it

away.





Kiri's Mystical Coat of Armour (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Person touched

Saving Throw:  None

Author:  David Kelk 



This spell creates a shimmering field of force that completely

surrounds the recipient and all of his equipment. The magical

armour absorbs 2 points of damage per level of the caster. The

spell protects against physical and elemental attacks but not

against falling damage, gas, or mental attacks.

The field offers other benefits:

*  Immunity to vorpal, sharpness, or assassination attacks if the

field still stands after the attack.

*  No need to save for items against breath weapon or the like, if

the field still stands.

*  Pick pockets, poisoned attacks, and touch spells will have no

effect with the field in effect.

These benefits and others like it exist due to the fact that the

body cannot be reached until the field is destroyed.

The material component for this spell is a gilded piece of full

plate armour of no less than 1000 gp value.





Kiri's Mystical Screen (Abjuration)



Range:  0

Components:  V, S

Duration:  3 turns per level

Casting Time:  3

Area of Effect:  Person touched

Saving Throw:  None

Author:  David Kelk 



When this spell is cast, the recipient is surrounded by a grey,

repulser like field. The effects of this field is a bonus of 1

to the person's Armour Class per 2 levels of the caster and 1 to

the person's saving throws per 3 levels of the caster.





Kiss of Intoxication (Enchantment/Charm)



Range:  0

Components:  S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell causes the victim to become completely drunk. He

enters a state of great intoxication.





Kiss of Slavery (Enchantment/Charm)



Range:  0

Components:  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 is actually a charm person without saving throw.

Checks to break such a charm are made after twice the normal

duration. The victim of this spell will obey any order

unquestioningly.





Klaus' Katastrophic Kustard Kascade (Conjuration)



Range:  30 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  1-foot per level radius, 5 feet high cylinder

Saving Throw:  Special

Author:  Iain Clarke 



With this spell a portal to the prime custard plane is briefly

opened, causing a cylindrical volume of custard, 5 feet deep, to

fall onto the targets. At the time of casting the wizard must

specify at what location the portal will open. Anyone caught in

the cascade takes 1d3 damage per 10 yards the custard falls, and

suffers the blinding effects of Klaus' krazy kustard pie. The

targets must make a saving throw versus spell to protect

themselves for half damage and prevent being blinded. Each 10

yards above the targets that the portal appears adds +1 to the

saving throw roll, and if the modified roll is a 20 or higher,

they escape entirely. Anyone in the custard has their movement

rate divided by 4 for the first round and 2 for the next three,

assuming the custard is free to flow away. The material

component is a pinch of custard powder (dried milk and eggs)

thrown in the air. It must be completely dry.





Klaus' Killer Kustard Koypu (Alteration)



Range:  15 yards

Components:  V, S, M

Duration:  4 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Negates

Author:  Iain Clarke 



This spell requires enough custard - which need not be fresh -

to fill a small bowl. The custard is expanded into 2d6+1 per

level custard-coloured coypu (large beaver-like South American

rodents). They will rapidly attach themselves to the nearest

humanoids (within 5 yards if possible, but probably only up to

3 coypu per person) and mill inquisitively around them wherever

they go saying "Nyip!" repeatedly in a most annoying fashion.

Victims who fail to save versus spell attack the coypu in

preference to the real targets, unless the real targets are

attacking them as well. Spellcasters who fail an Intelligence

roll are distracted. Coypu harassing a person will impede them,

reducing their movement rate by 3 per coypu. If they try to move

faster there is a 30% chance per round (for a medium-sized

creature) of tripping over a coypu, 15% for large and small

creatures. If any coypu are attacked, harmed or have someone

trip over them, all coypu attached to the person in question

will promptly become slavering killer coypu and attack them

until slain or the spell expires. They have 1 HD, AC 8 and a

THAC0 of 18 with one bite attack for 1d4 points of damage. When

the spell expires, they dissolve into gooey custard.





Klaus' Kontagious Kustard Kough (Necromancy)



Range:  Special

Components:  V, S, M

Duration:  1 day

Casting Time:  2 hours

Area of Effect:  Special

Saving Throw:  Negates

Author:  Iain Clarke 



When this spell is cast on a small amount of custard or custard

powder, it becomes infected with a mildly contagious cough

capable of affecting one humanoid (not the spellcaster) on

contact within the spell's duration. The custard can be

delivered by any means including using it as the material

component for another kustard-type spell. The victim must save

versus poison (at +2 if none of the custard is at all ingested)

to resist the effects. The illness causes frequent but mild

coughing fits which expel small amounts of custard instead of

phlegm. Humanoids near the victim must also save at +2 when

coughing is going on. Anyone who saves is immune to that

particular casting of the spell. The illness has a short

duration of only 6d8 hours and an incubation period of 1 hour.

Every round there is a 50% chance that a victim will be

affected, unable to cast spells and with a -4 penalty to-hit.

The material component is a bit of rotten custard.





Klaus' Kreeping Korroding Kustard (Alteration)



Range:  2 feet per level

Components:  V, S, M

Duration:  10 rounds

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  1/2

Author:  Iain Clarke 



From a small dollop of custard (the material component of this

spell), this spell creates a mobile blob of corrosive,

slow-moving custard about two feet in diameter. It can change

its form and move at a speed of 4. It has 5 HD, AC 8 and a THAC0

of 16, and corrodes things it comes into contact with (see

Puddings, Deadly for other general details). This effect is weak

and will not take effect until the end of the round after

contact. The affected area will smoke (if metal), sting (if

skin), etc., giving warning and time to try and remove the

remaining custard. Damage to creatures is 2d6, halved by a

successful saving throw versus acid. The blob is unlikely to

destroy a heavy obstacle such as a thick metal door or stone

slab during the spell's duration. The blob is controlled by the

caster, but does not need to be actively concentrated on to

continue with its tasks and can be instructed during the round

of casting. After the spell expires, the custard reverts to a

normal dollop.





Klaus' Kustard Kounteracting Kloak (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Cloak touched

Saving Throw:  None

Author:  Iain Clarke 



When this spell is cast on a cloak, then that cloak cannot be

affected by custard (magical or non-magical) except that

resulting from spells of fourth level and above, and will move

to protect its wearer. For example, if a large amount of custard

lands on the wearer's head, the hood (if down) will lift up and

the custard will run off. None of the effects will penetrate to

the protected person. If necessary, the cloak can totally seal

up over the wearer's face to prevent them being drowned by

custard or blinded by a pie. It is advisable to use a hooded

cloak with this spell. The cloak turns custard-coloured for the

duration and returns to normal afterwards. The material

component for this spell is a miniature umbrella.





Know the Size of the Hidden (Divination)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  3 rounds

Area of Effect:  Substance touched

Saving Throw:  None

Author:  Keith Taylor 



Occasionally, when one comes across a partially buried object or

a deposit of some substance, it would be beneficial to know the

general size and shape of the thing. When a wizard casts this

and touches a continuous substance or artifact, he obtains a

clear idea of the thing's size and shape. Continuous mineral

deposits, buried buildings, continuous wall systems, and other

such objects of uniform make or substance can be subjects for

this spell. Their extent is revealed to the wizard instantly,

but if the sheer size of the object is greater than 2 miles per

level along any axis, or if the object is extradimensionally

active, then the casting wizard must save versus paralysation or

fall unconscious for 1d10 rounds, after which their idea of its

extent can be summed up as "pretty darn big!".





Kuglan's Key Warden (Conjuration/Summoning)



Range:  40 feet

Components:  V, S, M

Duration:  1 turn + 2 rounds per level

Casting Time:  7

Area of Effect:  Special

Saving Throw:  None

Author:  Kuglan



Kuglan's key warden is usable only by conjurer specialist

wizards. It enables the conjurer to summon a seven-foot tall,

shadowy humanoid - known only as a key warden or key master. The

key warden (HD 4+4, AC 2, Strength 18/51, 1 AT, damage 1d6+3,

THAC0 14) will fight only to defend itself. The creature, whose

essence comes from the plane of shadow, wears a belt pouch

(under its dark cloak) containing duplicates of all of the keys

the wizard has seen, at a maximum distance of 20 feet, or

touched within the last one day per level of the wizard.

The warden is summoned to assist in opening doors, chests, and

other locked objects. The conjurer may command it to unlock or

open doors (etc.), within spell range, by employing either the

keys or its strength. If none of the keys unlocks the object,

the Warden, which never speaks, will bow to the wizard and wait

for the conjurer's command to forcibly open the portal or

object. If the conjurer so bids the warden, it will attempt to

break down or break open the door or object, employing its

strength (Open Doors: 13 in 20, 25% Bend Bars/Lift Gates).

The key warden's body and keys vanish if the creature is slain;

the Warden and its keys vanish at the end of the spell's

duration, otherwise. The key warden will not give the keys to

anyone, including the wizard, and, if someone is somehow able to

steal any keys, the stolen keys will immediately vanish. The

warden may be commanded to unlock or open as many doors and

objects as the conjurer desires, within the spell's range and

duration - taking one round per opening. The warden will only

respond to commands by the wizard that involve unlocking or

opening.

Material components for the spell are five keys: one of gold,

one of silver, one of iron, one of brass, and one of mithril.

The components are not consumed by the casting, and may be used

again.

This source of this spell is the Kuglan Shadowgate of Melvaunt,

an industrious mid-level conjurer who enjoys good relations with

the Zhentarim.





Lava Bolt (Conjuration/Summoning, Elemental (Earth, Fire))



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous (see below)

Casting Time:  3

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Nathan Sugioka 



This spell conjures a bolt of molten lava which the caster may

throw as if he were a fighter of equal level (Dexterity bonuses

apply). If it hits a creature, it takes 3d6 impact damage plus

3d6 fire damage; unless the lava is somehow removed, the target

will take another 3d6 each round, for 1 round for every 3 levels

beyond fifth of the caster (1 extra round at eighth, 2 extra at

eleventh, etc.). The material component is a piece (at least 2

ounces) of pumice, volcanic glass, or other lava-based rock.





Leap (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 turn per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  August Neverman 



When this spell is cast the individual is empowered with the

ability to leap. The distance the individual is able to leap is

a total of 20 feet per level forward, backward or straight up.

A number of jumps up to the level of the wizard can be made.

Also, at the end of the leap, the individual will always land

without taking falling damage. Leaps must be completed within 1

turn plus 1 turn per level after the spell is cast.

An example: given a 7th-level wizard, the individual affected

can jump up to a total of 140 feet in up to a total of seven

jumps, i.e., seven times a 20 feet jump.

The material components for this spell are the legs of a

grasshopper or of a frog.





Legolath's Weird Wildball (Invocation/Evocation, Wild Magic)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Tim Larson 



Legolath's weird wildball is identical to a fireball in all

respects, except that the elemental type it is based on is

different with each casting. Those creatures that are

particularly susceptible to the various elemental types take

double damage; normal damage if they make their saving throw -

those that are particularly resistant take half damage, none if

the saving throw is successful (unless the monster description

suggests another method for handling attacks like this). Roll on

the following table for elemental type. Remember to roll for a

wild surge besides any strange effects that may happen due to

this spell.

For the wildball's results, roll on the following table:



  D20 Roll  Wildball Result

      1     Fire.

      2     Magma (use only half the # of dice, but the magma

            sticks: each round it does one less die of damage

            until it is at 0) - this is nasty versus things that

            don't like fire or heat, taking an extra hit point of

            damage each round.

      3     Earth (-1 to all dice of damage, but it also knocks

            the victim prone: must spend next round getting up and

            re-oriented) - nasty versus air elemental creatures.

      4     Ooze (victim cannot breathe normally the next round,

            not harmful but prevents spellcasting that requires


            verbal components) - only particularly nasty versus

            breathing creatures (this is not a double damage case.

            Like many of the others this will generally only

            affect creatures that breathe but does not do double

            damage).

      5     Water (use only half the number of dice, the victim is

            drenched afterwards if he fails his saving throw:

            watch those paper items) - again, only particularly

            nasty versus breathing or fire-based creatures

            (imagine casting it at people in a pit and getting

            this) - this is a double damage case, versus fire.

      6     Ice (normal damage, but of course the specifics will

            differ) - nasty versus things that don't like cold.

      7     Air (use only half the number of dice, victim is

            knocked prone and must spend next round getting up and

            re-oriented) - nasty versus earth elemental creatures.

      8     Smoke (no damage, but it is hard to breathe: -2 to

            attack and damage, spells with verbal components have

            30% chance to fail - the smoke stays in the area like

            a stinking cloud, 1 round per level) - only nasty

            versus breathing creatures, really.

      9     Radiance (not as hot as fire, it does only 1 point of

            damage per level of the caster - those that save are

            outlined as by a faerie fire, those that do not are

            blinded as by a light spell) - nasty versus sighted

            creatures.

     10     Ash (not as hot as fire, it does only 1 point of

            damage per level of the caster - same affect as smoke

            otherwise but only for that round and the next - the

            ash falls off) - nasty versus breathing creatures

            (fire elementals take normal damage as their very

            fabric is weakened by exposure to this, 1% chance per

            5 levels of the caster that the elemental will be

            drained 1 HD).

     11     Minerals (normal damage, all metallic weapons and

            armour are raised by +1 for 1 turn by the temporary

            exposure to the pure element).

     12     Dust (does only 1 point of damage per caster level,

            all metallic weapons and armour are drained by -1 for

            1 turn by the temporary exposure to this plane, also

            affects as smoke for the remainder of this round) -

            nasty versus breathing creatures (earth elementals

            take normal damage, as their very fabric is weakened

            by exposure to this, 1% chance per 5 levels of the

            caster that the elemental will be drained 1 HD).

     13     Steam (-1 to all dice of damage, the victim is

            drenched afterwards if he fails his saving throw, but

            in this case the residual heat makes it evaporate

            quick).

     14     Salt (use only half the number of dice, all liquid

            items on the victim must save whether he does or not

            or be dried up) - nasty versus water-based and moist

            creatures (especially amphibians) (water elementals

            take normal damage as their very fabric is weakened by

            exposure to this, 1% chance per 5 levels of the caster

            that the elemental will be drained 1 HD).

     15     Lightning (does normal damage).

     16     Vacuum (does half damage) - nasty versus breathing

            creatures, others still take damage because of the

            slap when the air rushes back in (air elementals take

            normal damage as their very fabric is weakened by

            exposure to this, 1% chance per 5 levels of the caster

            that the elemental will be drained 1 HD).

     17     Positive Energy (heals the amount of damage rolled) -

            hit points can go to up to twice the maximum

            (temporary gain, 1 turn, damage comes from these hit

            points first), but if the victim exceeds this he

            explodes.

     18     Negative Energy (does double damage to all but undead,

            save for only "normal" damage) - if victim is slain by

            this he turns into a free-willed ju-ju zombie with

            3+12 HD.

     19     Roll again ignoring 19's and 20's - the spell effect

            takes a 10-foot radius (not 20-foot) on victim and

            caster - both suffer only half damage.

     20     Spell affects random person (if cast on a person) or

            object (if cast on an object) within 50 yards of the

            caster (roll again to determine exactly what kind it

            is, ignoring 19's and 20's).



The material component is a wonderstone (a stone of many colours

all mixed together, probably sedimentary, and not really all

that wonderful).





Leomund's Tiny Brothel (Alteration)



Range:  0

Components:  V, S, M

Duration:  5 hours + 1 hour per level

Casting Time:  3

Area of Effect:  15-foot diameter sphere

Saving Throw:  None

Author:  The Carnal Knowledge Guide  and Lonadar the Wanderer





When this spell is cast, the wizard creates an unmoving, opaque,

soundproof field of any desired colour around his person. Up to

7 other man-sized creatures can fit into the field with its

creator, and these can freely pass into and out of the brothel

without harming it, but if the spellcaster removes himself from

it, the spell dissipate.

The temperature inside the hut is a cool 60 degrees F, if the

exterior temperature is between 0 degrees F and 100 degrees F.

An exterior temperature below 0 degrees F and above 100 degrees

F lowers or raises, respectively, the interior temperature on a

1-for-1 basis. The tiny brothel also provides protection against

the elements, such as rain, dust, sandstorms, and the like. The

hut can withstand any wind of less than hurricane force without

being harmed, but wind force greater than that destroys it.

The interior of the hut is a hemisphere; the spellcaster can

illuminate it dimly upon command, or extinguish the light as

desired. The floor of the hut is soft and springy. Nice big

cushy pillows are also in the brothel. The spellcaster can cause

the brothel play soft romantic music upon command. Note that

although the force field is opaque from the outside, it is

transparent from within. Missiles, weapons, and most spell

effects can pass through the hut without affecting it, although

the occupants cannot be seen from outside the hut. The hut can

be dispelled.

The material component for this spell is a small crystal bead

that shatters when the spell duration expires or the brothel is

dispelled, the hair of a prostitute, and a feather (duck

feathers work best).





Leomund's Tiny Tavern (Alteration)



Range:  0

Components:  V, S, M

Duration:  5 hours + 1 hour per level

Casting Time:  3

Area of Effect:  One 20-foot diameter sphere

Saving Throw:  None

Author:  The Net Alcohol Guide Creator 



A spell similar to Leomund's tiny hut, this spell was probably

not made by Leomund. Speculation gives credit to one of

Leomund's apprentices. In any case, this is a weaker spell but

with extra niceties. Another strange relative to this spell is

its sister spell Leomund's tiny brothel (definitely not from

Leomund, thus adding evidence to the originals of these copies).

When this spell is cast, the wizard creates an unmoving, opaque,

soundproof sphere of force of any desired colour around his

person. Up to 6 other mansized creatures can fit into the field

with its creator, and they can freely pass into and out of the

tavern without harming it. If the spellcaster removes himself

from it, the spell dissipates.

The temperature inside the tavern is a cool 60 degrees F, if the

exterior temperature is between 0 degrees F and 100 degrees F.

An exterior temperature below 0 degrees F and above 100 degrees

F respectively lowers or raises, the interior temperature on a

1 degree for 1 degree basis. The tiny tavern also provides

protection against the elements, such as rain, dust, sandstorms,

and the like. The tavern can withstand any wind of less than

hurricane force without being harmed, but wind forces greater

than that destroy it.

The interior of the tavern is a hemisphere; the spellcaster can

illuminate it dimly upon command, or extinguish the light as

desired. A sturdy wooden table and seven chairs sit in the

centre of the tavern. On the table are three bowls. One contains

pretzels, one contains potato chips, and one contains peanuts.

The bowls magically fill themselves with the snacks. Alongside

the table is a chest filled with a neverending supply of ice and

bottles of alcohol. The type of alcohol is dependent of the

wizard's wishes. Each bottle may contain a different type of

alcohol but no alcohol may be better than normal in quality. An

illusion of a lovely, big-breasted, blonde wench and a handsome

young gigolo will mingle around the tavern and serve the

occupants' needs.

Note that although the force field is opaque from the outside,

it is transparent from within. Missiles, weapons, and most spell

effects will pass through the tavern without affecting it and

its occupants, although the occupants cannot be seen from

outside the tavern. The tavern can be dispelled.

The material component for this spell is a small crystal bead

that shatters when the spell duration expires or the tavern is

dispelled, a glass bottle, and an oak stick (at least one foot

long).





Lesser Wildfire I (Invocation/Evocation, Wild Magic)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One spell

Saving Throw:  None

Author:  Peter Gourlay 



Lesser wildfire I allows the wizard to duplicate the effects of

any one 1st-level wizard spell. The wizard does not need to know

the spell being duplicated, but must have a general knowledge of

the spell   and its effects. Any saving throws versus the

spell's effects are made at a +1.





Life Transfer (Necromancy)



Range:  0

Components:  V, S, M

Duration:  3 turns + 1 turn per level

Casting Time:  1 turn

Area of Effect:  1-yard per level radius

Saving Throw:  None

Author:  Matthew Charlap 



By use of this spell, the preserver drains the life force of

plants in the area of effect to one third of their full life

force. Thus, plants will weaken, but they will regain their

strength in a relatively short time. This energy is then stored

in the preserver that has cast the spell, and can be used to

revitalize a section of defiled soil of an area one ninth the

size of the area of effect. The energy can be stored for 3 turns

plus one turn per level of the wizard, during which period he

cannot cast any other spells.

The material component for this spell is a drop of water. This

spell can - of course - only be cast by a preserver.





Lohocla's Aqua Vitae (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  9

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Reid Bluebaugh 



The great magic of healing is not limited to those medic priests

that roam with adventuring parties. Lohocla bestows the art of

healing to wizards through this spell.

Known to some as the water of life, this spell's healing powers

begin once the wizard anoints the injured person with alcohol.

The alcohol may be of any type (beer, wine, liquor, etc.) but

must be a minimum of 100 years old (created at least a century

ago). When anointing the injured person, the wizard must have

physical contact with the victim (touch him).

After the spell is cast, it causes 1d8 + 1 per level points of

damage to the creature's body to be healed. This healing cannot

affect creatures without corporeal bodies, nor can it cure

wounds of creatures not living or of extraplanar origin. Curing

is permanent only in so far as the creature does not sustain

further damage; caused wounds will heal - or can be cured - just

as any normal injury.

This spell, along with permanency and a few other enchantments,

can be used to make a healing potion. Unlike the priest's

healing potions, this wizard's potion has the taste and effects

of wine. An exciting concept indeed.





Lohocla's Fire Flow (Alteration)



Range:  Special

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Reid Bluebaugh 



After the wizard casts this spell, a stream of flaming alcohol

shoots out in a straight line from his clenched fist. The wizard

can move the stream 90 degrees per round. Thus given 4 rounds,

the wizard can cover 360 degrees, thus engulfing his

surroundings.

The amount of flaming alcohol is dependent of the wizard's

level. A 5th-level wizard casts a stream: a 5-foot long stream,

at a rate of 5 gallon per round. A 7th-level wizard casts a

fountain: a 10-foot long stream, at a rate 10 gallons per round.

A 9th-level wizard casts a geyser: a 20-foot long stream, at a

rate 25 gallons per round. A wizard has the option of producing

a less potent flow. For example, a 9th-level wizard is able to

cast a geyser but may opt to cast a fountain or stream.

When any creature comes in contact with the burning alcohol, it

suffers 1d4 points of damage, plus 1 point of damage for each

level of experience of the wizard. The liquid will remain for

the duration of the spell doing 2 points of damage each round.

Flammable materials touched by the liquid burn. Things burning

can be extinguished in the next round after the spell ends if no

other action is taken. "Stop, Drop, and Roll".

The wizard's movement is quartered for the duration of the

spell. Also, he may not perform any other actions except aiming

the flow. The wizard may not stop the flow of the flaming

alcohol, only the ending of the spell will do this.

The material components of the spell are a bar of lye soap, a

pint of pure alcohol, and a flame from any source.





Lohocla's Tipsy Turvey Teleport (Alteration, Wild Magic)



Range:  10 feet per level

Components:  V

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Special

Author:  Reid Bluebaugh 



Lohocla wanted to help wizards escape from dire situations or

get rid of their enemies very quickly. Unfortunately, the spell

tries to do both which lends itself to chaos and tends to

accomplish the wrong solution. The disorder of this spell

presents itself in many ways, as most of Lohocla's spells do.

This spell isn't the most powerful spell (although it may seem

so), mainly because it has a big chance of backfiring. It might

get the wizard and his comrades out of trouble, but it could

give them some new problems.

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. If the

optional saving throw is successful, the wizard and any comrades

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 not everybody

can be teleported because of the weight restriction.

Roll on the table below to see where the victims are teleported.

The information is provided to assist DMs in a running a clever

and humorous scenario. The places presented here are ideas and

suggestions from fiction and non-fiction of the past, present,

and future. The DM should feel to modify the locations as he

sees fit to better suit his knowledge (some suggestions are give

in the description).

The duration of the spell is 1d30 hours + 2d30 minutes + 2d30

seconds + 1 hour per level. DMs may opt to decide the duration

based on his plans for the characters in the strange locations.

DMs are encouraged to make these encounters exciting and unique.

If the DM thrusts the characters into an exciting plot in a

bizarre environment, then the DM should not be constrained by

the spell's duration. The spell is intended to add thrills to a

PC's adventuring career and a little fun for the DM's hard work.



Table A: Locations (1d20).



   1.Dodge City Saloon in Dodge City, Kansas (1874, real world). The

characters find themselves just outside the swinging doors of an

old west saloon in Dodge City, or an old west city the DM likes.

Great scenarios exist in the root-and-tooted wild west.

Hopefully, the character's arrival will stir up a lot of trouble

with the outlaws, sheriffs, and other interesting folks. The DM

is referred to the Complete Guide to AD&D Technology and the

Boot Hill roleplaying game to assist in handling old west

situations.

   2.Miriam's Place in Nepal (1936, Raiders of the Lost Ark).

Miriam's Place is a dive nestled deep in the cold mountains of

Nepal. Miriam, inherited it from her father Abner, an

archaeologist. The adventurers can appear in the establishment

before Indiana Jones or the Nazis show up OR any time the DM

wishes. Hopefully, the characters will tag along with Indiana

Jones as he searches for the Ark of the Covenant (treat as a

powerful artifact). If DMs want to allow characters to adventure

with Indiana, then he should watch the movie and take some

serious notes. It will be worth it, even though the players have

probably seen the movie. DMs may want Indiana to go back to the

characters' world as an exciting NPC or new PC.

   3.Rosie's Bar or The Officer's Club at MASH 4077 in Korea (1950-

1953, MASH television show). The characters find themselves in

one of the local bars of the MASH 4077. The DM can put them in

any time with the old or new cast. Many exciting scenarios exist

with this mad-capped crew. Frank Burns can capture the

characters as the enemy. Hotlips could be attracted to one of

the more charismatic characters. The DM should consider picking

his favourite episode and drop the characters in the middle of

it. "5:00 Charlie".

   4.Schott's Brewing Company in Milwaukee, Wisconsin (1950s, Laverne

and Shirley). The characters find themselves in the middle of

the Milwaukee Brewing company surrounded by bottles travelling

on conveyor belts and lots of other machinery. Two young

workers, Laverne and Shirley, are nearby working. Of course,

Laverne and Shirley will have to get involved with the

characters, possibly even asking one of them out for a date (a

good way to see the 20th-century city). DMs should watch the

television show to see some of the mad-capped adventures they

can get into if they stick with Laverne, Shirley, Lenny, and

Squiggy.

   5.The Regal Beagle in Los Angeles, California (1980s, Three's

Company). The characters find themselves in a corner booth of a

small pub. Sitting nearby by are Jack, Janet, and Chrissie (or

Terry). Across the room is Larry, picking up women. The Ropers

(or Mr. Firley) are also in the pub. Many exciting plots can

develop if the characters interact with the people. Of course,

it should be based on a huge misunderstanding, DMs should watch

the television show to see how goofy everybody acts. Hopefully,

DMs won't go crazy watching the show.

   6.The Pacific Princess cruise ship somewhere on the Pacific Ocean

(1980s, the Love Boat). Possibly one of the worst encounters,

the characters find themselves at the bar by the pool or in the

Pirate's Cove on the Pacific Princess cruise ship better known

as the Love Boat. Of course, the first person they meet will be

big-grinned Isaac Washington, the chief bartender. Other ship's

crew are Julie McCoy, Gopher, the good doctor, and the captain.

Hopefully, the characters won't be considered stowaways and can

interact with everybody. All kinds of people can be passengers

on the ship so the DM may go nuts with interaction. Please don't

let Charo on.

   7.Alcohol Anonymous Meeting, anywhere (present, real world). The

characters find themselves outside a door which has "A.A." on

it. If they enter, the characters see a bunch of people who are

discussing their alcohol problem. They openly welcome the

characters who must have a problem given their strange

appearance and behaviour.

   8.The Boar's Nest in Hazard County, Georgia (present, The Dukes

of Hazard). The characters find themselves outside of a grey wood

building with a Boar's Nest sign. There are some interesting

motor vehicles in the dirt parking lot: an orange "racing" car

with a 01 on the side and a confederate flag on top, a long

white convertible with a bull horn on the hood, a nice-looking

jeep with a golden eagle on the hood and "Dixie" written on the

side, a old white pick-up truck, a tow-truck, and two beat-up

police cars. If they enter the building, the characters find a

country bar. Among the patrons are Uncle Jesse, Bo and Luke (or

sadly Coy and Vince), Crazy Cooter, Enos, Cledos, and the sexy

long-legged Daisy waiting tables in her oh-so-tight shorts. In

a back room can be found Boss Hogg and Roscoe. Oh boy, the many

scenarios in Hazard is unreal. The characters could get hired by

Boss Hogg for a mischievous task. They could help the Dukes stop

Boss Hogg and Roscoe do something terrible. They could get the

Duke Boys out of trouble. And of course, everybody will want to

become Daisy Duke's love interest. Personally, somebody should

beat up Enos, that sissy hillbilly. Whatever scenario the DM

creates, it should be based around the moonshine business. The

DM should definitely have a hide speed car chase with all the

jumps. The DM should also watch the show over and over again to

really get the feel of Hazard County.

   9.Bush Gardens Amusement Park in Williamsburg, Virginia (present,

real world). The characters find themselves riding on the Loch

Ness Monster Roller Coaster, or another exciting ride.

Hopefully, the characters can survive the ride and tour the

amusement park and the brewery. The characters, dressing as

adventurers usually do, will find themselves be approached by

the tourists thinking that they (the characters) are part of the

attraction ("Look honey, get a picture of little Albert with the

medieval mage"). The only way the characters can get American

currency is to sell their gold, silver, copper, and platinum

pieces to the tourists (DMs should be stingy in this regard, as

the tourists would be). Hopefully, the characters will buy some

souvenirs after obtaining some cash. As the advertisement

states: "Come. See. Conquer!".

   10.Cheers Bar in Boston, Massachusetts (present, Cheers). "Where

everybody knows your name, and your friends they're glad you

came...". That's right, the characters are in the famous Cheers

bar with all the staff and patrons: Sam Malone, Norm, Cliff,

Frazier, Carla, Rebecca or Diane, Woody or Coach. A DM should

pick a favourite episode of the television show and thrust their

characters in the middle of it. Many possible scenarios can take

place in the bar. Their clothes alone allow Carla to insult the

characters' wardrobe, Diane to believe the characters are a

theatre group and request a performance, Frazier to try to help

them mentally, and Norm and Cliff to accept them as long as they

get a beer from them.

   11.The Corner Cafe in Lavale, Maryland (present, real world). The

Corner Cafe is in the Country Club Mall. This is a typical mall

bar and DMs should feel free to change this to a bar in a

familiar mall. The main point of this encounter is to get the

characters into a mall. If they can get a hold of some money and

try to fit in, then they can have tons of fun shopping. Of

course, interaction with the mall rent-a-cops would be fun as

well.

   12.HammerJacks in Baltimore, Maryland (present, real world).

The characters pop in amongst a large wild crowd in the ultimate

heavy metal bar. The characters will mostly go unnoticed because

everybody here is weird. Cans of warm beer for only $3.75 and

drinks in plastic cups (glass is dangerous) for even larger

prices can be bought. Overflowing toilets, sinks, and garbage

cans are in the bathroom. But most importantly, the DM should

have his favourite heavy metal (or close to heavy metal) group

on stage with more groups to come. If the DM can't come up with

one, have Guns N' Roses preforming when the characters arrive.

Then Metallica and then Skid Row can perform. What a night, as

long as the characters don't get drunk and pass out. This can

lead to many exciting encounters, especially if the characters

can get a hold of 20th-century technology, for example an

electric guitar.

   13.Improv Comedy Club, Los Angeles, California (present, real

world). The characters find themselves in the back of a dark

bar. There is a stage in the front on which is a person

performing comedy. A waitress asks the characters if they would

like to be seated now and then takes there drink orders. This

encounter is a great place for the DM to do a comedy routine if

that is his forte. Hopefully, the DM will at least put well

known comics on stage like Dennis Miller.

    14.Mo's Tavern in Springfield, U.S.A. (present, The Simpsons).

The characters find themselves in the cartoon world of The Simpsons.

What can be more exciting then being a cartoon. They get to me

Mo, Homer, Barney, and the rest of the drunks. The DM is

referred to the Toon roleplaying game to make this experience a

memorable one.

   15.The Nudy Bar in Paw Paw, West Virginia (present, real world).

The DM can make this a strip bar nearest (and maybe even

familiar to) the DM. If the DM is not familiar with such things,

then the characters will find themselves in the back of the Paw

Paw, West Virginia Nudy Bar. The bar is packed with loud,

obnoxious hillbillies whaling and slobbering over naked,

tattooed, scarred, somewhat attractive women. Very few people

will notice the oddness of the characters due to the floor show.

   16.The Safehouse in Milwaukee, Wisconsin (present, real world,

James Bond movies). The characters find themselves outside a

fairly non-descript cream brick building. The Safehouse is just

south of the Windham hotel on Water Street. There is a deli on

the north side of the building, and a restaurant on the west

side overlooking the Milwaukee river. This is a secretive bar

visited by men of government and specifically spies. Walking up

to the east side of the building, there is a stairway leading up

to a very simple door. The characters would assume that it is

just a warehouse door, except for the sign which says

"International Exports" (the name of the cover-company James

Bond worked for). There is the main bar, and the "American Bar"

in the Safehouse, along with a restaurant. Message tubes pass

orders from the bars to the restaurant. The food is excellent,

so popular the owners decided to open the deli on the north side

of the building (which is an alternative entrance) which serves

the same food during the day. There is a hologram "kissing

booth" where a animated hologram woman blows a kiss for a

quarter, an immense sliding wall puzzle in the restaurant, and

a few other surprises. There is many exciting arcade games like

Strategic Nuclear War, Star Wars, Spy Hunter, etc. Waitresses

tend to be in elaborate states of dress and undress. The

specialty drink of the house is Spy's Demise. DMs are encouraged

to load up the Safehouse with spies and government men from

television, movies, or the real world.

   17.Cantina on the planet Tatooine (future, Star Wars). The

characters have entered a bar in a galaxy, far, far away. They

are in the bar made famous in the Star Wars movie. DMs can have

the characters enter the bar at the same time Ben Kanobi and

Luke Skywalker are trying to get Han Solo to fly them off the

planet or the DM can have them appear at any time during the

Star Wars Trilogy (or anytime during a Star Wars roleplaying

game campaign). No character, no matter how odd-looking, will be

out of place in a location filled with a multitude of strange

races. They could mistake everything for some spelljamming place

(if familiar with spelljamming) until they see all the

non-magical technology (laser guns, space ships, etc.). Great

interaction can exist with interaction between the characters

and the Star Wars personalities. Clever DMs can redo the Star

Wars movies, the characters tagging along with Han and Luke.

   18.Paul Masons Winery, San Jose, California (present, real world).

The characters get stuck in a tour group at the winery. During

the tour they see modern wine making in action and then get sent

to the wine tasting room for a little nip.

   19.Ten Forward on the Enterprise (future, Star Trek: The Next

Generation). The characters find themselves in Ten Forward on

the starship Enterprise. Unfortunately, the "Intruder Alert"

alarm has been set off by the characters. At this time, the

characters will surrounded by ship's security. Possibly, Guiana

may realize that the characters are from another time and place

(possibly another dimension) and will interrupt to save their

hides. For high-level characters, the DM may want to have the

Borg attacking the ship at the time of their arrival. The DM is

referred to the Complete Guide to AD&D Technology and the

Complete Guide to AD&D Star Trek to assist in helping with this

place.

   20.The Promenade on Deep Space 9 (future, Star Trek: Deep Space 9).

The characters find themselves on the promenade of the Deep

Space 9 space station. Quark, the local proprietor of Quark's

Place in the Promenade, greets the characters and tries to sell

them many goods and services. Visit the holo-suite? Interact

with the Starfleet officers? Maybe the borg are attacking the

station? The DM is referred to the Complete Guide to AD&D

Technology and the Complete Guide to AD&D Star Trek to assist in

helping with this place.





Magic Missile II (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One or more creatures in a 10-foot cube

Saving Throw:  None

Author:  Unknown



This improvement on the 1st-level magic missile allows the

wizard to fire 1 missile per 2 levels of experience. Each bolt

can be individually targeted and does 1d8 points of damage. The

spell fires that number of missiles every round until the wizard

is hit or ends the spell. After the initial casting the missiles

have a speed factor of 1 each and the wizard may move, or engage

in any other action besides spellcasting after the missiles

fire.





Major Annoyance (Enchantment/Charm)



Range:  5 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Martin Ott 



This is an even more powerful version of minor annoyance and

annoyance (q.v.). It makes the victim's leg hurt, exactly as if

he has barked his shin on something. Although causing no damage,

it is painful enough to disrupt spell casting in the round it is

cast in, as well as subsequent rounds, to the limit of the

spell. The victim also suffers combat penalties: Armour Class

bonuses due to high Dexterity are negated, and attacks are made

at a -2 penalty.

A successful saving throw versus this spell reduces the duration

of the spell to one round per two levels of the wizard, and

reduces the attack penalty to -1.

The material component is a coffee bean, carved to look like a

miniature table.





Maladweomer (Alteration, Metamagic)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



Maladweomer causes all the spells and spell-like powers of the

victim to function at the nadir of their effectiveness. Any

damage caused by offensive magics will be the minimum possible,

saving throws versus the victim's spells are at +4, and any

ongoing spells are altered (for example, a creature previously

charmed by the victim would receive another saving throw).





Malta's Pattern Transport (Alteration)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Dean Dretske 



With this spell, the wizard can move himself and other materials

from one pattern to another pattern. The two patterns must have

the same image and the destination pattern must be at least as

big in radius as the source pattern. Both patterns must be known

to the wizard (current locations) and they must be laid flat.

The destination pattern must not be supporting any object (even

partially). The destination pattern must also be uncovered such

that there is room for the incoming creatures or objects.

If all of the above conditions exist, then casting the spell

will transport the wizard and any objects or creatures which are

completely supported by the source pattern to the destination

pattern. All objects transported will end up on the destination

pattern at the same ratio of distance to the edge as on the

source pattern. That is, if an object is halfway from the centre

to the edge on the source pattern, then it will be halfway from

the centre to the edge on the destination pattern (regardless of

the size of the destination pattern).

An object is considered to be completely supported by the

pattern when its weight is supported by the material inscribed

in the outer circle of the pattern or by something which is

itself completely supported. That means that a person held in

the air by another will be transported only if the holder is

completely supported. Flying creatures must not be flying at the

time of transport.

To cast the spell, the wizard must stand in the centre of an

undamaged pattern and cast the spell. In the first round of the

casting, the pattern will begin to glow (each colour of the

pattern will emit its own colour). Over the next eight rounds,

the pattern brightness will increase to approximately the same

as outside on a sunny day. As the last word of the spell is

stated, the brightness of the pattern doubles and all completely

supported objects or creatures are transported to the

destination pattern.

If the destination pattern is not available (see above), then

the transported objects or creatures are returned to the source

pattern after one second (and the source pattern's saving throw

is at -4). The source pattern is subjected to some heat and

other energies in the course of the transport. These energies

cause the source pattern to make a saving throw or be damaged (a

single crack or burn mark will alter the pattern and render it

unusable). The destination pattern is not subjected to the same

amount of energy, so it does not need to make a saving throw.

The lighting conditions at the destination pattern do not

change, so the transported creatures will have to adjust to the

current lighting (1d2 rounds, depending on lighting).

Some notes:

*  Tossing a rug over an inlaid pattern prevents incoming

transports.

*  Rolling up a rug or cloth pattern prevents incoming and makes it

easier to transport the pattern.

*  The only bi-directional patterns are exactly the same size

(hence the pattern Image spell).

*  The wizard must remain in the middle for all of the casting, but

creatures or objects also transported only have to be on the

pattern in the last seconds.





Marty's Magic Bow (Evocation)



Range:  0 (arrow range as per normal bows)

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Caster

Saving Throw:  None

Author:  Marty



Marty's magic bow causes a magical force to propel objects from

the wizard's fingers much as a bowstring. With arrows, the

effect is to allow the wizard to release one arrow per round,

each arrow attacking as a fighter of half the level of the

wizard. The advantage of this spell is the fact that the arrow

attacks are not magical: thus there is no magical saving throw

involved for the target, so if the wizard makes his to-hit roll

(at half his level on the fighter table) he hits, even if the

target is, say, in an anti-magic shell, or in a cube of force,

or if the target is magic resistant.

There's probably a material component (say, a length of string

made of silver thread, or something like that) but the arrows

are not components - i.e., they're not consumed, and you might

be able to reclaim some of them. Also, magical arrows would

provide the appropriate bonuses to-hit and to damage.





Mask Inebriation (Illusion)

Reversible



Range:  0

Components:  V, S

Duration:  3d6 turns

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Special

Author:  Keith Taylor 



This spell creates a shell of illusion focused upon one drunken

(but conscious) creature. Its purpose is to cause all observers

to look upon the affected creature as entirely sober. It

insidiously affects their perceptions so that they will

interpret the person's actions and statements as those of a

rational, sober individual. Any slurring of the speech,

inconsistencies in statements, wobbling, or weaving will be

overlooked or ascribed to some other factor. True seeing or

other means of bypassing illusions are effective in countering

this spell.

The reverse, unbelievable sobriety, will convince observers that

a sober creature is hopelessly drunk, and works on their

perceptions in similar (but opposite) ways. In all other

respects it is as the former application.





Mass Bane (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Up to 6 creatures

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell duplicates on a grand scale the effects of a bleeding

touch - 1d6 points of damage for every two levels of the caster.

It affects 1d6 victims that the caster can choose. The victims

must make a saving throw versus death magic, and if they fail

their saving throw, suffer bleeding wounds which appear randomly

on their bodies. The material component of this spell is a

handful of metal shards.





Mental Calm (Enchantment/Charm)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  Brian J. Toleno 



When cast, the target receives a saving throw to avoid the

effects of particular psionic effects. The target gets a saving

throw versus ID insinuation, psionic blast, attraction and

aversion for the duration of the spell. The saving throw is a

saving throw versus spell with a +1 bonus for every 5 levels of

the caster. This spell will not work on psionicists, but it will

work on non-psionicists and those with wild talents.





Merkridan's Misplayal (Alteration)



Range:  2 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1 round

Area of Effect:  One instrument

Saving Throw:  Special

Author:  Merkridan



This spell causes music emanating from a musical instrument to

become twisted and harsh. The musical notes effectively become

interchanged. The target instrument may be either magical or

non-magical. Only magical instruments gain a saving throw (as if

the attack were magical fire) to avoid the spell effects. If a

bard is playing an affected instrument, all bard abilities

directly resulting from the playing of his instrument are lost

until the spell expires (or the bard uses a new instrument). The

spell has no effect on sounds from living creatures, although it

could effectively garble communication through instruments

(i.e., signalling drums). It only works on items which are

emitting music at any time while (or up to one round after) the

spell is being cast.

The origins and history of the spell Merkridan's misplayal are

unknown. This spell was discovered in a lost laboratory complex

on the deserted island of Arremara.





Mikkis' Energetic Missile (Conjuration, Invocation/Evocation)



Range:  30 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Up to 5 creatures

Saving Throw:  None

Author:  Samuli Mattila 



This spell is similar to magic missile, except that it uses

positive energy instead of normal magical energy. As many

missiles are created as in magic missile. Normal living

creatures do not suffer damage from these bolts, but must roll

a saving throw versus paralysation or be stunned and blinded for

1d4 rounds. Undead and creatures from the lower planes struck by

this spell take 2d4+2 points of damage per bolt. The material

component of this spell is a platinum needle tipped with a

diamond (together worth at least 150 gp).





Mikkis' Tracking (Divination)



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Samuli Mattila 



By means of this spell, the caster is able to see the tracks of

a desired creature. Even the tracks of flying creature, a druid

or a person using pass without trace can be followed. The caster

cannot, however, follow very old tracks. Normal tracks, older

than 1 day + 1 hour per level, and tracks made by flying

creatures, druids, or creatures using pass without trace, older

than 1 turn per level, cannot be tracked. The spell will also

reveal the approximate speed of the creatures followed.





Mikkis' Trollkiller (Invocation/Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round + 1 round per 3 levels

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Samuli Mattila 



This spell creates a magical cloud above the desired target. It

will follow the target at speed of 24 and rain acid upon it

causing 4d4+4 points of damage per round. The victim is allowed

saving throw versus spell every round and, if this is

successful, he takes only half damage that round.

The spell can be negated by dispel magic, or by an ice storm or

similar spell which freezes the cloud. A very strong wind can

lead the cloud away from the target. The material component of

this spell is a spoonful of acid.





Minor Weaving (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  Special

Area of Effect:  The caster

Saving Throw:  None

Author:  Kris 



With this spell, several wizards can combine their magical

abilities and powers to create greater spells. If several

casters want to combine their efforts, they must first decide

who will be the head weaver. This person is the centre of the

spell: without him, the entire spell structure collapses. Also,

if he loses concentration all the efforts are lost and the

spells as well. Next, they must decide which spell they are

going to create. To create this spell, they may use several

different or all the same spells of weaker levels which,

combined, give the desired spell. These spells must in some way

be related to the desired spell. The DM should rule what spells

can be combined.

To participate, all members of a "spellcloth" must roll their

chance to learn spells: if they miss it, they lose the spell and

their effort isn't counted into the whole of the spell. If the

head weaver misses his roll, he made a mistake in the weaving of

the spells into the new one and everything is lost.

To calculate how much energy is created, take the number of

mages involved (specialists count as 1.5 if they cast a spell

within their specialty but as half if not) and divide this

number by the total number of mages involved (specialist now

count as one). If the resulting figure is larger than 1.25, make

it equal to that number. Multiply this number by the total

number of spell levels involved (i.e.: add all levels of the

individual spells). Round down. If the energy created by the

cloth is not enough to form the desired spell, the next spell in

line is created instead.

The experience level at which the spell is cast is the head

weaver's level plus half the level of every other wizard

involved. If this is lower than the minimum needed to cast the

final spell then the spell is still cast, but at the casting

level of this imaginary lower level wizard.

Because spell weaving takes a lot of time, spellweavers always

lose initiative. Also, the weavers cannot be separated by more

than 10 feet, and no barriers may be between any individual and

the head caster. The number of mages involved is also limited:

5 for a minor weaving. Minor weavers count as 2/3 when included

in a major weaving and as 1/3 if included in a master weaving

(q.v.) for the purpose of calculating the maximum number of

mages.

Minor weaving can only take 3rd-level spells or lower to weave

successfully (the desired spell can be of higher level).





Mirror Escape (Illusion/Phantasm)



Range:  0

Components:  S, M

Duration:  3 rounds

Casting Time:  1

Area of Effect:  Caster

Saving Throw:  None

Author:  Unknown



This spell is a modified mirror image spell. When it is cast,

1d4+1 images of the wizard appear in various places around him

(in a 20-foot radius). Within seconds, they all start running in

different directions. They are basically unseen servants that

have an illusion upon them of the wizard. They will run until 4

points of damage have been inflicted upon them or 3 rounds have

expired. The material component of this spell is a small smoke

bomb that is cast down as the wizard's feet.





Molten Ground (Alteration)



Range:  20 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  2-foot per level radius circle

Saving Throw:  None

Author:  Vernon Lee 



This spell causes an area of the earth to bubble up molten lava

in its area of effect. After the wizard spends one round

casting, using up the material components of sulphur and lava

rock, the spell begins. In the first round the ground tremors

slightly, and those not wearing heavy feet covering such as

metal boots can feel a slight warmth.

In the second round of the spell the heat becomes very

pronounced, and will ignite paper, cloth, and dry vegetation

touching the ground. If the people in the area of effect did not

announce that they were moving in this round, they are going to

be injured.

In the third round the ground becomes molten lava, wooden

furniture bursts into flames, and metals with low melting points

start to soften. Anyone in the area of effect takes 3d6 points

of damage, 2d6 this round only if wearing thick shoes. In each

additional round spent in the area of effect a person takes 3d6

points of damage, and any items carried by the person must safe

versus fire or be destroyed.

The intense heat of the lava may cause structural damage to

walls that are near or in the area of effect. Wooden walls will

be destroyed by fire just like wooden furniture. Protection from

Fire will protect a person but not his items from this spell.

Note that lava rock is hard to obtain in most medieval settings,

and that the lava generated by this spell will not work as a

component for later casting (it's marked by magic).





Mylzek's Werechange (Alteration)



Range:  0

Components:  V

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Mark the Malkavian 



Mylzek's werechange alters the form of the caster to a half-man,

half-monster killing machine. For the duration of the spell, the

caster gains 2 extra hit points per level to a maximum of 20 at

tenth level. The spell allows a +1 to the caster's THAC0 roll

and he gets 3 attacks doing 1d4+2/1d4+2/1d10.

When casting a spell in this form, the caster must first make a

learn spells check to do so. If this roll is not successful, the

caster may try again in the next round.

When a wizard casts this spell for the first time, his

non-proficiency penalty to his THAC0 roll is applied with the

spell's bonus of +1 (i.e., -5+1=-4 to-hit). Multi-classed mages

use their best non-proficiency penalty for this. For every ten

castings of Mylzek's werechange after that (count only the ones

in which combat occurs), the caster gets a +1 to-hit.

Eventually, this will make up for the penalty and even go beyond

to an overall bonus of +2 (maximum).

The caster must choose the appearance of his were-form the first

time he casts this spell. Any appearance will do as long as half

of it is animal- and the other half is human-like. A wizard may

only have up to 2 were-forms. He may only use one form each time

he casts the spell. Note: a wizard must become proficient in

each form separately.

Note: The caster controls which animal he will simulate and the

colour of his body during the change. He receives the movement

rate of the animal type and possibly the ability to breathe

water (but not air) if it is a water-bound form.





Narwhal's Infectious Wound (Divination)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Weapon touched

Saving Throw:  Negates

Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>



This spell works as a sort of slow poison or disease or curse.

The caster casts the spell upon the damaging portion of a

weapon, and when the weapon does damage to someone the spell is

used. The victim takes 2 HP of damage for every three levels of

the caster every round. The wound stays open and festering no

matter how much dressing or medical care is given to it. While

a cure spell will heal the damage, the wound is still there and

will continue to plague the victim. The only way to get rid of

the effect is to first cast remove curse and then cure disease

on the victim.

The material component is a piece of rotten meat rubbed on the

weapon as the spell is cast.





Natasha's Nasty Wildmine (Invocation/Evocation, Wild Magic)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Object touched

Saving Throw:  None

Author:  George Bounoutas 



When this spell is cast, a chosen object held by the caster will

radiate wild magic. The next time the object is touched (even by

the caster), a wild surge is triggered. The effective level of

the caster is added to the percentile roll, as per Nahal's

reckless dweomer, but no luck magic such as Hornung's surge

selector applies to this surge (as the caster may not be present

to select the surge). Any surge that indicates that the intended

spell takes effect will not have any effect. The object or

creature that touched the object is treated as the target of the

surge, while the object itself is treated as the caster. 





Natasha's Wildarmour (Invocation/Evocation, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1d6 + 1 round per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  George Bounoutas 



This spell causes the caster's body to radiate wild magic.

Whenever the caster is hit for damage in melee, a wild surge is

rolled. The effective level of the caster is added to the

percentile roll, as per Nahal's reckless dweomer, and any luck

magic such as Hornung's surge selector or a stone of wild luck

(see the Net Libram of Wild Magic) active on the caster at the

time of the surge may be applied. Any surge that indicates that

the intended spell takes effect will not have any effect. The

material component is a small piece of metal. Note that this

spell only affects melee attackers: ranged attacks will not

cause a surge.





Necromantic Bolt (Necromancy)



Range:  60 yards + 10 per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Christopher R. Invidiata  and

John Kirk



When the wizard completes this spell, a blue glow encompasses

his hand and then shoots forth, unerringly striking its target.

This energy attacks the life force of any living creature. The

creature must roll a successful saving throw versus spell or

suffer 1d4 points of damage per level of the wizard and lose 1

point of Strength per level of the wizard. If the saving throw

is successful, the creature remains unharmed. Creatures not

rated for Strength suffer a -1 penalty to their attack rolls for

every two wizard levels. Lost Strength returns at a rate of 1

point per hour. Damage must be cured magically or healed

naturally over time.

This spell has a special effect on undead creatures. Undead

struck by the bolt suffer no damage or Strength loss, but they

must successfully save versus spell or flee for 1d4 rounds + 2

rounds per level of the wizard.





Niiraloth's Random Sobriety* (Alteration)



Range:  0

Components:  V, S, M

Duration:  1d4x100 rounds

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell is unusual even for a wild magic dweomer, and is cast

by taking a huge swig of liquor (the material component) after

saying the magic words. It causes a strange type of drunkenness

to overwhelm the caster. The wizard's state of intoxication is

randomly determined every round, as per the table below:



     D100 Roll          Intoxication Level

       01-25              Sober (normal)

       26-50          Slight (double effects)

       51-75         Moderate (triple effects)

       76-95         Great (quadruple effects)

       96-00      Incoherent (casting impossible)



Note that the chance of spell failure inherent to these states

of drunkenness (see the Net Alcohol Guide for more information)

is changed by the spell's magic to mean "chance of wild surge"

instead. Spells which surge because of the random sobriety will

have the enhanced effects noted above. A wizard who is sober

will act and cast normally that round. A wizard in slight

intoxication will have a 25% chance of surging any spell, but

suffers all other side effects of drunkenness. Moderate

intoxication means a 50% chance of surging, with other side

effects retained. Great intoxication will cause all spells cast

to surge (rather than making casting impossible), but has severe

side effects otherwise. Incoherent means that the wizard is in

danger of passing out - if this is rolled twice in a row, then

the wizard will fall unconscious for 1d4 rounds. The caster will

not know his level of intoxication, unless he is sober or

completely unable to act due to incoherentness.

A side benefit of this spell is that the wizard has a chance

equal to the chance of surging to be able to escape (usually by

stumbling, otherwise by colourful chaos-interference) any

negative side effects of his wild surges during that round.

Also, Nahal's Reckless Dweomer has triple chance to cast the

desired spell normally during rounds in which the caster is

either slightly or moderately intoxicated.





Noska Trades' Ghoul Arrow (Evocation, Necromancy)



Range:  70 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature per bolt

Saving Throw:  Negates

Author:  Noska Trades



Ghoul arrow brings into being one bolt of negative energy for

every 5 levels of the wizard. Each bolt can have a different

target. Each bolt forms into three vaguely arrow shaped

projectiles that hurl towards the wizard's opponent. The arrows

never miss their target and inflict 1d6, 1d3, and 1d3 points of

damage respectively. The affected creature must save versus

paralysation or be paralysed in the areas hit by each of the

arrows. Roll 1d6:



     D6 Roll          Area Hit

        1             left leg

        2             right leg

        3             left arm

        4             right arm

      5 or 6          body



Limbs paralysed are rendered useless. Body paralysis eliminates

any Dexterity bonus and results in the victim always acting at

initiative 10. The paralysis lasts for 1d6+1 rounds.

The material components are a handful of ghoul flesh and a drop

of humanoid blood.





Obsession (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Mario R. Borelli 



A person under the effect of obsession is overwhelmed by the

erotic desire for some animate creature chosen by the

spellcaster. A "crush" does not even begin to describe the

effect. The creature must be such that the affected person might

feel some attraction towards it under normal circumstances, and

the affected person will not act contrary to alignment or

personal ethics. The material component is a crushed walnut.





Open Book (Alteration)



Range:  0

Components:  V, S, M

Duration:  Variable

Casting Time:  1 hour

Area of Effect:  Tome touched

Saving Throw:  Special

Author:  Jim Vassilakos 



This spell may be worked upon a single, magically-sealed tome,

causing the tome in question to open at the final utterance of

the spell's verbal components: "Edro!". Note that a name which

the book recognizes as its own must be known by the wizard in

order to effect this spell. Generally speaking, a book which

wants to stay shut may save versus spell at the level of its

writer to avoid being opened, but special conditions may apply

to this, furthermore, very special books may be equipped with

more magical protection, such as the sigil of the author or

powerful runes and wards. Some diamond dust must be sprinkled on

the book for the spell to take effect.





Orko's Lubricity (Alteration)



Range:  3 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Special

Author:  Orko



When cast on an individual creature, this spell gives the same

effect as an ointment of slipperiness. If cast on a single

object of 10 cubic feet volume of less, the object becomes

impossible to grasp. Items held by creatures gain a saving

throw. If cast on a floor it will make a 2 x 2 yards square area

extremely slick: there will be a 95% chance per round that any

creature standing in the area will slip and fall. Fallen

creatures must save versus spell to regain their footing or

crawl out of the area at 1 yards per round.

The material component of this spell is powdered graphite.





Pain (Necromancy)



Range:  50 feet

Components:  V, S

Duration:  3 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jim Vassilakos 



While under the effects of pain, the victim suffers from

excruciating pain and is unable to cast spells or to move at

greater than half speed. The wizard must concentrate on the

target for the spell to remain in working.





Pander's Improved Identify (Abjuration, Divination)



Range:  10 feet and 0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  Special

Area of Effect:  One item per level

Saving Throw:  Special

Author:  Pander Pillma



When Pander's improved identify is cast, magical items

subsequently touched by the wizard can be identified. The eight

hours immediately preceding the casting of the spell must be

spent purifying the items and removing influences that would

corrupt and blur their magical auras. If this period is

interrupted, it must be begun again with a new casting of the

spell and the current spell is lost since this higher level

version requires intense concentration. When the spell is cast,

each item must be handled in turn by the wizard. Any

consequences of this handling fall fully upon the wizard and may

end the spell, although the wizard is allowed any applicable

saving throw. However, immediately before handling each item the

wizard may scan the items for any cursed properties from a

distance of 10 feet without touching the item. The wizard has a

5% chance per level of determining if there is a curse and also

the exact nature of the curse, to a maximum of 90%, rolled by

the DM. Each try is treated as one reading and the wizard need

not use a slot to determine the exact nature of a curse unless

he wishes. This part of the divination can only detect curses,

not traps. It should be noted that the wizard may not add to the

list of original items that were to be examined once this

condition is established. If the act of detecting for a curse

actually triggers one that affects the wizard he may make a

saving throw versus spell to avoid the curse in question.

The chance of learning a piece of information about an item is

equal to 10% per level of the wizard, to a maximum of 90%,

rolled by the DM. Any roll of 96 up to 00 indicates a false

reading (91 up to 95 reveals nothing). Only one function of a

multi-function item is discovered per handling (i.e., a

5th-level wizard could attempt to determine the nature of five

different items, five different functions or a single item, or

any combination of the two). If any attempt at reading fails,

the wizard cannot learn any more about that item until he

advances a level. Note that some items, such as special magical

tomes, cannot be identified with this spell.

Exact attack or damage bonuses, charges of an item may be

determined; one per reading. A longsword, +1/+4 versus undead

has two individual functions.

After casting the spell and determining what can be learned from

it, the wizard loses 8 points of Constitution. He must rest for

one hour to recover each point of Constitution. If the 8-point

loss drops the wizard below a Constitution of 1, he falls

unconscious. Consciousness is not regained until full

Constitution is restored, which takes 24 hours (one point per

three hours for unconscious character).

The material components of this spell are a crushed pearl and

jet gemstone (of at least 100 gp value each), and an owl feather

steeped in wine, with the infusion drunk prior to spellcasting.

If a luckstone is powdered and added to the infusion, the

divination becomes much more potent and the functions of a

multi-function item can be learned from a single reading. At the

DM's option, certain properties of an artifact or relic might

also be learned.





Pilpin's Infatuating Greed (Enchantment/Charm)



Range:  60 yards

Components:  V, S, M

Duration:  1 day + 1 day per level

Casting Time:  1 round

Area of Effect:  One person

Saving Throw:  Negates

Author:  Pilpin



This spell causes a person (as defined in charm person) to be

overcome with tremendous greed. If the person fails a saving

throw versus spell, he will want the first thing of value that

he sees, and if refused, will become very angry. They will not

act against their alignment or foolishly risk their life to get

what they want, but will not give up until they own the item or

one just like it. The person will sell or trade anything they

possess to get the item. Once in possession of the item or a

replica, the affected person will want the next item of value

that they see, and this will continue until the spell duration

expires.

For example: Mel, a lawful good ranger affected by the spell,

becomes infatuated with a beautiful carriage he sees in the

street. Mel attempts to buy the carriage from its owner, but the

owner refuses to sell the carriage on the grounds that it's from

a far away kingdom. Mel denounces him as greedy and

inconsiderate. Mel then starts to journey to the distant kingdom

to get one for himself. Eleven days later the spell wears off

(if cast by a 10th-level wizard) and he finds himself 11 days

away from home attempting to buy a carriage he has no use for.

Shandar, a chaotic evil fighter affected by the spell, spies a

golden crown she just has to have. Unfortunately it belongs to

her boss, a High Priest of Hisisi. Realizing that she can't just

take it, she spends all the money she has to hire an assassin

for the job. The mission is successful and she gets the crown.

When the assassin hands her the crown, Shandar's attention is

suddenly focused on the exquisite ring the assassin possesses.

Quickly deciding that the assassin is no match for her in open

combat, she immediately attacks the assassin. Not very smart:

the assassin kills her.

The spell can be negated by a heal, wish, or a successful dispel

magic. The material components are a gold piece and a small

piece of lodestone.





Pobithakor's Tracer (Divination, Evocation)



Range:  Special

Components:  S

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Paul D. Walker 



This spell was created by an archmage known as Pobithakor the

Powerful, a wizard who was better known as Pobithakor the

Paranoid. His fear of absolutely everything around him drove him

to take extreme measures to protect himself.

This spell is cast when the wizard is being scried upon (see the

Dungeon Master's Guide on Detection of Scrying, page 141).

If a wizard detects that he is being scried upon, by any means,

then the spell can be cast. This spell causes the scrying device

to become two-way. Not only does the scrying creature see the

wizard, but the wizard can see the scrying creature. Also,

whatever powers the scrying device has, such as clairaudience,

the spell also gives the wizard such powers. The range and area

of effect are those of the scrying device itself. The duration

is that of the scrying device. Once the wizard breaks off

contact the spell ends. If the scrying creature breaks off

contact, the wizard can still scry up to the maximum duration of

the scrying device. The wizard will receive all the information

inside his head.

If the scrying creature becomes aware that he is being scried

upon and then casts a dispel magic, the spell will end, but his

own scrying device will become unusable for one day. If the

scrying creature casts Pobithakor's protection, Pobithakor's

tracer will end and the creature's scrying device will be

usable.

This spell can be a useful device for long range communication

for prearranged meetings between two people.





Project Sensory Effects (Illusion)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  20 yards

Saving Throw:  Negates

Author:  John M. Martz 



With this spell, the wizard projects certain sensory effects

onto another target, making it appear that the target is

actually the person casting the spell (sensory effects of

spellcasting are discussed in the Dragon Kings source book,

pages 46-52). The wizard must first cast project sensory effects

normally (note: this spell does not project its own effects when

cast, only the effects of subsequent spells, including

subsequent project sensory effects spells). Then, for the

duration of this spell, the sensory effects of every spell that

he casts have a chance of being projected onto a randomly

determined target within the area of effect.

Each time the wizard casts a spell while project sensory effects

is in effect, simply count all possible targets within 20 yards

of the caster (do not count the caster - do count the caster's

companions and any other humanoid within the area of effect) and

roll the closest die to determine which one is the target. For

example, if there are seven possible targets, roll 1d8,

rerolling any rolls resulting in eight. The target is allowed a

saving throw versus spell, including the -1 penalty when this

spell is cast by an illusionist. If he fails, he appears to be

the source of the sensory effects that normally emanate from the

caster. If he succeeds, the sensory effects appear to originate

from the caster, as normal. A wild mage has a 50% chance of

selecting the target, as long as the target is within the area

of effect; if the roll is above 50%, determine the target

randomly.

The spell affects visual, aural, olfactory, taste, and tactile

effects; "additional" effects are included at the DM's

discretion, but grand effects are never affected. The somatic

concealment proficiency has no effect on whether or not a target

is perceived as the source of any projected effects; however,

the sensory alteration proficiency can be used to increase or

decrease the intensity of the sensory effects regardless of the

perceived source of the effects (see the Dragon Kings source

book, page 48). The material component is a pinch of silt,

collected during a silt storm.





Protection from Chaos, 10-foot Radius (Abjuration)


Reversible



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  10-foot radius sphere around creature touched

Saving Throw:  None

Author:  Unknown



This spell is the same as the 1st-level spell protection from

chaos (q.v.) except with respect to its area of effect.





Protection from School of Magic (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per 3 levels

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





This spell will grant the recipient a +2 bonus to saving throws

against spells of a specified school of magic. If this spell is

cast by a specialist mage and is used to protect against one of

his opposition schools, the recipient gains an additional +1 to

his saving throw versus spell.

Chrysolite is necessary for the spell regardless of the school.

Other material components differ for each of the schools of

magic. They are:



   School                Materials

   Abjuration            No other material component necessary

   Alteration            Diamond

   Conjuration           Iron shavings

   Divination            Opal

   Invocation/Evocation  Miniature brazier

   Illusion/Phantasm     Fleece

   Necromancy            Rosemary



This spell does not apply to spells cast by a wild mage or by an

elemental mage, nor to any spell cast by a priest. Also,

psionics and other spell-like abilities are not affected by this

spell.





Protection from Stoning (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One creature per 3 levels within a 20-foot

radius

Saving Throw:  None

Author:  Ally's Spellbook 



This spell completely protects the affected creatures from all

forms of attack that change flesh to stone for the duration of

the spell. Once cast, the affected creatures may leave the

20-foot radius and still be protected from stoning. The material

component is a basilisk's tail.





Prowess (Alteration)

Reversible



Range:  0

Components:  S, M

Duration:  24 hours

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Mario R. Borelli 



This spell impressively enhances the size, shape, technique,

stamina, and eroticism of the affected creature with respect to

organs and matters sexual. Affected creatures are treated as

having a Charisma of 18 by anyone they cruise or flirt with,

they become stunningly well endowed, and they are capable of

engaging in extremely hot sex without rest (add a bonus of 1d4

x caster's level to all sexual rolls).

The reverse, impotence, makes the subject flirt like a clod,

dance like an orc, and seduce like a used chariot salesman. The

subject will experience appropriate withering, shrinking, and

sagging, and will be unable to achieve erection or lubrication.

Affected creatures are treated as having a Charisma of 3 by

anyone they cruise or flirt with. Orgasm is either impossible or

else premature and highly unsatisfying.

The material component is a leaf of mint.





Quiz's Deathbow (Conjuration/Summoning)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  1/2

Author:  Brian A. Weibel 



At the completion of casting, a magical short bow is created in

the spell caster's hand. This bow allows the wizard to use it as

if he were a fighter of the same level, proficient in the short

bow. The wizard also gains any missile attack adjustments for

Dexterity. The bow itself has a +1 to-hit. It damage varies on

the amount that you pull the string back. Maximum damage is

equal to 1d6 per level. Different combinations of arrows can be

created. Two arrows per round can be fired, as long as the

maximum damage has not yet been met.

For example, if the caster is of eighth level, he can fire eight

1d6 arrows over the course of 4 rounds minimum, a single 8d6

arrow, or any combination between the two. The bow remains in

the caster's hand until all of the magical energy is used up, to

a maximum of 1 round per level, until the caster decides to cast

another spell, or until the caster is hit with a successful

dispel magic. At the completion of the spell, the bow vanishes.

The range of the bow is 5/10/15.

The material component for the bow is a miniature gold short bow

of great artistry worth at least 1,000 gp. For every 1d6 of

damage fired from the deathbow, the material component drops in

value by 5 gp. Note that this is fired damage, not potential

damage. If the caster can fire 8d6 worth of arrows, but chooses

to use only 4d6, the gold bow's value decreases by 20 gp.





Quiz's Nullifying Magic (Illusion/Phantasm)



Range:  30 yards + 10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One magic using creature

Saving Throw:  Special

Author:  Brian A. Weibel 



When this spell is cast, the wizard creates the illusion of one

of the most fearsome things imaginable to the victim, simply by

forming the fears of the victim's subconscious mind into

something that his conscious mind can visualize. In this case,

the fear is that the victim can no longer cast spells.

The only defense against Quiz's nullifying magic is an attempt

to disbelieve, which can be tried as many times as desired. To

disbelieve the phantasm, the subject must specifically state

that he is making the attempt and then roll a saving throw

versus spell. For each attempt of a saving throw after the first

there is a -1 to the roll. For example, attempting a fourth

saving throw would have a -3 penalty to the dice roll.





Random Spell II (Invocation/Evocation, Wild Magic)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One spell

Saving Throw:  None

Author:  Peter Gourlay 



This spell is identical to the 1st-level random spell I, save

that it duplicates the effects of a 4th- or 5th-level spell.





Rathe's Trigger (Conjuration)



Range:  3 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  One cube foot per level maximum

Saving Throw:  Special

Author:  Aaron Sher 



The trigger spell is designed as a defensive spell. When it is

cast, the wizard defines a volume which must be at least half a

foot in every dimension. This area begins to glow faintly. The

wizard then casts another spell directly upon the trigger's area

of effect. It must be touched by the wizard when applying the

second spell. The glow then vanishes, but both spells remain.

The second spell is held by trigger until someone enters or

touches the spell's area of effect. At this time, the second

spell will go off.

If it is an area effect spell (fireball or web, for example) it

will be centred on the centre of the trigger area. Other

considerations (the dimensions of the web, for instance) must be

specified at the time of casting the second spell.

Person-affecting spells (hold person or charm person, for

example) will be applied to the person who triggered the spell.

A saving throw is applicable only if allowed by the second

spell. If the wizard is in or touching the trigger's area of

effect, it will not go off. This allows the wizard to escort

others safely through the trapped area.

One possible use for this spell is two triggers overlaid in a

corridor, one with a fireball, and the other, placed slightly

behind the first, with a wall of force. If a person enters the

regions from the wrong direction, the fireball will go off, and

the wall of force will instantly restrict the blast to one

direction. If a person enters the regions from the other

direction, the wall will trigger first and shield him from the

blast. The spells will last until triggered, but if the second

spell is not applied immediately, the trigger will only last one

turn per level of the wizard. The material component is a black

pearl of not less than 500 gp value per level of the second

spell.





Reconstruct (Divination)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  One pound per level

Saving Throw:  None

Author:  Paul D. Walker 



This spell temporarily resurrects an item that was shattered,

burnt, or disintegrated, so that the forensic wizard may study

it. He must gather as much of the debris as possible, for

otherwise the object can be but partially reassembled, in which

case it may be illegible or unidentifiable. The object will be

very fragile, but it may be the subject of various divination

spells such as identify or reveal owner. The material component

is a drop of honey.





Resist Electricity (Alteration)



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 2nd-level

priest spell resist electricity (q.v.).





Resist Fire (Alteration)



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 2nd-level

priest spell resist fire (q.v.).





Rhuva's Spellscan (Divination)



Range:  0

Components:  V, S, M

Duration:  4 hours + 10 minutes per level

Casting Time:  1 minute

Area of Effect:  10-yard per level radius sphere

Saving Throw:  None

Author:  Colin Roald 



Provided the wizard is conscious and within the area of effect,

he will be made aware of any spellcasting conducted in that

area. The particular spell cast is not made known, but the

location of the wizard is, precisely if the wizard is familiar

with the area, generally otherwise. The notification is

sufficient to disrupt casting in progress, unless it is

consciously suppressed before casting (if suppressed, the wizard

does not realise the scan was triggered). Material component is

a handful of crystal dust.





Roland's Wondrous Wardrobe (Alteration)



Range:  0

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Magii-Milkman 



This spell allows the caster to change the cut and design of the

target's clothes and armour as he sees fit during the duration

of the spell. This spell may be used to alter the caster's

clothing into armour and change them back again at will during

the duration of the spell. If the target is not the caster then

the recipient is allowed to make a saving throw each time his

outfit is changed or altered. The material component for this

spell is a miniature wardrobe carved out of wood. The verbal and

somatic gestures consist of dancing around in a little jig and

saying "Seven with one blow!".

Origins: Roland thought that this spell would be more useful

because he would be able to change in and out of armour at will.

In addition he thought that if anyone were to annoy him or try

casting spells he could make their clothes ill-fitting or clad

them in heavy armour, making spell casting difficult if not

impossible. However, he again never saw his short-sightedness

and never foresaw the possibility of having to take his armour

off in the first place in order to cast this spell.





Sacremon's Emperor's New Clothes (Illusion/Phantasm)



Range:  5 yards per level

Components:  V, S

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One person

Saving Throw:  Negates

Author:  David Kelman 



This spell, devised by my gnome illusionist primarily as a good

prank spell, causes all of the target's clothing and bodily

possessions to become invisible, but not the target itself. The

target sees his or her clothes as they normally are. Swords in

scabbards are considered bodily possessions, but not if in hand.

Any clothes put on after the spell is cast do not become

invisible. Invisible items remain so for the duration of the

spell or until dispelled.





Sand Storm (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  4

Area of Effect:  50-foot radius

Saving Throw:  Special

Author:  Michael Kenyon 



This spell creates a sand storm from any convenient source of

sand, gravel or loose topsoil in the area of effect, which may

be used either defensively or offensively. In its defensive

capacity, the sandstorm may be used as a cloak for an escape or

as a means of blocking pursuit. In an offensive capacity, it may

be centred on one or more persons and have effects on them. The

degree of the storm created is variable, based on a 1d20 roll on

the table below. For every 3 levels of the wizard casting the

spell, the wizard may add or subtract a 1 modifier. Unless noted

as such, there is no saving throw for effects.



D20 Roll  Type of Storm    Effects

 01-04        Light        Obscured vision, 3/4 movement rate

 05-12      Moderate       Obscured vision, 1/2 movement rate, 1 HP per

                           round damage

 13-17        Heavy        Obscured vision, 1/2 movement rate, 1d4 HP per

                           round damage

 18-19      Turbulent      Obscured vision, 1/4 movement rate, 1d6 HP per

                           round damage, save versus death magic +2 or

                           choke on dust, etc. for 1d10 damage extra (roll

                           each round until the saving throw is made)

  20         Extreme       Obscured vision, 1/8 movement rate, 1d8 HP per

                           round damage, save versus death magic or choke

                           on dust, etc. for 1d10 damage extra (roll each

                           round until the saving throw is made), save

                           versus spell or be blinded (save once)



Note that any man-sized or smaller flying creature is downed by

a heavy storm, large creatures are downed by a turbulent storm

and gargantuan creatures are downed by an extreme storm.

The material component of the spell is a handful of fine sand

which is blown off the hand in the direction in which you wish

the sand storm to rise.





Sanh's Laser Bolt (Evocation)



Range:  6 yards + 1 yard per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



Sanh's laser bolt is the most powerful of Sanh's simpler light

ray spells. It inflicts 1d6 hit points per level of the wizard.

A fumbled saving throw results in permanent blindness in one

eye, followed by 1d6 rounds of total blindness and 2d6 rounds in

a dazzled state. As per the earlier spells, the light is both

monochromatic and non-magical.





Sanh's Slippery Surface (Alteration, Evocation)



Range:  1 yard per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Special

Author:  Max Becherer 



When cast, this spell covers a surface (usually a floor) with an

unstable, rapidly shifting force field, rendering it extremely

slippery. Anyone within the spell's effect must roll a Dexterity

check for every action taken to avoid slipping and falling. The

following penalties apply:

*  Standing: -1

*  Walking: -3

*  Running: -5

*  Fighting: -9

Anyone who falls will slide toward the edge of the area

affected. Creatures with magic resistance roll each round to be

unaffected for that round only.

The area of effect is one 10x10 feet square per level (100

square feet), and the duration is one round. If the wizard

wishes, area may be traded for duration, for instance, a

10th-level wizard may affect 1000 square feet for 1 round, 500

square feet for 2 rounds, 250 square feet for 4 rounds, etc. The

area affected must, however, be at least 10 square feet (that

would be 10 square feet for 100 rounds for our 10th-level

wizard).

The surface the spell is cast on must be relatively smooth. A

wooden floor with a loose board or two, or a slightly bumpy

stone surface is OK, gravel, however, is not. It is also

possible to cast Sanh's Slippery Surface on a wall (rendering it

impossible to climb on) or a ceiling.

The material component for this spell is a small vial of oil, or

a fresh banana peel. Using oil of slipperiness (one tenth of an

ounce) doubles the effect of the spell and adds an additional -1

penalty to all Dexterity rolls.

Note: Using oil of etherealness as a material component is an

invitation to disaster. If this is done, roll 1d100 on the

following table:



  D100 Roll  Effect

    01-85    Opens a rift to the ethereal plane, see below

    86-95    Spell fizzles

    96-99    Spell functions at half the wizard's level

     00      Spell functions normally



The wizard must save versus death magic or be destroyed. All

within 20 feet of wizard save versus death magic or be thrown

into an ether cyclone. The wizard is automatically sucked in. 20

feet diameter rift to ether lasts 1d6 turns + 1 turn per level

of wizard. There is a 1% chance per level of the (very foolish)

wizard that the rift will be permanent.





Sarius' Golden Circles of Protection (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  One floating 2-foot diameter circle plate per

level

Saving Throw:  None

Author:  William T. South 



This spell creates golden, shimmering circular plates of force

which move around the wizard in a constant motion, deflecting

any missile, hand, or weapon attacks directed at the wizard. The

Armour Class of the wizard is improved by a factor of 1 for

every three circles still active and any successful physical

melee attack (other than boulders, ballista, or attack forms

similar to a dragon's belly-flop manoeuvre) will be deflected

automatically. Non-missile attacks by creatures with an

effective Strength of 21 or greater require a saving throw

versus breath weapons to deflect.

Each circle is able to sustain 6 points of damage before being

disrupted, so if a deflected attack does not cause enough damage

to disrupt a circle (chosen randomly) the circle will remain

active. For every five circles active, the effects of breath

weapons directed at the wizard will be reduced by 1 HP per

damage die, with 1 HP per level being the maximum reduction

allowable. But, unless the breath weapon causes less damage than

the current hit points of a circle, it will assuredly disrupt

the entire field of circles in the process.

While the circles orbit the wizard he is at a -1 to-hit penalty

for every circle active whenever a to-hit roll is needed,

including spells. The wizard may create fewer circles than the

maximum possible. The material component of this spell is a

single gold piece for every circle created. All pieces are

thrown into the air where they disappear and are replaced by the

floating circles.





Selective Defiling (Alteration, Necromancy)



Range:  20 yards

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Negates

Author:  Matthew Charlap 



As a preserver is avidly against defiling, the typical

preserver, after sufficient experience, will realize what causes

defiling, and why preserver spells don't defile. As such, he can

learn to use this knowledge for his own good.

This spell may emulate any cantrip-like effect, the energy for

the spell being drained from a specific plant source. The spell

can be used for two specific purposes - any other use is

strictly prohibited to one who wishes to preserve the land.

*To kill a carnivorous plant that is a threat. Because of the

selective nature, the preserver can drain the plant's life

without affecting the non-hostile plants around it, and will

thus leave the soil nutrient rich.

*To neutralize organic poisons. Organic poisons, since they are

made from the basic elements of life, are also affected by

defiling spells, but only if specifically targeted. Note that

with this use, another spell effect should not be allowed.

Any other use of this spell condemns the wizard to the penalties

normally associated with a preserver casting a defiling spell.





Sex Slave (Enchantment/Charm)



Range:  10 yards

Components:  V, S

Duration:  1 day per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Mario R. Borelli 



This very powerful spell reduces a living, intelligent person

into a lascivious, nymphomaniac sex slave whose only interest is

bringing the caster to orgasm after creative orgasm. Once the

spell has transpired, the former slave remembers everything that

has happened. However, the subject while enslaved will not only

not object but will enthusiastically agree with every sexual

suggestion made short of death. This spell is unequivocally

evil.





Shadow Bridge (Illusion/Phantasm)



Range:  20 feet

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  5-foot wide, 5-foot long per level rectangle

Saving Throw:  Special

Author:  Aaron Wigley 



This brings into being a shadowy construct that people who

believe in it can see clearly. The wizard automatically believes

in the spell, others have to save versus spell to do so.

The bridge will support any weight put upon it, as long as that

weight is put there by people who believe in the spell (physical

objects dropped onto the bridge will fall through), even if

there is no apparent support. The bridge can take on the form of

a bridge, staircase or ladder.

The bridge lasts for the duration, but only as long as the

wizard concentrates on it and has line of sight with it. The

wizard can discontinue the spell at any time.





Shadow Stave (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  8

Area of Effect:  Special

Saving Throw:  None

Author:  Aaron Wigley 



This spell brings into being a dark, hardwood quarterstave, that

gives off a slight, dark glow. The stave is woven from wisps

from the plane of shadow, and remains in existence for the

duration of the spell.

The weapon is considered to be magical, with a +1 rating per

every 5 levels of the wizard (+1 to-hit, +1 damage, -1

initiative). The wizard has the weapon ready to parry or attack

at the end of the casting, (somatic components allow the action

of a normal quarterstave attack).

Only the wizard can use the weapon. If the staff is dropped,

only the wizard can pick it up. To all others it is

insubstantial. The wizard can phase the weapon in and out of

reality (this action is considered to be at speed 1, and can be

combined with a normal attack, for example, to phase the staff

into reality, and perform a normal attack, the weapon speed is

1 higher than normal). While it is phased out of reality, the

staff is only solid in the wizard's hands, it appears to be a

shadow of its normal form, and it can pass through physical

objects. While phased, it can hit incorporeal objects that are

involved with the shadows.

The weapon does 1d6 + the plusses listed above points of

temporary damage (that lasts for an hour) to physical beings.

Illusionary beings and beings made from shadows take permanent

damage.

Material components are powdered carbon, and at least a splinter

of hardwood.





Shadowfire (Alteration, Invocation/Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  Special

Author:  Peter Gourlay 



Shadowfire combines fireball and darkness, 15-foot radius. The

spell creates an immobile area of darkness, 20 feet in radius.

The instant after the spell is cast, the darkness is filled with

rippling black fire, doing 1d4 points of damage per level of the

wizard, to a maximum of 10 dice. A saving throw is allowed for

half damage, but not to ignore the darkness. The damage only

occurs on the first instant, not in subsequent rounds. Unlike a

fireball, the flames do not adjust to fill thier maximum

potential volume. The material component is a lump of coal.





Shailar's Spell Concealment (Illusion)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  Special

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





By use of this spell, it becomes possible for a wizard to

conceal the motions and sounds used to cast spells. Essentially,

an illusion of the caster performing mundane activities

applicable to the current situation is created, i.e., eating

food if at a banquet or browsing through goods at a bazaar.

Viewers that suspect that something is amiss are allowed a

saving throw versus death magic at a -2 to negate the effects of

the spell in so far as the viewer is concerned. Viewers that

make their saving throw are allowed to communicate the truth of

the fallacy to others, thus allowing them one additional saving

throw with a +2 on the die roll. The reaction of the viewers is

entirely dependent upon the situation at hand (peasants and

serfs might become frightful, while regents and royalty could be

infuriated, for instance).

If desired, the Wizard may cancel the spell at any time. The

spell lasts for 1 turn per level of the caster or until the

wizard character has cast any quantity of spells equal in level

to the experience level of the wizard.





Shut Up (Alteration)



Range:  60 feet

Components:  V, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell causes the mouth of the victim to disappear (only

skin will be present) for the duration of the spell. The victim

may not talk (except in muffled noise), nor place any objects in

his mouth. When cast against a wizard, a dispel magic will

negate shut up; however, concentration of any previous spell in

the works will be broken. The material component is a plaster.





Snowball (Evocation)



Range:  10 yards + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  2-yard radius sphere

Saving Throw:  1/2

Author:  Unknown



A snowball is an explosive burst of cold gas, which comes into

being with a loud "whoosh" and delivers damage proportional to

the level of the wizard who cast it, i.e., 1d6 points per level

of the wizard. The snowball doesn't expend a considerable amount

of pressure, and it will generally conform to the shape of the

area in which it occurs, thus covering an area equal to its

normal spherical volume (the area which is covered by the

snowball is a total volume of roughly 33000 cubic feet).

Besides causing damage to the target, the snowball freezes all

liquids within its radius. Items exposed to the spell's effects

must make a saving throw to avoid being affected. Items with a

creature which makes its saving throw are considered to be

unaffected. The wizard points his finger and speaks the range

(distance and height) at which the snowball is to come into

being. A streak flashes from the pointing digit and unless it

impacts upon a material body prior to attaining the

pre-described range, blossoms into the snowball.

If creatures fail their saving throws, they all take full hit

point damage from the spell. Those who make their saving throw

manage to dodge, fall flat or roll aside, and thus take only

half damage from the effect of the spell. The material component

of this spell is a hollow crystal filled with water; suspended

in the water are tiny white quartz flakes (cf. fireball).





Sonoric's Magic Tracker (Divination)



Range:  Special

Components:  V, S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  3

Area of Effect:  20-foot radius sphere

Saving Throw:  None

Author:  Tim Prestero 



With this spell, the wizard is able to illuminate the tracks of

any being of which he has a some item that was in contact with

the being a number of turns equal to the wizard's level

previously. The item could be anything from a shirt, to a scrap

of hair, or drop of blood. The tracks are only visible to the

wizard, and only tracks within the area of effect are visible.

The spell only illuminates tracks within the spell's area of

effect (which moves with the wizard), and will only illuminate

tracks made on a solid surface (i.e., if the being being tracked

took to flight, or dove into water, the trail would end there).

However, if the wizard is able to reach the spot where the trail

was resumed (i.e., the being being tracked wades out of a river

at a certain spot), the wizard may resume tracking.

It is up to the wizard to determine which direction leads to the

most recent tracks (i.e., which are coming and which are going),

although the spell does illuminate a "footprint" of the being

which is being tracked. The spell will allow the wizard to track

the being if it climbed walls, and even if it tried to obscure

its path, by throwing dirt over it. Objects over 3 inches thick

covering the path, however, do obscure it.

The material component of the spell is some thing which had been

in contact with the creature to be tracked, up to the wizard's

level in turns previously. Once the spell is cast, the wizard

need not carry the item with him.





Sonoric's Trance (Divination, Enchantment/Charm)



Range:  Special

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  10-foot radius sphere

Saving Throw:  None

Author:  Tim Prestero 



This spell allows the wizard to mimic the actions of a creature,

provided the actions occurred within a number of turns equal to

the wizard's level. During the casting of the spell, the wizard

must touch some object which the target creature was in contact

with for at least a round, and that contact must not have

occurred more than the wizard's level in hours previously (this

object is not consumed in the casting).

Upon casting the spell, the wizard goes into a trance, during

which he loses all control of his actions (save versus spell at

-4 to break spell), and begins mimicking the most recent actions

of the target, provided the actions occurred within the area of

effect. The spell does not allow the wizard to mimic actions of

which he is incapable, such as climbing walls, or broad jumping

20 feet, and the wizard merely imitates any spells the target

may have cast, and doesn't actually cast the spell (although

observers may recognise the spell he is attempting to cast). If

the target did something which would take it outside of the area

of effect, such as rapid movement beyond the abilities of the

wizard, or teleportation, the spell is broken.

The wizard must decide how far back in time he would like to

begin mimicking the actions of the target. The actions of the

target may take the wizard beyond the original area of effect,

but there is a 10-foot radius sphere over which is determined

whether or not the target left the area of effect.

The wizard has the option of casting such movement spells as fly

and feather fall, prior to trance, to facilitate movement such

as climbing, and even flying, and to take the pain out of such

actions as falling (if the target was a clutz). The target must

be man sized, and humanoid.

The wizard's trance will be broken by such things as damage,

slapping, and other unpleasant stimuli.





Soul Safe (Abjuration, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Geoffrey Edward Fagan 



With this spell, a necromancer stores the soul of the recipient

in a piece of jet, the material component. While his soul is

thus protected, a character suffers a penalty of -2 to attack

rolls and saving throws, he does not heal naturally, and magical

healing functions on him at only half normal efficacy. If the

character is slain by undead while under the effects of this

spell, however, his soul cannot be corrupted and forced to rise

as undead itself (though the body can still be animated as a

zombie or skeleton). If the soul safe is destroyed, or if the

spell expires, the soul will return (across any distance) to its

body, unless that body is dead, in which case it will journey to

its final resting place. This spell affects only races with

souls: dwarves, halflings, and humans.





Speak with Dead (Necromancy)



Range:  1 foot

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell is similar in operation to the 3rd-level priest

spell. The wizard must have the majority of the remains of the

body, including the head or skull. The dead are as evasive as

possible when questioned. Though the dead cannot tell outright

lies, they will tell half-truths or be very cryptic. The dead

will have great though not total knowledge of the wizard and his

goals (the DM should assume that whatever he knows, the dead

person also knows). This spell is more powerful than the priest

spell, but the dead tend to be as unhelpful as possible. Even

dead people who agree with the necromancer will dislike being

summoned. This spell cannot be cast more than once per month on

any single creature, and any creature summoned more than once in

any given year by the same necromancer receives a +3 to its

saving throw.



 Wizard's   Maximum Length      Time      Number of

  Level      of Time Dead    Questioned   Questions

 up to 6        1 month       3 rounds        3

   7-8          1 year        5 rounds        5

  9-12         10 years       1 turn          7

  13-15       100 years       1 turn          9

  16-20      1000 years       2 turns        11

   21+           any          2 turns        13



A necromancer specialist always casts this spell as if he were

one level higher. Players should be forewarned of possible side

effects of casting this spell (loosing spirits, attracting the

attention of lower planar powers, etc.) that occur at the

discretion of the DM.





Spellcrystal III (Conjuration, Invocation)



Range:  0

Components:  V, S

Duration:  3 months + 2 months per level

Casting Time:  3 rounds

Area of Effect:  One crystal, worth at least 300 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 Call (Conjuration/Summoning)



Range:  20 yards

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



Spider call summons a variable amount of spiders to fight for

the wizard. The spiders will fight for the duration of the spell

and then disappear, but they cannot be used for other tasks.

This spell was developed by drow wizards in the service of

Lolth. Spiders are selected from the following table, depending

on the wizard's level:



Wizard's Level            Summoned Spiders

      5-7                       large

      8-10                      huge

     11-13                      giant

      14+                       phase



The wizard can summon up to 1 HD of spiders per level (drop all

fractions). Giant spiders count as five Hit Dice and phase

spiders count as six. A wizard can always summon spiders from a

lower level. Only one type of spider can be summoned, and all

remainders are lost. Giant water spiders can be summoned at

eleventh level and giant marine spiders at fourteenth. Other

types of spiders can also be summoned, at the DM's discretion.

The material component of this spell is a drop of the wizard's

blood.





Spirit Call (Conjuration/Summoning)

Reversible



Range:  10 yards

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This summons one incorporeal spirit of Hit Dice equal to one

half the wizard's level from the astral plane. The round after

it is summoned, it will begin to perform services for the

wizard. In its native form, it is a powerful unseen servant

which can go up to 100 yards from the wizard, lift 50 pounds per

Hit Die, and fly at 18. This form has a punch for 1d6 points of

damage, AC 0, and takes one point of damage from any weapon

blow.

Secondly, it may provide animating force to a body or statue, in

which case it uses whatever weapons or armour are available (a

stone statue will be AC 0, damage 2d6 or by weapon, MV 9, unless

affixed or possessing wings).

Thirdly, it may attempt to take over the body of one enemy

creature. The being so affected is allowed a saving throw, and

the spirit will be forced back to the astral plane immediately

if the saving throw is successful. If the saving throw fails,

effects are as a domination for the duration of the spirit call,

but the domination cannot force someone to use magic (the spirit

would not understand the instructions). A spirit who has less

than half of its hit points left will be unable to possess

someone.

The spirit can be forced back to the astral plane by a

successful dispel magic, or by casting the reverse of this

spell, dismiss spirit.

The material component is a piece of candy.





Spiritwatch (Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  100-yard per level radius

Saving Throw:  None

Author:  Kurki Risto 



This spell will summon and bind the spirit of a recently dead

person to watch over and guard the caster or an area specified

by the caster at the time of the casting, for the duration of

the spell. The spirit is obliged to warn the caster, but only

about any visible and obvious threat that it can sense or about

any intruder on the warded area, as specified by the caster. The

only person able to communicate with the spirit is the caster.

The material component is a recently deceased body.





Stanza's Diseased Kiss (Necromancy)



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  A.C. 



This spell causes one randomly chosen normal sexual disease in

the victim.





Steamball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it creates a

blast of super hot steam instead of fire. The material component

is a ball of bat guano and salt from boiled seawater.





Steelskin (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell hardens the skin of one creature so it is better able

to resist physical attack. A creature protected by this spell

has its Armour Class lowered by two, and takes -1 on each die of

damage from physical attacks. The material component of the

spell is a small steel bar.





Stone Limbs (Alteration)



Range:  10 yards per level

Components:  V, S

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  1d4 creatures in a 40-foot cube

Saving Throw:  Negates

Author:  Peter Gourlay 



Unless the victims save versus spell, they will find that all of

their limbs, and indeed their entire bodies, have grown heavy

and stiff. All to-hit rolls are at -2, and Armour Class is

raised by two. Initiative rolls are made with a +3 penalty. The

creature's movement rate is cut in half, and non-magical flying

is impossible (though creatures that are flying when first

affected by this spell will glide to the ground, not fall).





Stoneskin II (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Infinite

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jim Vassilakos 



The recipient of this spell is completely immune to one

non-magical attack. Only one stoneskin can be cast on one

creature, any next one cancelling the previous one. The material

component for this spell is a diamond worth at least 300 gp.





Stren's Improved Floating Disk (Conjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dean Dretske 



This spell is an improved version of Tenser's floating disk. The

big improvement is the speed of the disk - now 30. The disk can

also move from 3 feet to 30 feet off the ground or water. The

disk movement is based relative to the wizard, which prevents

the wizard from riding their own disk. However, if two wizards

use this spell, they can ride each others to travel. This travel

can either be in the form of independent movement (tricky to

communicate since somebody else is steering yours) or

master-slave. In the master-slave travel, one wizard steers a

disk while he rides on a disk which stays the same distance from

its wizard.



S1 <--> S2 <--> M



Caster 1 is the master and riding in the back (caster 3's disk).

Caster 2 is in the front riding on the master's disk - his own

disk stays x feet behind him. Caster 3 rides in the middle and

his disk also stays x feet behind him. Caster 1 steers the chain

while the other two can sleep, eat, cast spells, etc. All other

parameters are the same as Tenser's floating disk.





Strength of the Damned (Alteration, Necromancy)



Range:  0

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  None

Author:  Garinthrall 



This is a variant of the 2nd-level strength spell. Unless

otherwise noted it mimics the effects of strength. This spell

can only be cast on a willing recipient.

This spell utilizes a creature's own life force, temporarily

binding it with negative material plane energies, channelling

the resulting energy flow to produce unholy strength in the

spell recipient. Strength gained is based upon class as follows:



             Class            Strength Gain

            Warrior            1d10 points

            Wizard             1d6 points

            Priest             1d8 points

             Rogue             1d8 points



All character classes, not just warriors, have the chance to

jump into exceptional Strength ratings as if they were warriors

providing that this spell gives the recipient greater than 18

Strength. Warriors, on the other hand, are allowed to advance as

high as 19 Strength through the use of this spell.

The recipient of the spell will undergo a minor change in

appearance as well while the spell's duration is in effect.

Bright, white, pinpoints of light will glow in the centres of

the subject's eyes as a result of the large quantity of negative

plane energy that is being utilized to augment the character's

Strength.

At the end of the spell's duration, the recipient will

experience a terrible backlash from the exertion upon his life

energies and the terrible experience of such close contact with

negative material plane energies. As the spell's duration ends,

the recipient must make a saving throw versus death magic.

Success means that he takes only 2d8 points of damage. Failure

indicates that the life force of the character was damaged

greatly and the character takes 2d8 points of damage and also

loses one life energy level (experience level, Hit Dice, etc.).

Creatures without Strength ratings receive a bonus of +2 to

attack and damage rolls on all attacks.

The material component for this spell is a bit of bone from a

giant skeleton or a pinch of vampire dust.





Styrman's Fireform (Invocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Styrman 



This spell causes the wizard to be surrounded by an aura of

magical fire. It will cause non-living objects not in the

initial area when spell is launched to burn (i.e.: the wizard

doesn't end up naked). It does 2d4 points of fire damage to

anyone within 10 yards of the caster during the duration of the

spell. It can be cancelled by very heavy rain or immersion.

During the duration, it adds the effects of fire resistance upon

the caster, but increases cold damage by +1 per dice.

Obviously, Styrman developed iceform as well (use your preferred

components, sulphur and glass or mashed firenewt brains and

snowman's broom respectively, or whatever).





Suggest Illusion (Illusion/Phantasm)



Range:  6 yards + 1 yard per level

Components:  V, S, M

Duration:  4 rounds + 1 round per level

Casting Time:  3

Area of Effect:  One creature per 3 levels

Saving Throw:  Negates

Author:  Paul D. Walker 



This devious spell causes a targeted creatures to believe that

they have just discovered and successful disbelieved an

illusion. This is a bit of misdirection caused by the wizard, as

the item selected by the wizard to be believed as an illusion

could actually be real.

This spell could be great for causing enemies of the wizard to

walk into a pit because it "does not really exist".

If the victim has a reason to believe that a so called illusion

is actually not an illusion, then he get a saving throw versus

spell to actually determine if the item is an illusion or not.

The material component of this spell is a bit of burning

incense, which of course adds to a magical "atmosphere", thus

making the victims believe even harder that they are really

seeing an illusion.





Tanach's Timely Component (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Sol Sukut 



This spell is useful for creating a component when away from a

guild or supply point. The spell is cast as the wizard names the

desired component. If the component is monetary, such as jewelry

or powdered gems, twice the amount required in gold pieces must

be held in the wizard's hands during casting, that is, 500 gp

worth of powdered ruby requires 1000 gp or 1000 gp worth of gems

or jewelry. The desired component will appear at the end of the

casting. Note: the component will not appear in a containment

vessel if one is required. The wizard must hold this in hand as

well and the component will then appear in the held vessel.





Teeth and Claws (Illusion/Phantasm, Necromancy)



Range:  60 yards

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  



After casting teeth and claws, the caster merely has to advance

towards his intended target, baring his teeth and hands

predatorily before tossing a tooth or claw at the target. If the

creature fails its saving throw versus spell, it sees the

advancing spellcaster as something or someone inimitable and

flee. What follows is not entirely in its mind. The sound of

claws scrabbling over the ground and teeth snapping are audible

to all within hearing range. Outside of the target's mind, teeth

and claws has no physical body aside from four sets of claws and

a mouth full of teeth. Teeth and claws is 90% invisible in

shadows and darkness. It is fuelled by the target's imagination

and fears, and continues pursuit until the target successfully

disbelieves in it. Therefore, doors and other barriers would

only delay pursuit. Teeth and claws will pace and claw at the

barriers. Should these barriers be removed and the victim

continues to believe in it, teeth and claws resumes pursuit. If

it catches up with the target, it will attack as a 1 HD creature

(4 claws at 1d2, teeth at 1d4). Teeth and claws can only be

attacked with +1 weapons or better. The spell expires when the

target successfully disbelieves it or if it takes 8 points of

damage. The creature has AC 4. The material component is the a

tooth or claw from some predatory creature - prepare yourself -

and turns to dust in either case. It does not affect the

phantasm's appearance because it has none outside of teeth and

claws.





Teht's Improved Scent Masking (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature or item

Saving Throw:  Negates

Author:  Joe 



This spell is similar Drawmij's scent mask in the Greyhawk

Adventures hardcover, with the added benefit of not only masking

the scent of the recipient, but also to enable the target to

smell like something else. However, the recipient is not immune

to the smell, so don't make your friends smell like troughs. The

material component is a piece of what you wish to make the

target smell like: skunk fur to freshen up your mother in law,

for example.





Telepathic Familiar (Divination)



Range:  1 mile + 1 mile per 2 levels

Components:  V, S

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  One familiar

Saving Throw:  None

Author:  Unknown



This spell enables the wizard and his familiar to communicate

mind-to-mind as though they were speaking with each other. It

provides for greater understanding and depth of communication

than is enabled by the empathic link automatically conferred by

the find familiar spell. If the wizard and his familiar become

separated by a distance greater than that allowed while the

spell duration is still in effect, the spell does not wink out

but begins functioning again if the distance is closed.





Tenser's Deadly Strike (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Tenser



This spell improves the martial prowess of the wizard. All melee

attacks made by the wizard are at the usual chance to hit, but

every successful attack does maximum normal damage to the

opponent for the duration of the spell. The spell only affects

hand-held melee weapons and hurled weapons, not device-propelled

missile weapons. The material component is a set of tiger claws.





Thunderball (Invocation/Evocation)



Range:  100 feet

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Jeff Smith 



When the spell is cast, a ball of fire (like a fireball)

blossoms, that does 10 points of damage. If the victims fail

their saving throw, they are also stunned for 1 round per level,

because thunderball also hits them like a concussion grenade.

Because of the concussion aspects, things such as skeletons are

also affected. A very simple spell, but not one to be used

underground, as the concussion could cause a cave in. The

material component is rain water from thunderstorm.





Thunderclap (Alteration)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius circle

Saving Throw:  Negates

Author:  Ally's Spellbook 



At the completion of this spell, a powerful sound wave emanates

from the caster in a deafening boom. All creatures (excluding

caster) must save versus death magic or be stunned for 1 round

per 3 levels of the caster's ability. Creatures making a

successful saving throw are deaf for 2 rounds per level of the

caster (as per magic missile). Stunned creatures fall to the

ground and are incapable of any actions. The material component

is a bit of ash of a tree struck by lightning.





Timejump (Alteration, Enchantment)



Range:  0

Components:  V

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Joseph Delisle 



Timejump allows the teleport ahead in time by roughly 60

seconds. When the spell is cast, the wizard disappears for 1

round, and then reappears in the same place. For the wizard, the

shift in time is instantaneous, so he cannot prepare for

"re-entry" in any way. The wizard reappears at the same time in

the round that he disappeared (using initiative as a clock), and

cannot take any actions during the round of "re-entry". If a

solid object is blocking the spot where the wizard will

reappear, then he will be trapped in the astral plane. Getting

home is up to the wizard.





Timespeed (Alteration, Enchantment)



Range:  30 feet

Components:  V, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One creature per 2 levels in a 20-foot long

square

Saving Throw:  None

Author:  Joseph Delisle 



This spell is similar to a haste spell, but instead of speeding

up the recipients' metabolic reactions, timespeed alters the

flow of time around the recipients. As a result, for every

minute that passes in the real world, 2 minutes pass for those

affected. Because time itself is being changed, those affected

by this spell do not age. On the down side, all spells or spell

effects cast on the recipients of a Timespeed only last half as

long (going by "real world" time), regardless of whether or not

they were cast before or during the Timespeed. The maintenance

cost of psionic powers that affect only the psionicist is

doubled as well. Wizards cast spells as if they were under the

influence of an alacrity spell (see the Tome of Magic).

The material components are two clock faces painted on slate,

one an hour ahead of the other. These are consumed during the

casting.





Tomelore (Divination)

Reversible



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  15 rounds

Area of Effect:  Book touched

Saving Throw:  None

Author:  Unknown



With tomelore, the wizard knows whether a text is cursed, what

language it is in, its author, and other general information

about its contents. Nothing specific about its safeguards,

contents, or history will be revealed, though. The material

component is a lens, and is not consumed in the casting.

The reverse of this spell, tomelie, makes all of the above

information seem to be other than it is when determined using

divinatory spells. It lasts for one month unless dispelled. The

material component or the reverse is a drop of black ink.





Twilight's Companion (Conjuration/Summoning)



Range:  1 mile per level

Components:  S, M

Duration:  Special

Casting Time:  2d12 hours

Area of Effect:  5 animals

Saving Throw:  Negates

Author:  Robert A. Howard 



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

familiar. When the spell is cast, five animals will be summoned

to the caster. The caster chooses whichever animal he wants as

his familiar. The familiar will usually be stronger than others

of its kind (roll normal Hit Dice, rerolling any rolls of 1, 2,

or 3). In addition, the animal will be smarter than normal

animals (roll 2d4 for Intelligence, adding on normal creature

Intelligence to the result). It is possible to gain

pseudo-dragons or other exotic creatures as familiars with this

spell. In all other ways, this spell is similar to the find

familiar spell, except that along with the herbs that must be

burnt, an offering must be made - if raw meat is offered, for

instance, then you could get a wolf, a coyote, a hawk, a badger,

and a bobcat to arrive, all of whom make savings throws versus

death magic. If they save, then they will just flee, and the

caster must make his choice from those animals that remain

behind. The caster can refuse all of the animals, but must wait

for at least a year before casting this spell again.





Twilight's Darkness Bubble (Alteration)



Range:  10 yards per level

Components:  S, M

Duration:  5 rounds per level

Casting Time:  4

Area of Effect:  30-foot sphere

Saving Throw:  None

Author:  Robert A. Howard 



This spell creates a thin bubble of darkness which light cannot

penetrate. However, on the inside of the bubble, light can

exist, though the viewer cannot see beyond the darkness bubble.

The material component for this spell is a piece of obsidian.





Twilight's Rope of Floating (Alteration)



Range:  0

Components:  S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  One 20-foot per level rope touched

Saving Throw:  Special

Author:  Robert A. Howard 



This spell will allow a silk rope of good condition to

temporarily duplicate the characteristics of a rope of climbing.

In addition, the rope can even float vertically across open air

and attach itself to an object, for example on the other side of

a chasm. One turn after the spell is completed, the rope will

burst into flames and consume itself. The rope itself is the

material component for the spell.





Vanquil's Clinging Pockets II (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Joseph Delisle 



This spell is almost identical to the 1st-level version, except

in the area of effect: the caster can choose a person to bestow

this spell upon, who gains all the benefits of the spell and is

not hindered by it. Also, all pockets, pouches, backpacks, etc.

that the person is carrying are protected by one casting of this

spell.





Vanquil's Immunity to Pain (Enchantment, Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Joseph Delisle 



This spell is a mixed blessing. It prevents the subject from

feeling any kind of pain, either from wounds or artificially

induced (i.e., magic, psionics). Thus, wizards and psionicists

can use their abilities regardless of what kind of damage they

take in a round, and tortures and pain-inflicting abilities

(like the psionic Inflict Pain) do not affect the recipient. On

the down side, the recipient is unaware of any hit point losses,

poisoning, disease, etc., and does not know if he has been hit

or needs healing. The recipient could be down to 1 hit point and

not know it. Low Intelligence creatures tend to feel

invulnerable while under this spell (no pain, no injury), while

higher Intelligence ones realize the danger of the situation.

Unwilling creatures get a saving throw versus spell.





Vanquil's Snowball (Enchantment, Evocation)



Range:  25 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Joseph Delisle 



This spell functions like improved version of Snilloc's snowball

(although developed without knowledge of Snilloc or his spells).

When cast, it creates a blue-white snowball in the wizard's

hand, which is then thrown in the same round, with a chance to

hit equal to the wizard's THAC0 plus 3. As it flies towards the

target, the snowball expands to become a 3-foot diameter mound

of snow. Neither shield nor protection from normal missiles (or

similar spells) will stop the snowball, but a minor globe of

invulnerability will. Immunity to cold will not prevent damage,

nor being knocked over if the saving throw is failed, but will

prevent the target from being unable to cast spells.

If the target makes his saving throw versus spell, he takes 1d2

points of damage per wizard level (maximum 8d2 points of

damage), and cannot cast spells in that round or the next round.

If the target fails his saving throw, he takes 1d2 points of

damage per wizard level (up to 8d2), is knocked down (i.e.,

prone), and the intense cold prevents spellcasting for the next

1d6+1 rounds (due to severe shivers and chattering teeth).

This spell was developed as an anti-spellcaster weapon, and

definitely not intended for general use. It appears here only

because the formula was stolen by an ungrateful apprentice of

the elven mage Vanquil. Despite the fact that the apprentice was

killed by Vanquil himself less than two weeks after the theft,

the spell had already been circulated to several unscrupulous

wizards.





Warstone (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell enchants up to three small pebbles, which can be no

larger than sling bullets. They can then be hurled or slung at

an opponent. The warstones have a +3 to-hit and to damage, and

are considered to be enchanted for purposes for determining if

a creature can be struck. Upon striking, the stone shatters and

flings shards in a 5-foot radius, inflicting 1d3 points of

damage, or only 1 if the stone is smaller than sling bullet

size. The stone will still shatter if it misses.

The material components are three unworked stones.





Whisper's Acid Glob (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  1/2

Author:  Robert Johan Enters 



This spell is similar in nature to fireball and lightning bolt.

However, the spell is limited to a single glob, and has no area

effect. On the other hand, the acid glob will do 1d8 points of

damage per level of the caster. The glob is a yellowish

substance that splatters all over the target upon impact.

However, if the target saves, the glob hits only scathingly, and

the remaining half will travel on, and thus might hit someone

else, should another creature be standing behind the primary

target. This target saves to see if he gets only half or no

damage.





Whisper's Bolt of Darkness (Necromancy)



Range:  10 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  None

Author:  Robert Johan Enters 



This spell is similar to a fireball, except that there is no

saving throw, and the damage is only 1d4 points per level. The

spell is also not affected by such spells as globe of

invulnerability, various shield spells, wall of force, etc. It

will sail right through them. Only magic resistance or an

anti-magic shell can protect the target(s) of this spell.





Whisper's Icy Avalanche (Evocation)



Range:  10 yards per level

Components:  V

Duration:  1 round per level

Casting Time:  1

Area of Effect:  15-yard radius area

Saving Throw:  None

Author:  Robert Johan Enters 



The casting of this spell brings five feet of ice and snow to

come crashing down in the area of effect. All those caught under

the ice and snow will be hurt for 5d8 HP. After the first round,

all those not protected against cold will receive an additional

1d4 points of damage per round. Crawling movement out of the

snow (the only method save flying or dimension door or other

such magical methods) is only 5 yards per round, and extremely

strenuous. After exiting the snow and ice by crawling, the

target(s) must regain their breath for 6 seconds per yard

traversed. Fireballs, walls of fire and similar magics will melt

the ice and snow in a single round, though those trapped will

then suffer those effects. Note that one's protection from cold

needs not necessarily be a magical spell or such. Warm clothing

and the like (see the Wilderness Survival Guide) will also

protect against the cold, though there is no protection against

the first 5d8 HP, since that is mostly impact damage.





Whisper's Major Rune of Armouring (Alteration)



Range:  0

Components:  V, S

Duration:  1 week per level

Casting Time:  2 turns

Area of Effect:  Garment touched

Saving Throw:  None

Author:  Robert Johan Enters 



This spell is the same as the 1st-level Whisper's rune of

armouring spell, with the following exceptions. The Armour Class

increase is two points on any the allowed garments, and the

spell could also be applied to certain kinds of armour, if the

wizard is capable of wearing them, being dual class or

multi-class. If cast on armour rather than cloth, the power of

the spell is reduced to an increase of one in the Armour Class.

The armour cannot already have been magical, nor will the spell

be effective on more than two pieces of armour worn at the same

time: a helmet and armour, armour and shield, whatever

combination the caster desires. If the major rune is cast on a

garment already containing a regular rune, the major rune will

supersede, and replace the regular rune.

If the spell is used on a piece of armour, and the caster wishes

to also wear a cloth garment with the spell, only one garment

can be so enspelled effectively. Thus one armour and one cloth

would work, the armour increased by one Armour Class, the cloth

by two.






Whisper's Minor Screaming Meteor (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  Robert Johan Enters 



This spell causes a meteor to come swooping down from the skies,

and rush headlong at its intended target. The meteor comes in

with a terrifying shrieking noise. The meteor will unerringly

strike a single target. If the target fails a saving throw

versus paralysation, the noise of the meteor will have him

transfixed, and unable to move. The meteor will strike for

maximum damage of 1d4+2 per level of the caster. If the target

does make its initial saving throw, he may attempt to dodge the

meteor, if he declares that as his action (do not automatically

roll a saving throw), rolling a saving throw versus breath

weapon, in an attempt to halve the damage sustained.

Since the meteor will come swooping in from the sky, the spell

can only be cast when open air is somehow available, though the

spell could be cast in a room with a fireplace for example. The

material component is a small phosphor crystal which is crumbled

to dust during the casting process.





Wimbly's Enwrapment (Alteration)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  None

Author:  Paul D. Walker 



When this spell is cast, a little blob of a sticky, web-like

material flies toward it's target and completely wraps it in a

very strong, very sticky webs. The webs cannot be broken unless

the target creature has at least a 23 Strength.

To determine if the blob hits, roll the attack as if the blob

was a monster of Hit Dice equal to the wizard's level.

There are 3 applications of this spell:

*as a glowing sigil drawn in the air by the wizard and pointed at

the intended target

*as a glyph marked on a surface that is touched or gazed upon

*as a small character written on some magic work to protect it

The material components of this spell are some strands of web

that a giant spider uses to bind up its captured prey.





Winthrop's Undead Summoning II (Conjuration/Summoning, Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  2

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). Any one of

the following undead may be chosen to be summoned: 2d6

skeletons, 2d4 zombies, 2d4 ghouls or 1d6+1 shadows.

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.

	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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