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The Great Net Spellbook level 4

Subject: The Great Net Spellbook level 4


	[originally downloaded in ASCII.zip from 

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


Fourth-Level Spells





A Lert (Conjuration/Summoning, Evocation)



Range:  0

Components:  V

Duration:  2 turns per level

Casting Time:  1

Area of Effect:  10-foot per level radius

Saving Throw:  None

Author:  Jeff Tolle 



This spell summons into being a lert, which is a small, blue,

humanoid creature. This creature is insubstantial, and thus can

neither attack, nor be attacked. A lert's main purpose is to alert

the party members of imminent danger. It can sense behind doors and

around corners, and will telepathically inform the wizard of any

danger it senses, provided the wizard is awake.





Acid Spray (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  1/2

Author:  Paul D. Walker 



When this spell is cast, it causes a cone shaped spray of acid to

extend outwards from the wizards hand. The length of the cone is 5

yards per level of the wizard and the cone terminates with a

circular area with a radius of 2 yards per level of the wizard. The

start of the cone is a circular area of a 1-foot radius.

The damage from the acid is 1d4 + 1 per level of the wizard.

The material component of the spell is a vial of acid which is

thrown in the direction which the cone will go.





Advanced Magic Mouth (Alteration)



Range:  10 feet

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One object

Saving Throw:  None

Author:  Unknown



This spell is identical to magic mouth except in that the maximum

activation range is only 10 feet and that it will continue to

function as instructed, over and over, until the object is

destroyed or the dweomer dispelled.





Alcoreax's Icetrail (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Negates

Author:  Alcoreax



This spell creates a wave of hardened ice which the wizard actively

directs. After casting, the wizard simply taps the ground to

activate the spell. The wave of ice begins where the wizard taps

the ground, and reaches its full dimensions after advancing only 10

feet. It travels at a speed of 40 feet per round. The crest of the

wave is 10 feet high and 15 feet wide; after the crest of the wave

has passed, the remaining "trail" is only 3 feet high.

Creatures coming into contact with the crest suffer 2d6 points plus

1 point damage per level of the wizard, or half this amount if the

creature is cold-using (in general, cold-dwelling creatures take

half damage from this spell, rounded down, and cannot suffocate as

a result of this spell). In addition, creatures of less than large

size must save against paralysation or be buried under the crest.

Buried individuals take an additional 1d3 points of cold damage

each round and must initially make another saving throw against

paralysation or start to suffocate under the ice (use the rules for

drowning). Trapped creatures may break free, taking 1 more point of

damage per level of the wizard from sharp ice.

The crest of the wave can be disrupted by 30 or more points of fire

damage, or negated by a wall of fire in any case. At the end of the

spell duration, the crest of the ice wave immediately loses all

momentum and melts; the spell will cause no more damage, and

trapped creatures can easily break free taking no damage. The

material components for this spell are a steel pin and a glass of

icewater.

Alcoreax is the headmaster of Talarin Niulivius, one of the better

magical schools on the continent of Niulivia. Alcoreax's icetrail

is the only spell he has researched. This one took him over five

years to develop.





Alpha's Acid Rainstorm (Conjuration/Summoning)



Range:  240 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  30-foot long square

Saving Throw:  1/2

Author:  Jason Nelson 



This spell, which functions only out of doors, causes thin streams

of hissing violet acid to fall within its area of effect. All

within the area must save versus spell or suffer full damage. The

spell inflicts 1d8 per two levels of the wizard (rounded up). All

exposed items in the area must also save versus acid or be

destroyed.

Characters under heavy cover which is not destroyed by the acid are

fully shielded from the effects of the spell. The acid, once it

strikes the ground, harmlessly disappears. The material component

for the spell is a small vial of aqua regia and a strip of zinc.





Alpha's Acid Resistance (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jason Nelson 



This spell grants the subject complete immunity to acid, up to a

point. The spell's basic duration is 10 rounds per level of the

wizard. However, for every point of acid damage that would have

been suffered by the character (after saving throws and any other

protections have been considered), the duration of this spell is

reduced by one round for every point of acid neutralised by the

spell. This spell also protects the subject's equipment from

needing to make any item saving throws versus acid for as long as

the spell is in effect. The material component is a small glass

vial containing lye and water.





Alpha's Ball Lightning (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S

Duration:  4 rounds

Casting Time:  5

Area of Effect:  Special

Saving Throw:  1/2

Author:  Jason Nelson 



The caster of this spell can create one to four spheres of glowing

electrical energy. These spheres resemble dancing lights (q.v.),

and the wizard can control them in the same way. The spheres can be

moved up to 120 feet per round. Each ball is about 5 feet in

diameter, and any creatures approaching within 5 feet will

dissipate that ball's charge. The charge values are:



           Number of

        Lightning Balls        Damage Done

               1                  4d12

               2                5d4 each

               3                2d6 each

               4                2d4 each



A saving throw versus spell results in half damage, indicating that

contact was across an air gap. Note that more than one creature

approaching within 5 feet in a single round can be affected by the

ball if that occurs.





Alpha's Chill of the Void (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  5

Area of Effect:  20-foot wide, 5-foot per level long path

Saving Throw:  None

Author:  Jason Nelson 



This spell brings forth a wave of supernatural cold, rolling forth

from the wizard's outstretched arms to the maximum area of effect.

Its cold vacuum kills all normal vegetation in the area except for

trees, which have a 50%-100% chance to survive (DM's discretion,

based on size and native environment). This cold inflicts 3d4

damage and the vacuum an additional 3d4 to all living creatures

within the area of effect. Vegetable and fungoid monsters suffer

double damage from this spell. The material component is a piece of

ice.





Alpha's Elemental Form (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jason Nelson 



Use of this spell enables the wizard to transform the matter of a

creature's body into the stuff of a particular elemental plane. The

elemental form enables the character to engage in normal combat

with an elemental of the same or opposite form (i.e., water would

allow combat versus water or fire elementals), or an elemental

creature, without needing a magical weapon to hit. It also provides

protection versus the same element as if a ring of warmth (+2 on

saving throws, -1 per die of damage, regenerate 1 HP of

elemental-caused damage per turn). The subject can also exist

without danger on the appropriate elemental plane, and can move

normally there. It does not empower the subject with perceptions

not normally possessed (for example, seeing through the rock of

elemental earth), but it does prevent elemental damage. A character

possessing a ring of elemental command who assumes elemental form

of the same type gains the cumulative effects of both, and is

empowered with senses on the appropriate plane as if in normal air.

If this spell is cast on the prime material, the spell will last 1

turn per level of the wizard. If cast on the appropriate elemental

plane, or in the border ethereal of that plane, it will last 12

turns per level. If cast while on an elemental or para-elemental

plane different from the form assumed, start with the base of 12

turns per level and halve the duration for each plane removed. An

elemental form in opposition to the plane the wizard is on (air

versus earth, fire versus water) cannot be assumed at all.

The material component is a small amount of the appropriate element

on hand (a handful of clay or earth or a torch flame will suffice).





Alpha's Firefall (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



This spell is an improved version of the 2nd-level pyrotechnics

spell (q.v.), specifically the fireworks application of that spell.

That portion of the spell functions exactly as the pyrotechnics

spell does with respect to duration, area of effect, saving throw,

and the blinding effect created. However, the fireworks created by

this spell are more along the lines of a geyser of brightly burning

liquid fire, arcing upwards approximately 60 feet into the air and

raining down within a 30-foot radius area surrounding the perimeter

of the basic fire source. All in this area of effect suffer 2d6

fire damage with no saving throw allowed. Further, a central

prominence of flame is thrown upwards by this spell, and the wizard

may direct this column of fire at a single target within 60 feet of

the fire source. This plume of fire will inflict 4d10 damage to the

victim, although a saving throw versus breath weapon is possible to

halve this damage.

The liquid fire continues to burn during the following round, under

the same conditions as during the first round, although the fire is

less intense and causes only half the damage caused during the

first round. Combustibles in the area of effect must save versus

normal fire (if struck only by the burning spray) or magical fire

(if the victim of the central plume fails his saving throw or if

the central plume is directed at an inanimate object) to avoid

being set afire. A creature who is within the area of the spray who

is targeted by the central plume will not also suffer fire damage

from the spray, as this minor flame is all but lost in the fury of

the central prominence. The spray does not fall within the area of

the original fire source, but only within 30 feet of the perimeter

of the fire source. An aerial creature flying within 60 feet above

the rising geyser of liquid fire is affected just as a creature on

the ground would be, and may also be targeted with the central

plume, if the wizard so desires. The material component for this

spell is a lump of pitch mixed with sulphur, saltpetre, and

magnesium, as well as an existing fire source.





Alpha's Flames of Falroth (Alteration, Evocation)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



This spell conjures an extra-dimensional black flame to surround a

single object or creature within range. This fire has exactly the

opposite effect of normal fire, in that it restores creatures or

objects burned to destruction by fire or acid to their original

state. This will not restore life to a person slain by a fireball,

but it will restore the body to full health, such that a raise dead

will bring the character back to full physical health (though an

amount of time equal to the time dead must be spent recovering from

the psychological shock). Similarly, it will not restore

enchantment to a once destroyed magic item, though a limited wish

is capable of restoring the lost enchantment to the item

reconstructed by the flames of Falroth.

In order to restore an item or creature, the target must fail a

saving throw of the same type that resulted in its destruction.

Hence, plate mail destroyed by the breath of a black dragon must

fail a saving throw versus acid, and an adventurer felled by a

fireball must fail a saving throw versus spell. For effects against

which there is no saving throw (for example, wall of fire), assume

the saving throw to be as against breath weapon for creatures or

magical fire for items. It is thus more difficult to restore items

that were more difficult to destroy in the first place. One such

saving throw may be attempted each round, and as many saving throws

as desired may be attempted during the use of this spell. No object

can ever be affected by this spell after the spell has been used on

it once, whether or not it was successful. Once the saving throw is

failed, the object will take 2 rounds to be fully reconstructed

from its remains. The flames of Falroth may be moved to another

object or creature at any time during the spell's duration, with 1

round of concentration on the part of the wizard.

The flames of Falroth are very hostile to ordinary fire. They may

be used as a fire extinguisher of sorts, and will extinguish a

10-foot cube of normal flame every round. Magical fire spells must

be checked as per dispel magic, but multiplying the wizard's level

by 2 for the purposes of determining whether the target spell has

resisted the effects of the flames of Falroth. If this dispelling

attempt is unsuccessful, the flames of Falroth will vanish back

from whence they came.

If cast at an elemental fire creature of any sort, the flames of

Falroth will automatically cause 6d6 damage to that creature. After

this initial attack, the target creature may make a saving throw

versus spell at 3. If successful, the flames disappear without

causing further harm. If failed, however, the flames continue to

attack the creature's very substance, causing 3d6 damage every

round. A new saving throw is allowed each round, the chance to save

improving by 1 each round (-2 after the second round, then -1,

etc.). This continues until the creature is dead, the wizard moves

the flames away (after which time that creature will no longer be

affected by the flames of Falroth); or until the spell expires or

a saving throw is made - in both of these cases, the flames

disappear.

A fire-using or dwelling creature that uses fire but is not native

to the elemental plane of fire (for example, a fire giant, a red

dragon, or a chimera) will not be harmed by the flames of Falroth,

but any external fire powers (fire breath, spells, immolation,

etc.) will cause only half normal damage, as their effectiveness is

mitigated by the flames. The material component is a bit of green

wood, a handful of ashes, a smoky quartz crystal, and a piece of

obsidian.





Alpha's Hunting Pack (Conjuration/Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell summons into the wizard's vicinity a pack of canines who

will fight on behalf of the wizard, if such is required. The

composition of the pack will be as follows:



  D100 Roll   Pack

    01-10     4d4 jackals

    11-60     3d4 wild dogs

    61-90     2d4 wolves

    91-00     1d4 dire wolves



The pack will follow commands to the best of its ability, so long

as they are relatively simple (attack, return, heel, etc.). If

attacked by the wizard or his fellows, all creatures summoned will

instantly disappear. The hounds can track as well as a 5th-level

ranger, and can be commanded to perform this activity if it is

requested of them (such as by allowing them to smell an article of

clothing from the creature to be tracked, etc.). The hounds will

arrive 1d10 rounds after the spell is cast. The material components

are a piece of fresh, uncooked meat and a finely crafted silver or

ivory hunting horn, worth not less than 100 gp, which must be

sounded during the casting of the spell.





Alpha's Rainbow Blast (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  1-foot wide, 10-foot + 5-foot per level long

beam

Saving Throw:  Negates

Author:  Jason Nelson 



This spell is very much like the 2nd-level rainbow beam spell, but

is much more powerful. Besides a slightly larger area of effect,

and the fact that a solid object will not stop the beam unless

larger than 2 feet wide and formed of solid stone or some such

similar dense material, i.e., the beam is not stopped by mere

flesh, even if armoured, but would be stopped by a stone wall.

The spell does 1d6 HP of damage + 1 HP per level of the wizard. The

swirling, coruscating tendrils of multihued light also have

properties as listed under the rainbow beam spell. A target

resistant to one or more of these forms of attack takes one less

point of damage per die per attack that it is resistant to. The

opposite applies for creatures that are particularly vulnerable to

a certain form of attack (for example, a frost giant is immune to

cold, but is not particularly vulnerable to fire, so it would take

one less point of damage per die. A green slime, vulnerable only to

fire and cold, would take 5 fewer points of damage per die). The

indigo (holy water) beam does normal damage except to creatures

affected by unholy water (paladins, lammasu, etc., who are

considered being resistant), and those affected by holy water

(undead, demons, etc., who are considered specifically vulnerable).

The victim is entitled to a saving throw, which, if successful,

indicates that the beam has missed. It may hit another target,

though. Also, if a target is struck by the beam, he must save

versus petrification or be struck in the face and blinded for 1d4+2

rounds.

The material component for this spell is a small diamond worth not

less than 100 gp.





Alpha's Ray of Paralysis (Alteration)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jason Nelson 



The wizard extends his arm, points his finger, and speaks a word to

cast the spell. A thin, light blue ray leaps from the wizard's

finger. The intended target must save versus petrification. If the

saving throw is failed, the creature is struck by the beam and,

unless the creature possesses some innate magic resistance, is

paralysed for 2 rounds per level of the wizard. If the saving throw

is made, the pencil-thin ray has missed its original target and

continues on in a straight line to the extent of its range. Any

creature in the path of the beam must make the same saving throw or

be struck and paralysed. If the ray actually strikes, there is no

saving throw versus its effects. Size L creatures must save at -1,

size H at -2, and size G at -4. Conversely, size S creatures save

at +1 and size T at +3. The ray can affect only target in any

event. The material component is a clear gem or a piece of amber

worth at least 100 gp.





Alpha's Shadowfire (Evocation, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  1-foot diameter, 5-foot per level long ray

Saving Throw:  1/2

Author:  Jason Nelson 



This spell calls forth a seething black ray shot through with veins

of green fire. All creatures in the path of the spell will suffer

1d4 damage per level of the wizard, up to a maximum of 20d4. A

successful saving throw versus breath weapon will result in only

half damage. A creature that is immune to fire or to energy drain

will suffer only half damage (a quarter if a successful saving

throw is made). If the damage rolled exceeds a target's remaining

hit points, that target is disintegrated. The material component is

a black opal worth at least 500 gp.





Alpha's Sheet Lightning (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  10-foot per level long square

Saving Throw:  Special

Author:  Jason Nelson 



This spell creates a very bright flashing jolt of sheet lightning

within the area of effect. All those in the area receive 4d4

electrical damage with no saving throw. In addition, those within

must save versus petrification to avoid being blinded for 1d3

rounds and must save versus breath weapon to avoid being stunned

for 1d3 rounds. Those carrying large, mostly metallic weapons (for

example, swords or battle axes) or wearing partial metal armour

(studded chain) save at -2 versus the stunning and suffer +1 per

die of damage. Those in full metal armour (splint mail or better)

save at -4 versus the stunning and suffer double damage. The

material component is a bit of fur and a sheet of fine crystal

worth at least 50 gp.





Angel's Negation (Abjuration, Enchantment)



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell instantly negates the obsessive, compulsive behaviour

caused by a seducer, and renders the recipient immune to the

non-magical charms of that seducer. The seducer class is described

in detail in The Net Carnal Knowledge Guide.





Animate Clothing (Illusion/Phantasm, Necromancy)



Range:  60 yards

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One or more pieces of clothing

Saving Throw:  Special

Author:  



By casting animate clothing, the cast can add body and substance to

an illusion. The spell animates one or more articles of clothing,

drawing its power from the vestiges of life energy left by the most

recent wearer. The clothing fills out to the proportions of the

previous owner, around which the caster can create an illusion,

generally of someone wearing the clothing. The animated clothing

moves, wrinkles, and stretches as if worn, and exerts tension and

mild force. Should someone touch or come into contact with the

clothing, it will feel as if someone was actually wearing the

clothing. Attacks or forceful contact adds a +2 to disbelieving the

illusion.

The material component is any article of clothing that has been

worn within one week. Almost any article of clothing can be

animated: shirts, pants, dresses, hats, boots, gloves, etc. One

article per three levels can be animated at once, clothing that

comes in pairs counting as one (gloves, socks), and can be

mismatched, although mismatched articles filling out to different

proportions could be suspicious. Even pieces of armour may be

animated, however due to the heavier mass and lessen flexibility,

each counts as two articles of clothing (a complete suit of plate

armour is not counted as one item, but a leather jerkin is).

Animated clothing can move and lift light objects, turn pages in a

book, pick up a small gem, but cannot perform actions requiring

dexterity, such as unrolling a scroll or picking a pocket. They

furthermore cannot attack or wield weapons, not even daggers or

darts. Any attempt exhausts the life energy fuelling the spell

instantly and the clothing ceases to be animated. Animated clothing

remains so as long as the caster concentrates.

The illusion of the creature is not a separate spell, but part of

animate clothing. Additionally, an illusion of the creature who

most recently wore this clothing is not automatically supplied by

the spell.

The clothing used has to have been worn for at least 8 hours for

there to be enough residual life energy to animate with. Once the

spell has been cast on the spell (successfully or not), the

clothing cannot be animated again until it has been worn again for

another 8 hours. The clothing remains animated for as long as the

caster concentrates, but, like phantasmal force, the caster cannot

perform other actions.





Armour (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Ally's Spellbook 



This spell armours the recipient creature in a magical aura. The

armour bonus is 4 plus one point of Armour Class per level. Thus,

a 7th-level caster would get an Armour Class of 2, while an

11th-level caster would get an Armour Class of 0. If actual armour

is worn, the better of the two (real armour versus the armour

spell) is used. This spell works with rings and other magical

protections plus the creature's Dexterity bonus if any. The

material component of this spell is a left glove.





Atom Blast (Invocation/Evocation)



Range:  5 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  1 pound per level

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes any solid, non-animate, non-magical, non-living

substance to explode from within causing 1d4 points of damage per

level of the wizard to creatures within ten feet of blast.





Attacking Mist (Conjuration/Summoning)



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 can summon a class II type of intelligent mist from the

elemental plane of air. The creature is summoned when an event

triggers the spell (similar to magic mouth). The spell attacks

first person encountered. The mist will stop an attack after it has

been summoned upon conditions set by the wizard.

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. The instructions for the attacking mist must be written

on a piece of paper (the material component of this spell), which

must be burnt in the casting.

Whether the mist stops attacking or wins the battle, it will not

return to its own plane until either dispelled or the spell

duration expires.

For example, Raji casts an attacking mist spell. He states that a

mist will be summoned when anyone comes into this room, and will

cease to attack anyone who speaks his name.





Beacon (Alteration)



Range:  60 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  5-mile long, 1-foot wide beam

Saving Throw:  None

Author:  Francois Menneteau 



A ray of light of any colour springs from the caster's palm. It can

be up to 5 miles long. This ray inflicts 2 points of damage per

level of the caster to any creature directly affected by sunlight.





Become Phantasmal Lover (Illusion/Phantasm)



Range:  5 yards per level

Components:  V, S, M

Duration:  Until the next morning

Casting Time:  Special

Area of Effect:  One creature

Saving Throw:  Special

Author:  Adelheyde 



When this spell is cast, the wizard causes his features to shift in

the mind of his victim to conform to those of an individual that

the victim considers to be the ultimate lover. Once the spell is

successfully cast (the saving throw varies according to the amount

of preparation in casting the spell), the recipient will be putty

in the hands of the caster, not out of enchantment but only out of

the recipient's own sense of wish-fulfilment.

This spell takes as much time to cast as it takes to get the

recipient drunk. The more thoroughly tanked up the recipient gets,

the worse will be the saving throw (see the Net Alcohol Guide for

more information):



          Recipient's         Saving Throw

             State              Modifier

   Had a serving of alcohol        -1

     Slightly intoxicated          -2

    Moderately intoxicated         -4

      Greatly intoxicated          -8



The material component of this spell is a large quantity of

alcohol, which must be passed through the gullet of the recipient.





Beetle Call (Conjuration/Summoning)



Range:  50 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a variable number of beetles to fight for the

wizard. The beetles cannot be used for other tasks. The type of

beetle that can be summoned depends on the level of the wizard:



        Wizard's Level      Summoned Beetles

             7-10           fire, bombardier

            11-13             water, boring

            14-17             stag, slicer

              18+    death watch (11 HD), rhinoceros



Note that beetles from a lesser level may always be summoned. Up to

1 HD per level of the wizard can be summoned (round down). Only one

type of beetle can be summoned, and all remainders are dropped.

Other types of beetles may be summoned at the DM's discretion. The

material component of this spell is a small, live beetle.





Bergil's Fire Bolt (Evocation)



Range:  20 yards + 5 yards per level

Components:  V, S, M

Duration:  Instant

Casting Time:  4

Area of Effect:  Special

Saving Throw:  1/2

Author:  Bergil



The spell creates a powerful bolt of plasma that in inflicts 1d8

points of damage per level to anyone in its area of effect (maximum

damage is 12d8). This bolt is 60 feet long x 5 feet wide, it cannot

be forked. It streaks outward much like a lightning bolt. It does

not reflect, however. If the firebolt hits a wall, the plasma

spreads out in a 5-foot radius hemisphere, anyone in the hemisphere

takes damage. Thus it is possible to hit someone standing near a

wall twice with the firebolt, once with the bolt and once with the

hemisphere. The firebolt automatically sets fire to anything

combustible in the path or in the hemisphere. The bolt has the same

penetration ability as a lightning bolt. The material components

are a stick, a bit of sulphur, and a dab of royal honey.





Bigby's Bitch Slap (Evocation)

Reversible



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One female (male for the reverse)

Saving Throw:  Negates

Author:  James A. Hooper  and Boudewijn

Wayers (dedos4@win.tue.nl)



This is yet another version of the "Bigby's Hand" spells (although

probably not from Bigby). A quasi-real hand (five feet) comes into

existence and smacks the nearest women that the caster commands it

to. If the woman knows her place is in the kitchen, the hand only

does 1 point of damage as a reminder. However, if the woman has

complained, whined or not been to the kitchen in three days, the

hand instantly grows to a Titan's hand's size (25 feet) and knocks

the woman into the nearest kitchen (be it 10 feet or 10,000 miles)

and forces her to cook a three course meal. If she continuously

refuses, the hand will inflict damage on her until she submits

(DM's decision on damage per hit). The hand has as many hit points

as the caster in full health and has an Armour Class of 0. The

material component of the spell is a leather glove.

The reverse of this spell, Bigbabs' brute slap, is quite alike,

except that it only works on males, to remind them that they should

leave the house and go to work. The man is immediately reminded

that he should work, not hang around in, say, a comfy living room

or bar. The hand evoked will continue slapping the male until he

submits and goes to work. If the man had complained, abused women

at work, or not been to work in three days, the hand will grow to

25 feet and beat the man until he complies, forcing him to perform

overwork for at least two hours.





Blood Scent (Alteration)



Range:  0

Components:  V, S, M

Duration:  9 rounds

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Steve Bartell 



This spell causes the recipient to give off the strong smell of

blood as if they were bleeding profusely. The victim will take no

damage from the spell and there are no visible effects, only the

scent of blood. The smell attracts carnivorous creatures in the

area - usually sharks. The spell has a 10% chance of attracting

wandering monsters on the first round after casting, with an

additional 10% each round thereafter. This chance increases to a

maximum of 90% on the ninth and last round of the spell duration.

The type of creatures appearing depends on the area the spell is

cast. The DM can do a wandering monsters check to determine what

shows up. The creatures that appear will be so strongly attracted

to the spell victim that they will ignore all other living things

in the area. When the spell duration expires, the scent immediately

disappears and the attracted carnivores will no longer be attracted

to the individual. However, if they successfully drew blood from

the victim, chances are they will continue to attack. The material

component for this spell is a shark's tooth.

Note: this spell was created for use underwater. If the DM allows,

the spell can be used in a land-based campaign to attract

carnivorous creatures. The spell may not be as effective out of the

water - at the DM's discretion.





Bolt's Hell Hail (Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  7

Area of Effect:  40-foot square

Saving Throw:  None

Author:  Phill Hatch 



Hell hail is a fire version of ice storm with some implementation

differences. As a storm, it has the same area of effect as an ice

storm, but causes only 3d8 for damage. The storm is largish

hailstones that drop from above. On impact, they burst in a fiery

flash of heat and energy. It will ignite flammable materials

failing their saving throws and break fragile containers on impact,

perhaps igniting the contents. The storm is unlikely to burn a

table, stout chairs, large logs, leather objects and the like, The

storm doesn't last long enough to light them. In this form, its

duration is instantaneous.

When cast as a sheet of flames, its effect is quite different.

While the spell has a longer duration in this mode (1 round per

level of the caster), it has only one initial flash of heat and

power, so thin hair, very dry and thin paper or other fiery

substances will be consumed. Scrolls, books and the like will not

be harmed unless they are unrolled, open, in use or in other

vulnerable circumstances. Even then, only the exposed areas will

suffer the damage. Creatures are not normally harmed though small

insects may be consumed in the initial flash. The area radiates

heat, but not enough to cause damage, though passing through will

be uncomfortable. The fires rage 7 feet high in the area for the

duration of the spell and may block vision. The crackling of the

flames makes communication across the field difficult if not

impossible. Low Intelligence creatures won't enter the burning area

and will try to flee from the fire zone immediately. Standard

Intelligence creatures must make a saving throw versus paralysation

to willingly enter the area. High Intelligence creatures may enter

and exit the area freely.





Bone Bow (Evocation)



Range:  0

Components:  S, M

Duration:  1 round + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



This spell calls into being a magical long bow, consisting entirely

of human bones. For each round that the spell is in use the caster

can fire two bone arrows a round. These are shot with long bow

range brackets at a THAC0 of a fighter of half the wizard's level.

These count as +3 for what creatures can be hit, are not stopped by

magic resistance and do 1d8+2 damage (plus Strength bonus) each

hit.

The material components are a wish bone and a length of silk

thread.





Bone Lock (Necromancy)



Range:  10 yards per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell causes the bone joints of a creature to lock,

effectively immobilizing it for the duration of the spell unless it

makes a successful saving throw versus death magic. Even if the

saving throw is made, the creature is slowed. Obviously, a creature

must have a bone structure in order for this spell to be effective.

Any creature that is entirely composed of bone saves at -3. The

material component of the spell is a bone shard.





Branit's Backstabbing Surprise (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Arrvid Carlson 



This spell provides protection against backstabbing. When the

recipient of the spell is backstabbed, a cloud of acid is created

behind the spell recipient which blows back and out to form a

semi-sphere 8 feet in radius. All within this area, the recipient

not included, take 6d4+6 points of acid damage. Note that the

backstabber gets no saving throw (due to surprise and proximity),

all others receive half damage upon a successful saving throw.

A backstabbing attack is any physical attack or combination of

attacks initiated from behind which causes damage equal to one

fifth or more of the victims hit points at the time of the attack,

assuming the attacker is within 8 feet of the victim when the

attack is initiated. The spell is in effect until dispelled or

discharged. This spell will work in combination with other

defensive spells.

The material component is 100 red ants which must be rolled in the

wizards hands, the husks then thrown over each shoulder of the

recipient, and the juice rubbed into the recipients back.





Broom (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1d6 hours + 1 hour per level

Casting Time:  1 turn

Area of Effect:  Broom touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



A witch uses this spell to enchant her broom with the power of

flight. The broom flies with a movement rate of 30, minus 1 per 14

pounds above 182 pounds which it is carrying, and it can climb and

turn at an angle of 30 in response to the verbal command of its

mistress. While the enchantment lasts, the witch can summon the

broom from up to 300 yards away. The material components are a

broom, which is not used up by the casting, and a feather, which

is. The long casting time is necessary to set the command words,

but if the spell is recast on an already enchanted broom, it has a

casting time of 3.





Byrnaal's Apologetic Release (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 hour

Area of Effect:  Special

Saving Throw:  None

Author:  Phill Hatch 



This spell is not for the animal lovers out there. For the rest of

you: sick of that toad you got stuck with for a familiar? Bored

with your skunk (he never was very good for parties)? Now there is

Byrnaal's apologetic release!

This spell releases any creature from a find familiar spell with no

adverse effects to either the animal or the caster. It causes the

ex-familiar to return to the exact state it was in before bound as

a familiar: in age, memories, etc. Not appropriate for very serious

campaigns, but there are times when this spell could have a

serious, beneficial use in a campaign (for instance, the wizard is

a wild magician and rolls that evil wild surge that gives him an

assassin imp as a familiar).

Byrnall Magefyre was the very first character I ever created, and

still going strong (when he's not too busy fighting off Cyric, the

Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman

war on Toril).





Byrnaal's Astounding Negation (Alteration, Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  7

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Phill Hatch 



This spell reduces the magic resistance of any creature by 2d10% +

1% per level. A successful saving throw reduces this loss to half

(round up), but the creature's magic resistance has no effect on

this spell.

The somatic component consists of merely pointing at the target.

The verbal component is this: the caster must utter three truths

about the target. Depending on how well this is roleplayed, the DM

should give saving throw bonuses or penalties, or change the amount

by which the magic resistance is lowered.

Note: This spell was made three years before the Tome of Magic

containing the 5th-level lower resistance spell came out, so

seniority is claimed by the original poster.





Chaos Vision (Illusion/Phantasm, Wild Magic)



Range:  10 yards per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  2 rounds

Area of Effect:  10-yard per level radius sphere

Saving Throw:  None

Author:  Unknown



This spell offers some protection from teleport spells by

constantly shifting and shaping what an area looks like. Thus, a

wizard cannot use information gathered previously to teleport to

the affected area as the surroundings will have seemingly changed.

Objects located in this environment or entering it will be affected

as well, first appearing as one object or animal and then shifting

to another.

Another use found for this spell is as a trap. Slimes, moulds and

other creatures that don't need senses to attack can be placed in

this environment and are effectively invisible. Any attacks on

anything in the area of effect is hindered by a -4 modifier to-hit.

Note that true seeing and similar spells that see through illusions

will likewise penetrate this one. The illusion itself will not

cause any damage, although it may cause characters to react in such

a way as to hurt themselves. The main purpose of this spell is

simply to constantly conceal.





Cheffield's Kingly Feast (Conjuration/Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  One person fed per level

Saving Throw:  None

Author:  Paul D. Walker 



This spell is similar to Cheffield's major feast except that it

brings into existence food and drink which is of extremely high

quality. The food is excellent and nourishing. The drink is rich

and tasty. This meal is truly fit for a king and his kind. In

addition to the main meal are appetizers to serve before and

desserts to be eaten afterwards. Nobody who is being served by this

spell will be unable to finish their food.

The material components of this spell are rich spices (40 gp) and

a good quality wine (minimum 10 gp) which must be mixed together

when the spell is cast. As a final note it must be pointed out that

the four and twenty black birds baked in a pie is an optional

feature.





Chill Grasp (Alteration, Necromancy)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Savanthalas 



This spell combines shocking grasp and chill touch. As on chill

touch, the cold aura is generated and creates an aura around the

caster covering him on all sides. All attackers should make a

saving throw versus fear or paralysis. The next aspect of this

spell is the release of an electrical discharge when the character

touches a creature. The charge is a little less damaging than the

original shocking grasp spell due to the energy being diverted to

the chill aura. The damage ends up as 1d6+1 per level. There is no

saving throw for damage.





Circle of Protection (Alteration, Necromancy, Summoning)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



By means of this spell, the necromancer inscribes a circle of

protection (usually with magically prepared chalk) to which he

"ties" a thaumaturgic triangle into which a demon or spirit or

elemental may be summoned by other spells. Inside the circle, the

wizard cannot be hurt by the summoned creature, nor can that

creature be loosed except by the wizard's will. An Intelligence

check must be made to determine if the circle was properly

inscribed.

The circle (along with any other merged inscriptions) may be

temporarily neutralized by simply rubbing a break. In this way, no

creatures may find their way into the wizard's plane, though the

circle may be easily restored by casting a restore circle spell and

inscribing out the break.

The material component for this spell is some incense to be burnt,

worth at least 1000 gp.





Conjure Drink IV (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. Either wine (one tun per 5

levels) or spirits (one keg per 5 levels) can be conjured. 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.





Continual Ambience (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  60-yard radius globe

Saving Throw:  None

Author:  Paul D. Walker 



This spell is the same as the 2nd-level wizard spell ambient light

(q.v.), except as noted above.





Continual Weather (Alteration)



Range:  40 yards + 5 yards per level

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  4

Area of Effect:  10-yard per level radius area

Saving Throw:  None

Author:  Keith Taylor 



This spell is used to create a standing weather pattern in an area.

It creates a zone in which the desired weather repeats

indefinitely, and lasts until dispelled. The varieties of weather

possible are numerous, but cannot include cataclysmic upheavals of

the environment.

It is possible to cause precipitation, whose run-off vanishes at

the borders of the spell, being recycled so as not to unduly

disturb the environment outside the spell's area of effect. Snow,

sleet, hail, and rain are all possibilities for the continual

weather. The temperature is also variable, but heated or cooled air

does not heat or cool air outside the zone. The maximum temperature

of the zone is 110 degrees F, and the minimum is -10 degrees F. The

humidity (in absence of precipitation) and wind speed can be set as

well, although wind speed cannot be greater than 35 miles per hour.

Again, these effects end at the borders of the spell.

Astronomical oddities cannot be maintained by this spell: it is

impossible to have a region of eternal sunlight or star patterns.

Day and night do occur within, although overcast conditions may

reign in the zone, and the heat of the sun has no adverse effect on

snow or ice within.

The material component is a pinch of dirt from a wild magic zone.





Create Poison (Conjuration)



Range:  0

Components:  S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Special

Author:  Ally's Spellbook 



This spell creates a poisonous liquid or gel. The potency of the

poison is dependant upon the level of the caster. The saving throw

against the poison is at -1 per 3 levels of the caster. Up to one

ounce of poison per casters level may be created and be of contact,

ingestion, or injection type. Note that any creature normally

immune to poison will be totally unaffected by this spell. The

material component of this spell is a wand of hemlock.





Create Smithy (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 turn

Area of Effect:  20 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a complete smithy. It includes a forge (normal

metals), large forge with articulate bellows (for very hard metals

(up to and including mithril), a full set of hammers, a full set of

clamps, a water basin for tempering, a large anvil, a small curved

anvil, small smithing tools, a set of metal chisels, a set of

artistic metal working tools, a small amount of welding wire, a

welding iron, and several other miscellaneous tools for metal

working. The spell creates only the interior of the room; it

doesn't create the walls, floors, or ceilings.

The tools cannot be used for combat nor for sale. They cannot be

used to hide behind, under or in. If any of these are tried the

whole arrangement vanishes in a puff of smoke. Water or other

material vanishes instantly if it is not used for the required

purposes.

The material components can be used either during casting (for a

casting time of one turn) or during memorisation (for a

memorisation time of 1 hour and 20 minutes). If the material

components are used during casting the casting time is one turn. If

they are used during memorisation the smithy can be created with a

snap of the caster's fingers.





Cyril's Bungee Cord (Evocation, Wild Magic)



Range:  30 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

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

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell creates a cord similar to the one created with Cyril's

bungee snap. However, there are a few notable differences.

This cord will loop itself over the caster and one other creature

within the range of the spell. On the round after the casting, the

two will be drawn together to meet in the middle of the cord. They

will not hit each other, however, and will pass harmlessly past one

anther until the cord stretches out to its original length. In

essence, the two switch places in between rounds. During the "in

between round switching", both are allowed a melee or item attack

on the other when they meet in the middle. These attacks are made

at a +2 to-hit.

The cord will continue to switch the two back-and-forth for its

full duration, unless cut. The caster can cut the cord at any time.

Any other character may cut the cord by successfully dispelling it

or by inflicting damage to it with slashing weapons. The cord has

an Armour Class of -2 and as many hit points as the caster has

levels. If the cord is cut before the full duration has been

reached, a wild surge results. The person who cut the cord is

treated as the caster and the person attached to the cord and

furthest away from the cut point is treated as the target for the

wild surge result. If the caster himself cuts the cord, his level

is added to the surge roll, as per Nahal's reckless dweomer.

Both the caster and the target may take any normal action during

regular rounds (between switches), but all actions are at a +6

penalty to initiative. Movement is restricted to one quarter the

normal rate. Armour Class bonuses for high Dexterity are lost while

entangled in the cord, as are Dexterity bonuses to hit with missile

weapons. If either the caster or the target move such that a solid

object is between them, they are still drawn together, but will

take falling damage, much as in Cyril's bungee snap, and the cord

will be cut, causing a wild surge.

The material component for this spell is a piece of gold wire,

looped at both ends.





Damian's Insulated Envelope (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Jay 



Due to his personal dislike of lightning the archmage Damian

crafted this spell to specifically counter its harmful effects.

When cast, this spell seems to cover the wizard in a pale blue

light resembling an envelope. Once cast the wizard gains 2 Benefits

(much like fire shield):

*  a saving throw versus lightning at + 2 indicates no damage to the

   wizard. A failed saving throw merely indicates half damage. If, at

   any time, the wizard is hit by any acid or acid spell, the wizard

   must save normally or take double damage.

*  if any melee attacks are made on the wizard, on a successful strike

   the wizard takes normal damage but so does the attacker.

The material component is a self addressed stamped envelope.





Dardan's Dehydration (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  7 rounds

Casting Time:  3

Area of Effect:  30-foot radius

Saving Throw:  Special

Author:  Craig Singsank 



When this spell is cast, a small dusty ecru-coloured sphere will

issue from the palm of the wizard's hand. When hurled in the air

the sphere will explode at the desired range into a billowing cloud

of cascading dust and powder. All creatures in the area of effect

must save versus death magic. If the targets make their saving

throw they are only effected for the first three rounds of the

spell. Otherwise they are affected as follows:

Round 1: The victim's eyes begin to burn, their mouth becomes

      parched, and their lips begin to crack. They lose -2 on their

      to-hit and initiative rolls this round. Spell casting is impossible

      for the duration of the spell. Lastly, the creature endures 1d4

      points of damage this and all following rounds.

Round 2: This round, the sweltering heat and scorching dryness

      engulfs the character's whole body. They lose -4 on their to-hit

      and initiative rolls and all Dexterity and Strength bonuses.

Round 3: By this round the victim feels as if every pore in their

      body is ablaze. This pain is so intense it blinds them and drives

      all other thoughts from their mind. The character can only lash out

      with a -6 on their to-hit and initiative rolls and a loss of all

      Dexterity and Strength bonuses.

Round 4: The agony of fluid being torn from the body is so savage

      this round the character falls to the ground tearing at his clothes

      and body. The character's anguish is so severe they lose 1d4 points

      of Constitution for a turn. Besides the previously stated penalties

      the character can also be attacked as if they were stunned or

      prone.

Round 5: see round 3.

Round 6: see round 2.

Round 7: see round 1.

All fire-using, undead, animated, and related creatures are immune

to this spell. However, all amphibious creatures, slimes, jellies,

puddings, molds, and water-using creatures incur twice the duration

and intensity of the spell.

The material components of this spell are several pinches of

powdered bone and a bit of spittle.





Darklight's Alcohol Fountaining (Conjuration)



Range:  0

Components:  V, M

Duration:  3 rounds

Casting Time:  1

Area of Effect:  20-foot radius area

Saving Throw:  None

Author:  Keith Taylor 



This spell was designed in order to aid one in freeing oneself from

webs, viscous globs, and other such sticky substances which can be

dissolved with alcohol. The material component, a flask of any

alcoholic liquid, must merely be in range for the spell to work.

Upon the casting of this spell, the caster's body begins to emit

great amounts of alcohol, which spray in all directions for the

duration of the spell. The caster may wish to waterproof his more

delicate belongings to save them from damage before casting the

spell. Any substance which could normally be dissolved with the aid

of alcohol is quickly broken down.

Note that the alcohol sprays reach a 20-foot radius, so that a

sizeable section of web or such could be covered. Note also that

alcohol is highly flammable, so this spell should be used with

caution.





Darklight's Creature Item (Alteration)



Range:  20 feet

Components:  V, S

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  One creature

Saving Throw:  Special

Author:  Keith Taylor 



This spell functions in a similar way to the 3rd-level item spell,

but is designed to work upon living creatures. A creature affected

by the spell is altered into a piece of cloth, as per the item

spell. Very small creatures who have been itemized will be cloth

pieces of roughly life size, but large ones are shrunk to no more

than 1x1 foot cloth representations. While in this state, they are

in a state of suspended animation, and could remain in such a state

indefinitely. If an intelligent being's possessions have all been

itemized previously (disregarding magic items - those resist the

process), then they will be included in the final item. A willing

creature can forego its saving throw; charmed creatures are

considered willing. Unwilling creatures (who have somehow been kept

still for a turn) get a saving throw versus polymorph to resist the

change. The cloth piece resulting is somewhat resilient, getting +3

to all material saving throws, but if destroyed, kills the

creature. Returning the creature to (normal) life merely entails

tossing it upon the ground (with this being the stated intent) or

speaking a command word specified by the caster upon casting.





Darklight's Delivering Bolt (Alteration, Metamagic)



Range:  10 yards per 2 levels

Components:  V, S

Duration:  Instantaneous

Casting Time:  2 (but see below)

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell "loads" any one 1st-, 2nd- or 3rd-level spell that is

normally cast via touch into a bolt of magic which can be used to

deliver it at range. Single-charge spells, such as shocking grasp,

are fired through the bolt and work normally on the target if the

bolt hits. If a spell works over a number of rounds rather than a

certain number of touches, or if there are multiple possible

charges delivered over a series of touches, then the spell can be

"fired" through these bolts, one bolt per round throughout the

normal spell duration. Other types of touch spells should be dealt

with in a similar manner at the DM's option. Beneficial as well as

offensive spells can be loaded and launched in this manner. Only

one spell per casting of this Metamagic spell can thus be affected.

The casting time of the Metamagic includes the casting time of the

secondary spell within itself, adding 2 to the latter's normal

casting time. The bolt looks like a pointy beam of light in the

wizard's preferred colour. Note that the caster must make a

successful roll to-hit for the bolt to strike its target, unless

the target is willing to be struck or cannot dodge.





Darklight's Inexplicable Manifestation (Enchantment, Illusion)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One object

Saving Throw:  None

Author:  Keith Taylor 



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

next touches it, a limited illusory manifestation of the caster's

choosing occurs. The manifestation can be of almost any nature the

caster desires, but cannot be designed to fool or scare anyone, as

it is clearly some sort of phantom sensation. The manifestation can

be visual, sonic, or olfactory; it appears or manifests near or

around the creature touching the enspelled object. It could be, for

example, the image of a white rose, the scent of the ocean, or the

sound of a crying kitten. An image cannot be larger than about 3

feet across at most, a sound cannot be louder than loud

conversation, and a smell cannot incapacitate or choke anyone. The

dweomer remains passive within the object until a creature touches

it, at which point the image manifests. 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 manifestation - usually this seems to be some sort of ghostly

phenomenon. 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 causes the same

manifestation. This is accomplished by simply laying a permanency

upon inexplicable manifestation. Secondly, it is often incorporated

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

item personality and flair. A piece of paper with a colour drawing

or detailed description of the manifestation is the material

component.





Darklight's Invisible Spell (Alteration, Metamagic)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1 round

Area of Effect:  One spell

Saving Throw:  Negates

Author:  Keith Taylor 



This metamagic spell can affect any one spell of fifth level or

lower. It functions to cloak all visible effects of the spell,

making it invisible. This has the effect of reducing its damage by

1 per die (but not below 1 point per die), but making it more

conducive to stealth. For example, a fireball modified by invisible

spell would explode with normal noise, heat, impact, and such, but

would be invisible. Note that this does not conceal either the

caster or the spell's victims, only the visible portion of the

spell. It adds 3 to the casting time of the other spell, but

requires no extra material components. The casting of the other

spell must be started within the duration of this spell.





Darklight's Lofty Eye (Divination)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Sight (see below)

Saving Throw:  None

Author:  Keith Taylor 



This unusual spell gives the caster an elevated view of his

surroundings. The caster must stand still with eyes closed for the

duration; he is then able to look down from a point hundreds of

feet directly above the spot where he is standing. Needless to say,

the spell's utility is limited by visibility conditions - it does

not grant the ability to see through trees, clouds, smoke, etc. It

will not function at all if cast indoors or underground. Trees are

not a barrier to the spell's operation, but it does not lend any

special visual acuity, so fine details of things on the ground may

not be picked out. The duration is limited by caster concentration.

The spell's material component is a looking glass.





Darklight's Minor Planar Weapon (Conjuration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  5d6 rounds

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell summons a small weapon composed of planar energies. It

is solid and non-damaging to the caster, but its substance is

usually unusual. It typically takes the shape of a dagger, but can

be any small-sized weapon the caster is proficient in. Its base

damage is equal to that of a weapon, +1 of its type, as is its

ability to hit, but it does 1d10 points of special damage based on

its extraplanar energies. When this spell is cast, roll 1d100 and

consult the table below to see what plane is drawn upon.

Note: when multipliers are given to damage, apply the multiplier

only to the "special" planar damage of the weapon (1d10, usually),

and when the description says that it can attack certain creatures

"normally", then the special planar damage does not apply to that

creature type.



01-50. Elemental plane. Roll 1d4 to determine which:

1. Air. The weapon can disperse 1-yard portions of a cloud of smoke or gas

   if swung at them, and can keep vaporous creatures at bay or attack

   aerial creatures normally. It does double damage to earth or rock

   based creatures.

2. Earth. The weapon petrifies a creature on a natural 20, if they fail a

   saving throw versus petrification. It does double damage to gaseous

   or aerial creatures, and can attack earth-based or rock-like

   creatures normally.

3. Fire. The weapon can set any flammable substance alight by merely

   touching it, and can melt ice at the rate of 3 cubic feet per

   round. It allows one to attack flame-based creatures normally, but

   does double damage to liquid creatures, water-based, or cold-using

   creatures.

4. Water. The weapon, if three successive hits are made on a single

   creature, can attempt to "drown" the creature (assuming it is

   air-breathing) by filling its lungs with water. Thereafter, it must

   make a successful Constitution check every hit or take an

   additional 2d6 drowning damage. It can extinguish normal fires by

   touch, and allows one to attack liquid creatures normally. It does

   double damage to fire-based creatures.



51-60. Para-elemental plane. Roll 1d4 to determine which:

1. Ice. The weapon causes a creature to freeze stiff for 3d4 rounds and

   take 3d4 extra damage if it hits on a natural 20. It can freeze up

   to 1 gallon of liquid per round of touch. It allows one to attack

   creatures of ice normally, but does double damage to earth-based

   and air-based creatures.

2. Magma. The weapon causes items struck to melt or become incinerated if

   they fail a saving throw versus magical fire. On a natural 20, it

   does triple damage to normal creatures (quadruple to vulnerable

   creatures). It allows one to attack lava creatures normally, but

   does double damage to water-based or air-based creatures.

3. Ooze. The weapon coats a creature with mud and slime, and on a natural

   20, causes their lungs to fill up with ooze (they must then make

   Constitution checks for 6 rounds or take 1d6 drowning damage per

   round). It allows one to attack slime or ooze creatures normally,

   but does double damage to fire-based and air-based creatures.

4. Smoke. The weapon causes 2d4 extra suffocation damage on a natural 20.

   It can fill one 1-yard square per round with smoke, which functions

   as normal smoke (the wielder is immune to negative effects of

   generated smoke). It allows one to attack mist or smoke-based

   creatures normally, and does double damage to water or earth-based

   creatures.



61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:

1. Lightning. The weapon knocks a creature back up to 4 yards on a natural

   20, with a clap of thunder and 1d10 extra electrical damage. It

   allows one to attack electrical beings normally, and can do double

   damage to metallic, earth-based, or water-based creatures. Also, it

   is +4 to-hit against opponents with metal armour (because it is

   transmitted through such protections).

2. Minerals. The weapon on a natural 20 has a 50 percent chance of

   severing (as a sword of sharpness), otherwise the creature must

   save or be petrified. It allows one to attack crystalline or

   mineral creatures normally, but does double damage to air-based or

   particulate (dust or sand) creatures.

3. Radiance. The weapon turns an undead or shadow-creature on a natural

   20, otherwise on a 20 it blinds a normal creature for 2d6 rounds.

   It emits light out to a 30-foot radius. It allows one to attack

   creatures of light or radiance normally, and does double damage to

   shadow-based creatures or undead.

4. Steam. The weapon causes a normal creature to pass out from heat

   exhaustion on a natural 20. It emits one 1-yard square per round

   full of vapour (which does not hinder the wielder at all). It

   allows one to attack mist or vaporous creatures normally, and does

   double damage to flame (not purely heat-based) creatures or to cold

   (not purely water-based) creatures.



71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:

1. Ash. The weapon causes 2d6 extra cold damage on a natural 20. It lowers

   the temperature in a 20-foot radius by 15 degrees F every round

   (except the caster's body temperature). It allows one to attack

   ash-based creatures normally, and does double damage to flame or

   heat-based creatures.

2. Dust. The weapon causes 2d6 extra deterioration damage on a natural 20.

   If held in contact with solid material, it breaks down half a cubic

   foot of such per round, leaving behind only fine dust. It allows

   one to attack particulate (sand or dust) creatures normally, and

   does double damage to crystalline, rock, or earth-based creatures.

3. Salt. The weapon causes 2d6 extra dehydration damage on a natural 20.

   If held in contact with organic materials, it desiccates them

   completely in 2 rounds. It allows one to attack salt elementals

   normally, and does double damage to water-based or liquid

   creatures.

4. Vacuum. The weapon causes 2d6 decompression damage on a natural 20. It

   sucks one 1-yard square per round full of air into oblivion (the

   caster has no problems breathing), creating medium winds and having

   worse effects in enclosed spaces. It allows one to attack creatures

   of vacuum normally, and does double damage to air-based creatures.



81-90. Border plane. Roll 1d2 to determine which:

1. Astral. The weapon is invisible, but ignores all physical barriers to

   attack. It can cut a creature's silver cord on a natural 20

   (assuming they are projected). It does double damage to creatures

   from the astral plane. A normal creature isn't able to heal from

   its wounds unless magically healed (as the damage is to the being's

   aura).

2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but

   ignores all physical barriers to attack. It attacks ethereal,

   spirit, or in-phase creatures for double damage. A normal creatures

   isn't able to heal from its wounds unless magically healed (as the

   damage is to the being's spirit).



91-95. Material plane. Roll 1d2 to determine which:

1. Negative material plane. The weapon drains one level or Hit Die of life

   energy on a natural 20. The weapon has no effect on undead

   creatures, but does double damage to creatures with a link to the

   positive material plane.

2. Positive material plane. The weapon causes its special damage as

   healing to any living being, but if the being is already at full

   hit points, this applies as "damage". This "damage" is actual, but

   does not count as pulling a creature below full hit points in terms

   of this spell. On a natural 20, it acts as a mace of disruption

   versus undead. Undead take double damage in any case from this

   weapon.



96-98. Outer plane. Roll 1d20 to determine which:

1. Seven Heavens. This weapon is gleaming white, and radiates golden

   light. It repels evil creatures as a fear spell, 5-yard radius. It

   does double damage to chaotic evil creatures, and cannot strike

   lawful good creatures. It can spray holy water upon command in a

   cone 5-foot base by 30 feet long with a 10-foot maximum spread.

2. Twin Paradises. This weapon is of entwined silver and white marble. It

   can cure serious wounds once per summoning upon lawful good and

   neutral good creatures, and cannot strike such. It does double

   damage to chaotic evil and neutral evil creatures.

3. Elysium. This weapon is of pure, glowing silver. It can turn undead and

   evil lycanthropes as a 9th-level priest. It does double damage to

   neutral evil creatures, and can disrupt undead creatures on a

   successful hit, although it cannot strike neutral good creatures.

4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken

   wood. It radiates a 3-yard radius field of animal friendship aimed

   towards the caster. It cannot strike neutral good and chaotic good

   creatures, but does double damage to lawful evil and neutral evil

   creatures. It can cure light wounds to any normal plant or animal

   it touches, once per round.

5. Olympus. This weapon is made of fine, polished steel. It cannot strike

   chaotic good creatures, but does double damage to lawful evil

   creatures. It can create food and wine upon command, as the priest

   spell (cast at ninth level). It also does damage as if swung by one

   with 18/00 Strength.

6. Gladsheim. This weapon crackles with lightning and fire, and is made of

   fine steel. It cannot strike chaotic good and chaotic neutral

   creatures, but does double damage to lawful neutral and lawful evil

   creatures. It gives a +2 to-hit and -2 on AC to any chaotic good

   and chaotic neutral warrior within 3 yards.

7-9. Limbo. This weapon randomly shifts colour, composition, and radiance

   every round. It can strike any creature who can be hit by +3

   weapons. Any spell effect directed at the wielder is changed into

   a wild surge. It randomly polymorphs any substance or object it

   touches once per round, and on a natural 20 polymorphs a creature

   randomly. It does double damage to lawful neutral creatures.

10. Pandemonium. This weapon is made of howling wind and darkness. On a

   natural 20, it blinds and confuses (as the spells) its target. It

   cannot strike chaotic neutral and chaotic evil creatures, but does

   double damage to lawful neutral and lawful good creatures.

11. The Abyss. This weapon drips acid and venom, and is seemingly composed

   of demon-parts. On a natural 20, it causes the target to save

   versus poison or take 2d20 poisonous acid damage, regardless of

   magical or natural resistance to poison or acid. It cannot strike

   chaotic evil creatures, but does double damage to lawful good

   creatures.

12. Tartarus. This weapon is composed of stagnant black liquid. On a

   natural 20, it causes complete amnesia which can only be removed by

   a heal. It cannot strike neutral evil and chaotic evil creatures,

   but does double damage to lawful good and neutral good creatures.

13. Hades. This weapon is composed of bone and blood. On a natural 20, the

   victim must save versus death magic or be transformed into an

   undead creature. It cannot strike neutral evil creatures, but does

   double damage to neutral good creatures.

14. Gehenna. This weapon is composed of mingled brimstone and shadow. It

   cannot strike neutral evil and lawful evil creatures, but does

   double damage to neutral good and chaotic good creatures. On a

   natural 20, it inflicts a rotting disease upon its victim (as per

   a mummy's touch).

15. Nine Hells. This weapon is composed of fire and brimstone. On a

   natural 20, the creature struck takes 2d20 flame damage, regardless

   of magical or natural resistance to fire. It cannot strike lawful

   evil creatures, but does double damage to chaotic good creatures.

16. Acheron. This weapon is made of cold iron which glows with a red

   radiance. On a natural 20, it paralyses its victim. It cannot

   strike lawful neutral and lawful evil creatures, but does double

   damage to chaotic good and chaotic neutral creatures.

17. Nirvana. This weapon is perfectly symmetrical along at least two axes,

   and appears to be made of grey crystal. On a natural 20, its victim

   is held for 2d6 rounds. It cannot strike lawful neutral creatures,

   but does double damage to chaotic neutral creatures.

18. Arcadia. This weapon appears to be made of wood which has been turned

   into precious metal. When it touches any poison or acid, the latter

   is instantly nullified. It cannot strike lawful good and lawful

   neutral creatures, but does double damage to chaotic neutral and

   chaotic evil creatures. It can cure poison once per round when it

   is touched to a creature.

19-20. Concordant Opposition. This weapon is of pure white crystal, fine

   steel, and polished obsidian intertwined. It cannot strike druids

   or other creatures who protect the balance. It does double damage

   to lawful good, chaotic good, chaotic evil and lawful evil

   creatures. Its attack ignores the defences of a creature whose

   powers are based on strong alignment, such as demons, paladins, and

   slaadi.



99-00. Unusual, demi-planar. Roll 1d4 to determine which:

1. Demi-plane of electromagnetism. The weapon is +5 to-hit against

   opponents clad in metallic armour. It can repel or attract metal

   objects with 15 Strength within a 3-yard radius at command. On a

   natural 20, it knocks an opponent back up to 6 yards for 2d6 extra

   impact damage. It does double damage to creatures of a ferrous

   composition.

2. Demi-plane of shadow. The weapon is actually only quasi-real, but

   appears to be made of solid blackness. A creature struck must

   disbelieve or take double actual damage. It does double damage

   against creatures of light or any illusory "beings". On a natural

   20, blinds a creature for 2d6 turns.

3. Demi-plane of time. The weapon appears to be simply a wavering violet

   outline. It ages a creature 1 year for each point of damage accrued

   (random direction, 50% chance each hit of ageing older or younger).

   On a natural 20, it throws an opponent 1d4x1d100 rounds into the

   future (or the past - at the DM's option).

4. DM's option. This can be as strange as you like. It can be a weapon

   composed of the mists of Ravenloft, of the phlogiston, or of some

   far distant and really bizarre plane of the DM's own devising.




The material component is a carved ivory representation of the

weapon to be generated, with runes representing the various planes

of existence scribed upon it.





Darklight's Mysterious Manservant (Conjuration)



Range:  0

Components:  V, S, M

Duration:  1 week per 3 levels

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell is a favourite of eccentric or showy wizards. The spell

calls into being an invisible, intangible force which is imbued

with a limited intelligence. It is especially receptive to

permanency, with no risk of losing Constitution points. The force

obeys verbal commands and is able to produce a variety of useful,

usually mundane objects. It tends to become confused if the request

is not specific, however: due to its comprehensive knowledge of the

multiverse, the request "give me my hat" might result in a black

top-hat or a Stetson rather than the wizard's favourite pointy cap.

No information about other people, places, or things can be

surmised from quizzing the manservant, however. wizards who use

this spell tend to anthropomorphize the force, carrying on

one-sided (to others) arguments with it over misguided

conjurations, such as the Stetson mentioned earlier. Strangely

enough, they speak as if they receive actual replies, even though

no other person can hear them, and they themselves do not recall

actually hearing anything. Any conjured object leaving the wizard's

possession or which the wizard tells the manservant to get rid of

immediately vanishes. Conjured objects are limited in size to no

more than 5 pounds or so; also, since nothing conjured can be given

away and expected to exist any more, value matters little. Also, no

magic items, components, weapons, or other offensive items may be

conjured. Alternatively, the servant can "hold" indefinitely up to

100 pounds worth of material or up to 25 items of any sort for

later recall. No item held may weigh over 1,000 pounds. These,

being items with actual existence, are not limited in nature or

substance as conjured items are. Held items vanish completely, but

the manservant will always remember that they are there. The second

application is not recommended for the temporary casting of the

spell, because any items still held when the spell lapses vanish

forever. The manservant can be cast onto another person (and even

made permanent), but only if they both are wizards, and able to

cast conjuration magic.





Darklight's Personality Fragmentation (Enchantment)



Range:  60 yards + 5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One target

Saving Throw:  Negates

Author:  Keith Taylor 



This rather ruthless spell may be targeted upon one intelligent

creature within range. Only non-humanoid creatures get a saving

throw versus spell to avoid the spell's effects, as their minds are

harder to "lock onto". The target of the spell, and no one else,

sees a glowing sledgehammer which strikes him on the head. The

target's psyche immediately splits into 2d4+1 separate

personalities, each having a 30% chance of being insane, the

original personality not counted in that number, but still in

existence. Their alignments, nicknames, and insanity should be then

determined randomly by the DM. The target has a 20% chance of being

stunned for four rounds, otherwise a random personality takes

control within one round. The victim can fight the spell over the

long run: for each week of this malady, the original personality

may make a saving throw versus death magic to remove one random

personality. Otherwise, the insanity works like the standard form,

with the normal chances for random switching.

The material component is a small silver hammer, with the word

"Maxwell" inscribed upon it.





Darklight's Rubbery Transformation (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  5

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell transforms the caster temporarily so that he is

extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and

falling damage do not affect him in this state, but knock the

wizard 1 yard per point of damage over 5 points in the direction

opposite to that from which the attack came. Falling damage causes

the caster to bounce in a random direction (use the grenade-like

missile chart), one yard for every 20 feet fallen.

The caster can attempt to control the direction of his bounces (off

walls, floors, ceilings, people) by making a Dexterity check at -5

upon impact (but only if he sees it coming). Bladed or piercing

weapons do -2 points of damage per die, with the possibility of no

damage inflicted. Magical attacks may or may not injure the caster:

heat, cold, and most energy damages him normally, but force attacks

are resisted as blunt weapons.

The wizard's equipment is transformed in the same fashion, and

remains rubbery as long as he does. If the wizard bounces into a

person with a velocity of more than MV 10, he may do damage or

knock them over, at the DM's discretion.

The material component is a chicken bone, boiled to flexibility.





Darklight's Shockwave (Evocation)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  30 feet to 100 feet wide, 50-foot long arc

Saving Throw:  Special

Author:  Keith Taylor 



This pulse of force, sound, and wind can be emitted when the caster

swings his arms (or, optionally, his staff). This action causes a

thunderous wave of force along a 50 foot long path; it is 30 feet

wide at its beginning, but expands to 100 feet wide at the end of

its travel. The force will knock back creatures caught in it as

follows:



         Distance      Saving throw         Side

 Size     Thrown           Type            Effect

   T    3d6x10 feet      Wands, -3     Unconscious for

                                        2d10 rounds;

                                        1d10 damage

   S    2d6x10 feet      Death, -2     Unconscious for

                                         2d8 rounds;

                                         1d8 damage

   M  1d4x10 feet (if    Death, -2     Unconscious for

       an Open Doors                     2d6 rounds;

      roll is failed)                    1d6 damage

   L  1d3x5 feet (if      Spells        Topples over;

       an Open Doors                     1d4 damage

      roll is failed)

   H  10 feet (if an    Spells, +2       1d4 damage

        Open Doors

      roll is failed)

   G   5 feet (if an       None            Nothing

        Open Doors        needed

      roll is failed)



This spell has no material component.





Darklight's Staff of Pain (Enchantment)

Reversible



Range:  0

Components:  V, S

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  The caster's staff

Saving Throw:  None

Author:  Keith Taylor 



This spell causes the caster's staff to be surrounded at both

striking ends with a crackling, dark aura. The colour varies, but

is generally dark and ominous. The aura enhances the staff's value

as a weapon in several ways. It gives a +1 to-hit (this does not

affect what creatures may be hit by it). Also, it induces extreme,

mind-numbing pain in any target it hits. This pain forces the

creature to make a system shock roll at -30% or fall unconscious

for 2d6 rounds. Even if they succeed, they can take no action for

the rest of the round, and are at -3 (or -15%) on all rolls for the

next two rounds. The aura is not dispelled by a single attack, it

lasts for the entire duration and can be used for as many attacks

as the caster is able to make.

The reverse of the spell, staff of pleasure, causes the ends of the

staff to be surrounded at both ends with a bright, metallic glow.

The colour varies, but is generally positive and cheery. The staff

can still be used as a weapon, but has a chance of inducing

sadomasochistic tendencies in the creatures hit (5% chance for any

single being hit). The aura induces extreme pleasure in a being hit

by the spell, effectively disrupting all concentration and making

them unable to do anything else in the round. If they fail a system

shock roll (no modifier), they pass out from the pleasure. The aura

lasts for the entire duration, and people might just line up to be

tapped by it.

There is a third application of the spell, which must be memorised

separately, as if it were a reversed version, and which is called

staff of pleasure and pain. It combines the spells, making one end

of the staff glow with the pain aura and the other end with the

pleasure aura. Both ends function as above, and a creative wizard

can find hundreds of uses for this version.





Darklight's Subliminal Message (Enchantment)



Range:  0

Components:  V, S, M

Duration:  3 days per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Negates

Author:  Keith Taylor 



This spell is cast upon a paragraph of writing, a sign, or a

drawing of some kind. The writing or image should be freshly made

by the caster himself or while he watches, and upon its completion

the caster casts the spell.

The spell implants an invisible "subtext" into the work, causing

all who read it to subconsciously be compelled by its meaning. The

message conveyed subliminally is chosen by the caster, and should

follow the guidelines of suggestion (q.v.). Those viewing or

reading the work are then required to roll a saving throw versus

paralysation or be compelled to follow its directives. A person

succeeding the throw is unaware that anything has occurred, and

even those whose behaviour has been altered by the spell have no

idea where their implanted urges originated.

The suggestion remains for a maximum of two weeks, or until acted

upon. The exact duration of the behaviour changed depends on the

nature of the suggestion. As with suggestion, no obviously suicidal

or alignment rending activity can be forced upon a victim.

The material component is the paper upon which the subliminal

message is inscribed.





Darkray's Absorbing Cloak (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



When a wizard casts this spell, he is surrounded by an invisible

aura, like a cloak, that absorbs and stores magical energy in the

form of spell levels. Once cast, the cloak lasts until it absorbs

its maximum (see below). One such cloak can absorb up to half the

caster's level (round down) in wizard spell levels. The spells

absorbed must be cast directly at the caster. Area effect spells

(like fireball and cloudkill) cannot be absorbed. If a spell cannot

be totally absorbed, the cloak has no effect on it.

When the cloak absorbs its maximum, it remains active for another

round. During this time, the wizard can enhance the effects of a

single other spell using the previously stored energy: he can cast

one spell as if he was one level higher than he actually is, per

two full spell levels absorbed. If the wizard chooses not to use

the stored energy, it is released the following round as a harmless

warm light around him.

Example: an 8th-level wizard casts absorbing cloak; he can absorb

up to 4 spell levels. Some time later, he is hit with a magic

missile (+1) and a lightning bolt (+3), all absorbed. At the same

round, another magic missile hits, but as the cloak is full, damage

is normal. In the following round, the wizard decides to use the

stored energy to enhance his own lightning bolt. The bolt will

inflict 10d6 points of damage instead of 8d6 HP, with appropriate

adjustments to range and area of effect.

The use of true seeing or similar magic will reveal the presence of

the protective aura, in the form of a shadow cloak worn by the

caster.

The material component of the spell is a silver or gold piece,

consumed in the casting. The spell is not cumulative with itself.





Darkray's Antimagic Blade (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell is a rather offensive version of dispel magic and is

primarily used to actively counter hostile magic. Upon casting it

on a blade of any type, the weapon is surrounded with a red aura

and thereafter acts as a +1 weapon (with normal penalties if the

caster is not proficient in it).

Every successful strike of the blade dispels magic, as per the

spell, at the caster's level and using the attack roll as the

dispel roll. This can be used against anything normally subject to

dispel magic: magical barriers, items, or effects of any kind.

The caster can end the spell at will. The use of the blade does not

hinder movement and does not preclude spellcasting any more than an

ordinary blade does. The caster is immune to the dispelling effects

of the blade.

The material component of the spell is any bladed weapon, which is

not consumed when the spell expires.





Darkray's Fiery Disruptor (Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



Darkray formed this spell from Melf's minute meteors and magic

missile. Its main purpose is not to inflict damage but to counter

a hostile spellcaster.

The spell enables the wizard to cast small fiery globes, one per

level of experience he has attained. The wizard can throw one globe

per round at the same or different living targets. Each of them

inflicts 1 point of damage. They are formed from pure magical

energy and seem to materialize over the head of the caster before

speeding towards their target.

The missiles have two special characteristics: they never miss (as

do magic missiles) and they always strike at the very beginning of

a round.

The conditions required to hit a target with this spell are the

same as those of magic missile. If a target goes invisible after he

has already been struck by at least one ball, he is allowed a

saving throw versus spell to avoid each missile aimed at him while

he remains invisible. The conditions in case (B) of Melf's minute

meteors also apply to this spell.

Since the globes created by this spell are similar to magic

missiles, they can be countered with appropriate ways.





Darkray's Magical Enhancer (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell belongs to the field of metamagic. Using it, a wizard

can augment the effects of spells cast the rounds following the

casting of this one. The duration of the spell is one round per two

full caster levels, up to seven. Magic that can be affected

includes all spells of fifth level or less with a casting time that

is less than or equal to seven rounds. The effects of an augmented

spell persist even beyond the duration of the enhancer.

The material component is a small gem stone of any value. The stone

starts to glow when the spell is cast and from then on, it acts as

a transformer of energy: the caster can spend some of his own hit

points each round to increase the casting level of his spells, 1 HP

per spell level.

For example, a 5th-level wizard wants to cast fly as if he were

eleventh level. He casts magical enhancer; in the following round,

he must spend 6 HP to be able to cast fly at eleventh level (11-

5=6). The duration of the fly will be at least 12 turns (duration

of fly: 1d6 turns + one turn per level), even though this is much

longer than the duration of the enhancer.

The maximum casting level that can be achieved with this spell is

20. The enhancer will not affect other metamagic spells. If the

augmentation brings the caster's hit points to zero or less, the

character dies but the desired spell is completed.





Darkray's Poison Protector (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Dimitris Xanthakis 



Since poisons on Athas can be extremely lethal, Darkray created

this spell to protect himself and his companions from such attacks.

The spell can protect against any one method of poisoning:

injected, ingested or contact. Upon casting, an invisible aura

surrounds the recipient (using detect invisibility, eg., reveals

the aura). If protecting against injected or contact poisons, the

aura covers the whole body. If it is against ingested poisons, it

just covers the mouth. The aura protects the subject against a

number of poison attacks equal to the half the caster's level (five

times at ninth level, etc.). The protection lasts until dispelled.

If an attack using poison is made using the suitable method, the

subject suffers no damage from the poison; he suffers normal damage

if a weapon was used to deliver the poison, however. An individual

can only be protected against one method by means of this spell at

any given time.

The material component of the spell is a drop of a poison that the

subject must consume during the casting; the poison must be of the

appropriate type, that is injected, ingested or contact. Protection

against natural poisons is granted only if these belong

specifically to the poison table.

The spells stoneskin and Darkray's mail of power (q.v.) take

precedence over the poison protector; attacks negated by these

spells do not affect it.





Darkray's Spell Booster (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  1 round per two levels

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This is a metamagic spell. When a wizard casts this spell, he

strengthens the power of spells he subsequently casts. The spell

lasts for one round per two experience levels of the caster.

While the spell is in effect, the saving throws of opponents struck

by the caster's spells suffer penalties: -2 at seventh level, -3 at

tenth, -4 at thirteenth etc. The penalties are cumulative with

every other saving throw modifier.





Deadly Strike (Enchantment)



Range:  0

Components:  S

Duration:  1d6 rounds

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes all successful hits on hand-held or hurled

weapons to strike for maximum damage versus opponents. The caster

must be the one using the weapons.





Deadthought (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Corpse touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This is essentially telepathy with a corpse, as the wizard probes

the brain of the deceased for specific data. The DM must decide if

the information sought is basic, well known, merely known, or

forgotten. The table below lists the chance of finding the

information and the amount of time required by the search (if

location is in fact possible), but the DM can alter these numbers

if the body is in a particularly advanced state of decomposition.



   Type of      Chance of     Time

 Information     Finding    Required          Examples

    Basic          96%          1       Name and profession

 Well Known        70%         2d4          Relating to

                                          current mission

    Known          30%         3d4          Relating to

                                         previous missions

  Forgotten        2%        1d10+10      Overheard once



This spell will continue as long as the wizard concentrates, but on

every round there is a 1% chance of that he will go insane. The

material component is a pair of metal helmets, linked by a copper

wire.





Deave (Alteration, Illusion/Phantasm)



Range:  10 yards per level

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Special

Author:  Paul D. Walker 



This spell causes a temporary sensory overload to occur in all the

sensory nerve endings of the target creature. Because of this

overload of all the senses (sight, smell, touch, taste, hearing),

the target will be "burnt out" for the duration of the spell. The

creature will find himself in a state of total sensory deprivation

for the spell's duration. This means that the creature will not be

able to see, hear, taste, feel or smell anything. The creature will

remain completely helpless for the duration.

There is an additional side effect of this spell. Because the loss

of the senses can be so shocking an experience to some creatures,

there is a 1% chance per point of Intelligence and Wisdom that the

creature will suffer from the insanity of catatonia for a duration

of 2d4 weeks afterwards. This can be cured with a cure insanity.

If the creature makes its saving throw versus spell, then the spell

does not completely take effect. Only 1d4 of the creature's senses

are affected (determine randomly which). Note that some combination

of lost senses could leave the creature helpless anyway.

The material components for this spell are a small leather hood, a

shrill whistle, several sharp pins, smelling salts, and a drop of

lemon juice.





Dehydrate (Alteration)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Peter Gourlay 



This spell causes 1d6 points of damage per level of the caster

(maximum 15d6) to any creature that is water-based or has a

substantial amount of water in its system. Thus, for example,

spectres, stone golems and air elementals are immune to this spell.

Creatures that dwell primarily in water save at -1 and those from

the elemental plane of water save at -2 and take +1 on each die of

damage.





Deja Vu (Divination)



Range:  20 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Vernon Lee 



This spell throws the victim back to the location he occupied at a

point in the recent past. It does not turn back time, it merely

teleports back along the victim's "time line". This restriction

makes the resistance that the magic must overcome much less than a

full teleport other would have to fight. Deja vu sends the victim

to the position he occupied 1d6 hours in the past per level of the

wizard.

If the victim would be placed inside another object or creature,

the victim is placed in a random direction along his time line

until an unobstructed location is found. The material component is

a timekeeping device which is destroyed at the time the spell is

memorised by the wizard.





Delusion (Enchantment/Charm, Illusion)



Range:  10 feet

Components:  V, S, M

Duration:  1 turn per 5 levels

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the affected character to be deluded into

thinking that one or more of his statistics or powers have been

modified (either positive or negative, at the wizard's option). The

material component for this spell is a drop of perfume.





Detect Planar Stress Point (Divination)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell allows the wizard to find special planar stress points

where the casting of gate or planar gateway is easily accomplished.

This spell searches through the planar structure. The planar stress

points occur naturally. At these stress points, the planar clusters

form a natural gap through which travellers might pass. The range

depends on the casting time: for every turn cast the wizard can

search through an area of 100 square miles per level shaped in any

shape he desires. Thus, it could be a long thin strip or a true

square shape that spreads out from the wizard. This might seem

rather large but considering that not many natural planar stress

points exist, that might be relegated. The duration also depends on

the casting time: the effect of this spell lasts for two rounds per

turn of casting time after the points have been found and the

caster has stopped casting. During this time any planar stress

points in the area of effect glow with magical power. They thus

become a beacon for any creatures looking for them on both sides of

the planes - and not all of them will be benign creatures. Once a

planar stress point is located the casting time of

conjuration/summoning spells such as gate or planar gateway can be

reduced by a full 50%. Thus, a conjure elemental would only take

five rounds to cast. The problem with such stress points is that

there is a 5% chance per turn of the follow-up spell that some kind

of creature breaks through the gap created by the follow-up spell:

a conjure elemental, cast by a 10th-level wizard would have a 5%

chance for the full 10 turns duration that something breaks through

- whether the wizard stops early or not. The casting of a

conjuration/summoning spell significantly weakens the border

between the planes. If the caster decides to use the normal casting

time he can receive double the results: either a double Hit Dice

monster, or double the normal number of monsters, etc. but in that

case the chance of breakthrough rises to 20% per turn.

These stress points are created everywhere one finds an artifact of

other-planar power or an item of very strong magical power that

links somehow into another plane (very strong means over 8000 XP

per item) or with a concentration of over 20 magic items with

planar connections that have a sum of over 100,000 XP total.

The material component for this spell is a magical item of no less

than 1000 XP worth plus a compass made completely from diamond

except the needle which is made from adamantine (no less than

5000 gp).





Detect Spellcasting (Divination)



Range:  10-yard per level radius

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to scan a surrounding area for spells

being cast by other spellcasters. The affected area has a radius of

10 yards per level of the wizard (up to a maximum of 200 yards);

the wizard may make the area of effect smaller if he wishes. Any

wizard spells that are currently being cast, will be detected

(priestly magic is not affected). The wizard is instantly aware of

the school of magic of all spells in this area; the name of the

spell will also be known, if it has already been learned by the

wizard; in addition, the wizard gains a general feeling of the

location of the caster of each of the spells (i.e., approximately

30 feet east).

The relative strength of two spells from the same school will also

be detected. For example, if a meteor swarm and a burning hands are

both being cast in the area of effect, this spell will detect which

is more powerful (this will also work for two fireball spells cast

by two wizards of different levels); the actual level of the spell

is not revealed, and two spells of different schools cannot be

compared in this way.

The wizard may choose one spell to target for specific information;

this includes: the name and level of the spell (as well as the

wizard's level, if that is relevant to the strength of the spell),

the spell's target (object, location, creature, etc.), and the

exact location of the wizard. Illusions of fourth level or less are

revealed, as long as the wizard is of higher level than the caster

of the illusion. Illusions of fifth level or higher will return a

false reading (i.e., what the wizard believes the spell to be)

unless the wizard has already disbelieved that illusion.

This spell does not detect spells which are already in effect. It

does however detect all spells as they are cast, as long as the

duration lasts (i.e., if this spell is cast by a 10th-level wizard,

it will detect all spells that are cast in the following ten

rounds).

This spell does have a drawback: the maximum number of spells that

can be processed safely is equal to the wizard's Intelligence

divided by three (round fractions down). If there are more than

this number of spells being cast inside the area of effect, the

wizard must make a successful system shock roll or fall unconscious

for 1d6 rounds (this roll must be made every round this condition

exists).

The material component for this spell is a powered gem worth at

least 100 gp which must be tossed in the air when the spell is

cast.





Dheryth's Monomorph (Alteration)



Range:  0

Components:  V, S

Duration:  1 day per 3 levels of experience

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell was designed to allow a wizard to look like something he

does not for an extended period of time. It grants the non-magical

locomotive powers, senses, and metabolic processes of the race of

creature whose form is taken. However, a significant part of the

spell is dependent on the specific creature whose shape the wizard

wishes to assume. Thus, only one shape may be taken on by the

wizard using this spell - ever.

When this spell is found (for instance, on a scroll or in another

person's spell book), it already was custom designed by some other

wizard to adopt a certain form (race, height, weight, hair colour,

etc.), and nothing the finder can do will make it do otherwise.

This is because the choice of creature vastly changes the structure

of the Monomorph, and thus the choice of shape may only be made

when researching the spell from the ground up.

When this spell is independently researched by a wizard, he gets to

decide the specifics of the form the spell grants.

If any wizard wants to "change" an existing monomorph, so that a

different shape can be assumed, he must head into a library and

research this change as if it were an entirely new spell. The costs

for this, though, are at -25% because the wizard has a copy of the

other form of monomorph as a model. There is no reason why a wizard

with enough time and money could not possess several "versions" of

this spell.

When this spell is cast, the wizard is able to assume the form of

a single bipedal humanoid (human, demi-human, faerie, goblin, etc.)

with which race the wizard is familiar, but not any quadruped (for

example, a centaur), wholly magical being (for example, a golem or

demon), or other creature not relevantly humanoid. The wizard

assumes the shape of one such creature upon casting the spell, and

retains that shape until the spell ceases to function. He may

cancel the spell before it would normally elapse, but may not

alternate between the monomorphed and regular forms while the spell

is functioning. Monomorph will allow changes as follows:



Wizard's   Weight    Weight                  Maximum

  Level    Minimum   Maximum     Races      Age change

   7-8      -10%      +10%     as wizard       none

   9-11     -20%      +25%     any known       10%

  12-13     -30%      +50%     any known       20%

  14-15     -50%      +80%     any known       40%

  16-17     -70%      +125%    any known       60%

   18+      -90%      +200%    any known       any



The colour of eyes, skin, and hair can be changed to any possible

value, as can hair length, sex, and other details.

The body whose shape is assumed has the same physical statistics as

the wizard, subject to all racial and age modifiers, minimums, and

maximums (of the form adopted, of course). The new form will not

radiate magic, but it may be dispelled.





Dimmable Light (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  60-foot radius sphere

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell simulates the light spell but it can be dimmed to

absolute darkness (if there is a natural darkness around). Thus, it

is very useful for those sneaky groups that have always been

detected by their light source - until now. This light output can

be change from zero to 100% with but a mental command of the caster

or the recipient - if the recipient is willing and has been given

the mental command word. With the exceptions noted above it works

like the normal light spell.





Disenhandment (Alteration)



Range:  0

Components:  V, M

Duration:  4 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



By means of this spell, the caster removes his hands from his body

and controls them from up to 60 yards away. This does not damage

the caster, although it may look strange. The enchanted hands may

do anything that the wizard could normally do with them: attack

(with or without weapons), manipulate objects, and cast spells that

do not require verbal components.

The hands can move up to 90 feet per round, and leap 15 feet. They

have AC 7 and hit points equal to twice the caster's level. The

hands attack with the wizards THAC0 and do 1d3 damage per hit. If

the hands are killed, they will lay prone until the caster can

recover them, when they will reattach themselves and act normally.

The components are a sticky length of gauze and a silver scalpel.





Disguise [1] (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell allows the wizard to assume the appearance of any

humanoid, provided he is familiar with the person whose appearance

he wishes to assume. The spell may change the height of the wizard

by up to one foot, sex, facial features, colour and length of hair,

build, and even voice. However, it does not change the wizard's

clothing, skills, or personality traits. Someone familiar with the

real person has a (3xlevel + 2xWisdom)% chance of seeing through

the disguise by noting subtle changes in personality. Actions

entirely out of character would allow all to make a Wisdom check to

detect the disguise. In order the affect this spell, the wizard

must keep in his possession an item from the body of or an item

constantly worn by the person to be assumed.





Disguise [2] (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Ally's Spellbook 



This spell changes the appearance, smell, and vocal sounds of the

affected creature. The size of the creature may be changed up to 2

inches per level of the caster. The effectiveness of disguising a

creature as one of another type depends on the casters familiarity

with the target creature (left to the DM's discretion). Note that

this spell does not imbue any of the racial abilities or

resistances of the disguise type creature. The material component

of this spell is a piece of coloured clay.





Dispelling Bolts (Alteration)



Range:  20 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One or more creatures

Saving Throw:  None

Author:  Ally's Spellbook 



This spell sends out bolts much like the magic missile spell. One

bolt per level is created. Creatures hit by a bolt are treated as

if a dispel magic had been cast upon them. The material component

is a bit of india rubber.





Displacement [1] (Illusion)



Range:  0

Components:  V, S, M

Duration:  24 hours or until dispelled or destroyed (see below)

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



When cast on a subject, this spell causes the subject to appear to

be 2 metres to the left or right (50% chance of each at time of

casting) of his actual location. The subject will appear to react

to attacks aimed at his apparent position as if they had actually

hit him. If the subject appears to have been killed by an attack

aimed at his apparent position, he cannot move more than 2 metres

from the apparent location of his corpse without cancelling the

spell. The material component of this spell is the eye of a

displacer beast.





Dissolve Lesser Quasi-Elemental (Abjuration)



Range:  30 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Francois Menneteau 



This spell cause a lesser radiance, lightning or mineral

quasi-elemental to lose its internal integrity: the lesser

quasi-elemental dies. The material component is a miniature golden

shield, worth at least 20 gp.





Dreamoore's Eldritch Shield (Abjuration)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



This spell protects the recipient from any magic-energy based

attack. Each individual manifestation (magic missile, eldritch

sphere, etc.) directed at the recipient is absorbed by the shield,

whether or not they successfully hit. The eldritch shield can

withstand up to 1d4 attacks + 1 attack per three levels.

Note that regular attacks also reduce an eldritch shield without

any penalty, and the shield may only absorb spells which the wizard

has sufficient levels to cast (for example, a 9 HD eldritch shield

can protect from 1d4+4 magic missiles or similar spells, while a

griffon would take three off from the shield and still inflict

normal damage). The material component is sapphire and diamond dust

which is sprinkled upon the creature to be protected.





Dreamoore's Warding Shield (Abjuration)



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



The warding shield is a unique magical screen which encompasses one

creature and protects it from harm. The shield remains completely

invisible until struck by any attack, including weapons and spells

which cause direct damage. Then it then flares pale blue, absorbing

part or all of the attack (any damage which is not absorbed goes

directly to the character using the shield).

The warding shield may absorb up to base 1d4 HP of damage + 2 HP

per level of the wizard. If a magic resistant creature attacks the

spell's host, then its resistance is checked first. Success

indicates that the shield is bypassed during that attack, and

damage goes directly to the person being protected. However, the

shield remains intact until it loses all hit points, gets

dispelled, or until all hit points elapse, at a rate of 1 HD per

turn. A person may have only one warding shield at a time.

The material component is 50 gp worth of diamond dust which is

thrown into the air as the spell is cast.





Drider Form (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell allows the wizard to transform himself into a drider,

the drow-spider cross. The wizard gains all the abilities of a

drider, except spellcasting. The wizard can still cast his own

spells normally. The wizard gains the once-per-day innate

spellcasting of drow, a poisonous bite, 15% magic resistance, and

night vision. However, unlike similar polymorph spells, the wizard

must remain in the drider form until the spell ends or is

dispelled. The wizard who cast drider form cannot dispel it:

another spellcaster must do it. The wizard is not healed at the end

of the spell.





Dwarkanath's Tutor (Enchantment)



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  2 rounds

Area of Effect:  Creature touched

Saving Throw:  Negates

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





Dwarkanath's tutor is a highly useful spell in situations that

require that the recipient to use some skill not presently known.

Any non-weapon proficiency that is listed in the Player's Handbook

(or other official supplement) may be learned, provided a suitable

"tutor" is used as a base from which to draw the knowledge. This

tutor should be a willing, intelligent creature that possesses the

skill desired. If unwilling, the tutor must fail a saving throw

versus death magic (at +4) for the spell to be successful.

The recipient of the skill gains use of the borrowed proficiency as

if he actually gained the knowledge through normal means. Note that

his level of knowledge is exactly that of the tutor. Under no

circumstances (short of a wish) can this knowledge be retained

after the spell's expiration. If the recipient already knows the

skills that are to be endowed upon him, the spell automatically

fails, except when the tutor's knowledge of the skill is higher.

Although not specifically mentioned above, languages can be learned

through the use of Dwarkanath's tutor.





Eldarr's Flameshroud (Abjuration, Evocation)



Range:  Special

Components:  V, S, M

Duration:  1 round per level (but see below)

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Eldarr



When this spell is cast, the wizard is enveloped in an invisible

shroud of flames. True seeing or similar magic will reveal the

shroud, and detect magic will reveal strong lines of abjuration and

evocation magic. The spell imparts on the wizard the equivalent of

fire resistance for the duration of the spell (see the description

of the ring of fire resistance in the Dungeon Master's Guide).

In addition to the protection aspect of this spell, the wizard may

also use it offensively: any target that comes within 10 feet of

the wizard may be attacked using the shroud; a small finger of

(clearly visible) flames shoots from the shroud and strikes the

victim, inflicting 1d4 points of damage, plus 1 point per level of

the wizard (up to a maximum of 1d4+20). A successful saving throw

versus spell reduces the damage by half. Only one such attack may

be made per round, and each attack reduces the spell's duration by

one round (thus, an attack may not be made the last round the spell

is in affect).

Anyone who scores a successful melee hit on the wizard while he is

under the protection of this spell suffers damage equal to that

inflicted by an attack from the shroud (1d4 + 1 per level); again,

a successful saving throw versus spell reduces the damage by one

half. The duration of the spell is not affected in this case.

The material component for this spell is any normal cape with a

chunk of sulphur placed in the pocket; the cape must be worn

throughout the duration of the spell; if it is removed, the spell

ends prematurely. The cape is not affected by the casting of this

spell, but the sulphur is consumed when the spell ends.





Eldarr's Shockshroud (Abjuration, Invocation/Evocation)



Range:  Special

Components:  V, S, M

Duration:  1 round per level (but see below)

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Eldarr



This spell is nearly identical to Eldarr's flameshroud; it covers

the wizard in an invisible shroud of electricity. The shroud is

detectable by the same means covered in the flameshroud

description. This spell provides the user with immunity to

lightning and other electrical attacks for the duration of the

spell.

The wizard may use the shroud to conduct electrical attacks in the

same manner as that for flameshroud; damage is identical, and each

attack reduces the duration by one round. The shroud will also

provide protection versus melee attacks as per the flameshroud,

with electricity again replacing flames.

In addition to the cape (which is not harmed), this spell requires

a specimen of any electricity using creature, such as an electric

eel; this specimen is consumed when the spell ends.





Electric Shroud (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  1/2

Author:  Ally's Spellbook 



The creature affected by this spell immolates in a shroud of

crimson electricity. The spell allows for a +2 saving throw versus

spell. Any melee attack made against the recipient of this spell

results in a shock doing 1d4+1 HP of damage per level. The material

component is a piece of glass.





Elemental Turning (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  5

Area of Effect:  60-foot radius

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell drives out true elementals of one designated type when

the spell is cast. If the elemental fails its saving throw versus

death magic, it must leave the area of effect and cannot return for

the duration of the spell. Any elemental that cannot leave the

area, or is forced into a position where it cannot escape the

spell, immediately withdraws to its own plane. The spell is centred

on the wizard, and moves with him. The spell does not break the

concentration of any creature controlling the elemental, or affect

other creatures from the elemental planes. The material component

is a bit of element from the plane opposite to the one being

affected - fire for water elementals, water for fire elementals, a

puff of air for earth elementals and earth for air elementals.





Enemy Blink (Alteration, Enchantment/Charm)



Range:  30 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  4d6 creatures

Saving Throw:  Negates

Author:  Jay 



Makes an enemy blink if its saving throw is failed. Otherwise it is

like blink. Good for use if the enemy is near a cliff or large body

of water. The number of creatures affected is determined randomly,

by rolling 4d6. You cannot make people save twice, i.e., "I've got

12, I use them all on him, have him save 12 times" won't work.





Erelas's Meaningless Scribble (Conjuration)



Range:  10 yards

Components:  S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  One page per level

Saving Throw:  None

Author:  Dave Michaels 



When this spell is cast on blank parchment, meaningless lettering

and punctuation appear on each page of the parchment at the rate of

one page per round. The lettering may resemble (1) that of several

random or chosen languages (at least three) in the handwriting of

the material source (see below under material components), or (2)

it may resemble no language at all.

If the writing is viewed with true seeing, a glass of deciphering,

or other similar means of divination, one of the following occurs:

1. If the lettering was that of random languages (chosen or not), the

   viewer sees the lettering all as one language, but still

   meaningless.

2. If the lettering is purely random, the viewer sees new, purely

   random lettering, which is still meaningless.

If the spell is cast on parchment already containing writing, the

effect is neither permanent, nor defacing, but does produce the

same effects as above for 1 round per level.

Material components: enough ink wells to complete the job as if it

was being performed manually (i.e.: one well per 5 pages or so -

DM's or factual discretion), and a quill pen. The ink is consumed

as the letters appear (thus if the spell is dispelled prior to

completion, the remaining unused ink is not consumed). The effect

of (1) requires a sample of the languages to be used. For best

performance, the full alphabet of each language should be scribed

on a page of parchment (or several pages, depending on how many

languages you wish to use, and how big your writing style is).

Effect (1) shall produce handwriting matching the sample writing.

Effect (2) produces completely alien writing. Perhaps

hieroglyphics, perhaps pictographs resembling oriental characters,

perhaps an actual character from a real language - or close to it,

or perhaps a simple scribble.





Euclarke's Offhand Remark (Enchantment/Charm)




Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per 3 levels

Casting Time:  3

Area of Effect:  30-foot radius sphere

Saving Throw:  Negates

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





By uttering a short, muttered phrase, the caster forces one or more

creatures within the area effect to make a saving throw versus

death magic or fall victim to Euclarke's offhand remark. The

victims, should they fail their saving throw, suffer a highly

unusual urge to perform all activities for the duration of the

spell with their off hand. For example, right-handed fighters will

use their left hand (with appropriate penalties) and a left-handed

scribe will attempt to use his right hand to pen a scroll.

Spellcasters under the effect of Euclarke's offhand remark suffer

similar difficulties - any spell that requires somatic components

gets an initiative modifier equal to 20 minus the victim's

Intelligence to cast, but is otherwise unaffected.

To effect the spell, the caster needs a small silvered mirror which

must be polished carefully with the caster's off hand. Ambidextrous

characters are not affected by this spell. Unfortunately, no

ambidextrous wizard can use this spell either.





Excite Fire (Alteration)



Range:  20 feet

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One fire source

Saving Throw:  1/2

Author:  Jim Vassilakos 



This spell causes fire to hurl itself at a victim for up to five

feet per point lost for a maximum of sixty feet. Upon contact with

the victim, the fire does 1d4 points damage per level of the wizard

minus range loss and divided by two if a saving throw versus spell

is successful. Since the fire is dragged from a source (the

material component), that fire is effectively lost from the source.

Candles supply 1 point each, torches can supply 6 points, flasks of

lighted oil supply 12 points, and average sized fireplaces or

campfires supply 30 points.





Fayn's Conflagration of the Bowels (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One person per 5 levels

Saving Throw:  Negates

Author:  Fayn 



This spell causes the recipients innards to become consumed in a

magical fire. The victim suffers one point of damage per level of

the caster. In addition, if the intended victim misses his saving

throw roll, he becomes racked with intense pain and falls to the

ground for 1d4+1 rounds. The victim of the spell is unable to

function in any coherent manner during this time period. Observers

may notice a stench and see wisps of smoke emerging from the

victims orifices during this period. After the effects of the spell

expire, the victim may begin functioning coherently again, however,

the pain does not completely subside for 24 hours (only

role-playing effects).

The spellcaster has the option of directing more than one "dose" of

this spell at one victim (provided that the caster is of a

sufficient level). In the case where two doses are directed at one

victim, he makes his saving throw roll at -2 to the die, suffers +2

points of damage per level of the caster, and is incoherent for

1d6+1 rounds. This should be extrapolated for more than two

doses. The material component is a bit of rotten food.





Feldegast's Ego Submergence (Abjuration)



Range:  0

Components:  V, S

Duration:  1 day

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Ron 



This spell grants non-detection by scrying, detect ... spells, and

mind reading divinations, as well as a saving throw bonus of +4

versus charm-like effects. However, the spell ends abruptly if the

caster proper scries, reads mind or charms. This spell does not

alert the caster to scrying or the like, and may be overpowered by

a spell of greater level.





Fellstar's Flaming Water (Alteration, Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  10-foot per level radius

Saving Throw:  1/2

Author:  Fellstar



This spell will cause an area of water to instantly burst into

flames as if covered with oil and set alight. The centre of the

area of effect may be as far away as 10 yards per level of the

caster; the area of burning water has a radius of 10 feet per level

of the caster, but may be smaller if the caster desires. The spell

must be cast on an open body of water, such as a lake, river, or

ocean; it may not be cast at a container of water on the person of

an individual.

If the centre of the area of effect is on the surface, the flames

will remain only on the surface; if the spell is cast underwater,

the flames will form a sphere (if the distance between the surface

and the centre of the area of effect is less than 10 feet per level

of the caster, the flames will obviously not form a perfect sphere;

in this case, the surface of the water will burn as well).

The fire will last 2 rounds per level of the caster, or until

extinguished; the flames cannot be doused with water, as this added

water will burn as well. The fire must be extinguished by magical

means (i.e., dispelled or via a fire quench or similar magic), or

be allowed to expire. If cast underwater, the duration of this

spell is halved.

The flames from this fire are sufficient enough to start ships on

fire, and any creature caught in the area of effect suffers 3d6

points of damage, plus 1 point per level of the caster (to a

maximum of 3d6+20). A successful saving throw versus spell reduces

the damage by half. If this spell is used to attack a water

elemental or similar creature, the damage is doubled, and there is

a -4 penalty to the saving throw.

The material components for this spell is a vial filled with a

water and oil mixture.





Fire Aura (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Perry Horner 



By means of this spell, the caster surrounds his body with an aura

of magical green fire. The fire aura extends 1 foot from the

caster's body and provides illumination in a 10-foot radius. It

provides complete immunity to all forms of fire, both natural and

magical; the flames can be extinguished only by dispel magic or a

similar spell. Those touching the fire aura suffer 2d4 points of

damage; additionally, if the touched victim fails to make his

saving throw, his body is set afire with green flames.

The flames persist for 2d4 rounds. Each round the victim is

engulfed in these flames, he suffers an additional 1d6 points of

damage; the victim's attack rolls are made with a -2 penalty during

this time. The material components for this spell are a scrap of

singed paper and a piece of flint.





Fire Breath (Evocation)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  50-foot long, 25-foot diameter at end, 5-foot at

base cone

Saving Throw:  1/2

Author:  Peter Gourlay 



This spell enables the caster to breath a cone of fire in the

dimensions indicated. The fire does 1d10 damage per three levels of

the wizard (rounded up), with a saving throw allowed for half

damage. The wizard has the option of breathing the fire

immediately, or waiting for up to one round per two levels. If the

spell is discharged in a round other than the one it was cast in,

it has an initiative modifier of +3. If for some reason the spell

is not discharged before the spell expires, the fire explodes in

the stomach of the wizard, inflicting 3d10 points of damage.





Fog Warrior (Conjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  August Neverman 



This spell creates a creature much the same in appearance of that

created by the 2nd-level fog phantom (q.v.). This creature however

can do damage (one to half the level of the wizard hit points of

damage per successful hit). It has a THAC0 equal to that of the

wizard, and a Strength equal to the wizard's level. The fog warrior

has a -2 Armour Class and can be hit only by weapons with a magical

+1 or greater. It has 10 hit points + 1 hit point per level of the

wizard. It cannot be dispelled by wind or fire, although fire and

ice will do damage to it. The material component of this spell is

some smoke.





Force Bolt [1] (Alteration, Evocation)



Range:  0

Components:  S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Negates

Author:  Brock Neverman 



This spell causes an invisible bolt to launch forward from the

wizards fingertip. The bolt does not explode on contact with

whatever it is directed at, but rather burrows through almost any

object (note that a +5 or better magic armour deflects it). The

bolt has 10 hit points + 2 hit points per level of the wizard,

these hit points being "burrowing points". For each 10 hit points

of damage a normal magical item takes it will loose a plus.

A normal shield or splint mail or leather armour will use up 5 hit

points, chain mail will use up 7 hit points, and full plate will

use up 10 hit points. For some reason, ordinary elven chain will

always cause this spell to reflect (magical elven chain does not

have this effect unless it is +5 or higher). Items do get a saving

throw, and once an item makes its saving throw, the spell is lost.

The material component for this spell is a bit of iron.





Gaseous Form [2] (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Kenneth C. Jenks 



This spell causes an individual, as well as the non-living items

which it carries or wears up to 1000 gp weight per level of the

wizard, to become gaseous in form and able to flow accordingly at

a base speed of 3 per round, subject to wind conditions. The

gaseous form cannot be physically harmed except by magical fires or

lightning, in which case damage is normal, but the gaseous creature

may be affected by mind-related attacks such as charm, hold or

suggestion spells. However, a whirlwind causes double damage to a

creature in gaseous form.

The spell lasts for the entire duration and can only be removed by

the reverse of the spell. During this period, the creature can see

and hear, but no magic items or spells may be used. Psionics

(except for body weaponry and shape alteration) will function

normally, and psionic combat can take place. Spells cast on the

creature prior to this spell will remain in effect for their normal

durations (resist fire, protection from lightning, etc.).

The reverse, solidify form, allows the gaseous creature touched a

saving throw versus death magic. If the creature touched fails the

saving throw, the creature immediately resumes solid corporeal form

and cannot resume gaseous form for the duration of the spell.

If the wizard casts this spell on himself, he may include his own

familiar in the area of effect. If this spell, or its reverse, is

cast on an unconscious or dead creature, it is allowed no saving

throw.

The material component for gaseous form is a mouthful of smoke; the

component for solidify form is a mouthful of rock.

Note: this spell was researched by the mage Paul, also known as

Purple. Gaseous form was specifically invented for battling

vampires with its reverse. Dimension door is a much better escape

spell, and invisibility is a much better infiltration spell, but

this one is fun to spring on new DMs.





Glamden's Mixer (Alteration)



Range:  10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One potion

Saving Throw:  None

Author:  Glamden



This spell requires the wizard to have a potion of any type in his

possession. The potion is held in the wizard's hand, and when the

spell is cast, the content is instantly removed from its container

and reappears in a potion container in the target's possession. The

DM then makes a potion compatibility check (see the Dungeon

Master's Guide, page 135) for the target potion and applies the

results normally. If the target has one or more potion containers

in sight, the wizard may choose which one to affect. If the target

has no containers in sight, then one is affected randomly; if the

target has no potion containers in his possession, then the spell

has no effect. This will also work on a potion that is just about

to be quaffed, as long as the wizard gains the initiative.

The only material component for this spell is the potion to be

mixed with the target's potion.





Gregori's Awareness (Divination)



Range:  0

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  3

Area of Effect:  100-foot radius sphere

Saving Throw:  None

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





This spell grants the caster the ability to know when any spell is

being cast within the area of effect. Additionally, the direction

and distance of the spell activity is known as well. If a saving

throw versus death magic is made by the caster, he is granted some

additional information about the spell, such as its level or

school. Under no circumstances, however, does Gregori's awareness

detail what particular spell is cast or who the caster is.

The material component for Gregori's awareness is a small golden

cone, worth about 50 gold pieces.





Grimly's Elasticity (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  5

Area of Effect:  Person touched

Saving Throw:  None

Author:  Joshua Rosenfeld 



By casting this spell, the wizard alters the entire composition of

the subject's body so that it becomes more elastic. The benefits

gained by the elasticity are as follows. The affected person can

turn his head 180 degrees in either direction, can stretch all of

his limbs up to 3 feet further than normal, and only takes half

damage from bludgeoning type weapons (with a minimum of 1 point of

damage). Increased flexibility of all body parts is also gained.

The material component is a lump of soft clay.





Half-intelligent Unseen Servant (Conjuration/Summoning)



Range:  10 feet per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One unseen servant

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell is an improved version of unseen servant. The servant

has rudimentary intelligence so that it can remember some small

details or some minor instructions over a given period of time. It

can be delayed in its actions, so that it will do something even if

nobody gives it an order to (it will close a door behind the wizard

if he gave it the order to close every door behind him). It can

also write or manipulate delicate objects if it is under the direct

control of the caster. In this case the caster has to be present

(within the range of the spell) to give the specific orders. It is

still not stronger than the 1st-level spell (only a maximum lift of

30 pounds).





Hand of Time (Necromancy)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  1d4+4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Geoffrey Edward Fagan 



After casting this spell, the death master's hand will bear a

baneful curse, for the next creature he touches (possibly requiring

an attack roll) will instantly become 4d10 years older. The spell

lasts for one round per level of the wizard or until discharged,

and it cannot be reversed.





Hold Person II (Enchantment/Charm)



Range:  120 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  One person

Saving Throw:  Negates

Author:  Unknown



This spell is like hold person except as noted above and that the

saving throw is made at -6.





Horn of Goodness (Invocation/Evocation)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  50-foot circle

Saving Throw:  Special

Author:  Alexande Shternshain  



To cast this spell, the wizard must hold the palms of his hands

against his mouth, in a horn-like shape. The issued sound causes

severe mental anguish and suffering to evil creatures in the area

of effect. At the beginning of each round, each of such creatures

rolls a saving throw.

If this is failed, then:

  *  the creature suffers 1d6 points of damage;

  *  there is a to-hit and Armour Class penalty of -1;

  *  all spells about to be cast are lost.

If the saving throw succeeds, the creature suffers only the second

penalty. In order to maintain the spell, the caster must

concentrate, but he can't do so for more then one round per level.

Non-evil creatures aren't affected at all. Note that the spell will

affect even deaf creatures, as the sound sort of goes inside their

brain, bypassing the hearing organs. The spell can be reversed by

evil wizards to become a horn of evil. The material component is a

violin string.





Hydro Shield (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



By casting this spell, the wizard appears to be covered in a mist

of water. One version is coloured blueish green; the other is

coloured violet or blue. Any creature striking the wizard with body

or hand-held weapons will inflict normal damage upon the wizard,

but the attacker will take double the damage so inflicted. The

other powers of this spell depend on the variation being used:

Blueish green: any electrical attacks will be saved at +2 on the

die, and will do either half damage (if the saving throw is failed)

or no damage at all (if the saving throw is made). Acid based

attacks are normal, but if the wizard fails the required saving

throw, he sustains double damage. The material component for this

version is a bit of tree gum.

Violet or blue: any acid attacks will be saved at +2 on the die and

will do either half damage (on an unsuccessful saving throw) or no

damage (if the saving throw is successful). Electrical attacks are

normal, but if the wizard fails to make the required saving throw

he sustains double damage from that attack. The material component

for this version is an alkaline substance.





If ... Then (Alteration, Wild Magic)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  One object

Saving Throw:  None

Author:  Steve Bartell 



Upon casting this spell in conjunction with another type of spell,

the wizard delays the effects of the second spell until certain

conditions are met - named by the wizard. For example, the wizard

could cast if ... then at a doorknob, then direct a fireball into

if ... then, and then name conditions that the fireball will

activate when someone touches the doorknob. The casting of the

second spell must be started within 1 turn after finishing the

casting of if ... then.

If ... then spell must be cast upon a non-living object. If ...

then actually absorbs the second spell's effects and holds it until

the conditions are met. This hold can be for thousands of years.

The conditions that activate the spell must be easily recognized

and simple. The DM can decide whether the conditions are

appropriate. For example, a wizard could not have the condition,

"If a good creature comes into the room...", but could have the

condition, "If an orc enters the room...".

Only one if ... then spell can exist at a time in a 5-foot radius.

If two if ... then spells come within this range of each other,

both spells are dispelled. Thus, a wizard could not have a

collection of darts in his pack that all have an if ... then and an

ice storm cast upon them. The spell used with if ... then cannot be

a spell that must be aimed at an opponent. These spells include

magic missile, Melf's acid arrow, etc. However, a sleep or

cloudkill can be used, and the object it was cast upon will be the

centre of the effects.





Igetigitt - Yucky (Illusion/Phantasm)



Range:  30 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Two Hit Dice of creatures per level

Saving Throw:  Negates

Author:  Jim Vassilakos 



The victims of this spell will be overcome by revulsion and be

otherwise totally grossed out by a sickening illusion of the

wizard's choice. Particularly inventive and disgusting illusions

may warrant an adjustment to the saving throw of up to -5 (DM's

discretion). The wizard may effect 2 HD of creatures per level.

Note that after the spell is cast, it proceeds without the wizard's

aid for the normal duration. For a normal functioning of this

spell, no material components are required. However, use of some

proper, imaginative, and especially yucky components may add an

additional adjustment to the victim's saving throw of up to -2.





Illumine (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One or more 10-foot radius globes (see below)

Saving Throw:  Special

Author:  Unknown



The Illumine spell acts as a multiple light spell. The wizard may

create two globes of light, with an additional globe per two levels

of experience of the wizard above the seventh. Immediately after

casting, two globes appear where the wizard wills. The additional

globes appear in the following round. The wizard must spend that

round specifying the centres of spell effect, and may take no other

action in that round or all succeeding globes are lost. The wizard

may permanently dispel some or all of the globes at any time during

the duration of the spell. The material component for the spell is

one piece of phosphorescent moss for each globe. In all respects

other than the ones above, this spell conforms to the restrictions

of the light spell.

Illumine was the fourth of six spells researched by the wizard

Auralon Deathrin in his lifetime. It was developed as a partial

solution to the annually increasing crime rate in the capital of

Travinthia. They make good streetlights with some form of spell

extension!





Improved Charm Person (Enchantment/Charm)



Range:  80 feet

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell will cause any humanoid to regard the wizard as a

trusted friend and ally to be heeded and protected. Although this

does not grant the wizard the ability to command the affected

humanoid as a robot, it does assure that anything the wizard says

to the affected creature will be taken in the most favourable way.

If the initial saving throw is made, the creature will not realize

that a spell had been cast on him. Otherwise, the affected creature

must recheck his saving throw versus spell once per (20-

Intelligence) days until the spell is broken (creatures with a

twenty or greater Intelligence are not affected).

It is, however, possible to double or triple charm creatures, so

even if they break the first charm, they must still contend with

others (for the purpose of saving throws, each charm is handled

separately from the others). It has been known, however, for

members of the opposite sex to on occasion become amorously

attracted to the wizard, thus continuing the charm indefinitely.

The wizard may negate the charm at any time, unless such attraction

has occurred. One dispel magic will break all the charms on a

creature, and if the wizard attempts to harm the charmed creature,

this will also break the magic. To further confuse matters, a

creature may become charmed to more than one wizard.





Improved Magic Mouth (Alteration)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One object

Saving Throw:  None

Author:  Unknown



This spell is like magic mouth, but the mouth can speak command

words to activate magical items, stash spells, etc. (but it cannot

cast spells).





Independent Spectral Hand (Necromancy)



Range:  30 yards + 5 yards per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  One opponent

Saving Throw:  None

Author:  Christopher R. Invidiata  and John

Kirk



This spell causes a ghostly, glowing hand, shaped from the wizard's

life force, to materialise within the spell range and move as the

wizard desires. Any touch attack spell of sixth level or less that

is subsequently cast by the wizard can be delivered by the spectral

hand. The spell attacks as the wizard at a +2 bonus to-hit. The

wizard may perform other actions. The hand is AC -3 and may be hit

by magic only. Any damage dispels it and does 1d6 points to the

wizard. The material component of this spell is a hand, which is

consumed in the casting.





Inertia (Alteration)



Range:  20 yards per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One creature or object

Saving Throw:  Negates

Author:  Tim Prestero 



This spell allows the wizard to freeze one creature or object up to

100 pounds per level, limit regardless of orientation. Creatures

flying through the air would be frozen in place (remaining in the

air), immovable until the second command word. The wizard is free

to cast this spell upon himself. If the subject of the spell is

unwilling, it receives a saving throw versus paralysation, a

successful saving throw negating.

The wizard must point at the creature or object to be stopped, and

utters the first command word. If the spell is successful

(guaranteed in the case of objects within the wizard's weight

limit), the item is frozen in the air, immovable, unless a dispel

magic, or other such spell is cast, or until the wizard utters the

second command word. Upon saying the second command word, the

object or creature resumes its initial motion. For example, cast

upon a falling chest, would stop the chest in the air. Upon the

second command, the chest would resume falling, even if someone had

climbed on top of it. If some poor slob happened to be standing

directly beneath the chest at the time of the second command... If

cast at a knight on a horse, for example, the wizard must specify

mount or rider. If cast at the mount, the rider would probably

continue in his original direction, just without his mount. Cast on

the rider, he would stay hanging in the air, as his mount ran away.

Physical force is insufficient to move frozen objects, so they

could, for example, be used as anchors for ropes, etc. The wizard

must be able to see the majority of the object of the spell, so he

couldn't, for example, cast it upon something in somebody's

backpack.

The material component of the spell is a silver whistle, which is

blown prior to shouting the command word.





Jadwin's Concentration Conspiracy (Alteration, Illusion)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Jadwin



By means of this spell, the wizard may transfer the concentration

requirement and control ability of any illusion spell to the

creature touched. The illusion spell must be cast the next round or

this spell is wasted. The creature touched must posses the

intelligence to concentrate and thus control the spell.

Non-spellcasters and spellcasters who have never cast illusion

spells will require practice before they can control the illusion.

In addition, creatures of low Intelligence will produce low quality

illusions that will be easier to detect and disbelieve. Spell

control may only be passed to willing subjects.

The material component is a 200 gp worth gem that is given to the

spell's subject by the wizard at the completion of this spell and

before the next spell is cast.





Jadwin's Item Exchange (Illusion)



Range:  10 yards per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  1/4 cubic foot per level or 1 item per 2 levels

Saving Throw:  Illusion

Author:  Jadwin



This spell enables the wizard to alter the appearance of objects.

Each affected item within spell range can take on the appearance of

another item within the range of the spell. If only a single item

is affected it may be given a completely illusionary appearance,

not one copied from another item. This spell does not affect

creatures.

This spell is commonly used to swap appearances such as to exchange

the appearances of two gems or two scrolls. A wizard able to affect

5 items could exchange their appearances in a random pattern. The

wizard could choose to make a scroll appear as a gem and a gem

appear as a scroll but this would be instantly detectable by touch.

The spell affects all senses listed with the spectral force spell.

This spell is complete enough to copy non-magical writings and fool

the divination spells detect magic and locate object. Magical

writings are only superficially copied, and any attempt to read

them causes the illusion to end. Once the spell is cast, the

affected items may be moved beyond the spell range without causing

the spell to end.





Jamye's Greased Pig (Alteration, Conjuration)



Range:  30 yards

Components:  V, S, M

Duration:  4 rounds + 1 round per level

Casting Time:  3

Area of Effect:  One creature + one creature per 4 levels

Saving Throw:  Special

Author:  D.J. McCarthy 



This spell is a more powerful version of the 3rd-level haste spell,

with the 1st-level grease thrown in as well. The people that the

spell is cast upon suffer none of the side effects of the grease

(i.e., they won't drop their weapons, they won't slip, etc.) but

those that try to attack or grab them will. It negates special

attacks by creatures that inflict damage automatically every round

after a successful hit (i.e., stirges or executioner's hoods) - the

creature must roll to hit every round due to the slipperiness of

the target. Otherwise, it conforms to the normal haste spell (-2 on

initiative, double movement rate, double number of attacks per

round, ages recipient 1 year). It is not cumulative with haste or

other greased pig spells.

The material components for this spell are a bit of butter and an

anise seed for each recipient.





Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)



Range:  60 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Negates

Author:  D.J. McCarthy 



This spell summons a pre-prepared headless flying roasted pig. The

pig flies at a rate of 30, and is under the control of the wizard

(who must give it his full attention). The pig is magically funny;

anyone who looks at the pig (except the wizard) must save versus

spell every round that the pig is in his field of view or fall down

laughing until the pig leaves. Laughing victims are at a -2 to-hit

until the spell expires.

Victims with an Intelligence of 4 or less that are meat-eaters,

will be attracted to the pig's delicious aroma and must save at a -

6 or spend the rest of the spell's duration trying to catch it. If

they are vegetarians, they are unaffected. Those with Intelligences

of 5-9 save versus the laughter effect at a -4. Those with

Intelligences of 10-14 save at a -2. Those with Intelligences of

15-19 save normally, and those who are more intelligent than that

are unaffected.

The pig cannot be caught or attacked; those attempting to do so

automatically succumb to the laughter. The pig has no other attacks

besides its magical nature. It can be banished or otherwise

abjured; dispel magic merely terminates the wizard's control over

it. If dispel magic is successful, the pig will leave 50% of the

time and stay 50% of the time, the magical laughter effect will not

be dispelled, but the wizard will become vulnerable to the laughter

effects as well.

The material components are a baked, spiced apple and a hummingbird

feather. Additionally, a pig of no less than 50 pounds must be

beheaded, roasted and otherwise prepared ahead of time; this pig

does not have to be carried with the wizard but must not be eaten,

as it is consumed by the spell at the end of the spell's duration.





Jamye's Morning After (Alteration, Enchantment/Charm)



Range:  0

Components:  V, S, M

Duration:  1d6 rounds per level (see below)

Casting Time:  4

Area of Effect:  Intelligent creature touched

Saving Throw:  Negates

Author:  D.J. McCarthy 



This spell takes effect after the victim has had a minimum of two

hours of sleep. The victim loses all memory of events that occurred

between the time the spell was cast and when he awoke.

The DM is encouraged to make up some appropriate material

components. The victim will remember the existence of any material

components used in the spell.

The effects of the spell last 1d6 rounds per level of the wizard.

The wizard should not be told the duration of the spell.





Janx' Artificial Control (Alteration, Enchantment)



Range:  0

Components:  V, S

Duration:  1 year per 3 levels

Casting Time:  1 hour

Area of Effect:  Device touched

Saving Throw:  Negates

Author:  Ken Forslund (Janx Jelantru) 



This spell allows the recipient to manipulate any mechanical device

that was attached to him at the time of the spell's casting. In

short, it allows the usage of mechanical limbs that have been

attached to somebody by that person. For example: a victim of an

accident has lost his arm. A mechanical replacement can be made,

but must have a value of 1000 gp or more. The limb is attached, and

then the spell is cast. From then on, as long as the spell is in

effect, the recipient of the spell can control all the joints and

levers on that limb. A recipient may have as many functions as his

Intelligence, because the wearer must concentrate a little bit more

than an ordinarily limb. A single limb is counted as a function,

but creative designers can add crossbows, blades, and many other

devices that each count as a function. This spell can allow the

manipulation of hinges, levers, pulleys, and wheels. If the limb is

separated from the body, the recipient can still control its

functions to a range of touch. This spell does not bestow the

benefits of a sense of touch. The operating strength is equal to

1.5 times the caster's level, rounded up, but only grants 10% per

point past 18 Strength. Thus, an arm enchanted by a 14th-level

wizard would have a Strength of 18/20 for attacks made with that

arm only. Because the rest of the person doesn't have 18/20

Strength, he is still considered as having his normal strength.

Artificial Limbs are much sturdier than their natural counterparts.

Except under very extreme stress, they are not likely to take

damage. This spell must be cast once for each limb to be enchanted.

This spell can also be used to turn wheels. A wheel of 3-foot

diameter can be turned at four time the caster's level rounds per

minute.





Jibril's Anti-Magic Shield (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One wizard per three levels

Saving Throw:  None

Author:  Jibril



The recipients of this spell are made more aware of the magic

around them and are also more able to affect it. They therefore

have a magic resistance of 5% per level of the wizard. A dispel

magic is only half as likely as normal to dispel this spell. The

material component of this spell is a gem worth at least 200 gp.





Justin's Mental Map (Divination)



Range:  1 mile

Components:  V, S, M

Duration:  Permanent

Casting Time:  10 minutes

Area of Effect:  1-mile radius

Saving Throw:  None

Author:  Colin Roald 



Outdoors only, this spell gives the wizard an aerial view of the

countryside within 1 mile of the wizard. Only large features

visible from above are noted, like rivers, woods, fields, large

buildings, and clearings, but not people, caves, small streams, or

the like. The material component is powdered pineal gland.





Kaldane's Lullaby (Enchantment/Charm)



Range:  30 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell is similar to Kaldane's drowse (q.v.) in that the

victims must be within 30 feet of each other, with a centre

determined by the caster. The lullaby affects 2d8 Hit Dice of

creatures, affecting lower level creatures first, with partial

effects ignored. Creatures of 8+3 HD or more are unaffected. This

spell will not affect elves. The victims of the spell are subject

to all the effects of a slow spell (+4 penalty to Armour Class, -4

penalty to-hit, all Dexterity bonuses for combat negated, and half

movement and weapon attacks). Victims will feel very tired,

desiring to go to sleep, requiring a saving throw every other round

(starting on the second round the spell is in effect) or suffer the

effects of a sleep spell (q.v.). Creatures with 6+3 or more Hit

Dice save at +2. The material components of this spell are several

rose petals.





Kasemadchen's Wild Runestones (Divination, Wild Magic)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  Special

Author:  Marc Sherman 



This powerful spell gives a wild wizard access to many spells of

the school of divination. Like the spell wish, however, this

flexibility does not come without a price. Every casting of this

spell has a high probability of causing a wild surge.

When the spell is cast, the caster should roll 1d4. If this roll is

a 1, 2, or 3, then that is the level of the divination spell this

spell produces. The caster may then name any divination spell of

the level rolled with which he is familiar. If the named spell is

in the wizard's spell books, success is guaranteed. If the caster

has seen the spell cast in the past, but does not know it himself,

the DM should roll for the caster's spellcraft proficiency, at a

penalty depending on how recently and how many times the caster has

seen the spell. A missed spellcraft roll will cause a wild surge on

the spell attempted.

If the wizard rolled a 4, a wild surge is caused. The wizard may

name any divination spell, even one of a higher level than he can

cast, or one that he has only a vague, passing familiarity with,

for this surge.

If a divination spell is successfully cast via this spell, the

range, duration, area of effect, and possibility of saving throw

should be taken from the divination cast. The material component of

this spell is a finely carved set of rune stones, worth at least

1000 gp, which is not consumed by the spell. The wizard must have

a surface available on which to cast the runes and be able to study

them for a round for the spell to be cast successfully.





Kiri's Container (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 day + 1 day per 3 levels

Casting Time:  4

Area of Effect:  Container touched

Saving Throw:  None

Author:  David Kelk 



This useful spell will turn one appropriate container (sack,

backpack, etc.) into a bag of holding of 5000 gp capacity for the

duration of the spell.

Anything not removed by the end of the spell's duration is lost in

the astral plane.

The material components are the container and berry juice that must

be used to stain the inside of the container.





Kiri's Energy Field (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  One 10-foot cube per level

Saving Throw:  1/2

Author:  David Kelk 



When cast, this spell brings into being a field of energy wherever

the caster wants within the area of effect. The distribution of the

cubes is also under the casters control with the exception that

they must all be contiguous. The field itself can be cold, hot, or

electrical at the casters discretion. It causes 1d6 damage plus 1

point per level (eg., a 10th-level caster does 1d6+10 points of

damage). The damage is delivered once per round to any being in it

with a saving throw for half damage.

The material components is a tinderbox which is destroyed when the

spell is cast.





Kiri's Smarter Servant (Conjuration/Summoning)



Range:  Special

Components:  V, S, M

Duration:  Until dispelled

Casting Time:  3 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  David Kelk 



After this spell is cast, a magical and very skilled servant is

called into existence. This servant is a combination of butler,

cook, chauffeur, etc., that can perform as well as any normal

servant. They are usually created to "keep house" when the caster

is away for long periods of time or to help in magical research

(feeding, fetching etc.).

The servant is AC 6 with 1 HP per level. It has no attacks.

The material component for this spell is a butler suit and a length

of gold wire worth 200 gp. The components are reusable.





Kiri's Toy Soldiers (Enchantment)



Range:  10 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  Special

Saving Throw:  None

Author:  David Kelk 



This spell causes small, specially crafted toy soldiers to become

full size warriors under the wizard's command. One figure can be

animated per 4 levels of the wizard (maximum of 4). The Armour

Class of the soldier depends on the material that it is made out

of:



            Matter                 AC

             clay                   8

             wood                   6

             stone                  4

             metal                  2



Each figure has 3 hit points per level of the wizard to a maximum

of 45. They attack twice per round as fighters of half the wizard's

level with whatever weapons they were created with. Being mindless,

they cannot be charmed, put to sleep, dominated, etc.

The material component is a number of toy soldiers worth no less

than 10 gp each.



Klaus' Kustard Kwicksand (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour

Casting Time:  4

Area of Effect:  3-foot per level radius, 8 feet high cylinder

Saving Throw:  None

Author:  Iain Clarke 



This spell is cast while pouring some sour custard (the material

component) onto the ground. The custard spreads rapidly outwards

and forms a circular quagmire; the caster can control the rate of

growth to give himself time to get away. The sides of the quagmire

are extremely steep, and the surface consists mostly of the

material that was there originally (albeit with a yellow tinge)

making it difficult to notice except for the smell of off milk.

Creatures of small size or larger falling in will sink whenever

they move significantly - probably submerging after eight movements

for small creatures and four for medium ones. Large creatures will

sink much faster, but the pit will probably not be deep enough to

drown them. Unless the victims can find something to pull

themselves out with, they will probably have to wait until the

spell expires when they become trapped in solid ground and must be

dug out of whatever encases them. Move rate when touching the

bottom is 1, or 2 if an open doors roll can be made. If people

approach the quagmire they will suspect something if they roll a

1-2 on 1d6, or (if hurrying) on a 1 only. If successful, a

Dexterity roll will allow them to avoid falling in, with a -2

penalty if there is nothing nearby to grab hold of.





Knots and Binds (Enchantment)



Range:  5 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Aaron Wigley 



This is an advanced version of the 2nd-level weave knots (q.v.). It

has all functions listed there, and more.

The second spell must be cast immediately after knots and binds is

cast (add the two casting times together). Alternatively, two

wizards can work on such knots - one casts this spell, the other

casts the intended spell, then they combine their efforts.

If the added spell is instantaneous, the second spell will not

activate when it is cast, but rather, its potential will be stored

in the thread. The wizard has the option when the knot spell is

cast as to whether permanent or special duration spells are

activated when the knot is tied, or when the knot is untied. In

such cases, the target is the person to whom the knot is tied, or

the person who untied the knot.

Only spells that are either area effect, or personal effect can be

used. Aimed or directional spells cannot be stored in the knot. For

example, a fireball would work (ground zero is the knot), but a

lightning bolt or magic missile wouldn't.

The level of the spell cast into it is restricted by the wizard's

level:



        Wizard's Level         Spell Level

              7-8                  2nd

              9-11                 3rd

              12+                  4th



The stored energy will last for 2 days per level of the wizard, in

the case of instantaneous spells, until it dissipates harmlessly or

until the knots are undone or the rope is cut, at which time the

spell's effects are unleashed (on half normal effect). The object

the knots are on is the target of the spell as well as the person

who cut the knot. If the knots aren't on anything, the person who

undid or cut the knots is the target.

In the case of permanent or special duration spells, the spell is

generally ended when the knot is untied or cut.

To actually get the knot onto someone, the caster of the knot spell

must get within 5 yards of the target. The enchanted bonds will

then entwine themselves onto the target.

Detect magic will show that the knots are magical in nature. If

dispel magic is cast onto the knots, two checks are needed. If the

knot spell itself becomes dispelled, then the contained spell needs

to be tested. If the contained spell survives the dispel magic, it

activates. If the knot spell survives, the contained spell

automatically survives.

Typical applications of this spell are:

 *  A curse is woven into the ribbon, and it is attached to someone.

    For the duration of the curse, the person suffers the curse's

    effects.

 *  A fireball is cast on a section of rope, used to tie shut a bag. If

    someone opens the bag, the fireball goes off into his face. The

    wizard can untie the bag safely, and retie it.

 *  An armour is cast on a section of rope. The wizard keeps the rope

    in his pocket and, if attacked, unties the knot.

Material components are a section of rope, twine or ribbon that

becomes knotted which is not consumed at the end of the spell. Also

required is some blood of the wizard (just a few drops).





Korel's Hand of Evil (Enchantment/Charm, Necromancy)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Edward Keyes 



In casting this spell, the wizard severs the victim's control over

one of his arms (75% chance primary hand, even chance if the victim

is ambidextrous), making the victim's hand an independent entity

whose only goal is the destruction of the victim.

The hand is almost as intelligent as the victim, and will use the

quickest available method for killing or disabling the victim (note

that the hand can continue attacking even if the victim is

unconscious). For instance, if the victim was carrying a dagger,

the hand might grab that and attack. If the victim is weaponless,

the hand would attempt to choke instead. The hand would not,

however, be able to grab a wand and fire it at the victim, since a

wand requires a command word to activate.

With weapons, the hand only uses short weapons, since anything

longer cannot be easily turned inward. It attacks with the victim's

own THAC0 against the victim's own Armour Class, doing the victim's

normal damage, including Strength bonuses. For choking, the hand

inflicts 1d4 points of damage each round, plus Strength bonus if

applicable (75% of this is temporary damage, but remember that the

hand can continue choking the victim even if the victim is

unconscious). Each round, if no other action is taken, the victim

has a 50% chance of breaking the choke hold (the hand may

re-establish it with a successful attack roll). Other attack forms

are up to the DM's discretion (bashing plates into the victim's

head, etc.).

Even though necromancers generally dislike charm spells, this spell

provides many a laugh for them. The material component is

fingernail clippings from a zombie.





Korel's Mass Skeletonize (Conjuration/Summoning, Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Edward Keyes 



This spell was designed by Korel the Necromancer, who was eager to

create undead, but too cultivated to accept the reek of rotting

flesh produced by zombies. The casting of this spell summons a

horde of insects which rapidly devour all the flesh from the

corpses of a number of creatures. To determine how many creatures

can be skeletonized with one casting, use the guidelines of animate

dead (one body per level of humans, less for higher Hit Dice).

Note that the body must be completely dead (-10 HP, not just

unconscious at 0 HP). Only the bare bones are left behind,

completely clean after a rinsing of water.

The spell may also function on animated undead, in which case a

savings throw is granted to negate the effect. Failure results in

the loss of one Hit Die. Obviously, skeletons are immune.

Free-willed undead are also immune.

The material component is a large pinch of sugar mixed with bone

powder, which must be sprinkled over the bodies to be affected.





Kozmo's Apathy (Enchantment/Charm)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  One sentient creature

Saving Throw:  Negates

Author:  M.C. Crossman 



This spell affects the mind and body in such a way that the

willpower to do anything is lost. Anything attempted will be done

in a half-hearted manner; if things can't be done easily then the

spell's victim simply will not bother. For example, if a chest is

locked no attempt will be made to open it as the first and simplest

option is not available.

Physical effect: lose 1 point of Strength and Constitution every 3

turns. The material component is the priest's holy symbol.





Lava Wave (Conjuration/Summoning, Elemental (Fire))



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous (see below)

Casting Time:  4

Area of Effect:  One 20x40 foot rectangle or 30x30 foot square

Saving Throw:  Special

Author:  Nathan Sugioka 



This spell is similar to lava bolt except that it conjures a wave

of molten lava over the given area. All creatures within take 1d6

per 2 levels of the caster (rounded up; maximum 6); unless a

successful saving throw is made, this damage will continue, at the

rate of 3d6 per round, for 1 round per 3 levels of the caster

beyond fourth. The material component is 4 ounces of volcanic rock,

and an open flame of any kind (the flame is not extinguished in the

casting).





Layla's Morning After Kiss (Alteration)



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  A.C. 



This spell causes a sleeping being to forget up to one turn of

action per level of the caster (the caster may make the window of

forgetfulness shorter, if he wishes), that occurred just before he

(or she) fell asleep. The caster may remove the forgetfulness at

will.





Layla's Seductive Impersonation (Alteration)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  5

Area of Effect:  The caster

Saving Throw:  None

Author:  A.C. 



This spell allows the caster to change his form to that of another

seductive being for an extended period of time. He retains all of

his own abilities, and gains all of the natural abilities though

none of the magical abilities of the creature chosen. There is no

danger of identity loss as with a Polymorph. The types of beings

that may be impersonated are as follows: dryad, succubus, nereid,

siren, medusa, mermaid, sylph, unicorn, vampire, foxwoman. Other

similar beings may be allowed at the discretion of the DM, as the

spell works by allowing similar types of creatures to become

similar types of creatures, rather than the specific forms being

locked into the spell.





Layla's Sexy Kiss of Insanity (Enchantment, Necromancy)

Reversible



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell inflicts one random sexual insanity. The reverse spell,

Layla's reforming kiss, removes one sex-related insanity. It does

not affect any other forms of insanity.





Legolath's Potency Discerner (Divination, Wild Magic)



Range:  0

Components:  V, M

Duration:  Instantaneous

Casting Time:  1 hour

Area of Effect:  Item touched

Saving Throw:  Special

Author:  Tim Larson 



This spell determines the magical bonus of weapons and armours (if

any) or the category of objects (such as a girdle of giant

strength) that have different levels of power, as well as the

approximate number of charges left in an item.

During the casting, the caster spends time alone with the object,

communing with the fabric of the magic, trying to attune himself

with the magics in the object. If he fails an Intelligence check at

the end of the hour the spell fails and nothing is discerned,

although the materials are still used up. If he succeeds, roll on

Table 1 of the Tome of Magic using this number as the level: 14 -

the caster's true level. Thus, an 8th-level wild mage would roll on

the level-6 line. This result is how much the wizard is off on his

guess. Let's say our wild mage is examining a sword +2,

successfully casts this spell and rolls a 4. He will think it is

only a sword +1. If he rolled an 11, he would be right on. If he

rolled a 20 he would think it to be a very powerful sword +5. Note

that it is possible for him to think it is a weapon with a minus,

also (he might throw away a sword +3 thinking it a sword -1, if he

rolled very badly). Note: the DM should do this rolling and tell

the wild mage. The accuracy of his guesses gets better with higher

levels. Also, if the number rolled is boldfaced (as for a wild

surge) he knows one further thing about it (subject to

interpretation by the DM). If it is a sword +1, +4 versus undead,

the wild mage could be told it has a secondary bonus versus a

specific creature that is 3 greater, that it is a good sword

against undead (with no hint as to the bonuses), or something else

the DM feels like giving away, like maybe something of its history

or previous owners (like a bard knows). If the item has no

additional bonuses, the DM may elect to roll the variation again

and give the wild mage the benefit. A wizard of thirteenth level or

higher using this spell always uses the level-1 line.

If cast to determine charges, roll twice on the Tome of Magic,

Table 1. Multiply the first roll by 5. Treat negative final results

as positive (you can't have a rod with -12 charges). Note that this

spell may only be cast once per day.

The material component is a die worth at least 200 electrum for a

weapon, 200 gold for armour, or 200 platinum or a different type of

item (note that special protective items are not armour).





Lesser Death Spell (Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One 10-foot cube per level

Saving Throw:  None

Author:  Peter Gourlay 



This spell is identical to the 6th-level death spell (see the

Player's Handbook), except in the number of creatures affected.



    Creature's        Maximum        Conversion

     Hit Dice       # Affected         Factor

     up to 2           3d10               1

     2+1 to 4           3d6               2



Note that the death spell does not affect lycanthropes, undead or

creatures from planes other than the prime material.





Level Drain (Necromancy)



Range:  5 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



When a wizard casts this spell, a black bolt of negative plane

energy shoots out to strike one creature within range. The creature

struck must save versus death magic or lose one level of

experience, as if touched by a wight. The various protections

against negative plane energy are also useful for protecting

against this spell.





Light Control (Alteration)



Range:  60 yards

Components:  V, S

Duration:  Concentration

Casting Time:  4

Area of Effect:  50-foot radius globe

Saving Throw:  None

Author:  Francois Menneteau 



This spell is a more potent version of lesser light control,

allowing control in a 50-foot radius globe.





Lloyd's Beacon (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Joe Colleran 



By means of the Lloyd's beacon spell, the spellcaster is able to

instantaneously return to a previously prepared location. The

material component of the spell is a gem of not less than 500 gp

value. The spellcaster casts Lloyd's beacon at the place which he

wishes to set as the return location. This setting of the location

takes one turn. After setting the location, the gem disappears and


the area radiates alteration magic. At anytime afterwards, the

spell caster can cast the recall version of Lloyd's beacon, with a

casting time of 1, requiring only verbal components. The

spellcaster, along with anything he is touching up to 150 pounds +

50 pounds per level above seventh are instantly teleported to the

preset location with no chance of error. Unwilling travellers

require a successful to-hit roll, and in addition get a saving

throw versus spell, with success indicating that they were not

teleported. The location remains set until either the spellcaster

decides to change it or until it is dispelled by someone else. If

it is dispelled, the recall version will fail, but the wizard will

not know this until after he casts the spell, unless he uses some

other magical divination (eg., contact other plane). When the set

location is dispelled or removed by the wizard, the gem reappears

and may be reused. The wizard may only have one Lloyd's beacon set

at any one time.





Lohocla's "Shaken, Not Stirred" (Alteration)



Range:  Special

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  Special

Author:  Reid Bluebaugh 



This spell causes two unrelated effects. The first is a local

tremor of low strength that rumbles the ground in a 25-foot

diameter area around the caster. The shock lasts for the duration

of the spell. The small quake is dramatic and startling but does

not cause any harm or ill effects. It is intended to mislead

victims into thinking the spell affects multiple persons or a large

area like the earthquake spell.

The real danger of the spell is the second effect, that is directed

towards only one creature within 25 feet. The target of the spell

shakes violently for the duration of the spell (note that this

effect is a separate action from the quake). The shaking renders

the victim immobile (no movement, no combat, etc.). If a person or

creature touches the trembling victim at any time, then that person

begins to shake as well for the remainder of the spell. A trembling

person suffers 1d4 points of damage per round. During the last

round, a trembling person must make a saving throw. Failing the

saving throw causes the person to enter comatose state of

intoxication for 1d6 hours. Recovery from this state is as stated

in the rules.

The main material component of this spell is a pint of a martini,

a drink composed of gin (an alcoholic liquor distilled from grain

and flavoured with juniper berries), vodka (an alcoholic liquid

distilled from fermented wheat or rye mash, corn, or potatoes), and

dry vermouth (a white wine flavoured with aromatic herbs). Other

material components are one olive with a slice of pimento (a

mild-flavoured red pepper) in it, and the tail feather from a male

chicken (a cocktail). All material components are consumed once the

spell is cast.





Lohocla's Cloud of Alcohol (Alteration, Evocation)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  5 cubic feet per level

Saving Throw:  None

Author:  Reid Bluebaugh 



Another powerful offensive spell by Lohocla, this spell creates a

vaporous cloud of pure alcohol. Hopefully, many wizards will enjoy

reeking havoc with the sweet aroma of this spell.

This spell produces a cloud of alcohol that has a very faint blue

tint to it. The cloud gives off a strong scent of alcohol. The

cloud will move away from the caster at 10 feet per round, rolling

along the ground in the original direction dictated by the caster.

A moderate breeze causes it to alter course (roll for direction),

but it does not move back toward the caster. A strong wind breaks

it up in four rounds, and a greater wind force prevents the use of

the spell. Very thick vegetation will disperse the cloud in two

rounds. As the vapours are heavier than air, they sink to the

lowest level of the land, even pour down den or sinkhole openings.

It cannot penetrate liquids, nor can it be cast underwater.

For each round a creature is engulfed in the cloud, he must make a

Constitution check. The check has a modifier relevant to the

wizard's level:



  Wizard's Level    Constitution Modifier

        7-8                  -4

        9-10                 -5

       11-12                 -6

       13-14                 -7

       15-16                 -8

       17-18                 -9

       19-20                -10



A successful check indicates that the creature holds his breath for

that round and does not succumb to the cloud's effects. A failed

check indicates that the creature inhales a sufficient quantity of

the gaseous vapours into the lungs. The effects of absorbing

gaseous alcohol through the respiratory system rather than liquid

alcohol through the digestive system is quite dangerous. A person

affected by the cloud enters a state of great intoxication with all

the effects that this entails. The affected person will remain

intoxicated for 1d30 rounds after the duration of the spell. Once

the intoxication ends, the victim will be returned to a normal

state (he does not have to slowly recover from the intoxication).

The only possible reminder of the intoxication would be a hangover

(see the Net Alcohol Guide for more information) if a saving throw

versus poison is failed.

If the cloud of alcohol comes in contact with a flame, it explodes.

Anything in the cloud will suffer 2d10+10 points of burn damage.

The explosion will reach out a number of feet equal to five times

half the wizard's level. Anything that is in the explosion area of

effect will suffer 1d10+5 points of burn damage. For example, a

10th-level wizard casts the spell and creates a 50-foot cubic cloud

that comes in contact with a candle flame. Anything in the cloud

will take 2d10+10 points of burn damage. The explosion will reach

anything that is 25 feet away from the cloud which will suffer

1d10+5 points of burn damage. Unfortunately, the wizard was within

10 feet of the cloud and suffers 8 points of damage. With regards

to the fiery explosion, please note that flammable materials will

continue to burn after the explosion takes place.

At tenth level, a wizard has the option of igniting the cloud. If

the wizard opts to do this, casting time is 6 rounds. Upon

completion of casting the spell, the cloud will travel its course

until the last round of the spell's duration. At this point, the

cloud is ignited and explodes as described above.

At the very low temperature of -170 degrees F, the cloud of alcohol

will freeze solid. There will be few times that the wizard would

find himself in such a situation. However, the wizard may find

himself in a situation where the temperature drops to below 0

degrees F. In this case, the cloud of alcohol will begin to turn

into liquid form. The spell is rendered virtually useless as far as

its combative intent goes. However, the cold liquid form of alcohol

may serve a more important purpose. A lot of pure, smooth alcohol

can be produced for consumption. This spell which seems to be

nothing more than an offensive weapon could perhaps enable alcohol

production in places where grain can't be grown or where

fermentation is difficult due to weather or temperature. Thus, DMs

may want to introduce this spell in an Arctic climate as a creative

way of producing alcohol. Then, a character may or may not learn of

the spell's full offensive potential.

Note that the cloud of alcohol disperse once the duration of the

spell ends. However, any liquid or solid forms of the alcohol will

permanently remain after the spell ends.

The main material component is a finely-crafted glass snifter (a

pear-shaped goblet with a narrow top) which remains after the spell

is cast. Other material components, which are consumed when the

spell is cast, are a pint of pure alcohol and a small ice cube. A

wizard using the ignition option must have a pinch of dung from a

milwaukee.





Lovesickness (Enchantment/Charm)



Range:  6 feet

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  One person

Saving Throw:  Negates

Author:  John Daniel 



This spell makes its recipient become so much in love with the

wizard that as soon as he (or she) loses sight of the wizard, the

victim begins to waste away. The victim stops eating food, turns to

drinking, and becomes a general wreck, fighting at a -5. As a

result, he (she) will die of malnutrition in a number of days equal

to his (her) Constitution plus 10, and there is a 10% chance of him

(her) committing suicide. What's more, if the wizard tells him

(her) to go away, he (she) is compelled to do so. This unpleasant

condition may wear off as a charm person, but otherwise must be

treated by cure disease.





Magic Missile III (Invocation/Evocation)



Range:  60 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One or more creatures

Saving Throw:  None

Author:  Unknown



This spell functions as the 1st-level magic missile except that it

functions at quadruple damage and without the damage limit.





Maze Run (Divination, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  



In the casting of maze run, a wizard attempts to bestow upon the

recipient a the ability to intuitively navigate the chaotic

confines of any maze. The recipient must save versus wand at a +3

bonus for the spell to have its normal effect.

If the saving throw is failed, the recipient becomes unable to keep

track of the simplest spatial relationships, and is effectively

lost for the duration of the spell.

If the saving throw is made the recipient becomes able to pick his

way through any form of maze with unerring accuracy, always

choosing the most direct, safest path possible. The saving throw

must have been made by two more than the required number for this

effect to take place in mazes with sliding or shifting walls, and

must have been made by three or more to apply to mazes with more

than three dimensions. The recipient must make the saving throw by

five or more to navigate mazes with more than three dimensions and

sliding or shifting walls.

The recipient of a successful maze run is immune to the 8th-level

wizard spell maze for the duration of the maze run. The material

component of maze run is a hair from a living white rat.





Merge [1] (Alteration)



Range:  0

Components:  V, S, M

Duration:  1d6 hours + 1 hour per 3 levels

Casting Time:  1 round

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  The tiger 



This spell allows 1d3 + 1 per 2 levels of the caster number of

people to merge with the person who was touched. People merged are

similar in a way to gaseous form or wraithform. They cannot be

harmed, though the recipient of the spell can. Even magically held,

paralysed, charmed, etc., recipients in no way hamper the people

merged. If the people merged are forced out, then roll on the

following table:



  D100 Roll    Result

    01-50      Propelled out. Confused for 1 round, "holder" system

               shock roll or 1d3 HP

    51-75      No adverse effects

    76-97      All lose 1d4 HP and are dazed for 2 rounds

    98-99      1d100% of merged people are stuck

     100       All go insane



The merged people are forced out if the spell expires, a dispel

magic is successfully cast on the recipient, or the recipient dies.

Stuck people must make a system shock roll every round or go

insane. Note: in all cases of people being stuck, the brain of the

recipient fries. Material component is a drop of glue.





Mikkis' Holiness (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  1d6 rounds + 2 rounds per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Special

Author:  Samuli Mattila 



The caster is surrounded by an aura of goodness and his clothes

start to radiate light equal in brightness to a light spell. All

evil beings attack the caster at -2 to-hit and to damage, and the

caster receives a +2 bonus to saving throws versus attacks made by

these creatures. No evil creature under 8 HD which fails its saving

throw versus spell dares to enter melee with the caster.

The reverse of this spell, Mikkis' unholiness, affects all good

beings who view the caster. He is surrounded by a feeling of

ultimate evil and sheds darkness around him.

The material components of this spell are white clothes and a

crushed diamond of at least 100 gp value, or black clothes and a

black pearl for the reverse of the spell.





Mimic (Enchantment/Charm)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Tim Prestero 



This spell forces some humanoid creature in the wizard's line of

sight to begin mimicking his actions. The creature's actions will

directly reflect those of the wizard, regardless of position or

orientation. The creature will be frozen momentarily at the onset

of the spell, but after that moment of inaction, the creature

begins mimicking the wizard.

This can be potentially harmful for the target, if, say, the wizard

waves his hand in the vicinity of his neck, and the target happens

to be wielding a sword.

Once the spell is cast, the wizard need not be able to see the

target for the target to mimic his actions. The target does get a

second saving throw if forced to do actions that are obviously

lethal, such as the aforementioned hand waving example. If the

target passes outside of the range of the spell, the spell is

broken.

The material component of the spell is a small ivory figurine,

which is broken to bits in the casting of the spell.





Missile Multiplication (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  One missile per 3 levels

Saving Throw:  None

Author:  Ally's Spellbook 



When this spell is cast, the missiles affected by it multiply when

fired adding an additional 1d4 missiles. Each missile must roll

separately to hit its target, but it does get the to-hit and damage

bonus of the original missile. The duplicate arrows last until the

spell duration expires and then dissipate. The material component

of this spell is a 2 foot long, finely crafted arrow.





Missile Multiplication I (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  One fifth round

Casting Time:  6

Area of Effect:  Missile touched

Saving Throw:  None

Author:  Jay 



A missile must be fired within the next twelve seconds. This spell

makes 3d6 missiles out of one. Only normal missiles are affected.

The stuff disappears one round after shooting, but their effects

stay. A nasty assassin in my game used the 5th-level version of

this spell with sleep-poison darts to capture a PC.

You have to roll to hit for each missile, by the way. However, if

your first missile hits, you have a +3 on all thereafter.





Mystyk's Backlash (Abjuration, Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Mystyk



When this spell is cast, the wizard is surrounded by an invisible

shell of energy; this shell is invisible to the naked eye, but true

seeing or similar magic will reveal it, and detect magic will

detect strong lines of abjuration magic with weaker evocation

lines. While under the protection of this spell, if the wizard is

hit in melee, the shell will emit a burst of pure energy that

lashes out at the attacker. The energy will inflict an identical

amount of damage as that inflicted on the wizard by the melee

attack (the wizard still receives normal damage). If the attacker

makes a successful saving throw versus spell, he will only suffer

half damage. The shell will continue to emit energy bursts on

attackers as long as the spell's duration lasts, or until the shell

is dispelled.

The material component for this spell is a small, metal shield and

a gem worth at least 400 gp. Both components are destroyed when the

spell is cast.





Necromantic Runes (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Permanent until discharged

Casting Time:  1 turn

Area of Effect:  Object touched

Saving Throw:  1/2

Author:  Garinthrall 



This spell mimics the 4th-level fire trap in many respects. Unless

otherwise noted, follow the description of fire trap for effects.

This spell places mystical runes over the area to be warded. Chance

for detection of these runes is as per detection of a fire trap.

Anyone not attuned to these runes (as per fire trap) who disturbs

them, will cause a violent explosion of negative planar energy

which will sap life energy from all in the area of effect. Damage

is thus the same as per fire trap, but as the damage is not

fire-based it is damaging only to living creatures. This spell has

no altered effects underwater as does fire trap.

The material component for this spell is a bit of wraith or spectre

essence.





Negative Bolt (Evocation)



Range:  20 yards + 3 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Unknown



This combat spell projects a bolt of negative energy. Some

practitioners believe it to be merely energy from the negative

material plane... Said wizards are wrong.

The spell actually projects raw anti-matter in a bolt of

anti-energy. Materials affected by the bolt tend to disintegrate

and be consumed. Spell wards and defences tend to dissolve also.

Specific defences exist for the genre of spells similar to this one

but they are secrets kept for self-defence.

The bolt only does 1d3 per level of the wizard but it also has the

effect of dispelling 1st- and 2nd-level defensive spells. Spells of

third through fifth level need to make a saving throw based on that

of their wizard to save, and 6th-level spells only fail on a 1. The

duration of any such affected spell is usually reduced on a ratio

to the level of the spell (DM's decision as to what, though I

wouldn't suggest more than half duration).





Net (Conjuration/Summoning)



Range:  10 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  15-foot radius area

Saving Throw:  Special

Author:  Steve Bartell 



This spell creates a 15-foot diameter net that shoots forth from

the caster's hand to wrap itself around all creatures in the area

of effect. A successful Dexterity check means the intended victim

was able to dodge the net (for creatures, a saving throw versus

spell would suffice). If the victim fails to dodge the net, it

wraps itself around them and goes tight. An edged weapon will be

able to cut through the net by doing 15 points of damage. Any edged

weapon longer than a dagger will only cause half damage, because

the entangled person will not be able to move well enough to yield

it successfully. A successful bend bars roll will also allow the

victim to tear out of the net. The openings through the weave of

the net are very small, enabling it to trap any fish and animals

larger than an inch around.

When the spell duration expires, the net vanishes. The wizard can

also open or dispel the net at will. The material component for the

spell is small seaweed net adorned with silver clamps, worth 200 gp

ready-made. A wizard with weaving and metalworking proficiencies

can create the net himself at cost of materials.





Ni-Gar's Panty Peeler (Enchantment/Charm)



Range:  0

Components:  S

Duration:  1 hour

Casting Time:  1

Area of Effect:  One alcoholic drink

Saving Throw:  None

Author:  Keith Taylor 



This enchantment is unusual because it is not cast directly at it

victim, but is cast upon a medium of transferral. The spell can

only be cast upon a prepared alcoholic drink (the mixing or pouring

of which is the somatic component), not on an entire flask, bottle

or keg of alcohol. The spell beneficiary is defined as the one who

offers the enspelled drink to another person. The beneficiary does

not necessarily need to know of the drink's enchanted status, but

to benefit from the enchantment must offer it verbally to another

creature, who is the target of the spell. If the target accepts the

drink and imbibes even a sip, the spell is activated and the target

is instantly affected. The victim receives no saving throw if it

accepts the drink, and forcing a being to drink will negate the

magic.

A creature affected by the spell is then subject to a specialized

charm, which persuades it to willingly and enthusiastically submit

to the recipient's romantic or sexual overtures. The charm lasts

for exactly 24 hours, after which time the victim is free to act

normally toward the recipient, but will still believe that any

actions made while the charm was in effect were made freely. The

victim must be of a sexual orientation which is compatible with the

spell recipient.





Nimrod's Wondrous Trapeze Act (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell can only be cast on a staff of not more than 8 feet in

length. When a staff is so enchanted, it will, upon command, shoot

forth lines of force from both ends perpendicular to the length of

the staff and in the direction the caster desires. These lines will

extend up to a maximum of 150 feet, and will attach to any

inanimate non-living object (usually a wall or ceiling). The wizard

can then control the length of the lines at will, although they

cannot pull an object faster than 5 feet per second. The lines can

hold a maximum of 40 pounds per level of the caster. If the

strength of the lines is exceeded, they will immediately vanish.

After the lines have attached to something they will remain

attached until their strength has been exceeded, they are dismissed

by the caster, they are dispelled by a dispel magic spell, or after

a period of 24 hours (whichever comes first). Each time this spell

is cast upon a staff, up to three sets of lines of force can be

conjured as long as they are called within 8 hours per level of the

caster. A staff can have only one of these spells cast upon it at

a time (subsequent castings will not add more charges).





Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  80-foot diameter

Saving Throw:  Special

Author:  Noska Trades



When this spell is cast, a clear mucous-like substance rains down

upon the area of effect for one round, in which it reaches a depth

of four feet. Any creature in the area of effect must save versus

spell or be knocked to the ground by globs of slime and must take

1d3 rounds to regain their feet. Movement through the slime is 10

feet per round and it is 50% probable that a creature trying to

move in the area slips and falls. Creatures with their head(s)

beneath the slime must make a Constitution check each round or take

1d4 points of drowning damage.

Dispel magic, disintegrate, or transmute water to dust will

eliminate the endoplasmic quagmire. The material components are a

piece of flesh, taken from a human within one round after death,

and a vial of organic material rotten to the point of liquidity.





Origami Anime (Alteration)



Range:  Special

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  50-foot radius

Saving Throw:  None

Author:  Jason Hoogervorst 



This spell allows the caster to animate man-sized paper constructs

that have been designed using the art of origami. If the caster has

created these by hand, 10 constructs may be animated with one

casting of this spell, but if the work of another is animated, then

only 5 may be affected. This spell allows the normal movement

functions of the creature so depicted to be enacted by the

construct, therefore, a humanoid construct could walk, sit, stand,

lie down, kneel, etc., whereas a bird could fly or walk, or any

water creature could swim. Of course, the paper would have to be

heavy-duty or it would become soggy and fall apart, ending the

spell for that particular construct. Each construct may carry one

person or thing, up to 150 pounds on land or in air, 200 pounds on

or in water (buoyancy). Since runes and such must be notched upon

these constructs prior to the casting of the spell, if the caster

(origamist) is also skilled in calligraphy, then the calligraphy

can be used to achieve this, producing a 50% bonus to the

parameters: number of constructs now is 7 or 15, 75-foot radius

allowance, 1.5 hours per level of the caster duration, and weight

allowance of 225 pounds (on land or in air) and 300 pounds (on or

in water). The range value of special means that any number of

constructs up to his maximum number of constructs that the caster

touches after casting the spell within the spell's duration will be

animated. So, if he has one at home that flies, he may animate one

to carry him home on land, get home, then animate the one at home

for the remainder of the duration of the spell in order to fly.

The animations are treated as Armour Class 6 unless their speed

improves them to something better. They do not attack on the behalf

of the caster or his party; they are merely transport. These

constructs are also particularly vulnerable to fire - quadruple

damage. Slash weapons do double damage. Piercing weapons do almost

normal damage, -2 from the total; bludgeoning or bashing types do

no damage; the paper merely gives way beneath the weapon then

springs back.

If the caster wishes, he may undertake to simply create a large,

all-purpose, party-carrying sized animation. The number of

passengers the creation carries is be subtracted from the total

number of creations he could have animated. So, if the limit is

five, he may animate a four-person dragon structure and a

one-person flying serpent creation, or whatever. The number of hit

points deemed necessary to destroy a construct is equal to twice

the level of the caster plus 3 times the number of people it can

carry plus one of the following:

 *  3 points if the origamist made them; no calligraphy involved

 *  5 points if the wizard made them; no calligraphy involved

 *  7 points if the wizard did either the origami or the calligraphy

 * 10 points if the wizard did both the origami and the calligraphy

Manoeuvrability and flying class, base move, etc., are all

determined as per that which it mimics. For every extra pair of

passengers it carries, reduce its value by one category (180

degrees manoeuvrability becomes 120 degrees) and by one value (base

MV 12 to base MV 11). This means: reduce it once if it can carry

3-4 people, twice if 5-6, thrice at 7-8, etc. The constructs can be

given simple instructions, such as "go to Castletowne" or "fly

north until dusk, then land at the closest village". Without such

guidelines, the wizard must remain in conscious control of the

construct; it will collapse, waiting, if not. He can control the

speed up to its maximum, change its course, etc., at whim, all as

long as the spell is in effect. He may renew the spell for any

construct within the area of effect - any construct previously

activated that is still within 50 feet (or 75 feet) of himself -

these need not be touched in order to renew the duration. Leaving

the area of effect reduces all remaining duration by half for that

particular construct.

Note that it takes 3 full days plus one day per passenger size of

the construct to make one and the same amount of time for the

calligraphy, if used. No other activity may be pursued during this

time, besides eating, drinking, and sleeping. Note also that one

need not be skilled in origami to make an origami construct, it

will simply be less effective in some fashion, but that it is

mandatory to have someone skilled in calligraphy or that portion of

the spell will not function; in fact, it may be detrimental,

causing a reduction or even backfire (the Killer Swan of Animated

Attack) if someone unskilled attempts to scrawl all over the

construct.

Bonuses or penalties may be given for the following, at discretion:

 *  Special inks for the calligraphy may grant bonus speed.

 *  Heavy-duty paper may have bonus hit points, crepe fewer.

 *  Various coloured papers may be used, giving life-like effect -

    viewers must save versus spell or believe it to be real (Wisdom

    bonuses apply).

 *  Hasty cut-and-paste type creations may be made in a third of the

    normal time, with no calligraphy, but are severely restricted (no

    more than 3 creations or passengers, a quarter duration, etc.).

 *  One spell level per experience level of the caster may be included

    in the creation of the construct by using scrolls as part of it;

    the caster may cast the spells as if he were reading the scroll

    while in control of and in contact with that particular construct;

    this doesn't take away from the mage's concentration if trying to

    maintain moment-to-moment control of the construct. These spells do

    not disappear after casting, but rather, become a permanent part of

    the construct. This is usable only after origami anime is in effect

    on the construct and the caster is in contact with the creature.

 *  Extra abilities may be given to those constructs whose papers had

    been soaked and dried in various potions, such as fire resistance.





Orko's Gaseous Form (Alteration)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Orko



This spell allows the recipient and gear he carries to assume solid

or gaseous form, at will, for the duration of the spell. Each

change requires a full round, with no other actions permitted.

Orko's gaseous form is transparent and insubstantial and flows at

a base speed of 3 per round. A creature in gaseous form cannot be

harmed by magical fires or lightning, but air attacks cause double

damage.





Orko's Geyser (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  5-yard wide, 60-yard long stream

Saving Throw:  Special

Author:  Orko



This spell creates a jet of steaming water, that extends 60 yards

in a straight line and is 5 yards wide, from the wizard's hand. All

fires, normal and magical, will be extinguished. Any creature

struck by the stream must save versus petrification at a -1 or be

blinded until the stream is moved or stopped. Regardless of the

saving throw, there will be a substantial amount of damage done,

due to the heat (2d6 HP of damage). The material component of this

spell is a drop of water.





Pander's Whirlwind Travel (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None or special

Author:  Pander Pillma



This spell encapsulates the wizard, and possibly more people or

equipment inside a conjured whirlwind. One of two variations of

this spell may be cast without prior preparation at the option of

the wizard.

The first variation is used by the wizard for personal

transportation or protection. While encapsulated in the whirlwind's

eye the wizard can view the outside normally and cause the

whirlwind to travel over any relative continuous surface with short

hops over ditches or small obstacles not over 4 feet in height

being possible. The wizard may not carry more than his normal

encumbrance and all equipment must be on his person (exceeding this

limit causes the whirlwind to fizzle). No other creature may occupy

the whirlwind unless it is carried. On solid ground the whirlwind

can move up to 24 + 1 per level above fifth level. Rate of movement

is the same whether moving uphill, downhill, or on stairs. Over

loose sand or marsh the movement rate is 2/3 of normal and over

water the movement rate is half normal. Wind velocities can affect

the rate of speed. Although the wizard may cast any spell from

within the eye, none will breach the barrier of the winds and

spells such as magic missile, fireball, or lightning bolt will

bounce back towards the wizard, possibly ruining an otherwise fine

day.

This variation's duration is 1 turn per level and can be turned on

and off any time during the duration. It takes half a round to turn

the winds on or off (a good wizard would calculate a spell so that

it goes off the moment after the whirlwind stops). The wizard is

still susceptible to outside damage from spells, but only takes

half or no damage if saving throws are made while inside the

whirlwind. Projectiles of a small nature will not penetrate the

winds and the wizard's Armour Class and saving throws versus

dodging have a +4 bonus while inside the eye of the whirlwind.

The second variation is not as fast and cannot be turned on and off

(it is only good for a one-way trip). However, its area of effect

is a 20-foot diameter column which is 10 feet high (centred on the

wizard) and it can carry along anything in the area of effect on a

relatively safe ride over long distances. Movement conforms as

above but the base rate is 12 + 1 per level of the wizard over

fifth level and the duration is 1 hour per level. All spells cast

from inside conform as above, as do effects of area spells cast at

the whirlwind. All inside have a +4 Armour Class bonus since they

cannot be seen, but there are no dodging bonuses and saving throws

versus dodging are based on the wizard for the entire group. Weight

is not a factor when determining what is picked up for the ride.

Anything not securely rooted to the ground will be picked up. Once

started, the winds may only be exited or penetrated after startup

by making a successful saving throw versus spell at a penalty of 1

for every two levels of the wizard, rounded down. Flying creatures

who enter or exit from the top have no penalty on their saving

throw. Creatures larger than the area of effect will simply push

the whirlwind away if they try to enter it. The wizard may stop the

winds at any time.

The material component of this spell is a piper's flute which is

played to bring the whirlwind from the elemental plane of air.





Paranoia (Enchantment, Illusion/Phantasm)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 hour + 3 turns per level

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Special

Author:  Joseph Delisle 



Paranoia is a spell used to unnerve and frighten humanoid

creatures. If the target makes a saving throw versus spell with a -

3 penalty (adjusted for Wisdom), then he will greatly desire to

leave his present location, but will suffer no other ill effects.

Elves have a 5% chance to resist the effects of the spell, but

still get a saving throw.

Creatures who fail the saving throw are convinced that "everyone is

out to get them". The spell creates a hallucinatory person who

follows the target everywhere, but disappears when looked for. The

target also has the feeling that he is being watched, and in fact

has a chance (5% per wizard level) of thinking someone nearby is

spying on him. The target believes that everyone is talking about

him, especially those whose conversations he can't hear. Remove

Curse or Heal will restore the person's mind, but Dispel Magic will

not. Furthermore, any action that requires concentration

(spellcasting, turning undead, using a psionic ability or thief

skill, etc.) has a chance to fail due to the victim's highly

emotional state. The chance of failure is (levelx5)% - 30%.

The final result of this spell is that anyone who fails their

saving throw will be branded insane or bewitched, and treated

appropriately. NPCs who are subjected to this spell will spend at

least the next day sulking, still afraid of everyone (this is not

a magical effect, simply an after-effect). If an NPC knows who cast

the spell, they will either be afraid of the wizard (for weaker

NPCs) or very angry (stronger NPCs).

For example: two wizards cast paranoia at Strongarm and Bloodaxe,

who are in a large dining room. Bloodaxe makes his saving throw,

and becomes aware of something being wrong in the room. He leaves,

wary of what might be out there, but more afraid of what is inside.

Bloodaxe suffers no other ill effects. Strongarm fails his saving

throw, and becomes convinced that everyone in the room is either

plotting against him, or spying on him. In fact, he's certain that

the duke is spying on him. Not willing to fight everyone in the

room ("they're all out to get me!"), Strongarm flees. As he runs

down an empty hallway, he gets the feeling he's being followed, and

actually sees someone in the corner of his eye. When Strongarm

tries to confront his shadow, he finds nothing. Once the spell

expires, he will still feel uneasy (memories of having everyone

against you are not easily forgotten), but will no longer act

abnormally.

This spell was developed by Vanquil as a response to another

wizard's powerful mental spell, which caused great pain in its

victims (specifically, Corinna and her psiblade. Corinna has yet to

experience a paranoia spell...). This spell does not carry

Vanquil's name since he does not wish it to be traced back to him

(for good reason).

The material component is either a lock of hair from a madman or a

drop of blood from an assassinated noble or official.





Passice (Alteration)



Range:  20 feet

Components:  V, S

Duration:  4 turns + 1 turn per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Perry Horner 



This spell has the same effect as passwall, except that it affects

ice. The opening created is five feet wide, eight feet tall, and

ten feet deep. This spell affects ice elementals in the same manner

as passwall affects earth elementals.





Peace and Quiet (Alteration, Enchantment)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  10-foot diameter sphere

Saving Throw:  None

Author:  Unknown



To cast the spell, the wizard places a piece of unspun cotton and

a piece of grey glass (the material components) within his hands

and casts the spell.

The spell is centred upon the wizard's hand, which contains the

components. The sphere is a hazy grey which cuts out most, but not

all, of the light. The sphere also cuts out most, but not all, of

the sound. It creates the effect of being in a darkened room with

the doors and windows closed. Once cast, the sphere does not move.

Notes: great for sleeping in after a late party.





Phantasamorph (Enchantment/Charm, Illusion/Phantasm)



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Negates

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





By means of this spell, the wizard casting the spell causes two

things to happen: 1) the spell recipient (victim) believes that he

has been polymorphed into another form and 2) an illusion of the

form apparently "polymorphed" into is provided to enhance the

delusion. If the spell recipient makes a saving throw versus death

magic, the entire spell is foiled. If there are any observers to

this spell, a saving throw on their part does not negate the spell:

they will see the victim behaving as if he has been polymorphed

(observers might think the victim to be insane). Observers who save

may communicate this fact to others (including the victim), thereby

gaining one additional saving throw at +4.

The phantasamorph lasts as long as the caster is concentrating on

the spell and is within spell range. Violating either condition

will shorten the duration to an additional round per level of the

caster. The material component of this spell is a small amount of

doppleganger flesh or a small golden trinket suspended on a chain.





Pilpin's Band (Conjuration/Summoning)



Range:  60 yards

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Pilpin



This spell summons into existence up to 50 instruments that will

play any piece of music for which sheet music is present. The

specific instruments summoned are decided by the wizard, so the

non-weapon proficiency of artistic ability, or musical instrument

is required by the wizard, or a consultant. The sheet music is

placed on a music stand before the band, and as the music is played

the pages are flipped automatically. When the piece of music is

over, placing new music or flipping the present one to the first

page will start the band playing again. The sound volume of the

band is controlled by the wizard.

The material components are a single, golden, miniature replica for

every type of instrument summoned, a full sized silver music stand,

and the appropriate sheet music. Everything but the sheet music is

consumed in the casting.





Pilpin's Fire Carpet (Evocation)



Range:  60 yards

Components:  V, S, M

Duration:  Concentration or 1 round per level

Casting Time:  4

Area of Effect:  20-foot square per level

Saving Throw:  Negates or 1/2

Author:  Pilpin



The fire carpet brings forth an immobile, blazing carpet of magical

fire of shimmering colour - violet or reddish-blue. The spell

covers an area of the ground equal to one 20 foot square per level

of the wizard and the flames are 4 feet high.

The carpet sends forth waves of heat, inflicting 1d4 points of

damage upon creatures within 10 feet. In addition, the carpet

inflict 2d6 points of damage, plus 1 point of damage per level of

the wizard, upon any creature within the area of effect. For

creatures moving through the area, the fire inflicts 2d6 points of

damage per 20 feet of the area of effect crossed. A successful

saving throw versus spell (modified by Dexterity bonus) will reduce

damage to half, or none if the creature was close to the edge of

the area of effect.

For example, a 10th-level wizard centres the spell on a fighter.

The area of effect is 50x40 feet. The fighter fails his saving

throw and takes 2d6+10 points of damage. The warrior then runs out

of the area toward the closest edge which is 20 feet away. If the

warrior was surprised he must again roll a saving throw. He again

fails his saving throw and takes another 2d6+10 points of damage.

Creatures more than 8 feet tall take only half damage. Creatures

especially subject to fire may take additional damage, to the DM's

option, and undead always take twice normal damage. The wall of

fire lasts as long as the wizard concentrates on maintaining it, or

one round per level of experience of the wizard, in the event he

does not wish to concentrate upon it.

The material component of the spell is phosphorus.





Pobithakor's Alarm (Divination)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  One person

Saving Throw:  None

Author:  Paul D. Walker 



This spell, when cast, will detect and instantly alert the wizard

whenever the wizard is the subject of information-gathering spells

or divination spells such as ESP or know alignment. The wizard will

have a general idea of what is being used (mind reading, truth

detection, etc.) upon him.

The reverse of the spell, Pobithakor's soothing, will cause the

wizard to have no chance to discover that such spells are being

used upon him, i.e., the wizard would not be able to detect someone

scrying upon him.

The material components of the spell is an eye from a very keen

eyed creature such as a hawk or a dragon. The reverse of the spell

requires that the eye be punctured.





Power Booster I (Alteration, Evocation/Invocation)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  4 turns

Area of Effect:  The caster

Saving Throw:  None

Author:  Kai Rottenbacher 



Power booster is a spell that boosts the level of the caster for

spell effects only. It does not increase the number of spells a

caster may learn. Thus, a spell's range, duration, area of effect,

etc. might be boosted. This spell works only for those parts of the

spell that are already level dependent, i.e., the range of an ice

storm might be increased while the damage remains the same. All

spells to be boosted have to be started - not necessarily finished

- during the duration of power booster. This particular version of

power booster can boost spells of up to third level.

The boosting process works as follows: the recipient receives one

boost level per 2 caster levels (rounding up). Each boost level can

boost one spell level of spells by one casting level. Thus,

boosting a 1st-level spell by one caster level requires one booster

level, a 2nd-level spell boosted by one caster level costs two

booster levels, and so forth. It is possible to boost a single

spell by more than one caster level.

An example: a 9th-level wizard receives 5 boost levels for casting

a power booster I with which he could choose to boost:

 *  a single 1st-level spell by five caster levels,

 *  five 1st-level spells by one caster level each,

 *  two 2nd-level spells by one caster level (and have one booster

    level left over),

 *  one 2nd-level spell by two caster levels and one 1st-level spell by

    one level,

 *  one 3rd-level spell by one caster level (and have two booster

    levels left over),

 *  any other combination which adds up to five or less booster levels.

Any left over booster levels can be used for another spell.

The boosted spells break the rules concerning the normal damage

dice limits for spells like fireball or such: a fireball boosted by

10 levels gains 10 dice over the normal maximum of 10d6 HP of

damage. Thus, if the original caster was of tenth level, we would

see a full-fledged 20d6 fireball flying around.

The boosted spells have a longer casting time. A spell which has an

initiative modifier has this increased by one for every increase of

the caster's level. If this increase pushes the casting time over

10 then change the casting time to one round for every 10

increments plus the additional time as an initiative modifier. For

example, boosting a 1st-level spell which had an initiative

modifier of 1 by 24 caster levels, you get a spell that takes 2

rounds to cast and another initiative modifier of 5 in round three.

Other spells that have casting times measured in rounds, turns,

hours, days, weeks, etc. have their casting time increased by a

further one unit for every caster level increase. For example, a

find familiar spell takes up to 1 hour per caster level normally -

if boosted by 6 caster levels it takes the usual time plus 6 hours.

It is not possible to store power boosted spells in items such as

rings, ioun stones, staves, etc. without a certain ritual. If tried

without the ritual, these items immediately explode on the person

trying this as a caster does who has booster levels in him at the

end of the spell's duration (see below).

The power booster spells can be stacked with each other (but don't

forget the limit for the spells to be boosted) up to a maximum of

one power booster spell per caster level. And yes, you can use the

power booster spells to boost your levels to hold more power

booster spells, ad infinitum... It is not possible to stack booster

or spell levels from spells cast by other wizards.

A cautionary note: a spell cannot be boosted only partially: you

have to either give up every required booster level or you have to

reduce the increase in caster level to the next possible lower one.

So this leads us to the next problem: if any booster levels remain

within the caster at the end of the duration of a power booster and

no other spell is in the process of being cast with the help of a

power booster, the situation can grow quite dangerous. For every

booster level in the character at the end of the duration, the

character has to make a saving throw versus spell and a saving

throw versus paralysation. For each failed saving throw versus

spell, the character receives 1d6 HP of damage. For every failed

saving throw versus paralysation, the character loses one point of

either Intelligence, Wisdom, Constitution or Charisma permanently

until they reach a minimum of 2 (always reduce the highest ability

first). Thus, this character could in the long run be damaged

massively by frequent use of this spell. By the way, if you dispel

these spells and a character has booster levels still remaining in

him, well, tough luck, roll your saving throws... So you should not

cast dispel magic on yourself if you have just stacked up well over

50 or 60 boosted levels, because that could hurt quite a bit.

The material components for this spell are rather expensive: one

4000 gp ruby plus one freshly taken drop of blood from the caster

for each booster level, plus a single freshly ripped out hair from

the casters head to be tied completely around each ruby. All

material components radiate a strong magic which prevents them from

being destroyed, altered, reused, or changed in any way, until the

durations of all power booster spells on the person have ended. The

components can be given away in this enchanted state, but they

cannot be used for this or any other spell. If tried, the other

spell will fail.





Power Word, Fear (Illusion/Phantasm)



Range:  5 yards per level

Components:  V

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell forces the victim to save versus spell with a -4 penalty

or flee for one round per level of the wizard. The chance of

dropping whatever the victim is holding is 60% at first level (or

at 1 HD), dropping by 5% per level or Hit Die. Undead are immune to

this spell.





Power Word, Strip (Enchantment/Charm)



Range:  10 yards per 2 levels

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One person

Saving Throw:  None

Author:  A.C. 



This spell causes one person to take off all of his armour,

clothing, weapons, jewellery, etc. as quickly as possible. This

spell was inspired by Tomas from the The Unbearable Lightness of

Being novel.





Protection from Domination (Abjuration)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell protects the effected creature from all sorts of

domination attacks. This includes psionics and spells which cause

or allow domination.





Protection from Petrification (Abjuration)



Range:  0

Components:  V, S

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell grants the recipient a bonus to saving throws versus

petrification based on the wizard's level. The recipient gets a +1

bonus for every four levels of the wizard (round up). This bonus is

effective against all attacks which turn their victims to stone.





Protection from the Elements (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell protects the recipient from one element chosen when the

spell is memorised. The recipient is totally immune to non-magical

manifestations of the element, including the environment of various

elemental and para-elemental planes. Against magic, the recipient

receives a +3 to the saving throw and takes 50% less damage. This

spell is effective against cold, fire, and electricity among other

things, but not against negative or positive energy. The material

component is a bit of the element opposite to the one the wizard

wishes to protect himself from (water against fire, earth against

air, and vice versa).





Radiance Resistance (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Francois Menneteau 



The caster can totally ignore the presence of radiance (sunlight

and pure energy) for the duration of the spell.





Rathe's Mage Lock (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Portal touched

Saving Throw:  None

Author:  Aaron Sher 



The mage lock is an advanced form of wizard lock. There are two

main changes from the latter. First, while the spell is in effect,

the portal cannot be damaged or destroyed by any physical (not

magical) means short of an elemental. Note, however, the magical

means of destroying the door (fireball, disintegrate, etc.) still

work normally, and if the door is destroyed, the spell is broken.

If the spell is dispelled or negated by any means whatsoever (even

temporarily), the portal will crumble into dust.

Second, the spell has another application; it can be placed upon an

object. The effect of this is to allow anyone wearing or carrying

the object to open any mage locks by the same wizard. For example,

if one of Rathe's mage locked bracelets was worn, the wearer could

open any door mage locked by Rathe (but not by any other wizard).

The material component is half a pound of iron filings for the

first application and 100 gp worth of diamond dust for the second.





Rednog's Magic Tracer (Divination, Metamagic)



Range:  30 feet per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4 rounds

Area of Effect:  10-foot wide path

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell is a more highly powered detect magic. It allows a

wizard to trace magic even if the magic only passed through the

area of effect - even if this happened quite some time ago: up to

one hour in the past per level of the caster. It collects the

impact of magic on the time-space continuum and amplifies it for

the wizard to be able to identify different traces of different

items - up to two different item or spell effects per level of the

caster. It detects the different strengths, numbers, schools, time

of creation (up to 1 hour exact) and source and name (wizard,

priest, natural) of the magic (spell or item). Note that it does

not identify psionics. This spell is able to detect invisible

objects or creatures.

The material component is any kind of permanent magic item: even a

stone with a continual light or magic mouth spell on it is enough

for this spell. If an artifacts is used for this purpose, it is not

destroyed but sent to another plane (preferably where it can be

used against the characters).





Rednog's Skill Banisher (Alteration)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4 rounds

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell banishes one slot of skills per 3 levels of the caster

from the target creature. The skills which may be banished are

chosen by the caster. Skills which may be banished are one point of

THAC0, one spell, one hit point per Hit Die to a minimum of half

hit points (not per level but per Hit Die), one proficiency, one

point of an ability, one psionic power, or even one complete memory

block (the last is under DM jurisdiction) per slot. The target

creature has a saving throw versus spell per targeted skill; if it

succeeds, the spell fails. If it fails, the target loses the

specified ability. It is possible to target only one skill with all

open slots (if a 15th-level caster only wants to banish a fighter's

THAC0, he could try it with all five slots at once, causing the

fighter a -4 to the saving throw, as one slot is used to attack the

THAC0 and the remaining four slots are used to reduce the chance to

save). The caster of the spell can also split these slots on

several different abilities. The banished abilities are lost for

the duration of the spell. Afterwards, they automatically return at

full Strength. During the time the affected creature is only able

to use its lost abilities like any normal person (if proficiencies)

or at the reduced ability score. It is not possible to banish

curses with this spell.

The material component is a lodestone which is shaped recognisably

like the target creature. In addition, a part of that specific

creature has to be attached to the lodestone (a hair, a piece of

skin, a drop of blood, etc.). This spell requires some form of

direct mental or physical contact with the target creature

throughout the casting (ESP, telepathy, a tied rope, a hand on the

arm, etc.). If this is non-existent, the spell fails.





Repel Greater Quasi-Elemental (Abjuration)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  10-foot radius

Saving Throw:  None

Author:  Francois Menneteau 



This spell prevents greater radiance, lightning and mineral

quasi-elementals from entering the area of effect.





Reshape Spell (Alteration, Metamagic)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Johan Hartzenberg 



By casting this spell, the caster can select any one of his spells

currently memorized, and then reshape the pattern it has taken in

his brain into that of another spell, while looking at a scroll or

his spell book to select the new pattern he wants it to be in.

It can only make a spell's energy into that of a lower spell, since

some of the energy will go lost, and the two spells have to be in

the same school. Also, the new spell has a maximum spell level of

6 (when the caster can cast 7th-level spells, he has to shape a

7th-, 8th- or 9th-level spell into a 6th-level spell).

This spell is there to use in emergencies when you studied the

wrong spell, and you have only a short time to relearn a new spell.

If the caster is disturbed while casting this spell, the energy is

lost.





Resist Acid (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



This spell is similar to the 3rd-level wizard spell resist

electricity (q.v.), except this spell provides some protection from

acid and acid based attacks. The material component for this spell

is an alkaline substance.





Resist Energy Drain (Abjuration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell grants a saving throw versus death magic to resist the

energy draining touch of any undead. The spell does not work

against any sort of attack besides the touch of an undead creature,

although it does protect its recipient against the 4th-level level

drain spell.





Resist Sleep (Abjuration, Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One person touched per 2 levels

Saving Throw:  None

Author:  Steve Bartell 



This spell allows the recipient (human, humanoid, or animal) to go

without sleep for twice the normal duration. This duration includes

retroactive time without sleep before the spell was cast. For

example, a character who can go a maximum of 36 hours without

sleep, and has already been awake for 36 hours, can extend the time

without sleep for another 36 hours (72 hours total).

This spell can also counter the effects of a sleep spell, although

the spell is ended immediately upon doing so. Resist sleep will

also negate the effects of exhaustion from normal activity. Normal

activity includes light labour, travelling at normal speed, etc.

Characters travelling at top speed or engaged in heavy fighting or

work will fatigue normally.

The material component for the spell is a handful of sand.





Retrieve [1] (Conjuration/Summoning, Divination)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell enables an item with the spellcasters wizard mark

inscribed on it to be instantly summoned. The item must weigh no

more than 5 pounds per level. The item must have a wizard mark of

the spellcaster's glyph inscribed upon it.

When this spell is cast the wizard can see in his mind all wizard

marked items that have his glyph. The glyph and the extra six

characters (wizard mark does this) can be read. The wizard

concentrates on one set of glyphs and the object that has that set

of glyphs inscribed on it is summoned. If a unique glyph and set of

characters is not available, the DM should randomly pick which

object is summoned. Only one object can be summoned per spell.

The glyphs can be seen even if they exist on a neighbouring plane

(but no further). But only items existing on the same plane as the

caster can be retrieved. The plane that they are on is revealed,

though. Only the glyph and characters are seen, not the object

itself.

This makes wizard mark a much more useful spell to have. It also

makes erase very important to wizards that steal other wizard's

spell books.





Reverse (Alteration)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One spell

Saving Throw:  Special

Author:  Max Becherer 



This spell will change any reversible spell up to fifth level

previously cast into its reversed form. Spells cast by the wizard

are automatically reversed, but those cast by others can resist the

spell's effects as per dispel magic. The material component is a

small silver mirror.





Rhuva's Counter-Scry (Divination)



Range:  0

Components:  V, S, M

Duration:  8 hours

Casting Time:  4

Area of Effect:  20-yard radius sphere

Saving Throw:  Special

Author:  Colin Roald 



The wizard will automatically detect any scrying attempt in the

area of effect. The scryer must make a saving throw versus spell to

realise that the scrying is being tampered with. If he does not

immediately terminate the scrying, the caster of the counter-scry

gets a clear image of the spy and a general location. He can cast

any ranged spells through the link at the scryer, who receives all

normal saving throws. The caster of the counter-scry can also

simply jolt the scryer, causing the connection to be terminated.

The detection of a scrying attempt will interrupt spell-casting. It

is suggested that detect scrying be made a 2nd-level spell, with a

more limited duration and vaguer description of the scryer. The

material component is a small silver mirror.





Rhuva's Tracker (Divination)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 day

Casting Time:  4

Area of Effect:  One creature or object

Saving Throw:  Negates

Author:  Colin Roald 



The wizard casts this spell, and hurls a small carved scarab at a

target within range. A creature or object in a creature's

possession gets a saving throw to avoid the scarab. It clings

invisibly to its victim, noticed only in a determined search. The

wizard then always knows where the victim is (distance and

direction), provided it is within one mile per level, and the

target is not enclosed in lead. The tracker can be renewed each

morning by recasting the spell.





Roteley's Lesser Shatterwave (Evocation)



Range:  1 foot per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  5-foot diameter, 2.5-foot long cylindrical wave

Saving Throw:  Negates

Author:  Michael Karapcik 



This spell creates a wave of force a short distance from the

caster's hand which follows a cylindrical path away from the

caster. The wave starts within the stated range and then moves away

within the full area of effect. This wave of force has an effect

similar to a shatter spell. All glass, ceramic, bone, or other

fragile material touched by the wave must save versus normal blow

or be cracked, shattered, and ruined. Magical items have a +5 on

their saving throw. The wave can be stopped by large, heavy objects

that block most of the wave, such as a stone wall, iron chest, oak

door (though the door may crack), etc. The wave has limited

offensive power against creatures with hard parts (skeletons). The

wave will do 1d2 points of damage, plus one hit point per four

levels of the caster, rounded up, as well as stun for a like number

of tenths of a round. Skeletons and similar creatures take 1d4

points of damage plus 1 HP per 2 levels, as well as full stunning

effects. The wave itself is visible as an orange-red convex disk.

Example: a 10th-level wizard casts this spell. The wave would

appear within 10 feet of his hand and proceed to travel out on a

25-foot long path, 5 feet wide. An orc within this path would take

1d2+3 points of damage, as well as get stunned for a like number of

tenths of a round.





Rune I (Alteration, Metamagic)



Range:  Special

Components:  V, S, M

Duration:  Until discharged

Casting Time:  1 turn per spell level

Area of Effect:  Special

Saving Throw:  Special

Author:  Ally's Spellbook 



This spell allows a caster to inscribe a rune containing the

energies of one spell up to third level. Instructions of up to one

word per level may be given to control the rune. The material

component of this spell is 100 gold pieces in gems and inks per

level of the spell contained in the rune.





Rune I (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Until discharged

Casting Time:  1 turn per spell level

Area of Effect:  Special

Saving Throw:  None

Author:  Max Becherer 



This spell allows the wizard to inscribe a rune containing the

energies of one spell up to third level. Instructions of up to 1

word per level may be given to control the rune. The material

component is 100 gp worth of gems and inks per level of the spell

contained in the rune.





Sanh's Sunray (Evocation)



Range:  80 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates


Author:  Max Becherer 



Sanh's sunray is a special spell designed for use against undead

and other foul creatures of darkness. This ray exactly matches the

radiation mix of pure sunlight; it inflicts 1d4 hit points per

level of the wizard against living beings, not all that impressive

at first glance. Undead and other negative matter creatures fare

far worse, sustaining a whopping 1d12 per level of the wizard.

Saving throws are the same as per Sanh's ray of light, except that

undead save at -4, and undead which are specifically harmed by

sunlight suffer the effects of 1 round in the sun per level of the

wizard in lieu of a normal damage roll (unless, of course, the

normal roll would be more damaging). For fumbled saving throws, the

victim loses one eye, is blinded for 1d6 rounds followed by 2d6

rounds in a dazzled state. The reason this is so is because of the

large amount of ultraviolet light in the ray. Since only the source

of the light, not the light itself is magical, magic resistance is

ineffective against this spell.





Sap Strength (Necromancy, Summoning)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell duplicates a shadow's Strength drain. The wizard must

roll to hit, and if he fails to hit, he himself must save versus

death magic or be drained of a point of Strength. This spell does

not trigger a negative plane protection, and it will affect

creatures normally immune to undead energy drains. When used

against undead with energy drain abilities, the wizard must save

versus death magic or lose twice as many energy levels as normal.

When used against normal living victims, if the victim fails a

saving throw versus death magic, it loses a point of Strength.

People drained to a 0 Strength die and come back a day later as a

free-willed shadow. The material component of this spell is a

diamond of 20 or more gold pieces value.





Sarius' Golden Triangles of Protection (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  4

Area of Effect:  One floating 2-foot high triangular plate per

level

Saving Throw:  None

Author:  William T. South 



This spell creates golden, shimmering triangular 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 one for every three triangles

still active and any successful physical melee attack (including

boulders, ballista, or attack forms similar to dragon's belly flop

manoeuvre) will be deflected automatically. Deflected creatures of

large-size (or higher) who are deflected must still land somewhere,

possibly injuring friend or foe. Non-missile attacks by creatures

with an effective Strength of 23 or greater require a saving throw

versus breath weapons to deflect.

Each triangle is able to sustain 8 hit points of damage before

disrupting, so if a deflected attack does not cause enough damage

to disrupt a triangle (chosen randomly) the triangle will remain

active. For every 5 triangles active, the effects of breath weapons

directed at the wizard will be reduced by 1 hit point per damage

die, with total protection from breath attacks becoming a

possibility, though, unless the breath weapon causes less damage

than the current hit points of a triangle it will assuredly disrupt

the entire field of triangles in the process.

While the triangles orbit the wizard he is at a -1 to-hit penalty

for every triangle active whenever a to-hit roll is needed,

including spells. The wizard may create fewer triangles than the

maximum possible. The material component of this spell is a single

gold piece for every triangle created. All pieces are thrown into

the air where they disappear and are replaced by the floating

triangles.





Sarius' Mage Ward (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  One amulet

Saving Throw:  None

Author:  William T. South 



This spell is used to create a magical amulet which, when worn or

possessed by a creature, will cause all spells cast by the amulet's

creator to affect the creature with different variables of power.

All defensive or beneficial spells will have a +2 (on any

applicable die or 10% if a percentage die) bonus applied to

durations, areas of effect, ranges, or any increases in which the

bonus would benefit the creature. All attack or detrimental spells

from the wizard would apply with a -2 (or -10%) penalty applied to

their operation against the creature. For example, if the wizard

accidentally caught an ally (in possession of his mage ward) in the

area of effect of his fireball, the creature would have his needed

saving throw reduced by 2 and all damage dice against the creature

would suffer a -2 penalty, possibly negating the effect on that

creature.

Also, having the amulet in their possession (knowingly or

unknowingly, but not forcibly against their will) a creature's base

magic resistance will automatically be reduced by 2% per level of

the wizard (at the time of the ward's creation). Possession is

considered to be within 2 inches of the creature's body.

The amulet may also be used to negate any portal or device

protections created or cast by the wizard for a one round period.

After 10 uses of this nature the amulet crumbles to dust. The

material component of this spell is 10 gp weight of platinum, and

a special mould made of wax and a crushed sapphire worth at least

500 gp. Once molten, the platinum is poured into the mould and then

the spell is cast on the cooling metal. Note that the amulet does

not have to be any certain shape, and can later have gems (whether

magical or not) mounted into it through shaping or settings made at

the time of moulding, but the amulet must not be injured by this or

1d6 of the charges will be used.





Scarring (Alteration, Enchantment/Charm)



Range:  5 yards per level

Components:  V, S

Duration:  Permanent

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell causes horrible scarring on the face of the victim.

Unless the victim (who must be humanoid) saves versus death magic

it will scarred permanently. The scars can only be removed by

regeneration, and they lower Charisma by 1d4 points. At the DM's

discretion certain creatures, such as goblinoids, might not have

their Charisma lowered.





Seduction II (Enchantment/Charm)



Range:  10 yards

Components:  V, S

Duration:  1 hour

Casting Time:  1

Area of Effect:  One person of 9 HD or less

Saving Throw:  Special

Author:  John Daniel 



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

seduction I. If a successful saving throw is made, this spell

functions exactly as seduction I (make another saving throw).





Shadow Bolt (Invocation/Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One or more creatures

Saving Throw:  1/2

Author:  Ally's Spellbook 



Use of shadow bolt creates black bolts of magical energy, one

missile plus one missile per level (as per magic missile) that

streak from the wizard's hand. The missiles do 1d6 points of damage

and may be directed in a 60 degree arc. The material component of

this spell is a bit of mascara.





Shadow Light (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  60-foot radius sphere

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell causes a sphere of shadowy light to spring up. Within

this sphere any normal light or sound source is dimmed so they do

not cause light nor shadow nor sound to vanish completely but to be

dimmed. Within the sphere there reigns a completely shadowy light

not unlike the one on the plane of shadow. In this sphere a thief

can use his ability to "hide in shadows", "move silently", and the

"disguise" proficiency at a bonus of 20% (or a +4 bonus). Any other

sneaky abilities also gain the 20% or +4 bonus, as decided by the

DM. Within this sphere it is possible to enter the plane of shadow

with a teleport without error, or for shades it is possible to use

their plane shift ability. This spell can be dispelled by a dispel

magic (or a more powerful similar spell) or a continual light which

is cast for the explicit reason to cancel this spell. If it is cast

just to light up the sphere normally, the shadow light remains and

the continual light is cancelled. Note: a light is not enough to

cancel this spell, even if cast with the explicit reason to dispel

the shadow light. If this spell is cast on somebody unwilling, that

creature gets a saving throw versus spell. If it succeeds, shadow

light takes effect 5 feet behind the creature. Otherwise the

creature carries the spell with it (but is not otherwise affected

by it unless it is susceptible to shadowy light).

The material component is a black silk veil which is laced with ten

black pearls worth no less than 50 gp each.





Shadow 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

Saving Throw:  None

Author:  Unknown



This spell is exactly like astral wall, except that it additionally

forbids magical or mystical sensing through the wall. Thus,

clairvoyance, detect spells, mystical detection abilities, a

basilisk's gaze, etc. will not be able to pass through a shadow

wall. Other effects (including the duration increase) are as astral

wall. The material component is a piece of paper with a blindness,

glyph of warding or symbol inscribed thereupon.





Shape Change, Undead (Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell allows the wizard to assume the form of any undead (very

rare types of undead could be beyond the power of this spell, at

the discretion of the DM). The wizard must have at least twice as

many levels as the undead has Hit Dice. The wizard gains all the

abilities of the undead except spellcasting and innate spell-like

abilities. Thus the fear aura of a lich, charm gaze of a vampire

and magic jar ability of a ghost would not be gained through use of

this spell. Most touch attacks are not considered to be spell-like

abilities. The wizard also gains all the vulnerabilities of the

undead, and can be turned, commanded or even disrupted by priests.

The wizard can make one change of form for every three levels, but

cannot return to normal form until the spell duration expires or

the magic is dispelled. If at any point the wizard assumes the form

of an undead that drains levels, the wizard must make a saving

throw versus death magic at the end of the spell or lose a level.

The material component of this spell is a bit of rotted flesh.





Shift Through (Alteration)



Range:  0

Components:  V

Duration:  1 round

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Joseph DuBois (Scooby) 



This spell causes the target creature to temporarily shift to the

ethereal plane. The person can then travel his normal movement

rate. At the end of the round, the target creature shifts back to

the plane on which the spell was cast. All objects carried by the

target shift with it. The target creature can only move (no

attacking is possible while shifted). The target is seen as a wispy

outline of the figure it normally is on the prime material plane,

if normally invisible, no wispy outline is visible. The target

creature, while shifted, can only be targeted by attacks that can

reach the ethereal plane. This spell was mainly designed to allow

casters to pass through a wall without having to open a large hole

in the wall (as with a passwall). Only things that are physically

carried are shifted to the ethereal plane.





Silhouette (Abjuration, Evocation)



Range:  30 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the affected person's shadow to rebel, for the

duration of the spell. The shadow will not act properly, will

disappear at will, reappear in the wrong place and in general do

everything in its power to make the affected creature look really

bad.

The material component for this spell is a doll, which is not

consumed in the casting.





Sillvatar's Dragon Wings (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Allan J. Mikkola (Sillvatar) 



When this spell is cast, the wizard conjures a shadowy pair of

dragon wings that appear on his body; these wings provide the

wizard with the movement (flying) rate of the dragon that produced

the material component. For example, if the material component was

taken from a blue dragon, the wizard would be able to fly at a rate

of 30 with a manoeuvrability class of C. The colour of the wings'

scales will also correspond to the appropriate type. The wings will

last for 2 rounds per level of the wizard, or until dispelled.

The material component for this spell is the wing muscle from any

type of dragon; this component is consumed when the spell is cast.





Sinkhole (Alteration)



Range:  30 feet

Components:  V, S, M


Duration:  6 rounds

Casting Time:  4

Area of Effect:  Up to 4 creatures in a 10-foot radius

Saving Throw:  Negates

Author:  Michael Kenyon 



Upon the casting of this spell, a section of ground that the wizard

targets becomes a sinkhole, 10 feet in radius. Up to four creatures

(caster's choice of number affected) must be in range, and they are

counted out from the centring point of the of the spell (thus, PCs

or friendly NPCs may be caught in the area of effect if they are

closer to the centre than a hostile creature is). Those in the area

of effect must make a saving throw versus spell to negate the spell

straight off. The saving throw is modified by the number affected.



      Creatures Affected        Modifier

               1                   -2

               2                   -1

               3                    0

               4                   +1



Should the creatures affected make their saving throw, then they

are assumed to have thrown themselves out of the area as the

sinkhole started. This saves them from the spell, but also causes

them to automatically lose initiative for the next round, being

last in the round. If they fail their saving throw, the spell takes

effect and the next round begins the duration of the spell. Note

that the modifiers above apply to all saving throws listed below as

well.

* First round: if they have failed their initial saving throw (see

  above) they are effectively held (as per hold person, even if they

  aren't a person) and start to sink.

* Second round: they must save again at -2 (plus any additional

  modifiers above). If they succeed, they cease to sink, but are

  still effectively held. If they fail, they continue to sink.

* Fourth round: they must save again at -4 (plus modifiers). If they

  succeed, they cease to sink, but are still effectively held. If

  they fail, they go under the sands. They die in 2 rounds (last

  round of the duration) if they are not rescued.

Should a dispel magic be cast successfully on the sinkhole, at any

time before the duration expires, all trapped creatures are ejected

from the ground, and may act the next round. Should the duration

end with the victims effectively held and above the surface, they

may get back on their feet as their action for the next round.

The material component for the spell is an egg timer, which is

destroyed in the casting of the spell.





Skip Group (Alteration)



Range:  60 feet

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One person per level

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell is an advanced version of skip self (q.v.). The caster

can skip a number of people equal to his level for a number of

rounds equal to the factorial of his level plus 10 (a 7th-level

wizard, for example, can skip a group forward 7+6+5+4+3+2+1+10=38

rounds). All of the subjects must be willing, and within 60 foot

radius of the caster. Any non-living object the group is wearing or

holding at the time of the casting is skipped with them, excluding

powerful magic items such as artifacts and relics. Unwilling

subjects are not affected by this spell. If desired, the caster can

place recipients of this spell at points in the future before the

spell's duration has expired, even placing different people at

different times, although, if he includes himself in the spell, he

must state this intent at the time of casting. The experience of

time skipping is disorienting for non-warpwizards; these characters

must make a saving throw versus spell (at +2) or be dazed for 1d3

rounds. During this time, no offensive action may be taken, Armour

Class is increased by 2, and all saving throws are made at -1.





Skip Spell (Alteration)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Joshua Rosenfeld 



With this spell the caster is able to project magical energy into

the future, effectively delaying the onset of one spell. The spell

to be skipped must be cast immediately after the casting of this

spell; if there is any delay or interruption, skip spell will fail.

Once the magical energy for the second spell has been conjured, it

is projected into the future a maximum number of rounds equal to

two times the factorial of the caster's level. A 7th-level wizard,

for example, can skip a spell (7+6+5+4+3+2+1)x2=54 rounds into the

future. The caster must determine at the time of casting when

exactly he wants the spell to be released, although he does have

the option of bringing the spell into effect sooner, if he desires.

This is a bit tricky, and there is a base 100% chance that the

spell will actually be released 1d4+1 rounds later than desired.

This percentage is modified by -5% for every caster level, down to

a minimum of 25%. If the spell to be skipped is aimed at a specific

target, and that target moves out of the spell's range, it will

fail.





Skullfire (Evocation, Necromancy)



Range:  100 feet

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  100-foot long, 5-foot base, 15-foot end cone

Saving Throw:  1/2

Author:  The Warlord of Heaven 



This spell causes the enchanted skull to emit white hot flames from

it mouth in said pattern. These flames cause 1d4 damage per caster

level, but undead take twice the damage. There is no limit to level

for casting. The material component for this spell is any silver

plated skull.





Sleep II (Enchantment/Charm)



Range:  60 yards

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Arrvid Carlson 



This spell is the same as the 1st-level sleep, except as noted. All

creatures to be affected by sleep II must be within the 40-foot

radius sphere created upon completion of casting. The sphere must

be centred on a creature or object within sight and not an area; in

addition the area of effect cannot be reduced, although the wizard

can specify during the casting that creatures closest to the centre

are to be affected first, dependent upon the Hit Dice of those

creatures.

The number of creatures that can be affected is a function of the

wizard's level: for every 2 levels of the wizard, 1d6 HD (rounded

up) can be affected. An example: a 5th-level wizard could affect

3d6 HD of monsters. Monsters with 6+1 HD or more are unaffected.

The centre of effect is determined by the wizard although the

wizard may not be in the area of effect upon spell completion or

risk its effects. The creatures with the least Hit Dice are

affected first (dependent upon the wizard's wishes, additionally

creatures below a certain Hit Dice may be excluded), and partial

effects are ignored. The material components for this spell is a

pinch of fine sand and rose petals, or a live cricket.





Sleepcloud (Evocation)



Range:  10 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  40x20x20 feet cloud

Saving Throw:  None

Author:  Max Becherer 



This spell is identical in every way to cloudkill, except that

instead of slaying its victims, they are put to sleep for 1 hour

per level of the wizard, up to a maximum of 12 hours. They cannot

be awakened by any normal means until at least 1/4 of the sleep

time has passed.

There is an up side to it, however: if the victims are not

disturbed, they will awaken completely refreshed, and will have

healed at double the normal rate due to the depth of their rest.

Consequently, this spell has many beneficial uses.

The gas created by this spell is a deep indigo, and has a pleasant

sweet smell as opposed to cloudkill's vile green fumes.





Sleepy Eyes (Enchantment/Charm)



Range:  40 yards

Components:  V

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature per round

Saving Throw:  Negates

Author:  Peter Gourlay 



This is a hypnosis-type spell: the wizard looks upon the victim and

summons the power through his eyes. The victim must save versus

death magic or fall into a deep sleep. The victim can only be

awakened by been shaken or hit: noise will never wake up the

victim. If the victim meets the gaze of the wizard when the spell

is being cast, then it saves at -1. The verbal component is a

single word of power that can be spoken very quickly and quietly

(but must be heard by the victim).





Song of Fear (Enchantment/Charm)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  100-foot radius

Saving Throw:  Negates

Author:  Jim Vassilakos 



By use of this spell, the wizard sings a song of blood-curdling

horror, inspiring terror within a hundred feet his person. All

creatures within earshot (including allies) must save versus spell

or flee in panic until beyond the radius of effect. The material

component for this spell is a piece of wood that must be broken.





Sonoric's Animal Awareness (Divination, Enchantment/Charm)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One animal

Saving Throw:  Negates

Author:  Tim Prestero 



With this spell, the wizard is able to take control any small (size

Tiny) creature of 1 or less Hit Dice in his line of sight. If the

creature is above animal Intelligence, it gets a saving throw

versus spell, a successful saving throw indicating spell failure.

The creature is at -4 to save if the wizard has a good grip on it

during the spell's casting. Those creatures of a non-magical nature

of less then animal Intelligence do not get a saving throw. Those

of a magical nature get a saving throw at 4.

Once the wizard has control of the animal, while concentrating he

can see, hear, etc., through the animal's senses. He can also

control the animal's actions, even special movement, such as

flying, swimming and burrowing, although the if the wizard attempts

to get the creature to attack something not below itself on the

food chain, the animal has a (75 minus the wizard's level) percent

chance of escaping the grip of the spell. While concentrating on

the animal, the wizard is incapable of any other action.

The wizard can maintain control of the animal up to 100 yards away,

per level of the wizard. Those seeing the controlled animal will

notice any strange behaviour it may be exhibiting, if they make the

appropriate perception checks (i.e., an Intelligence check, or

saving throw versus paralysation). The spell is broken if the

wizard ceases concentration, or if the animal takes more than 4 HP

of damage. Otherwise, the spell lasts for a turn per three levels

of the wizard (i.e., two turns at fourth, three at seventh, etc.).

The material component of the spell is a bit of food, which the

target animal would find appetizing, which is consumed by the

wizard in the casting of the spell.





Sonoric's Fly on the Wall (Divination, Necromancy)



Range:  Special

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Tim Prestero 



This spell creates a spying device out of an ordinary flying

insect. Upon casting the spell upon an insect, living or dead, the

spell grants the abilities of limited clairaudience and

clairvoyance, centred on the insect. The wizard, while

concentrating on the insect, can hear any noise within 15 feet of

the insect. Clairvoyance through the insect, however, is rather

disorientating, and the wizard is at penalties of -2 to-hit and +2

to his Armour Class for three rounds after breaking concentration.

The insect has a flying movement rate of 6, and its movement is

controlled by the concentrating wizard.

If concentration is broken before the end of the spell duration,

the fly drops to the ground, and there is a 75% chance that, if the

wizard resumes concentration, it will be too damaged to fly again,

although the clairaudience and clairvoyance will still work for the

remainder of the duration. If the fly takes any damage during the

spell, such as being swatted or stepped on, the insect will no

longer fly, but, provided that at least half of the fly remains,

the clairaudience and clairvoyance will still work.

The material component of the spell is the body of a winged insect,

living or dead, which is slain in the casting of the spell.





Sonoric's Spying Minions (Conjuration/Summoning, Divination)



Range:  Special

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Tim Prestero 



This spell summons minor etherlings from the ethereal plane, to

serve the wizard's wishes. Etherlings, being rather stupid and

weak, are only suited for simple tasks, such as spying. Upon

summoning the creatures, the wizard must detail, in simple

language, what service he wishes the etherlings to perform. The

etherlings, in their stupidity, will be honoured by the request for

service, and will perform the task to the best of their abilities

and comprehension.

A minor etherling (AC 2, MV 60, 2 HD, #AT 1, damage 1d3), is a

small, vaguely humanoid appearing creature, formed of the stuff of

the plane ethereal. On the prime material plane, it appears as a

hazy, humanoid-shaped ghostly apparition, about 3 feet tall. It

moves by flying, and is unobstructed by walls and solid objects,

save lead, the touch of which sends it back to the ethereal plane.

It is fairly stupid (Intelligence 5), although extremely talkative,

and puppyish in its affection towards the wizard. The etherling

will do its best to please the wizard, to the point of becoming

annoying. It does have some special abilities, making it

particularly useful, however. It has a photographic memory, and

will never forget what it saw and heard during its period of

service. It also has the ability to turn small objects (one at a

time), weighing less than five pounds, ethereal, allowing it to

transport the item. It can also turn itself invisible at will,

although those able to see onto the ethereal plane will be able to

see it clearly. It can push its movement rate up to 120, for up to

a turn at a time. It can only attack things on the ethereal plane,

and even there not very effectively. Finally, the fact that it only

partially exists on the prime material plane during the spell means

that it is only hit by magic weapons, and spells.

The spell summons one etherling per three levels of the wizard, one

at first, two at fourth, three at seventh, etc. The wizard can

detail separate tasks for each individual etherling summoned, and

may cast the spell more than once during its duration (allowing him

to summon a virtual horde), as the spell requires no concentration

after the initial casting. An etherling's instructions can be

facilitated by pictures (as in "Follow this (point) man... The one

in the painting" or "Follow her (point)... The one in this

Phantasmal Force"). It is up to the DM to decide the chance of the

etherling getting confused, and screwing up the task. I suggest

that it has a 100% chance of getting the task right, -3% for each

word in the description (i.e., 10 words, 70% chance), giving a

bonus for things such as pictures, and other helpful examples. If

the etherling should encounter any mentally straining problems,

such as if its "mark" (he whom it is tailing or spying upon)

teleports away, or disguises its features, casts illusions, etc.,

make an Intelligence check for the etherling, modified by the

situation. If the etherling fails, it is hopelessly confused, and

returns to the ethereal plane. The wizard must take care to give

the etherling tasks which it can complete within the duration of

the spell, as the etherling returns to the ethereal plane at the

end of the spells duration.

Some examples of tasks given to etherlings would be "go to the

chamber at the end of the hall, stay there, and return to me in 20

minutes, to tell me what you heard and saw", "go to this room in

the tower of the castle, and bring me back a book that looks like

this...", "find this man, follow him for half an hour, and return

to me, telling me what you witnessed", "find this man and tell him

Va banque. The game is thick", or similar things. Etherlings are

intelligent enough to follow the spirit of the commands, provided

they are simple enough. Etherlings have an innate sense of

direction, and will not get lost on the prime material plane. They

have the mental abilities of young children. They will only perform

service on the material plane.

The material components of the spell are small figurines, one for

each etherling to be summoned. They must be fairly detailed, and

are consumed in the casting of the spell.





Soulfire (Invocation, Necromancy)



Range:  5 yards per level

Components:  V, S

Duration:  1 round + 1 round per 4 levels

Casting Time:  4

Area of Effect:  One living creature

Saving Throw:  None

Author:  Kurki Risto 



The spell will ignite the soul of the target creature, and try to

fry it from within until it dies. The spell gives out no visible

effects besides the obvious pain of the target creature. For

obvious reasons, this spell works only for living creatures who

have a soul. The damage that is inflicted will be 3d6 during the

first round, and 2d6 on each subsequent rounds after the first. The

casting of this spell will exhaust the caster for equal amount of

rounds that the spell lasts, requiring an Intelligence check to

concentrate on anything specific other than standing, sitting,

walking slowly, or resting.





Sound-Proof Bubble (Alteration)



Range:  5 feet per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  10-foot radius sphere

Saving Throw:  Negates

Author:  Johan Hartzenberg 



If the caster casts this spell, he brings about an invisible bubble

with rad of 10 feet centred at the target he selects. Depending on

the caster's choice, the spell can work in one of 2 Ways:

*  No sound can enter the bubble, and no sound can leave the bubble,

   but sound inside the bubble, and outside the bubble, stays normal.

   I.e., the caster and a few companions can have a nice and quiet

   conversation inside this bubble while a deafening noise is raging

   (whatever) outside.

*  He may opt to allow sound to pass in or out through the bubble, or

   both or none. He can change the function of the bubble anytime

   before the duration ends, but this version of the spell requires

   the caster to concentrate the whole time he want to maintain the

   bubble. The bubble's function can be changed once per round. Also

   this version of the spell have to be centred on the caster.

This spell will proof safety to sound based attacks, but each such

attack has a cumulative 15% chance of bursting the bubble. I.e.,

the first attack has a 15% chance, the second has a 30 percent

chance, etc. Note that the attacker can walk into the bubble, and

then attack those inside the bubble, and anyone outside won't hear

the sound or attack.

Wizards and priests can cast spells with verbal components inside

the bubble, but if the spell uses a sound based effect, those

sounds will not be able to pass through the bubble. If the sound

originates from an illusion outside the bubble, one won't be able

to hear it inside the bubble. How the ventriloquism spell is to be

handled, when cast inside the bubble, is left up to the DM. Ask him

beforehand how he will handle it.

If you want to cast the spell on an unwilling recipient (for

example, someone with a horn of disruption), he is allowed a saving

throw versus spell to negate the spell.

The material component of this spell is a tiny triangle.





Speed Rot (Alteration, Necromancy)

Reversible



Range:  100 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One undead

Saving Throw:  Negates

Author:  The Warlord of Heaven 



Any undead failing its saving throw versus spell will find itself

taking double damage from all attacks, as its binding forces are

less powerful now. The spell can be reversed to have the opposite

effect of enabling an undead to take only half damage. This is

called slow rot. The material component for this spell is a dead

mouse steeped in fruit juice.





Spellcrystal IV (Conjuration, Invocation)



Range:  0

Components:  V, S

Duration:  4 months + 2 months per level

Casting Time:  4 rounds

Area of Effect:  One crystal, worth at least 400 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.).





Spiderbite (Conjuration)



Range:  10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  30-foot radius circle

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell injects all creatures within the area of effect with an

amount of poison capable of affecting them (dependant upon their

body mass). All creatures in the area of effect are entitled a

saving throw versus poison to negate the effects of this spell. Any

creature not normally affected by poison is totally immune to this

spell. The material component is a live spider.





Spirit Skill (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  Person touched

Saving Throw:  None

Author:  Unknown



This spell transfers skills from a specially prepared vessel into

a willing recipient. The material component is a symbol prepared

using steal skill, which must be carried by the recipient and

disappears upon completion of the spell.





Splinterstrike (Evocation, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Until used

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  1/2

Author:  The Warlord of Heaven 



This spell enchants the thigh bone to hit any creature, when and if

it strikes it inflicts 4d10 damage, but is only usable once per

casting. Another bone must be used. The material component for this

spell is a half-split thigh bone.





Stanza's Certain Kiss of Disease (Necromancy)

Reversible



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell inflicts one normal sexual disease of the caster's

choice. The reverse, Stanza's Kiss of Curing, removes one normal

sexual disease.





Stanza's Enchanted Kiss of Disease (Necromancy)



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  A.C. 



This spell inflicts one random magical sexual disease.





Steal Skill (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell lets a wizard steal the class-related skills of a

willing humanoid victim and transfer them either to the wizard or

to a special container. The victim drops to first level, and

regains levels at a rate of 1 per four hours thereafter. The wizard

gains half the class-related skills of the victim (if stealing from

a fighter, the wizard will gain the ability to wear armour and

attack with a THAC0 halfway between the fighter's and the default

20 with any weapon with which the fighter is proficient; if

stealing from a thief the wizard will gain thief abilities which

are the average of the thief's abilities and the base of 4; in no

case will abilities go down because of this). Abilities which are

granted by a deity cannot be transferred this way, nor can

spellcasting abilities. The transferred abilities fade after one

turn per level.

The material component is a symbol of the class to be transferred,

specially prepared and costing not less than 10 gp per level of the

target. If the wizard wishes, he may imbue the symbol with these

skills rather than using them at the time (in which case it will

not disappear). The primary purpose of this use is to provide the

material component for Spirit Skill.





Stone Bridge (Alteration)



Range:  10 feet

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell creates a bridge of up to 50 square feet + 25 square

feet per level, across any gap the wizard desires. It is sturdy and

safe to walk across, and can bear the weight of an elephant.

The material component of this spell is a piece of rope, which

should be knotted together when the spell is cast.





Suppress Magic Resistance (Abjuration)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One source of magic resistance

Saving Throw:  None

Author:  Unknown



By means of this spell, the wizard can temporarily suppress the

magic resistance emanating from one creature or object, thus

allowing other spells and magical effects to have an increased

chance of effect. The spell affects one creature or object and the

area that its magic resistance protects. For example, this spell

can be cast on a paladin wielding a holy sword that provides magic

resistance in a 5-foot radius, and the magic resistance can be

suppressed in the entire area of effect. If there are multiple

sources of magic resistance affecting the same area, this spell

will only target one of them.

This spell can suppress up to 5% magic resistance per level of the

wizard. Partial effects are possible. For example, if a 10th-level

wizard is casting the spell at a creature with 80% magic

resistance, that creature's magic resistance will be lowered to 30%

while this spell is in effect. Of course, this spell will not go

into effect unless the creature fails its magic resistance roll.

The wizard must maintain some concentration in order to preserve

the spell's effect. The wizard may not perform any actions except

moving at up to half his normal movement rate. If the wizard is

successfully attacked, then his concentration is also broken. If

concentration is broken, the spell's effects terminate immediately.

The wizard, however, may choose to terminate the spell in a

controlled manner, and during the last round before the spell is

terminated, the wizard, in addition to moving at up to half his

normal movement rate, may also cast one spell whose casting time is

up to one round. The target's magic resistance remains lowered when

making its resistance check against this spell. Of course, other

wizards and devices may also cast spells while the target's magic

resistance is lowered, and such magic does not terminate suppress

magic resistance.

This spell will totally negate a magic resistance spell if it is

successful at suppressing magic resistance of a percentage at least

as high as the percentage given by the magic resistance spell. In

such a case, concentration by the wizard is not necessary.





Sword of Force (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Dennis Kefallinos 



This spell creates a spectacular glowing sword, resembling a Star

Wars lightsabre. It must be cast on a handle of a steel sword,

which must be especially fashioned or cut from a regular sword. The

handle is not consumed. A second component is 1 gp worth of gold

dust, which is consumed by the casting. For the duration of the

spell, a gleaming power blade is projected from the handle, which

simulates a normal sword. The base damage it causes is 2d6 (for

small and medium sized creatures) or 2d10 (for large creatures) if

used one-handed, and 2d8 or 2d12 if used two-handed, to which

Strength bonuses and magical bonuses (if appropriate) are added.

The former use requires proficiency in one-handed sword (short or

long) and the later in two-handed sword (bastard or two-handed).

Further special abilities are determined by the level of the

caster, as follows:



     Wizard's Level    Special Abilities of Blade

           1-6                Not applicable

            7           Normal, non-magical sword

            8                   Sword, +1

          9-10                  Sword, +2

          11-12          Sword of sharpness, +2

          13-14           Sword of wounding, +2

           15+              Vorpal sword, +3



A caster of above thirteenth level can specify which type the sword

will be (of the types available to lower levels). When subjected to

physical strain the blade has double the strength of steel. If more

pressure than that is applied the spell is negated. If the handle

leaves the hand of the caster the spell is negated immediately.

Because the sword of force is very light in weight, weapon speed is

only 3 when used single-handed and 5 when used two-handed. The

material components of this spell are a handle of a steel sword

(not consumed in the casting) and some gold dust.





Teleport Trace (Divination)



Range:  10 yards per level

Components:  S

Duration:  10 rounds + 1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



The wizard casts this spell on a character or creature who is

likely to teleport or employ similar magic in the near future. If

the recipient does cast teleport (or dimension door, word of

recall, etc.), then the wizard who placed the teleport trace will

receive a mental image of the target's location. The caster of

teleport trace will then know his location relative to that of the

teleportee, and he will be able to use his own teleportation or

scrying magic with maximum accuracy.





Teleport Tracer (Divination)



Range:  50 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



Teleport tracer allows the wizard to follow the faint trail left by

teleporting creatures. The tracer tells the wizard where the

teleporting creature went to, within a few blocks, or several miles

in the countryside (less accurate for longer distances, only very

general information for multi-planar travel). If the wizard so

chooses, he can teleport along the exact same route, but this must

be done on the round after the tracer is cast, and multi-planar

movement is not possible in this manner. The tracer must be cast

within one turn of the original teleport, and this teleport must

have taken place within the range of this spell. This spell is also

effective against word of recall and dimension door spells, or

non-magical (psionic) teleports, but not true dimension travel or

plane shifting.





Telurian's Firebolts (Invocation/Evocation)



Range:  120 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  1/2

Author:  Warlock's Cave <94test00@leicester.ac.uk>



This spell, unsurprisingly, creates bolts of fire. That may be a

single bolt from the caster to one target, or any number of

independently targeted bolts, up to one per level. If fired at one

person, damage is 1d6 + 1 per level of the caster. If fired at

multiple targets, the damage is 1d6 per bolt (more than one bolt

can be fired simultaneously at a target giving an xd6 total damage,

but only one saving throw is made and the additional damage comes

into play only if there is but a single bolt).

This spell's advantage over fireball is its ability to strike only

the desired targets during melee. Its level is higher due to the

fact that thousands of wizards have spent centuries refining

fireball, making it easier to cast whereas this spell is considered

very rare.

Material components are as for fireball whilst somatic are both

hands crossed at the wrists in front of the body swept rapidly

apart. Intervening solid objects between caster and target take

damage instead of the target.





The Nimbleton Hold (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 day

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Nathaniel Tagg 



By means of this spell, the wizard places a number of spells "on

hold" for the next day. The spell is intended for casting at night,

before sleep. The held spells are stored in the wizard's memory for

the evening undisturbed. If the wizard is awoke, the spells are

available to him, and are used up normally when cast. In the

morning, the spells are still retained, and will remain with the

wizard as though he had spent the time to memorise them that

morning.

The wizard may retain a number of spell levels equal to 9 + 2 per

wizard level (i.e., a 9th-level wizard may retain 27 spell levels

worth of spells). The material component is any form of headpiece

(hat, hairnet, comb, skull cap, whatever) and must be specially

enchanted by the caster of the spell. The cost to construct this

item is 500 gp. The item must be worn both while memorising the

spells to be retained, and when the Hold spell is cast, though not

while casting the spells.

Note that because a cast spell is lost as per usual, the Nimbleton

hold must itself be memorised and cast every day (therefore, a

9th-level wizard saves himself 270 minutes memorisation time in the

morning, but at some other time during the day must spend 50

minutes to memorise and cast the hold. Thus, his total savings are

220 minutes, or three hours and forty minutes. In addition, the

wizard may defend himself with the held spells during the night or

morning before memorising the next day's list).





Thillis' Monster Servant (Charm)



Range:  5 feet per level

Components:  V, S

Duration:  Special

Casting Time:  2 rounds

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Michael Schmitz 



Monster servant binds a creature to the caster's will. The spell

does not grant any form of communication, so the wizard and the

monster must be able to communicate for the spell to work. All

humans, demi-humans, and creatures with an Intelligence greater

than 10 are immune to the effects of the spell. Wisdom bonuses to

saving throws apply if the monster actually has Wisdom.

An affected creature will do anything for the caster, including

sacrificing its life. The spell's duration is similar to that of

charm person, but the DM should modify this as he wishes. When the

creature is told to place itself at risk, a new saving throw should

be rolled.

But now for the fun part: this obviously overpowered spell has a

mayor drawback: whenever the spell is cast, there is a chance,

equal to (the target's Hit Dice - the caster's Wisdom bonus)

divided by 20, that the spell drives the caster insane, and also

subjects him to the creature's will at that point in time. Note

that the spell still functions normally as well, so if the creature

was wishing that the caster would be his slave, and the caster went

insane, but the creature failed its saving throw, they would both

be each other's slave.

Also, keep in mind that a caster with an 18 Wisdom could cast this

spell on creatures of up to 4 HD, and as his Wisdom bonus is 4,

there would be no chance of insanity.

This curse was not built into the spell, but was a side effect. The

wizard that researched it did not put in a limitation on the

target's Hit Dice, and drew the energy to enslave the creature from

her own will power. Therefore, when she tried it on a creature of

14 HD, she didn't have the willpower to overcome it, and went

crazy. Actually, she became its mate, thinking she was a fire

giant. That's what the creature was looking for when she cast the

spell...





Thorgon's Faithful Steed (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Brock Neverman 



When cast, this spell creates a horse within 10 feet of the wizard.

The horse can pass over nearly any surface and even fly short

distances (levelx20 feet). The horse lasts 1/4 day per level of the

wizard, or until the wizard loses consciousness. The horse can run

at speeds up to 40. The steed will respond perfectly to the wizard.

It has 10 hit points + 2 per level of wizard, and can be hit only

by +2 or better weapons.

As the power of the wizard increases, so does the appearance of the

steed change, i.e., a 9th-level wizard would get a good steed, a

20th-level wizard would get a pegasus or similar creature. It can

kick for 1 to the wizard's level hit points in damage. The steed is

immune to magical attacks such as fireball, lightning and magical

ice. The material component is a bridle, which disappears with the

horse at the end of the spell's duration. All metal parts of this

bridle must be silver.





Time Warp (Alteration)



Range:  Special

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  4

Area of Effect:  40-foot long cube, 1 creature per level

Saving Throw:  Special

Author:  Unknown



This is a combined haste and slow spell. At the time of casting,

the wizard chooses which application to use. The effects, as well

as range, saving throw, and material components are as per the

appropriate spell.





Twilight's Silent Sheaf (Alteration)



Range:  10 yards per level

Components:  S

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  15-foot radius

Saving Throw:  None

Author:  Robert A. Howard 



This spell will start similar to faerie fire, with the exception

that instead of faerie light, a field of silence is created.

Creatures outside the sheaf cannot hear those on the inside.

However, sound can exist inside the sheaf itself, allowing for

spell casting. Also, if someone touches a person with a silence

sheaf, then those two (or more) can communicate.





Tyvek's Flying Binder (Conjuration)



Range:  100 feet + 10 feet per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One creature of size H or smaller

Saving Throw:  Special

Author:  The Warlord of Heaven 



This spell requires bloodhawk feathers and a silk handkerchief, and

as the magical word Sar-Anwrap is spoken, the wad of components is

hurled through the air. In flight, they change into a glowing white

sheet which will wrap up the target for one round per wizard level,

or half that time if they save. High Dexterity provides additional

saving throws with a +2 for every point of Dexterity above 16. A

tiny bladed weapon allows the victim to escape in half time as

well, which could aid a saving victim even more.





Tyvek's Flying Bucket (Conjuration)



Range:  100 yards + 10 yards per level

Components:  V, S, M

Duration:  1 turn

Casting Time:  4

Area of Effect:  One average sized bucket

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell conjures into being a glowing force bucket, capable of

holding about 3 gallons of liquid. It has as much use as you have

smarts. Initially used to get water out of icy rivers from the

comfort of his home, it has been seen in use of throwing oil on

opponents, scooping hunks out of water elementals, and going over

other wizard's heads... it is not transparent. It has little

strength aside from its ability to tote water, therefore it is

easily lifted or batted about.

The material components for this spell are thimble and some hawk

feathers.





Tyvek's Rust Prevention (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 day

Casting Time:  4

Area of Effect:  One item touched inside a 10-foot long cube

Saving Throw:  Special

Author:  The Warlord of Heaven 



Tired of continually polishing his blades and armour, Tyvek came up

with rust prevention. It keeps all forms of oxidation from

occurring, even those caused by rust monsters. The material

components of this spell are beeswax and some iron filings rolled

into said wax. The verbal component is "Ruh-stohl-ee-ehm". While

the hands are moved in circular patterns over the item, the wad of

wax and iron is consumed in the casting (by the spell, not the

caster). Detect magic will reveal this magical protection. There is

no saving throw unless the spell is used to protect versus magical

rust. Then, there is a +4 to the item saving throw as well.





Uldark's Conjured Fireball (Conjuration/Summoning)



Range:  10 yards + 10 yards per 2 levels

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  15-foot radius sphere

Saving Throw:  1/2

Author:  Allan J. Mikkola 



This spell duplicates the 3rd-level fireball in most respects;

however, instead of shaping the fireball from magical energy as the

evocation version does, this spell actually conjures a ball of fire

directly from the elemental plane of fire. When the spell is cast,

a small interdimensional connection opens between the plane of fire

and the wizard's plane; the fireball enters through this opening

and strikes the targets as directed by the wizard. There is a

chance that an extraplanar creature may enter through the opening

as well. The chance of this occurring is: 20% - 1% per level of the

wizard (to a minimum of 1%).

This spell has the same effects (including damage) as the evocation

version, but it is slightly harder to produce these effects in this

manner; this is reflected in the higher spell level and the reduced

range and area of effect.

The material components for this spell are a piece of flint and a

pinch of sulphur.





Uldark's Conjured Frost Bolt (Conjuration/Summoning)



Range:  20 yards + 10 yards per 2 levels

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  50-foot long, 10-foot wide bolt

Saving Throw:  1/2

Author:  Allan J. Mikkola 



This spell is similar to Uldark's conjured lightning bolt (q.v.).

It conjures a bolt of frost and ice from the para-elemental plane

of ice. The chance that an extraplanar creature enters the wizard's

plane is the same as that of the conjured lightning bolt. The bolt

is 50 feet long and 10 feet wide; anyone hit by the bolt suffers

1d6 points of damage per level of the wizard (up to a maximum of

10d6). A successful saving throw versus spell reduces the damage by

half.

The material component for this spell is a large chunk of ice or

snow; this is consumed with the casting.





Uldark's Conjured Lightning Bolt (Conjuration/Summoning)



Range:  40 yards + 10 yards per 2 levels

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  1/2

Author:  Allan J. Mikkola 



This spell is similar to Uldark's conjured fireball except that it

conjures a lightning bolt from the quasi-elemental plane of

lightning, instead of a fireball from the plane of fire. The chance

that an extraplanar creature enters the wizard's plane is the same

as that of the conjured fireball. The effects of this spell are

identical to that of the normal lightning bolt, but the area of

effect is either a bolt, 30 feet long and 10 feet wide, or a bolt,

60 feet long and 5 feet wide.

The material components of this spell are a small metal rod and the

skin of an electric eel.





Understanding (Divination)



Range:  5 feet per level

Components:  V, S

Duration:  1 round + 1 round per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Joseph Delisle 



This spell allows the wizard get use both ESP and empathy on a

creature if it fails a saving throw versus spell with a -2 penalty.

For more detailed information, like memories or motivations,

someone else must ask the wizard the question. The wizard's player

can under no circumstances supply questions for other people to

ask! Doing so ends the spell immediately (forcing the wizard back

into his own mind). One question per round is reasonable for easy

questions, but long or complicated questions can take longer (up to

the DM). A common language is not needed between wizard and target,

and the wizard always replies in the tongue he uses most. While the

spell is in effect, all the wizard can do is answer questions

without ending the spell. The spell can be ended at any time,

simply by willing it to end.

For example: a wizard casts understanding on a dragon attacking a

town, and learns (by ESP and empathy) that it is angry and plans to

destroy the town. The wizard's apprentice asks the wizard why the

dragon is attacking, allowing the wizard to probe the dragon's

memories, and to discover some humans stole the dragon's eggs. The

wizard lets the spell end, to try to bargain with the dragon.





Vander's Librarian (Conjuration/Summoning)



Range:  20 yards

Components:  V, S

Duration:  6 hours

Casting Time:  1 minute

Area of Effect:  One minor spirit

Saving Throw:  None

Author:  Colin Roald 



This spell conjures a minor knowledge spirit to search for books

and references for the wizard. It can search for titles, specific

references, or general subject matter, finding books in the time it

would take a reasonably skilled librarian (depends on case). The

wizard is freed to concentrate on more interesting matters, so this

spell roughly doubles a wizard's research efficiency.





Vandergast's Forcetrap (Invocation/Evocation)



Range:  5 yards per level

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Vandergast



When this spell is cast, a shimmering blue bolt shoots from the

wizard's finger towards the target; when the target is struck, the

bolt erupts into multiple bands of force that envelop the victim.

If a successful saving throw versus spell is made, the spell

dissipates and has no effect; otherwise, the bands of force will

render the target completely immobile by normal means, as his

hands, feet, etc., will be snugly bound. The target may still

levitate or employ other means of magical movement, but may not

walk, cast spells requiring a somatic component, or fight. Any size

target may be affected by this spell.

The bands of force may not be harmed by weapons or most spells, but

may be dispelled; a wish or limited wish will also destroy the

bands. The only other way to escape the bands is to roll a

successful bend bars check. The victim may make one such attempt

each round; in addition, exactly one attempt may be made each round

from an external source; if anyone touches the bands after the

first external bend bars attempt (including another bend bars

attempt, striking the bands with a weapon, etc.) the person

touching the bands is immediately trapped as well, with no saving

throw. If two or more persons are trapped by this spell, each earns

a bend bars roll each round; however, no external attempts may be

made, or that person will also become trapped. In any case, if a

bend bars roll is successful, the bands break, and the spells ends

immediately.





Vanquil's Backbiter (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  4 hours + 1 hour per level or until used

Casting Time:  2 rounds

Area of Effect:  The caster

Saving Throw:  None

Author:  Joseph Delisle 



Vanquil's backbiter is a way of protecting against a thief's

backstab attack. The spell is triggered when any non-missile,

non-energy (i.e., magic, psionics, breath weapon, etc.) hits the

wizard from behind without his knowledge. A backstabbing thief or

an invisible or silenced fighter counts, so long as the wizard is

surprised. The spell is considered activated when the weapon of

such a person comes within 3 inches (1/4 foot) of the wizard's

back. Activation requires no thought or effort from the wizard: the

backbiter cannot be consciously activated.

When activated, the spell instantly creates a brief stoneskin

effect on the wizard's back, preventing the weapon from doing any

damage (on the first attack). It then releases a burst of energy

missiles (similar to a magic missile) at the backstabber, causing

1d2 HP of damage per level (up to a maximum of 10d2). The energy

missiles never miss, and a shield or protection from normal

missiles will not prevent damage.

Only one backbiter can be in effect at any one time. If another is

cast before the first is used, it is lost. The material components

are a small diamond of any size and the eyes of a common housefly.





Vanquil's Cellular Regeneration (Necromancy)



Range:  0

Components:  V, S, M

Duration:  4 rounds

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Joseph Delisle 



Cellular regeneration is a spell that increases the growth rate of

the body's various tissues, causing them to mend together faster.

Once the recipient is touched, the spell begins to work, restoring

damage according to the table below:



          Round               Healing

            1             1 HP of damage

            2            1d4 HP of damage

            3            1d4 HP of damage

            4             1 HP of damage



If the recipient performs any strenuous activity during the spell

duration (like combat, casting spells over third level, or using a

psionic power that requires a Constitution check), the spell is

immediately aborted. All hit points are gained at the end of the

appropriate round. Due to the stress of regeneration, this spell

cannot be cast more than once per person for increased healing. For

the spell to be effective again, the recipient must take more

damage.

The material component is a piece of troll flesh that has been

burned in acid.

Note: this spell is intended to give wizards some curative

abilities, not to replace priests. The spell is much less powerful

than the equivalent cure serious wounds, both in terms of damage

and limitations. I would suggest that DMs limit the spell to be

useful to a single person only once per day (regardless of

injuries). If you wish to increase the level of the spell, that's

up to you. I would not recommend banning it - unless all the NPC

necromancers in your world are murderous scum with an obsession for

dead things.





Vanquil's Iceball (Conjuration or Evocation)



Range:  100 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  20-foot radius sphere

Saving Throw:  1/2

Author:  Joseph Delisle 



There are actually 2 different iceball spells: an evocation version

and a conjuration version. Both versions do 1d6 HP of damage per

level, up to 10d6 of damage, with a saving throw for half damage.

The area of effect is a sphere with a 20-foot radius. The spells

differ as follows:

Evocation: the spell drains thermal energy from the affected area,

producing intense cold. There is no pressure caused by the iceball,

so unlike a fireball, the chilled area conforms to the surroundings

(like Snilloc's snowball swarm). Therefore, it can be used in

confined areas without the danger of a backfire. The evocation

iceball will freeze all exposed liquids and, if cast underwater,

will create a 40-foot diameter ball of ice (creatures inside the

area may save versus paralysation to avoid entrapment). The ball of

ice will immediately float to the surface. Creatures immune to cold

take no damage from this version.

Conjuration: this version draws forth ice and cold from the

para-elemental plane of ice, causing a destructive blast of ice.

The conjured iceball will not conform to its surroundings, and will

expand to its full area of effect, just like a fireball.

Underwater, this version does only 1d4 points of damage per level,

and does not create any large pieces of ice. Fragile objects

(vials, mirrors, etc.) must save versus crushing blow to survive

the ice barrage. Creatures immune to cold will still take 1d2 HP of

physical damage per level (unless immune to normal missiles).

Because this version accesses an elemental plane, it will not

function while spelljamming in the Flow or in other situations

where access to the elemental planes is cut off.





Vanquil's Lightshed (Alteration)



Range:  60 yards

Components:  V, S

Duration:  1 turn per level or until used up

Casting Time:  3 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Joseph Delisle 



Lightshed is a spell that creates multiple continual light spheres,

one per level. The wizard can create one continual light sphere per

round, and can take any actions while the spell is in effect

(except cast other spells). Continual light spheres can be created

as often as the wizard wishes, up to the spell's limits. The

spheres created by lightshed are permanent and essentially the same

as continual light, but Lightshed cannot be used against a living

creature (attempting to do so will end the spell).

Lightshed was created so that a wizard could quickly and easily

"cast" multiple continual light spells per day, without wasting

every 2nd-level spell available. This spell is also useful for

wizards who wish to earn money by lighting up local castles or

dungeons, since the average price of a continual light is 50 gp per

sphere.





Vanquil's Milling Crowd (Conjuration/Summoning)



Range:  5 yards per level

Components:  V, S

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  Negates

Author:  Joseph Delisle 



Milling crowd summons people to enter a crowd and interact with the

people in the crowd. The conjured people can try to impart one

opinion or emotion of the wizard's choosing, thus changing the

crowd's mood or opinion. Thus, a group of angry protestors could be

made to riot, become less violent, or protest a different (but

related) topic. The spell summons one "person" per level, who can

only be used to influence crowd reactions. Any attempts by the

wizard to attack the summoned people, use them as barriers, or use

the in any way not associated with interaction will terminate the

spell immediately. The people will be of the same racial mix as the

crowd they must infiltrate (a crowd of 75% humans and 25% gnomes

would result in 75% of the summoned people to be human, 25% to be

gnomish).

The spell can influence a crowd in one of two ways: it can either

change the reaction adjustment of the crowd by one factor, or it

can be used to give the crowd another direction. For example,

milling crowd can either make a group more hostile or less hostile,

or it can change the group's focus in some minor way. If the group

wanted to hang someone at noon, the spell could "suggest" an

alternate means of execution, or a change in the time of execution,

etc.

The saving throw for the crowd uses the average Hit Dice for the

saving throw versus spell. If the wizard is trying to influence

reactions, the crowd has a -3 penalty on the saving throw. If the

spell is trying to give the crowd other ideas, the saving throw is

made without penalty. Depending on the nature of crowd and their

focus of attention, it is not unreasonable to have saving throw

modifiers from +5 to -5 (ranging from agreement with the wizard's

purpose to considerable opposition). The spell is not guaranteed to

work if it encounters some form of absolute resistance (for

example, a local custom dictating the means and time of execution).

If the crowd makes its saving throw, it is unaffected. If the roll

is a natural 20, the crowd is aware of attempts to manipulate it.

It is important to note that the spell does not directly affect the

crowd in any way, so magic resistance is useless and spells like

detect charm will reveal nothing.





Vanquil's Wall of Light (Alteration, Evocation)



Range:  60 feet

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  4

Area of Effect:  20 square feet per level, 1 inch thick

Saving Throw:  Special

Author:  Joseph Delisle 



Vanquil's wall of light creates an opaque horizontal or vertical

wall, which appears to be pure white in colour, and glowing softly

(providing as much illumination as a candle). Both sides of the

wall have this appearance. Inside the wall is a different story: it

is brighter than the sun on the inside. Any creature whose eyes (or

other visual organs) pass through the wall must make two saving

throws. If both are successful, the creature suffers no ill

effects. If only one saving throw is made, the creature is blinded

for one round per level of the spellcaster. If both saving throws

are failed, the creature is blinded permanently.

The wall of light can be created such that the area of the wall is

halved, but the thickness is doubled. For each inch of thickness

after the first, everyone who passes through the wall makes their

saving throws against spells at a -1 penalty. If the wall of light

was 3 inches thick, the saving throw penalties would be -2 on each

saving throw versus spell. The thickness can be increased as many

times as the caster wishes, provided that the length and width are

decreased appropriately.

The wall of light must be flat, but needs no physical support or

connections, unlike a wall of stone or wall of iron. It can even be

cast in midair, or in the vacuum of wildspace. Note that the area

of effect is measured in square feet, not a square with sides 20

feet per level.

The wall offers no impediment to entry and exit, and missile

weapons can be fired (blindly) through the wall. Creatures that are

blind, or do not rely on normal visual light are unaffected by this

spell. Underground dwellers, or other creatures that suffer

penalties for being in full sunlight make their saving throws at a

-3 penalty. Undead harmed by sunlight are unaffected by this spell,

except for the effects suffered by living creatures. Individuals

who know the nature of this spell (that it's extremely bright on

the inside) can attempt to cover their eyes. Such individuals only

need to make one saving throw with a +1 bonus; if failed, they are

blinded for 1 round per caster level (preparations were

insufficient). If one melee round is spent covering the eyes (with

bandages, cloaks, or anything difficult or creative) the saving

throw bonus increases to +5.

The material component is a live glowbug, a pinch of phosphorus,

and a pinch of magnesium.





Vertigo (Enchantment/Charm)



Range:  10 yards per level

Components:  V, S

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



Those affected by this spell must save versus spell or suffer from

severe vertigo. If a creature fails its saving throw, there is a

50% chance each round that they will be overcome with vertigo and

be forced to sit or lie down. If on a cliff (or similar) they will

fall. Creatures forced to sit down are unable to do anything that

round and in effect stunned (+2 to hit such creatures). Those that

remain on their feet suffer a +3 penalty to Armour Class and a -2

penalty on attack rolls; also, they lose all dexterity bonuses. The

chance for vertigo is checked each round.





View Past (Divination)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 hour

Area of Effect:  5-yard per level radius

Saving Throw:  None

Author:  Vernon Lee 



When this spell is cast on an area, it allows the wizard to create

a three-dimensional image of the past in that location. The wizard

specifies the time in the past through the use of the material

component.

Ten gold pieces worth of gold dust is required for each hour back

into the past the wizard wishes to go. Thus, if the wizard used

240 gp worth of dust, he would be able to view the period starting

24 hours ago to the end of the duration of the spell (for example,

if the wizard were tenth level, the duration of the spell would be

from 24 hours in the past to 22 hours and 20 minutes into the

past).

After the spell has been cast, the DM rolls 2d10-11 to determine

the error in the time frame in turns from the specified time. Thus,

if N gp are used, and the DM rolls 5-10 = -5, the starting point of

the time viewed is actually 10xN hours and 5 minutes in the past;

a roll of 10 indicates exactly the right amount of gold was

consumed.

The wizard should roll 1d20 to determine the clarity of the

casting. A die roll of one indicates that the scene comes through

as shadows in a fog. A die roll of 20 indicates a crystal clear

picture. This roll can be repeated in subsequent castings, and

represents the difficulty in seeing through time.

Both the following dice rolls can be modified by the wizards desire

based on the following modifiers:



Wizard...                                    Modifier

participated in the event                      +10

very well informed of the event                 +6

knows an exact quote during the event           +4

knows something that was said at the time       +2



Events that are cloaked by spells that hide themselves from

clairvoyance also mask out view past, and thus cannot be seen by

this spell.





Waiting Light (Alteration)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Francois Menneteau 



In conjunction with any light spell (this spell is cast, and then

a light spell is cast), this spell can delay the effects of that

spell up to 24 hours. It can be triggered by one of the following,

decided by the caster: a time period, certain movements, certain

sounds, a touch, violent actions in the area, etc.





Wax Impressions (Enchantment)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  Special

Area of Effect:  As far as the sound carries

Saving Throw:  None

Author:  Unknown



To cast the spell, the wizard places a length of waxed string and

some copper coins (the material components of this spell) in a

cloth bag and casts the spell. All the sound heard after the spell

is cast, during a time interval of 1 minute per copper coin is

"recorded" on the string. The wizard can record on one string per

level.

Burning the string will release the sounds in the same order,

frequency, and decibel range in which they were recorded.

Note: hmm, what a great way to make hidden recordings of

confessions! Have to watch out for that.





Wayfinder Portal (Alteration, Divination)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  2 hours

Area of Effect:  Special

Saving Throw:  None

Author:  Ron 



This spell conjures a smooth ring, visible only to the caster,

which begins to crystallise at a rate according to the information

used to focus it (the more information available, the faster the

crystallisation), varying from 1 day to 1 week. The wayfinder

portal tries to locate a target (place, thing, or person),

identified by an image, location, scent, name, or magic pattern.

Once found, it can be looked at through the ring or the ring can be

walked through to reach the target spot. However, the point of

egress is normally not the spot watched, but some other place

relatively nearby that is safe to the caster (thus the wizard might

appear a day's walk away from the target or so). Also, it will not

bring the caster into a private building or church which the caster

has not been in before or been invited to enter into. Others cannot

use the ring.





Whisper's Decimater (Necromancy)



Range:  60 yards + 20 yards per level

Components:  V, S

Duration:  Special

Casting Time:  Special

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert Johan Enters 




When this spell is cast, a bluish vapour snakes over from the

caster to the target. At this point, the target attempts to save at

-4. If its saving throw succeeds, the vapour disperses, else the

vapour grabs a hold on the target. The target is frozen in place

while the vapour begins to envelop the target. It takes the vapour

six rounds to fully envelope the target. All the while the caster

must be concentrating fully on the vapour. The vapour can be

stopped at any time by the caster, or by someone breaking the

concentration of the caster. Each round, the vapour drains 15% of

the targets hit points, leaving the target freezing cold. At the

second round, the target is forced to shiver, and will abandon all

he holds to hug himself for warmth. At the fourth round, the target

will sink to its knees shivering. At the end of the sixth round,

the target will be lying on the ground with 10% of its hit points

left and unable to do anything more than shake uncontrollable for

the next 3d4 rounds. A nice punishment for those who cross your

wizard, but you do not want to kill.





Whisper's Horrifying Scream (Illusion/Phantasm)



Range:  Special

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Special

Author:  Robert Johan Enters 



When the caster casts this spell, he emits a blood curdling scream.

All those within hearing range are shaken to their very cores.

Creatures with morale ratings have their morales reduced by six, or

by three if they save versus spell. Free willed creatures (PCs and

the like) must save or flee in fear. Even if they save, they still

attack at -2 against the caster and his party.





Whisper's Minor Wall of Force (Evocation)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Robert Johan Enters 



This less powerful edition of wall of force creates a force field

that is about the size of the caster. The caster can put the shield

on one of his sides, front or back, left or right, and that side

will be fully protected by the shield from attacks coming from that

side. The shield is not stationary, but rather centred on the

caster. The shield's size will conform with what the wizard is

doing: if he stretches, the shield will stretch to protect the full

size of the caster, if the caster crouches down, the shield will

shrink in size to again only shield one individual: the caster

himself. For all intents and purposes the shield is a wall of

force. For example, it requires a disintegration to destroy it

before the duration expires, etc.





Whisper's Storm of Darkness (Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  20-foot radius area

Saving Throw:  None

Author:  Robert Johan Enters 



This spell opens a gate to the negative material plane in the

centre of the spell's area of effect. The area will be enveloped in

a hazy, twilight dark, where packets of negative energy whiz

around. All those in the area of effect are hit for 5d10 points of

damage due to these packets. There is no known protection against

this spell save for magic resistance or an anti-magic shell. A

globe of invulnerability or like magics will not protect the

target, unless the spell was targeted to centre inside the globe,

in which case the spell will fail completely. Similarly, should the

spell be centred on an anti-magic shell, it would not work.





Whisper's Sudden Spell Blast (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  One spell

Saving Throw:  Special

Author:  Robert Johan Enters 



This defensive spell should be cast as a preparatory spell. The

wizard gathers negative magic energy around him, ready to be

released upon mental command. Whenever a spell is cast, with the

caster as specific target, the wizard can opt to use the energies

of this spell to counter it. The spell works such that the wizard

will feel he is being targeted by a spell, and the general nature

of the spell. Thus, he will know whether it is a damaging spell or

a divination spell etc. When choosing to counter the spell, the

spell cast at the wizard will be blasted, and a fiery explosion of

light will ensue, into the general direction from which the

countered spell was cast. The spell to be countered is not

automatically destroyed this way: the caster of spell blast must

roll above the level of the spell to be countered plus 1, on a

12-sided die.

At the DM's option, this spell may have a side-effect. Since the

wizard is carrying around negative magic energy, this could

interfere with the casting of other spells, resulting in a 50% - 5%

per spell level chance of failure of such spells.

In any case, the spell cannot be held in reserve for more than one

day per caster level, and not more than one of these spells can be

held at any one time. The material component of this spell is rare

incense, worth at least 1000 gp.





Wind Blast (Alteration, Evocation)



Range:  30 feet

Components:  V, S, M

Duration:  Special

Casting Time:  7

Area of Effect:  One cubic foot per level

Saving Throw:  None

Author:  August Neverman 



This spell creates a wall of wind. The wall moves forward at a base

movement rate of twice the wizard's level. The wall will rip all

loose materials along with it. This wall will pull along leaves,

papers, twigs, small flying creatures, loose tapestry, and will

cause an opponent to lose balance on a 3 in 6 (depending on size

and weight). The wall of wind puts out fires in its path and will

stop nearly any sort of breath weapon or similar area effect spell

or spell-like effect.

If cast in an enclosed area it will cause an explosion (DM's

discretion on damage). If cast at a door, it will likely blow the

door down and cause an explosion (treat as Strength = level of the

wizard). When cast in an enclosed area, remember that walls and

ceilings may collapse and cause further damage. If two walls of

wind happen to be cast at each other add the levels of the wizards

and roll 1d6 per level for damage as an explosion reducing in

damage by 10 hit points per 5 feet from impact.

The wall of wind will last for 1 round per four levels of the

wizard. The material component for this spell is a fan, which is

not consumed in the casting.





Winds of Pain (Necromancy, Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

Area of Effect:  One 20-foot cube

Saving Throw:  Special

Author:  Robert A. Howard 



This spell conjures a wind which duplicates the effects of painful

wounds - causing intense pain in all wounded beings in the area of

effect. If they fail their saving throw versus paralysation, they

can do nothing but roll around screaming in pain. The material

component of this spell is 50 gp worth of diamond dust, and a pinch

of salt.





Winthrop's Undead Self Transmogrifier (Necromantic)



Range:  0

Components:  V

Duration:  2 turns per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Al Singleton (Isaac Winthrop) 



This spell enables the spell caster to change self into any undead

creature of Hit Dice equal to or lower than the caster's level. The

spell caster must have intimate knowledge of the undead, either

frequent combat or study of natural philosophy thereof. Unlike

polymorph self, however, the spell caster attains all powers of the

undead creature. The caster retains their original mind and

personality but loses use of the classes that they are trained in

while transmogrified. That is, he cannot cast their spells, cannot

use fighter tables, etc.





Winthrop's Undead Summoning III (Conjuration/Summoning,

Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  3

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, 1d6+1 shadows, 1d6+1 wights or 1d4+1 ghasts.

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.





X-Ray Vision (Divination)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



The recipient of this spell gains the ability to see into or

through substances which are impenetrable to normal sight. Vision

range is 20 feet, with the viewer seeing as if it were normal light

due to expanded vision capability. X-ray vision can scan 100 square

feet of area per round. Secret compartments, recesses, drawers, and

doors will be located by X-ray vision.



     Substance      Thickness Penetrated       Maximum

      Scanned       per Round of X-Raying     Thickness

   Animal matter           4 feet              20 feet

 Vegetable matter         2.5 feet             20 feet

       Stone               1 feet              10 feet

 Iron, steel, etc.         1 inch             10 inches

Lead, gold, platinum          -                   -



This spell was researched by the mage Insley Hofton. This was

Insley's kinkiness surfacing again. With this and disrobe, he's a

real pest to the ladies.



	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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