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a cache of usenet and other text files pertaining
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Subject: The Great Net Spellbook level 5
[originally downloaded in ASCII.zip from ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html Fifth-Level Spells 5-Mile Carrier (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This spell extends the range of any other spell by up to 5 miles. It can shoot around corners, but not in a zig-zag shape, eg., you could cast it with lightning bolt to start the bolt on the other side of a hill, 2 miles away, but the size of the bolt is still the same. Ability Suppressor (Alteration) Range: 10 yards per level Components: V, S Duration: 1d4 rounds + 1 round per level Casting Time: 5 Area of Effect: One creature or object Saving Throw: Negates Author: Peter GourlayThis spell can suppress an ability of any creature or object. For example, the regenerating power of a troll, breath weapon of a dragon, petrifying gaze of a medusa, or level draining ability of a spectre can be suppressed if the creature fails its saving throw. The spell can also be cast on an object to remove one of its powers, such as the sharpness ability of a sword of sharpness or the wall of fire power of a wand of fire. An object in the possession of a creature gains that creature's saving throw; other objects must save versus disintegration to avoid the spell. The ability or power to be suppressed must be known in some detail. For example, the wizard could suppress the fiery breath weapon of a dragon, as long as the breath weapon was in some way fiery or fire based. Purely natural effects, such as normal damage from a sword, cannot be suppressed. Absorb Level Drain (Abjuration) Range: 0 Components: V, S, M Duration: 3 turns per level or until dispelled Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell absorbs the next level drain attack on the subject and is then used up. Eg., if the spell were cast on a target who was then later hit by two spectres in the same round, the first hit would only do damage and not drain levels but the second hit would drain levels as normal. The material component of this spell is a bit of sponge. Absorb Spell (Abjuration, Metamagic) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Peter Gourlay This spell allows the wizard to use hostile magic to recall previously cast spells. Any time that the wizard successfully saves versus a spell, he can use the magic to remember spells. The level of the spell saved against is the number of levels that can be remembered (if the wizard saves against a 6th-level spell, he can remember a 6th-level spell, or two 3rd-level spells, etc.). This ability only recalls previously cast spells; absorbed points cannot be saved for future use. Area effect spells, innate spell-like abilities, spells that do not have a saving throw, and non-hostile (DM's discretion) spells are not affected by absorb spell. Alpha's Aurora Borealis (Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1-foot per level radius ring Saving Throw: Special Author: Jason Nelson This spell causes a sheet of dancing, shifting light to spring up around the wizard, encompassing any area up to the maximum indicated by the wizard's level. The aurora borealis will last as long as the wizard concentrates on it (concentration can be maintained while moving at half speed, but the wizard cannot fight or cast other spells, though speech is allowed), and for an additional 1 round per level after he ceases concentration. Any intelligent creature which views the shifting, dancing patterns of light must save versus spell or stand fascinated, watching the interplay of colours and lights (cf. hypnotic pattern). A maximum of 2 HD of creatures per level of the wizard can be so affected. Any creature actually touching the Aurora will suffer 2d6 points of damage, +1 point per level of the wizard. Fungoid monsters, undead, and creatures native to the plane of shadow suffer 2d6 + 2 points per level of the caster of damage from the effects of this spell. The material component of this spell is a clear gemstone or crystal prism worth not less than 100 gp, a glowworm, and a pinch of phosphorus. Alpha's Balefire (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: 5x30x15 feet cone Saving Throw: Special Author: Jason Nelson This spell draws upon a nearly colourless arcane effluvium from the plane of shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly dissolves in the thick substance of the prime material plane. Those in the area of effect may attempt a saving throw versus breath weapon to avoid being covered in the stuff. If this saving throw is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer 1d6 fire damage per two levels of the wizard (rounded up), up to a maximum of 12d6. The balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. This shadow-stuff burns with a colourless fire that can only be extinguished by magical means (eg., wand of flame extinguishing, fire quench, dispel magic, or a magical cold spell such as ice storm, cone of cold, wall of ice, or Otiluke's freezing sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e., prime material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active. Any individual who is struck fully (i.e., fails to save) must make item saving throws versus magical fire for all exposed equipment in each round that the balefire clings to him, though these saving throws are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active balefire. The material component is a standard opal (not a black or fire opal) worth at least 500 gp and a bit of pitch. Alpha's Blue Blaze (Conjuration, Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 50-foot long, 20-foot wide at end cone Saving Throw: Special Author: Jason Nelson By extending either arm, the wizard causes a fan-like sheet of heated, purplish, acidic vapours and blue flames to leap forth from his outstretched hand. Any creature in the area of effect must save twice (once versus fire, once versus acid) or suffer 1d6 per 2 levels of the wizard (rounding up) from each effect. All exposed items must save versus acid, regardless of the result of the saving throw. Item saving throws versus magical fire are only necessary if the a victim fails his saving throw versus that effect. Alpha's Incantation of Elemental Domination (Abjuration, Enchantment) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Jason Nelson In the casting of this spell, the wizard must choose one element to have dominance over. Elementals of this plane cannot approach within 5 feet of the wizard or attack the wizard in any way. The wizard can forego this protection if desired, and attempt to charm the elemental (cf. charm monster), applying a -2 penalty to the saving throw. If this is attempted, than this total ward against elementals is lost. In any event, any elemental creature (water weird, xorn, etc.) is at -1 to-hit and -1 per die of damage when attacking the wizard. The wizard makes all saving throws versus their attacks at +2. The wizards own attacks are at +4 to-hit (or -4 to the target's saving throw) and +6 to damage. He can further affect any elemental creature with any weapon, regardless of its level of enchantment. The wizard may converse with creatures of the chosen element, and they will respect him if alignments are similar, or fear (if the wizard appears strong) or hate and desire to slay (if the wizard appears weak) if alignments are dissimilar. The spell's association with one element results in a saving throw penalty to the wizard while the spell is in effect, depending on which element is chosen: Element Saving Throw Penalty Air -2 versus fire Earth -2 versus petrification Fire -2 versus water or cold Water -2 versus electricity The material component is a substantial amount (at least 1 cubic foot) of the element in opposition to the element the wizard desires to dominate. Alpha's Lightningarmour (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Jason Nelson The subject of this spell cannot be wearing metal armour of any sort, nor carrying a metallic weapon larger than a shortsword. Bracers are permissible. The creature touched is completely protected from electrical damage of any sort so long as the spell is in effect. This protection is not absolute, having a maximum absorption of 10 points of electrical damage per level of the wizard. Damage is absorbed by the lightningarmour after saving throws and any other protections have been taken into account. A creature under the effects of this spell carries a negative electrical charge, and skin-to-skin contact with another creature will cause 1d4 electrical damage with no saving throw, as will contact through a conductor. Anyone striking the protected creature with a conductive object must save versus paralysation at +1 or drop the object due to temporary numbness in the member holding the weapon. Those within 5 feet of a character with this spell in effect may catch a faint scent of ozone and feel their hair standing a bit on end. The material component of this spell is a bit of copper wire and glass thread wrapped in clay. Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 rounds Area of Effect: Special Saving Throw: None Author: Jason Nelson By the use of this spell, the wizard calls upon the magical influences of the other-dimensional moons of Munnopoor. The wizard can call upon the power of one, two, or all three of the moons. This spell always creates an area of light equal to the moonlight spell, centred on the wizard and moving with him. However, the area of effect is only 50% that of the normal moonlight if one moon's power is invoked, 100% normal is two moons are called upon, and 150% normal if all three moons are utilised. This moonlight has all of the effects of actual moonlight under a full moon, including effects on lycanthropes. The duration of this spell is also determined by the number of moons called upon: if one moon, the duration is 2 rounds per level of the wizard; if two, it's 1 round per level; and, if all three, it's 1 round per 2 levels of the wizard. Besides the light produced by the images of the appropriate moons appearing above the wizard, each moon provides a specific magic-enhancing effect as follows: Blue moon. All water-related (including fog-, ice-, and steam-related) spells used by the wizard gain a bonus of +1 per die of damage (though not exceeding the normal maximum - eg., an ice storm spell would inflict 3d10+3 damage, up to a maximum of 30) if the spell causes physical damage, including the damage caused by summoned water elemental creatures; applies a penalty of -4 to saving throws and -20% to magic resistance to targets of spells which cause no hit point damage but do affect an unwilling target in some way; or increases the duration of other spells of this genre which do not fall into the above categories (eg.: water breathing, wall of fog), doubling duration if it is a 1st- up to 3rd-level spell, increasing by 50% if the spell is fourth up to sixth level. Bright moon. All spells relating to stars, moons, and other astronomical phenomena are affected in the same way that water-related spells are affected by the blue moon. Silvery moon. All mind-controlling and influencing spells used by the wizard apply a -4 penalty to saving throws and a -20% penalty to magic resistance checks by targets of such spells. The material components for this spell are a white pearl or sapphire to invoke the blue moon, a diamond for the bright moon, and a silver pearl or moonstone for the silvery moon. Whatever the combination of moons invoked, the spell also requires a piece of black velvet along with a crushed pearl and a crushed moonstone, and a pinch of diamond dust. Alpha's Saint Elmo's Fire (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: Jason Nelson This spell ionises the air around the target of the spell, surrounding him with a blue-white, glowing nimbus of electrically charged air in a 5-foot radius. The target of the spell may save versus breath weapon at -2 to avoid the spell. This saving throw is at an additional -2 if the target is carrying large, mostly metallic weapons (eg.: swords, battle axes) or wearing partially metallic armour (eg.: studded leather, ring mail), and at -4 if wearing full metal armour (scale mail or heavier). If successful, the target will suffer only 3d6 electrical damage as he dodges out of the area of effect, and the spell will then dissipate that round without a focus to coalesce about. If the saving throw is failed, the victim will suffer 5d6 damage every round until a saving throw versus breath weapon (with modifiers as for the initial saving throw, but with a +1 cumulative per round bonus) is successful, at which point the spell will dissipate. Any creature entering the 5-foot radius nimbus suffers 1d6 electrical damage with no saving throw. Any creature that touches or is touched by the victim of the spell will suffer 3d6 damage with no saving throw if the contact was skin-to-skin, or 2d6 if it was through a conductor. If the target is in water, the electricity will inflict 3d6 damage with any contact, 2d6 within 5 feet, and 1d6 within 15 feet. The target of this spell may, if desired, intentionally try to use the nimbus of electricity and the personal electrical charge as a weapon. The wizard may end this spell at any point, if desired. The material components are phosphorus, a bit of fur, amber, and a bit of cold iron. Alpha's Shooting Stars (Conjuration/Summoning) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: Jason Nelson This spell creates glowing missiles with flaming trails, one for each six levels of the wizard (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The originally intended target may attempt to save versus petrification to avoid being struck, this saving throw being at -4 if within 20 feet and at -2 if within 40 feet. If this saving throw fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell. If the wizard has more than one missile, he may direct them at one or several targets as desired. Anyone within 5 feet of the path of the missile will suffer 2d6 (save for half) fire damage simply from the heat of the passage of the shooting star. The material component is a bit of meteoric iron and a piece of igneous rock. Alpha's Spectral Hound (Conjuration, Phantasm) Range: Special Components: V, S, M Duration: 6 turns per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell brings into being a quasi-real beast appearing as a war dog with black fur, grey ruff and tail, milky grey eyes, and insubstantial paws which make no sound. The creature will have average (8-10) Intelligence and can converse with the wizard in the common tongue. The creature can fight, attacking as a 2+2 HD monster and inflicting 2d4 points of damage per hit. It can, however, affect creatures struck only by magical weapons. The beast itself is AC 0, and can take up to half the wizard's full hit points (rounding up) before being dispelled. The spectral hound can track any creature known to the wizard, provided the wizard concentrates on a mental picture of the figure for 2 full rounds. The hound can follow the trail of such a creature with 100% certainty, -5% per hour the trail is old. The hound also has infravision to 90 feet, can spot hidden (such as in shadows) things 80% of the time, invisible objects 65% of the time, and astral, ethereal, or out-of-phase things 50% of the time. The hound normally moves at 12, though it can run at 24 for 3 rounds each hour. Further, the hound may cross muddy or swampy ground, or even water, as if were solid, dry ground. The hound leaves no tracks. By concentrating for one full round, the wizard can make use of the hound's sensory abilities for as long as desired, though this does not allow communication beyond normal vocal range. The hound is unaffected by any spells which alter its form (flesh to stone, polymorph, etc.) or restrict or affect its movement (haste, slow, hold monster, etc.). If a mind control spell is cast upon the creature and it fails its saving throw (saving throws of the hound are as for the wizard), then it wills itself out of existence. It is further immune to poison and death magics. The hound will speak only to the wizard, and, if the wizard is killed, feebleminded, charmed, or otherwise mentally incapacitated, then the hound will immediately cease to exist. The material components of this spell are three canine statuettes; one of ivory or alabaster, one of silver or platinum, and one of jet, onyx, obsidian, or ebony. These statuettes must be worth at least 200 gp each, and, in the course of the spell, the three merge to become the spectral hound. When the spell ends, the hound simply fades slowly out of existence. Alpha's Star-Powered Magery (Invocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Jason Nelson This spell can only be cast outdoors under a night sky where stars are visible. The spell requires 2 turns to cast for each level of spells the wizard is able to cast (eg., a 12th-level wizard can cast 6 levels of spells, and so would require 12 turns). Upon completion of the spell, the wizard's mind and body are refreshed and restored as though the wizard had rested a full day. 1d3 HP, plus the wizard's Constitution bonus, if any, are restored if the wizard is at less than full health. The power of the spell also allows the wizard to memorise spells in half the usual time, save for 1st-level spells, which may be memorised in a single round. During the lengthy casting of this spell, the wizard is suffused with a pale white glow, and is fully aware of things going on nearby. If the spell is interrupted, either by being struck by an attack or voluntarily by the wizard, then the effect is wasted and the wizard must sleep for spells as usual. The material component is a diamond worth at least 1000 gp. Alpha's Starshield (Abjuration, Alteration) Range: 0 Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Jason Nelson When this spell is cast, the wizard's body is sheathed in a nearly skin-tight magical screen. This screen has the appearance of a black night sky filled with stars. Whenever a light-related spell of any sort is cast at the creature using the starshield, the spell will be harmlessly absorbed and redirected back at the caster of the spell. This includes such spells as light (if cast so as to blind), colour spray, sunray, and prismatic spray. An area effect spell where the wizard is the sole target will automatically be reflected in this way. Area effect light spells in which others are also targeted have a chance of being intercepted and redirected by the wizard as above equal to the wizard's chance to negate the spell with a dispel magic spell. The protected wizard will be unaffected by the spell in any event, and if the spell is successfully absorbed, those behind the wizard who would have been in the area of effect are spared the effects of the spell. By making a successful check as if to dispel magic, the wizard may attempt to pass through a prismatic sphere or a prismatic wall. Darkness spells (eg. darkness, 15-foot radius, Nystul's blackmote, or the priest's continual darkness) will also be reflected, just as light spells are, and the wizard may attempt a saving throw versus death magic each round to attempt to see through any area of magical darkness within normal vision range. If outdoors under the night sky, the wizard can see as if in broad daylight, even through magical areas of darkness; and he will also absorbs stellar radiation, regenerating 1 HP per round that the spell is in effect. The material component for this spell is a black sapphire and a star sapphire, both of which must be worth not less than 1000 gp. Alpha's Wizard Light (Alteration, Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 30-foot radius sphere Saving Throw: None Author: Jason Nelson This spell creates a pearly-white globe of light equivalent to continual light (q.v.). Within the area of effect, all shadow and darkness (even of magical origin) is dispelled, and all hidden or invisible creatures or objects are outlined in a pale blue radiance which lasts as long as the wizard light itself, even if the object or creature so outlined moves out of the area of effect. Further, all glyphs of warding, symbols, and other magical writings and wards are revealed, glowing a luminous blue, and the area of effect of such wards is similarly outlined. This spell does not reveal astral, ethereal, or out-of-phase creatures, nor does it reveal purely mechanical traps and secret doors, although traps or secret doors disguised by or utilising magic will be revealed. A wizard using duo-dimension (q.v.) would appear as a thin line of blue radiance in mid air. This spell does not reveal what an illusion is hiding nor the appearance of an invisible creature (except for its outline), but merely reveals its presence and location. Hence, a cloak of displacement is useless within the wizard light. The light does not set off magical guards, but it does reveal the form of glyphs and such things for possible identification and deactivation. The material component for this spell is a diamond worth at least 500 gp. And One for Jenny and the Wimp (Abjuration) Range: 10 yards Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: 3 creatures Saving Throw: None Author: Unknown This spell is the same as boot-to-the-head (q.v.) except that the target creature, and the two creatures nearest to it (that are within the spell range) each have boots kicking them in the head. Invocation is the same, except that the foot is kicked three times and the caster must say: "boot to the head... and one for Jenny and the wimp". Animate Ghoul (Necromancy) Range: 10 yards Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell creates a higher form of undead, a ghoul, from the body of any humanoid smaller than an ogre. The body must be reasonably intact, and must have obtained at least fifth level in any class before death. The ghoul usually obeys the commands of its animator, though it is free willed. If the wizard appears weak or vulnerable, the ghoul will turn on him. This is not a common occurrence, as ghouls tend to be cowards. They will not carry out suicidal requests. Animate Skeletal Warrior (Necromancy) Range: 10 yards Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell animates one or more skeletons to serve the wizard as powerful warriors. A wizard can animate one skeleton warrior per five levels of experience (round all fractions down). These skeletons have the following statistics: MV 12, AC 3, 8 HD, THAC0 13, Number of Attacks 2/1, Damage per attack 1d8 + chill (-1 to-hit, to damage and to saving throws for 1d4 turns, no saving throw, multiple hits are cumulative), they have a magic resistance of 10%, they receive only half damage from slashing or piercing weapons, holy water inflicts 3d4 damage on them, they are immune to sleep, charm, fear, hold, and paralysis; they receive only half damage from cold and fire; they regenerate 1 hit point per round (even if "killed": only fire and acid damage is permanent), their gaze causes paralysis (saving throw to avoid; duration 2d4 rounds; this ability can be used every three rounds, starting on the third round of combat). The material components of this spell are human (only) skeletons that are reasonably intact and a drop of blood from the wizard. When the spell's duration ends, the skeletons crumble into dust. Only evil wizards use this spell frequently; others may suffer alignment changes. Anti-Anti-Magic Shell (Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: 1-foot per level diameter Saving Throw: None Author: Kenneth C. Jenks This spell prevents the effects of an anti-magic shell within its area of effect, provided that this spell is cast prior to the anti-magic shell. This spell was researched by Grimbor. Area Effect Non-Detection (Abjuration, Metamagic) Range: 10 feet per level Components: V, S, M Duration: 1 hour per level Casting Time: 5 Area of Effect: 3-foot per level radius sphere Saving Throw: Special Author: Kai Rottenbacher This spell is similar to the 3rd-level non-detection, but it affects an area (see above). It can be linked to a creature so that the area of effect moves with the creature. As it is a higher-powered version of non-detection, it can be used to protect even from true seeing (in a very limited form: if a user of any form of true seeing tries to penetrate this form of non-detection, the caster of this spell gets a saving throw modified by a -1 for every level of the opposing caster above his own, but he does not gain any bonuses if he is above the opposing caster's level). If this non-detection is linked to a creature, it gains the saving throw instead of the caster. If the creature has a magic resistance, it can be used at one quarter (round down) of its usual chance to help protect the linked creature and any others within the sphere from detection of any kind. The material component is a complete and previously unopened nutshell, which has been completely filled with fool's gold created by the fool's gold spell (don't use iron spar). This nutshell has to be coated in a layer of platinum so that it gives a perfect sphere with no indication as to what it contains. This has to cost no less than 5000 gp. On this sphere, one non-detection spell is cast. At this stage it can be used as a material component for this spell. Auralon's Deflective Plates (Evocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Mark A. Robinson Casting of this spell creates up to five glowing, circular plates of force which hang in the air in a 3-foot radius around the wizard. These plates move to deflect magical energies aimed at the wizard of which the latter is aware. The plates are effective against magical rays, beams, bolts and missiles from both spells and magic items. The target of these offensive spells has only a cumulative 15% chance per plate to be protected against totally accurate spells (such as magic missile), but a 19% chance per plate of avoiding magic requiring a to-hit roll (such as lightning bolt). Upon impact with the plates, the offensive magic is deflected at full strength in a random direction away from the target (roll 1d4 for height: 1 or 2: same height, 3 or 4: up; roll 1d6 for direction relative to the defender: 1: left, 2: left and front, 3: up in front or back at rival wizard, 4: right and front, 5: right, 6: either straight up or is absorbed and destroys a plate). The plates can be brought down by disintegrate or dispel magic, impact with a rod of cancellation or shatter (destroys one plate), or a limited wish or wish. The plates do not protect against non-magical attacks or magical attacks of a type not listed above. At the end of the spell's duration, the plates disappear two per round until all are gone. The material components for this spell are tiny disks cut from 50 gp gems, one for each plate to be invoked; the disks are used up in the casting. Auralon's deflective plates is a spell Auralon devised in his spare time while serving under the Mageoclave, and before becoming a member of that group. Avian Call (Conjuration/Summoning) Range: 120 yards Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell is basically similar to dog call. The wizard summons 1 HD per level of avians. The creatures summoned can only be used in combat. Only one type of creature can be summoned per casting of this spell: all remainders are lost. None of these creatures can be used as a mount, not even in combat. Wizard's Level Summoned Avians 9-11 blood hawk (1 HD), hippogriff (4 HD) 12-14 giant owl, giant eagle 15-17 griffon 18+ wyvern (9 HD), dragonne (9 HD) The wizard may always choose to summon avians from a lower level. The material component of this spell is a feather. Azura's Death Shadow (Conjuration/Summoning, Necromancy) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: Person touched Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) Upon casting a death shadow, the wizard brings forth a special creature from the elemental plane of shadow. The recipient of the death shadow feels a chilling sensation followed by warmth as it merges with his actual shadow. Thereafter, once a situation occurs where the recipient takes a death stroke of any sort (failing to save versus poison, taking damage from an attack which causes death etc.) the shadow pushes him to a place of safety and takes the death stroke itself, disappearing in a black puff of smoke. The spell may last up to one day per spell level of the wizard before the shadow departs. Note that the death shadow does not provide an instant escape route from certain death (being immersed in acid, falling off a cliff, etc.). It merely takes one death blow which would have normally killed the character, and there must be an immediate place of safety within 10 feet for the shadow to place its host. The material components for this spell are coal, special incense (value 200 gp), and a drop of blood, all of which are burned at the start of casting. Azura's Soul Whip (Evocation, Necromancy) Range: 20 yards Components: V, S, M Duration: 1 round per 2 levels Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) When the wizard casts the soul whip, he creates a shimmering ebony tendril which lashes out at one specific creature within 20 feet. A to-hit roll is necessary, but the whip strikes once per round as a monster of the wizard's Hit Dice, and on an unmodified roll of 20, the whip entangles its victim for 1d4+1 rounds (no to-hit needed during that time). Whenever the weapon touches its target, it inflicts 1d8+3 damage points, and these points are immediately gained by the spell wizard and heals any damage previously incurred. If the wizard's hit points rise above maximum normal hit points, then the extra points will remain for only 1 turn. The material component is a small leather whip. Ball of Iron (Evocation) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1-foot radius per level sphere Saving Throw: 1/2 Author: Joe Colleran Ball of iron is a special form of the spell wall of iron, useful for offensive combat. Any spellcaster who has wall of iron can cast ball of iron and vice versa. The spell does 1d10 points of damage for every two levels of the spellcaster, rounded down, to anything hit by it (i.e.: 5d10 at tenth, 6d10 at thirteenth, etc.). Further, if the saving throw is failed, there is a percentage chance equal to 10 plus the Armour Class of the target that a limb (i.e.: an arm or leg, not the head) is crushed under the ball and rendered useless. Huge and gargantuan creatures (12 feet or higher) are immune to limb crushing. For purposes of breaking down portals, the ball strikes with a force equal to 25 Strength. Moving the ball (not lifting it) also requires 25 Strength. The ball does siege damage (see the AD&D Battlesystem) equal to a heavy catapult or a boulder thrown by a storm giant, whichever is greater. Blade Dance (Enchantment) Range: 30 yards Components: V, S, M Duration: 1 round Casting Time: 4 Area of Effect: One weapon Saving Throw: None Author: Jason Riek (Karaieth) The caster can enchant one weapon, which will attack by itself on the round following the casting. The weapon will attack once for every level of the caster, using attack rolls of a fighter of half his level, doing normal damage, attacking whomever the wizard chooses. The weapon attacks once on initiative 0, once on initiative 1, etc. until it has used up all of its attacks. The wizard can act normally on the round the weapon is attacking. The material component of this spell is a small platinum dagger of at least 500 gp value. Blades of Fury (Illusion/Phantasm) Range: 30 feet Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Ally's Spellbook This spell brings into being illusionary longswords that strike creatures designated by the caster. One sword per three levels is created and may be divided among targets as the caster wishes. Note that it takes a round of concentration to redirect swords to a new target but any or all swords may be redirected in that single round. Each sword does damage as a magic missile. Every current target creature is allowed a saving throw, and if the saving throw succeeds, it takes no damage from the sword. Creatures believing the illusion cannot successfully cast spells requiring semantic components. The material component of this spell is a 2 foot long, finely crafted longsword. Blizzard (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 5-foot per level radius area (100-foot maximum) Saving Throw: Special Author: Unknown This spell causes a blizzard to hit the area of effect, resulting in the following: movement rate is cut in half due to drifts and wind, no missile fire or flying due to wind, and all normal flames are extinguished. This will negate a heat metal spell, and affects magical fires as if they had been hit with a dispel magic. There are no saving throws versus these effects. In addition, great chunks of ice and snow fall within the area of effect, causing 3d12 points of damage per round to anyone caught inside. A successful saving throw versus spell reduces this damage to half the normal amount. The material components required for this spell are five acorns and any semi-precious gem worth at least 100 gp. Bone Splinter (Evocation) Range: 0 Components: V, S, M Duration: 1 round per 5 levels Casting Time: 5 Area of Effect: Creature touched Saving Throw: Special Author: Allan J. Mikkola Once this spell is cast, it will affect a single target that must be hit in melee by the wizard. The target will suffer a minor bone fracture when affected by this spell. If the wizard misses, additional attacks may be made in following rounds, as long as the spell duration allows. The spell ends when a hit is scored, or when the duration expires, whichever comes first. The wizard uses his normal THAC0 with a +1 to-hit bonus, but must make a called shot (see the Complete Fighter's Handbook for details) to one of the hit locations listed below; the appropriate to-hit modifier must be applied to the combat roll. Normal attacks are not considered accurate enough to do any real damage with this spell. The possible hit locations, along with their combat modifier, restrictions, and effects are as follows: Place To-Hit Effects Modif. head -8 minor skull fracture: 2d8 points of damage (save versus spell for half damage). arm* -4 minor broken arm: -2 to Strength and Dexterity when using this arm; -2 to-hit, or shield worthless 50% of the time. leg* -4 minor broken leg: -2 to Dexterity when using this leg (i.e., defensive adjustment); movement rate is at three quarters normal. ribs -4 cracked rib: loss of 1d4 Constitution points and suffer 1d6 points of damage (no saving throw). spine** -8 cracked vertebrae: save versus spell or become paralysed for 2d10 rounds. pelvis -4 minor hip fracture: -4 to Dexterity when using legs; movement rate is at half normal. * If attacking from the side, only the nearest appendage may be targeted. ** The spine may only be targeted if attacking from the rear. Multiple hits inflict cumulative damage. A cure serious wounds will heal one of these effects, but will not heal any associated hit point loss (another cure spell is required to do so). A cure critical wounds will heal two effects, and a heal will fully restore the victim (unless dead). The material components for this spell are a bit of bone and a small metal hammer, both of which are consumed when the spell is cast. Author's note: the requirement for called shots is simply for convenience; if the DM wishes to compile a hit location chart, then normal attacks may be used in addition to called shots. Cantrip Permanency (All) Range: 0 Components: V, S Duration: Special Casting Time: 1 hour Area of Effect: Object touched Saving Throw: None Author: Unknown Unlike the 8th-level permanency, cantrip permanency must be cast on an object to be effective. The object must be appropriate to the cantrip - eg. a cloth for polish, a paintbrush for colour, a salt cellar for salt. When complete, the duration of the cantrip (or the number of times it may be invoked) is increased dramatically. There are two ways the spell may be used. Method 1: 1. cantrip, 2. cantrip permanency. Method 2: 1. enchant an item, 2. cantrip, 3. cantrip permanency. If method 1 is used, the duration of the cantrip is increased to 1d8+4 months. In the second case, the cantrip is completely permanent. If the cantrip is one that does not have a duration per se (eg. clean, exterminate, polish), then the power of the cantrip may be invoked from the item a maximum of once per hour. Chaos Magic (Alteration, Wild Magic) Range: 5 feet per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 1-foot per level radius Saving Throw: None Author: Allan J. Mikkola This spell creates a sphere that has all the properties of a Forgotten Realms wild magic area (see the Forgotten Realms Adventures for details). The area of chaos magic is permanent until destroyed (it may only be destroyed as per a wild magic area). The sphere of chaos magic is non-mobile. The material component for this spell is a pint of blood from any chaotic magic using creature. The blood is consumed when the spell is cast. Charm Man III (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d8+4 turns Casting Time: 1 Area of Effect: 1d8 men per level of 5 HD or less Saving Throw: Special Author: John Daniel Except as noted, this spell is the same as the 1st-level spell charm man I. If a successful saving throw is made by a group's leader, the effects of this spell are reduced to those of the 3rd-level spell charm man II (make another saving throw for the leader). If a leader of a group fails his saving throw, the spell works on him, but all other members of the group still get to make a personal saving throw to negate the effects. Chelymber's Improved Non-Detection (Abjuration) Range: 0 Components: V, S Duration: 2 turns + 1 round per 3 levels Casting Time: 4 Area of Effect: One 20x20x20 foot cube or one creature Saving Throw: None Author: Chelymber This spell will, basically, stop all divination magic below that of true seeing from working properly. It will also stop all "detect ..."-spells of lesser level than true seeing from operating properly. This spell will even stop detection through magical items like a robe of eyes or a ring of invisibility detection, or through innate abilities that perform similar magic to that of "detect ..."-spells lower than true seeing, and the like. Cloud of Intoxication (Alteration, Evocation) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One 16-foot cube Saving Throw: None Author: Ronald Jones (Greymoon) This spell is similar to the spell cloudkill of the same level. This spell will create a large rose and white flowing and churning cloud. The cloud will move away from the caster at a rate of 10 feet per round, rolling along the ground in the direction originally dictated by the caster. A wind might change the direction of the cloud. A strong wind will disperse the cloud in two or three rounds. A very strong wind will disperse the cloud immediately. Heavy vegetation will slow the cloud to one half speed and cause it to disperse after two rounds. All creatures enveloped by the cloud must be compared with the caster according to their Hit Dice or level to determine the effect the cloud has on the creature or character. A creature with 3+1 HD will immediately become greatly intoxicated. All creatures from 4+1 to 6+1 HD will become moderately intoxicated and all creatures of 7+1 and greater Hit Dice will become slightly intoxicated. Any creature over 11+1 HD or higher must save versus poison to avoid becoming slightly intoxicated. Each round spent in the cloud increases the chance of high and medium Hit Dice creatures to become more intoxicated and greatly intoxicated creatures to become comatose. For each round spent in the cloud a creature must save versus poison or reach the next higher level of intoxication. For each round beyond four spent in the cloud, any creature or character must save at a cumulative -1 per round. There are no racial or weight modifiers for to this spell (see the Net Alcohol Guide for more information; it is recommended that DMs use the optional drunk disposition rule for cases of great intoxication). The effects of this spell are such that it will extend the time needed to recover from a state of intoxication. For someone who became comatose add 5 hours to the recovery time. For great intoxication add 4 hours. For moderate intoxication add 3 hours and for slight intoxication add 2 hours to the recovery time. Using stimulants to speed recovery is reduced by one half effectiveness unless magical stimulants are used. The spell also extends the time needed to recover from a hangover by 1d4 hours. The material components for this spell are some dried grape skins from an exceptional vintage or a sprinkling of the best hops. Cobaltas's Thunderclap (Evocation) Range: 0 Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: 20-foot radius half circle Saving Throw: Special Author: Bladehawk To cast this spell, the wizard raises his hands above his head, spread wide. He then brings them down and in to meet with a tremendous clap. This affects all within 20 feet and in front of his as a thunderflash (q.v.) but deafens, and does not blind (spellcasters have a 20% chance to miscast spells with a verbal component), and dispels silence, not darkness. Cobaltas's Thunderflash (Evocation) Range: 0 Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: 20-foot radius half circle Saving Throw: Special Author: Bladehawk To cast this spell, the wizard raises both hands above his head, crossed at the wrist. He then brings them down and out in a slashing motion. As his hands part, there is a brilliant flash of light, affecting all within 20 feet and in front of the wizard. Those affected must save versus spell. All who make their saving throw are stunned and reeling for 1 round, unable to attack, move or cast spells. They are also blinded for 1d6 rounds. Those who fail must make a second saving throw versus spell. Those who make this saving throw are stunned for 1d6 rounds and blinded for a number of rounds equal to the caster's level. Those who fail again are stunned for a number of rounds equal to the caster's level and permanently blinded. Any magical darkness whose area of affect intersects the thunderflash is instantly dispelled. Cone of Acid [1] (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Unknown This spell is much like cone of cold or cone of fire [1] (q.v.), except that it causes acid damage. Damage is 1d4 + 1 per level of the wizard. The material component is one citrus fruit per level of the wizard. Cone of Acid [2] (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This rare spell is identical to cone of cold, except that it inflicts acid damage. The material component is a small cone carved from the tooth of a black dragon. Cone of Electricity (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This spell is identical to cone of cold, except that it inflicts electrical damage. The material component is a small cone made of magnetite. Cone of Fire [1] (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Unknown When this spell is cast, it causes a cone-shaped area of fire originating at the wizard's hand and extending outwards in a cone that is half an inch long per level of the wizard. It causes inflammable objects to catch on fire, and great heat in nonflammable objects. Damage is 1d4 + 1 per level of the wizard. For example, a 10th-level wizard would cast a cone of fire causing 10d4+10 points of damage. Its material component is a red garnet worth at least 100 gp (cf. cone of cold). Cone of Fire [2] (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This spell is identical to cone of cold, except that it creates a cone of magical fire. The material component is a small cone made of coal or brimstone. Cone of Force (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This spell is identical to cone of cold, except that it inflicts damage with a magic missile-like force. The material component is a small cone made of diamond (it need not be of premium quality, i.e., 10d4 gp apiece is typical). Cone of Heat (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This spell is a variant of cone of fire. Instead of creating fire, the cone consists of raw heat. The material component is a small cone made of coal or brimstone. Cone of Steam (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Max Becherer This spell is identical to cone of cold, except that it inflicts damage with superheated steam. The material component is a small cone made of salt from boiled seawater. Conjure Drink V (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 spirits, the quantity being determined by the caster's level. This spell will conjure beer or ale, in a quantity of one tun per 5 levels. The components are only the desire to have the desired drink in the container in hand and a snap of the fingers of the other hand. Conjure Fire Ball (Conjuration) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Todd O. Howard In effect, this spell is very similar to the 3rd-level fireball. However, this spell produces the flames by opening a direct channel to the plane of fire, allowing the flames from that plane to intrude upon the plane that the caster is on and restricting them to a spherical area. The damage done by this spell is 1d6 per caster level, up to 10d6. For level of the caster above tenth, two points of damage are added. The conjured nature of this fire negates any magic resistance for creatures within the area of effect, since the flames aren't magical. The material component for this spell is a bit of volcanic rock. Conjure Greater Radiance Quasi-Elemental (Conjuration/Summoning) Range: 30 yards Components: V, S Duration: 1 turn + 1 round per level Casting Time: 5 rounds Area of Effect: Special Saving Throw: Special Author: Francois Menneteau This spell is similar to the 3th-level conjure lesser radiance quasi-elemental, except that a greater quasi-elemental is summoned (see the table below), and the caster does not need to control it. D100 Roll Creature 1-65 One 8 HD greater quasi-elemental 66-85 One 12 HD greater quasi-elemental 86-95 One 8 HD xag-ya (see the Monster Manual II) 96-00 One 16 HD greater quasi-elemental Greater Quasi-Elemental Intelligence: low (5-7) Alignment: neutral Armour Class: 2 Movement: flight, 24 (A) Hit Dice: 8, 12 or 16 THAC0: 13, 10 or 8 Number of attacks: 1 Damage per attack: 4d6 Special attacks: see below Special defence: needs +2 or better weapon to hit Magic resistance: nil Size: M (3-foot sphere) Moral: champion (15-16) XP value: 2000, 6000 or 10,000 A greater radiance quasi-elemental inflicts 4d6 points of energy damage (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be -2 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage. Continual darkness keeps them at bay. Continual Fly (Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown This spell functions as the 3rd-level fly except that the duration applies to time actually spent flying, not time elapsed since the casting of the spell. Eg., you can use half the duration today and the other half tomorrow. Continual Invisibility (Illusion) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown This spell causes the subject to become invisible, as per the 2nd-level invisibility, except that instead of having a duration of 24 hours, it has a duration of 1 turn per level of the wizard of actual use. Eg., if cast at tenth level, the subject could decide to use 50 minutes worth today and the other 50 minutes worth tomorrow. Note that this is not improved invisibility, i.e., as soon as the subject makes an attack he becomes visible again. While he can become invisible next round if there is still unused duration in the spell, his opponent can make an attack on him; thus the spell confers no combat advantage after the first round. Continual Secret Light (Alteration) Range: 60 yards Components: V, M Duration: 1 turn per level Casting Time: 1 Area of Effect: 20-foot radius Saving Throw: Special Author: Niels Ull Jacobson This spell acts the same compared to continual light, as secret light does compared to light. Preliminary research seems to indicate the spell requires at least an ounce of blood from the wizard. It also seems that it would be possible to make a magical lantern, whose light would only be visible to the person holding it. The exact process of its manufacture is not very clear, however, and the spell has been reported to fail regularly. Create Dining Room (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 2 hours per level Casting Time: 1 turn Area of Effect: 50 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell (like the other room spells) creates the interior and supplies of a room (in this case a dining room). It contains a large hardwood table (30 feet square per level), one soft chair per level, one soft header chair for each end of the table, a complete set of tableware per seat (including 6 forks, 6 knives, 6 spoons, a desert spoon, a bread knife, 6 plates, 8 glasses (or mugs), a cloth napkin), one silver covering bowl fitting for each plate, one candlestick per 3 levels (including lit candles burning for the duration of the spell), one flower arrangement per three levels, a white damask table cloth fitting the table perfectly, name cards for each seat (holding names if desired), and some other minor necessities. It does not include food. This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings. The material components are a tiny piece of cloth, a tiny piece of silver, a tiny piece of glass (or crockery if mugs are desired), and a tiny piece of wood. As with all other room spells, the spell can be cast with a one turn casting time or with a snap of the fingers; the second version requiring the caster to use the material components during memorisation, adding a full 15 minutes to the normal memorisation time. Again, as with the other room spells, this one cannot be used for combat purposes, nor can anything from it be sold from it. Dardan's Siccating Parchment (Evocation) Range: 0 Components: V, S, M Duration: 7 rounds Casting Time: Special Area of Effect: 30-foot radius Saving Throw: Special Author: Craig Singsank Dardan's siccating parchment is identical to Dardan's dehydration except as noted below. This spell is highly unusual in that it must always be cast from a specially prepared parchment scroll. To begin the process the parchment must be cured by immersion in a vat of alcohol and salt for three days. While the parchment is curing, the wizard must prepare a special ink of dried blood, saliva, and diamond dust (500 gp). When the wizard has completed these two tasks, he may then inscribe the spell onto the scroll in a rite requiring two full days without interruption. Finally, the scroll must be sealed with a paste made of vinegar, clay, and lye. Anytime after the sealing of the scroll the magic held within can be released by breaking the fragile and brittle seal. When the seal is broken a wave of rapidly expanding concentric rings of chalky beige particles will emanate from the scroll. All creatures in the area of effect except the bearer of the scroll will be effected as if Dardan's dehydration were cast upon them. The rite and components used in casting this spell make the parchment very frail and delicate. Special care must be taken in storing the scroll to prevent the magic from being released accidentally. Darklight's Concentrated Fire (Alteration, Metamagic) Range: 20 feet Components: S Duration: Special Casting Time: 1 (but see below) Area of Effect: One creature Saving Throw: Special Author: Keith Taylor This Metamagic spell only adds 1 to the previous spell's casting time, with the somatic component consisting of the caster pointing directly at the intended target. This spell brings the full force of an area effect spell to bear upon a single target. Any area effect spell of up to fourth level can be used with this magic. Offensive spells require a saving throw versus breath weapon by the target, and, if successful, the spell does 2 HP of extra damage per die with all ones rerolled. If they fail this saving throw, they take the maximum damage for the spell (as cast at the level of the caster). If the spell is not a mere damage spell, but inflicts some other effect, then the target's saving throw versus the effect is lowered by 1 for each equivalent extra target that the spell would normally affect. In no event can this spell be used with a spell that normally affects only a single target, or with an area affect spell over fourth level. Darklight's Mental Stabilizer (Enchantment) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: Special Author: Keith Taylor This spell can help those afflicted with either natural or magical insanity. The spell will cure one specific insanity if the recipient fails a saving throw versus paralysation (the reason they must fail is that an insane person tends not to want to be sane). If a being is suffering from multiple forms of insanity, it requires multiple castings. However, only one casting can be attempted each week for a specific individual. Darklight's Mystical Fortitude (Enchantment) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is designed to help magical effects resist a hostile dispel magic spell. The fortifying effect will last as long as the magical effect it is cast upon. The material component is a diamond, the size of which determines the potency of the spell, as per the table below: GP Value Resistance 100 +5% 250 +10% 500 +15% 1,000 +20% 2,500 +25% 5,000 +30% 10,000 +35% 25,000 +40% 50,000 +45% 100,000 +50% +50% is the maximum effect that can be achieved. Darklight's Personal Dispel Shield (Abjuration, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One spell Saving Throw: None Author: Keith Taylor This spell can be emplaced upon any other spell with an area of effect stated as "The caster" (a "personal" spell). It acts to protect the magical effect from hostile or accidental dispel magic spells. It adds +50% to the chances of it resisting a dispel magic. Note that this does not affect any area effect spell: it only affects those spells which affect the caster only. The shield only lasts as long as the personal spell's normal duration lasts, and can only protect a single personal spell per casting. The material component is a 500 gp diamond. Darklight's Rubbery Aura (Alteration) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 6 Area of Effect: Object or creature touched Saving Throw: None Author: Keith Taylor This spell causes the wizard to be surrounded by an invisible field of alteration magic, which causes anything he touches to become unnaturally resilient and rubbery. In effect, anything which comes in contact with the wizard becomes as bouncy, stretchable, and rubbery as detailed in the lesser spell Darklight's rubbery transformation. However, these things return to normal when they are outside of the wizard's contact. Large objects are only rubbery in a local area around the wizard's touch (a 3-foot radius). This allows the wizard to bend bars open, bounce on the ground like it was a trampoline, and ignore all purely physical damage. A sword blow flexes into uselessness when it hits the wizard, and is "sproinged" right off his body. See rubbery transformation for details. The material component is the sap of a strange tropical tree. Darklight's Silent 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 and audible effects of the spell, making it invisible and silent. This has the effect of reducing its damage by 2 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by silent invisible spell would explode with normal heat, impact, and such, but would be invisible and silent. Note that this does not conceal either the caster or the spell's victims or any sound made by them, only the visible and audible portions of the spell. It adds 5 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 Stapling Spikes (Evocation) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: Keith Taylor This spell conjures several bolts of force to be directed at one large size creature or smaller within range. The victim receives a saving throw versus spell at -2 to escape its effects. Otherwise, they are knocked against the floor by a blast of force (or against a wall if more convenient) and nailed to it by glowing force spikes. The initial bolt knocks a creature into the best possible surface, but causes no actual damage. The other bolts impale the creature's various limbs (or body, if no limbs are available) to the surface in question, causing 1d3 points per limb. This serves to (painfully) immobilize the target creature, and typically cannot kill it due to the nature of the damage. The spell lasts for 24 hours or until one of the spikes is removed. A creature may attempt to remove the spikes by itself, but each attempt (a bend bars roll at -25%) causes 2d4 damage to the limb in question regardless of success. The material component is a small, rusty iron spike. Darklight's Summoning Hook (Conjuration) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: Keith Taylor This spell is based on the concept that summoning spells reach across planes to grab likely creatures: it simply targets a creature with an energy that makes that creature lots more likely to be summoned for a short time. The spell's energy only works for 4 rounds, and each round of the spell, the creature targeted has a 3% chance (per level of the caster) to be yanked away by a summoning spell from somewhere else. Typically, summoning spells which are seeking on the plane of the caster are originating from other, parallel dimensions. The creature remains gone for a number of rounds determined by its level or Hit Dice: the method is to consult the monster summoning spell which corresponds to its power level. The duration listed for that spell is the duration for which they should be gone. There is also a base 5% chance that the creature will never return to that location. If the creature is more powerful than the creatures that can be summoned under the 9th-level monster summoning VII, the summoning hook fails. This spell can also be used as a bizarre way to go adventuring. If the wizard casts the summoning hook on himself, he has the listed chance to be yanked into a strange dimension for a period of time equal to one day per level of the wizard. The reason that the duration functions differently for the caster is that he is voluntarily being summoned. Also, the caster is not summoned strictly by the relevant monster summoning spell, but can show up at the beckoning of any summoning-type spell, and his power level may be wildly greater or less than that desired by the otherdimensional wizard doing the summoning. The table below should be consulted for the nature of the summoning which calls the caster if he is picked up by the hook: D100 Roll Nature of Summoning 01-05 Monster summoning I-III: this will astonish the other wizard and likely prove more than a match for intended opponents. 06-15 Monster summoning IV-VII: possibly weaker than intended and may cause the wizard to be in a bad situation... 16-25 The wizard shows up in response to a "demon summoning" type of spell and is suspected to be a disguised demon. 26-40 The wizard steps through a newly-opened gate. 41-55 Monster summoning appropriate for the wizard's level, if at all possible. 56-65 Summoned by a psionicist's psychoportation power. 66-75 Appears in the lab of an experimenting otherdimensional wizard. 76-85 Steps from the surge of an otherdimensional wild mage. 86-99 Falls through a dimensional rift - who knows where? 00 Intentionally summoned ("But who would summon me?"). The material component is a golden grappling hook, no more than 3 inches long, affixed to a bit of phase spider web. Darklight's Tattoo Item (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 2 turns Area of Effect: Object touched Saving Throw: None Author: Keith Taylor This spell will cause an inanimate object to be transformed into a tattoo on the caster's skin. The object must be touched only at the end of the casting, enabling lit torches or campfires to be tattooed. Large objects will shrink to no more than a 1x1 foot square area. The transformed items remain until the caster "peels" it off and throws it to the ground. While in tattoo form, they appear as full-colour, intricate representations of the item contained within. A dispel magic upon the caster will require each to make a saving throw versus polymorph at the level of the caster. Each one which fails will spring back into original form instantaneously. A caster may have as many tattoos on his body as could reasonably fit. If the caster dies, all the items are immediately released. Darklight's Weapons Warp (Alteration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is used to protect the caster from stabbing, slashing, or piercing from hand to hand weapons. It acts by warping space locally so that any hit which would pierce the skin of the wizard is warped to the body of the attacker. Any damage which would have affected the wizard is instead inflicted upon his opponent. This is not at all effective against missile weapons (in this case, the warp has no close opponent to target) or blunt weapons (they do not penetrate the skin sufficiently if at all). A wizard with this spell often exposes himself to deadly strikes and stands confident as his foes kill themselves. A foe who strikes for the kill at a wizard with this protection automatically takes maximum damage from the weapon, and if they rolled 5 or more than required to hit the wizard, receive a critical hit upon themselves. The material component is a miniature lead sword which has been bent in half. Darkray's Blade of Light (Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis Upon casting this spell, the invoker must join his two hands in front of him, as if he was holding a two-handed sword. He then channels magical energy to form a four feet pole of blue-white light, which springs out of his grasped hands. He can use it silently and he is immune to its effects. The pole can perform as a magical sword. The caster suffers penalties if not proficient in any sword. Damage is 1d6/1d8. The blade hits with a +3 bonus to attack and +n to damage, where n equals the number of experience levels beyond fifth. A 10th-level wizard, for example, hits large creatures for 1d8+5 HP plus any Strength bonuses he might have. The blade cannot cut through solid metal or stone. It has the following abilities, at the caster's mental command: * Fear, once. All within 10 yards must save versus spell or flee for 1d4 rounds. The caster usually employs this as his first action with the blade. * Lightning bolt, once. A lightning bolt effect is created but, unlike the spell, the victim must make a Dexterity check to avoid it. Large, huge and gigantic creatures have a penalty of -2, -3, -5. Immobile targets make no check. The bolt inflicts 6d6 HP. The target can be at most 30yd away and in direct visual contact with the caster. The bolt cannot harm any other. * Swing, once. The caster can swing the blade and thus have a chance to hit every opponent in melee with him. A separate attack roll is required for each one. If fighting a single large creature, the caster can use swing to gain a second attack on it at that round. * Drain life, once. The caster must announce this before the attack. If he makes a successful roll and in addition to the damage inflicted, the victim is drained for a further 3d4 HP, gained by the caster. * Vorpal action, twice. The caster must announce this before making the attack roll. If he rolls a 17 or more, the blade acts as vorpal blade, slaying a humanoid, human sized, opponent. The two attacks need not be consecutive. On a larger creature this attack gives +2 to the attack and damage. Undead take half damage from the blade and are not affected by drain life and fear effects. All special powers can be used simultaneously with a normal attack, except for lightning bolt. The caster can combine the drain or vorpal attacks with the swing action. A vorpal action can only be used once during the whole spell if combined with swing. If the caster is hastened, he can double the number of his attacks but each special power lasts for a single attack. The main disadvantage of this spell is that the wizard cannot cast spells that require somatic or material components, as the two hands are firmly grasped to each other. Another problem is that each time the caster uses a special power of the blade, he temporarily loses 1 HP, needed to feed the blade (a combined action needs 2 HP). This damage occurs at the end of the round and can be healed normally. Because the caster cannot loose his hands and deform the blade, he gains the following benefit: if he is caught in a bear hug or similar attack from any creature, he gains a free attack with the blade at the time of the hug. Furthermore, if the attacker is in front of him, the caster can attack and succeed automatically, inflicting double damage every round. The wizard can still use any remaining special powers of the blade, except swing. The spell ends if the wizard loses control of his hands (including charm, possession etc.), a successful dispel magic is cast upon him, if he casts a limited wish or similar magic or if he enters a dead magic area (for example, an anti-magic shell, a dispelling screen, etc.). Note that the caster cannot end the spell at will. He is free to cast it as if he were in a lower level than he actually is, though, with the appropriate THAC0, damage, etc. The material component is a hair of the caster. Darkray's Confirmed Pact (Divination) Range: Special Components: V, S, M Duration: 2 weeks per level Casting Time: 1 turn Area of Effect: 2 creatures on the same plane Saving Throw: None Author: Dimitris Xanthakis This spell is cast on two creatures that have just reached an agreement of any sort. The wizard may be one of them. Both subjects must be willing to be affected by the spell or else it fails in an obvious way. The casting requires the donation of a personal item, worth about 1 gp, from each of the subjects. The items do not vanish and the subjects may get them back after the spell ends. The spell also requires a gem of any sort, the core gem, of at least 500 gp value. This lasts until the spell ends and then turns to ash. The items and the core gem must be placed in a small obsidian case. This is sealed during the casting with 3 HP of blood from each of the subjects; these can only be healed naturally. The case can have other protections. For the duration of the spell the wizard will be instantly aware if either member of the pact breaks it, that is, if one or both subjects have acted against the agreement they have made. The caster also learns if this action was made willingly or not (i.e.: if under a charm or the like). The spell deals with the spirit and not the letter of the agreement. For example, the wizard will be informed if one of the subjects coats his weapon with poison in order to strike his partner, even though no actual attack takes place. The spell does not in any way hinder the actions of the subjects. Further, the wizard only learns if the pact is broken, and nothing more. The spell does not in any way give him the ability to communicate with the subjects or inform them, for example. The spell normally lasts for two weeks per level of the caster. During that time, the wizard will be informed every time a subject acts against the pact. If both subjects decide willingly to break their pact, the spell ends and the wizard is informed about it. It is possible to cast more of such spells for the same pact but each requires a new core gem and a new blood sacrifice. Dispel magic must be successfully cast on the core gem to end the spell. Darkray's Defiler Tracer (Divination) Range: 60 yards Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: One-mile radius Saving Throw: Special Author: Dimitris Xanthakis To cast this spell, the wizard needs to have some defiler ash. As long as the spell remains in effect, the caster will be automatically warned whenever that particular defiler is within a radius of one mile. Furthermore, if the defiler is closer than 300 yards, the caster can receive a mental image of his location, if the defiler fails a saving throw versus spell. Even if the saving throw succeeds, the caster will know the exact direction and distance if the defiler remains within 300 yards. This spell can be blocked by lead or other divination-protective means. The material component is some defiler ash, which vanishes at the end of the casting. One can cast this spell many times to track a specific defiler, as long as one has some ash available. Darkray's Draining Tendrils (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: 5-foot per level radius Saving Throw: Special Author: Dimitris Xanthakis Upon casting this spell, the staff of the wizard is covered with a number of bright energy tendrils. These can then arc to any creatures in the area of effect, draining their life energy throughout the caster and emitting it as visible light from the staff. Any creature within range is subject to attack from the tendrils and must save versus spell to avoid being hit. Once a tendril hits, it remains wrapped until the spell expires or the target dies. The spell creates one tendril per level above 8th. If the target saves, he can act freely that round but is subject to attack the next round if within range. In any case, he can be wrapped by a single tendril only. The caster chooses the creatures to attack but can only make one attack per target per round. The drain begins the round following a successful wrap. For each of the caster's levels of experience, one hit point is drained from every creature wrapped and emitted as light from the staff. The more hit points drained the more intense is the light. A victim can act with no penalties except that it is unable to leave the area of effect. The caster can let the spell last for as long as he wishes, but he must touch the staff and concentrate during all this time, and cannot even talk. The process is very tiresome and at the end of the spell the caster loses two points of Constitution and one point of Strength. One day of complete, shaded rest restores one point of each ability. If the wizard casts the spell more than once per day, he suffers a cumulative - 3 Constitution, -2 Strength each time. The material component of the spell is the staff. This must have a number of steel nails on it, at least one nail per tendril to be released. Such a nail costs about one gold piece. On the head of each nail a miniature skull must be engraved. The staff is not consumed in the casting. Darkray's Hiding Mantle (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis Upon casting this spell, a special aura surrounds the caster. The aura can change colours and patterns, completely matching those of the environment. The match is automatic for as long as the caster wishes. When surrounded by this aura he is 95% undetectable in all but the brightest of areas. He makes no noise and has no smell. If the caster attacks or casts an offensive spell, he becomes visible for an instant; creatures that watch carefully can see him but in the next round he becomes hidden once again. He can make almost any other action and remain hidden inside the protective aura. Powder, sand and other similar materials thrown onto the caster while his aura is active makes his shape visible for that round. In the next round he becomes hidden once again. Note that the aura is considered "on" during all this time. The caster can switch the aura on and off any number of times within the spell's duration, each change requiring but a moment. With each change, small, harmless arcs of lightning engulf his body. The duration of the aura remaining active is five rounds per level of the caster. This is not the duration of the spell. The wizard can turn off the aura, go to sleep and use the remaining time next morning. Seven days is the absolute maximum, however. Beyond this, any remaining time is lost. The caster is subject to magical or psionic detection. Detect invisibility and true seeing, as well as the psionic devotion life detection, can locate the actual position of the caster. The material component of this spell is a 100 gp gem. Darkray's Mail of Power (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Dimitris Xanthakis With this spell a wizard can lower the Armour Class of a creature to 3. The effects are not cumulative with other protection (one cannot improve his Armour Class to better than 3 through the use of this spell), but Dexterity bonuses still apply. For each level of the caster, the mail absorbs 2 points of damage that would normally hit AC 3 but with no protection against magical weapons or attacks. When it has absorbed the maximum damage, it vanishes. It does not hinder movement, it is weightless and does not interfere with spellcasting. The material component is a piece of rock. Note: this spell is a better version of invisible mail (3rd). Darkray's Minor Wish (Conjuration, Invocation) Range: Special Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Dimitris Xanthakis This is a weak version of the wish spell. It is used to alter reality in minor ways. The general rules for wishes apply to this spell as well. As it is significantly weaker than actual wishes, the exact terminology during the casting is not very important. The DM, of course, can interpret it as he sees fit. A list of what the spell can do follows. In braces are some of the side effects that may occur: *Restore to life any creature that died in the previous hour. The subject is restored at exactly 1 HP, with a system shock roll required. This revival lasts for one turn plus 1d4rd. At the end of this period the subject "dies" again. The revival does not count as an actual one, since there is no way to keep the creature alive after the duration expires (without more powerful magic, that is). So, no system shock or Constitution change follow. If another dead creature exists around, it is animated and attacks the caster. * Create items for the caster but these are not permanent; they last for a variable amount of time, depending on the substance. Items could be easily identified as fakes, if they were especially precious or of good quality. * Heal 1d8+4 points of damage on the caster or others (caster loses 1d2 HP). * Inflict 1d4+8 points of damage to a creature (save for half) (as above). * Raise an ability for 1d4+1 rounds (another is diminished). * Destroy a creature of 4 HD or less, if it fails a saving throw versus death magic; the creature must be within eyeshot from the caster (caster loses 1d4 HP). * Duplicate the effects of any spell of fifth level or less that the wizard can normally cast. For example, an invoker cannot use this spell to cast a spell belonging to the Conjuration/Summoning school. The wizard must know of the spell, however, even if he does not have it in his spellbooks (the decision is left to the DM as to whether the caster knows of a spell or not; 1st- and 2nd-level spells are considered common knowledge). The spell does not function as would normally be expected; range, duration, etc., may be different. The casting of a minor wish does not normally age the character as the stronger wishes do. However, if it is cast more than once per day, there is a base chance of 60% plus 10% for each additional minor wish that one of the following happens: D6 Roll Result 1 Caster suffers 3d4 points of damage which can only be healed by resting 2 Caster cannot use magic of any sort for a whole day 3 Caster's Strength reduced to 6, one week of complete bed rest required 4 Caster ages one year 5 Caster's Strength, Dexterity, and Constitution drop to 6, recovering one point per hour resting 6 Caster loses one Constitution point permanently The wizard still states a full wish, when casting this spell. In line with the limited wish, only the result indicates that the spell was actually a minor wish, instead of a normal one. Darkray's Preserving Box (Alteration) Range: 10 feet Components: V, S, M Duration: 1 week per level Casting Time: 1 turn Area of Effect: One up to 2x1x1 feet box Saving Throw: None Author: Dimitris Xanthakis With this spell, the wizard can preserve an amount of non-living material for the duration of the spell. It must lie within a normal, non-magical box that fits entirely within the area of effect. The box has no special resistance but magical or normal wards or traps can be freely placed on it. After the casting, the contents will enter a state of suspended animation and time will not affect them: fruits never rot, food remains fresh, etc. The box becomes sealed and outside conditions do not affect the interior. Even the caster cannot open the box without ending the spell. The box will hold its contents intact for one week per level of the caster. The contents can then be placed into another box and the spell cast again or the wizard can cast the spell again before the duration ends, practically preserving the contents for an undefined period of time. The material component is a normal box, which is not consumed, and a gold coin that melts and seals the box, vanishing after the duration expires. Darkray's Strength of Life (Necromancy) Range: 0 Components: V, S Duration: 1 turn + 1 round per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis With this spell, the caster can alter his Strength to any value between 6 and 25 inclusive, but greater than his current Strength. In order to do so, he must sacrifice (at the beginning of the casting) a number of hit points equal to difference between his current Strength and the Strength he wants. While under the influence of the spell, the caster gains almost all benefits from the altered Strength. He does not gain any extra attacks, though. Darkray's Transformation (Alteration, Evocation) Range: 0 Components: V, S Duration: 3d6 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis When the caster utters this spell, his whole body and gear explode in a mass of bluish sparks. These disperse in all directions, touching items or even living creatures, without causing any harm. They jump from one thing to another in a mad dance for 1d4 rounds, seemingly fleeing in all directions. During this time it is possible to dispel the magic; success indicates the wizard reappears again near the position of a random spark. The sparks then flee. They occasionally pop up here and there but dispelling some of them does not affect the spell. The consciousness of the wizard lives inside them and he can even pick up images from where they travel. After 3d6 hours, the sparks will all gather together in a random position within a mile from the place of the casting. This second place will be as safe as possible, that is it will not be in the middle of a lake or a hostile camp. If no such place exists, for example when in the middle of the Sea of Silt, the sparks will reunite in the original spot, safe or not. The reunion of the sparks will cause the wizard to reform, in the same condition as that he was in during the casting. The DM may give the player some images his character popped up during the spell, always from within a one-mile radius from the original casting place. After the initial 1d4 rounds, the sparks can only be reunited when the spell expires or with a limited wish or similar magic. Deflect Normal Weapon Attacks (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Author: Unknown When cast, this spell creates an invisible, mobile forcefield around the recipient. This barrier has an Armour Class of 4 and a number of hit points equal to 5 times the wizard's level. All non-magical melee and missile attacks made on the recipient, are directed against the shell instead. Damage from such attacks will not harm the recipient until the wall is destroyed. This spell has no effect on any magical attacks, which inflict full damage on the barrier and the recipient. If an attack hits the barrier, the protected creature must make a saving throw versus spell. If this saving throw fails, damage is rolled normally against the forcefield (if the damage inflicted equals or exceeds the remaining hit point total of the wall, it is destroyed, but any excess damage does not affect the recipient at this time). If the saving throw is successful, the attack is deflected away harmlessly. If an attack fails to score a hit on the barrier (i.e., misses AC 4), the attack is reflected back at the attacker; the attacker must then make normal attack and damage rolls against himself. The material component for this spell is a powdered black opal which is consumed with the casting. Detect Spell (Divination) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 turn Area of Effect: 30-yard radius Saving Throw: None Author: Geoffrey Edward Fagan Spell casting leaves a magical residue in the surrounding area which this spell is designed to detect. When the spell is cast, the wizard can examine any spell that was cast in this area up to a limit of one week in the past per level of the wizard. One spell can be examined per round, with the spells being detected in reverse chronological order. The information obtained about the spell is as follows: * When cast * School of magic * Location and area of effect * Relative level of the spell * Casting time and duration * Relative level of the wizard * Means of casting Possible means of casting include from memory, from a scroll, and from a natural power. If the wizard needs to examine spells farther back in the past, then the spell can be repeated within one day, and the wizard can pick up where he left off. Dheryth's Stone Integrity (Abjuration) Reversible Range: 10 yards per level Components: V, S Duration: 1 year Casting Time: 1 turn Area of Effect: One 20-foot cube per level Saving Throw: None Author: Jim Gitzlaff This spell, cast upon a volume of rock, prevents the correct operation of transmute rock to mud spell in the following way: 1. If the caster of stone integrity is of higher level than the caster of transmute rock to mud, the latter spell automatically fails. 2. If the caster of transmute rock to mud is of a level equal to or higher than the caster of stone integrity, the former spell has a chance of correctly operating equal to 10% plus 10% per level that the former wizard is higher than the latter. Even if transmute rock to mud works, its area of effect is reduced to a percentage equal to its chance of working. For instance, if transmute rock to mud has only a 30% chance to work (and does), its area of effect is only 30% of what it should have been. Stone integrity grants no other bonuses to the rock and may be dispelled. The reverse of this spell is earth integrity, and prevents the operation of transmute mud to rock in a manner like above. Dimmable Continual Light (Invocation/Evocation) Range: 20 feet per level Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: 90-foot radius sphere Saving Throw: Negates Author: Kai Rottenbacher This spell has the same effects as the 4th-level dimmable light spell with the exceptions noted above. Displacement [2] (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 turn + 2 rounds per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Patrick P. Weeks This spell causes the casters image to be "displaced" so that the next level/3 attacks miss him entirely. Because of the sheer power of this spell, if the casting is interrupted, the caster must roll his level or lower on 1d20 or be sent to the ethereal plane. The material component for this spell is hide from a displacer beast or the tail of a chameleon. Double Fly (Alteration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Author: Kenneth C. Jenks This spell is identical to the 3rd-level fly, except as noted above and for the fact that movement is at a rate of 24. See the Dungeon Master's Guide, page 77, for notes on aerial combat. Doubled Magic Missile (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Kenneth C. Jenks This spell is identical to the 1st-level magic missile, except as noted above and that one missile is cast per level of the wizard, with no maximum number of missiles imposed on the wizard. Dreamoore's Greater Eldritch Sphere (Evocation) Range: 20 yards + 10 yards per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: 1-foot diameter sphere Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) This spell is a similar but superior version of the eldritch sphere, inflicting 2d6 base damage + 3 points per level of the wizard, up to a 2d6+30 maximum (eg., a greater eldritch sphere cast at tenth level of experience does 32-42 damage points). Dreamoore's Spellblade (Evocation) Range: 50 yards Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) The spellblade is a 1-foot up to 5-foot variable diameter rotating circular blade of force which the wizard mentally commands, and he must concentrate to maintain it (thus any successful attack against the wizard ends the spellblade). There are actually two variants for the spell, and the type must be selected at the start of casting. The first strikes with a +1 to +5 to-hit bonus (corresponding to the blade's diameter) and attacks everything within the designated area of effect. It inflicts 1d10 base damage + 1 damage point per wizard's level. The second version directly attacks walls of force, having a 1% cumulative chance per damage point inflicted of bringing down a barrier. It has no effect upon other creatures. Dust Devil (Alteration) Range: 30 feet Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos This spell enables the wizard to conjure a dust devil, a weak air elemental, (AC 2, 2d8 HP, MV 18, damage 1d4, magic weapons inflict double damage). The dust devil appears as a small whirlwind, fifteen feet tall, five feet in diameter at its base and twice that at its top. It will move as ordered by the wizard but vanishes if ordered more than 30 feet from the wizard or if ordered to attack an native of the plane of elemental air or a creature with magic resistance. It can hold a gaseous cloud at bay, and its winds are sufficient to put out small fires. While skimming along the ground, it will pick up loose particles (if any) and create a dust cloud 30 feet in diameter in which normal vision is obscured, and a wizard caught within the cloud must make a saving throw versus death magic or have their concentration broken. The material component of this spell is a small fan. Dwarf Golem (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 4 turns Area of Effect: Special Saving Throw: None Author: Unknown This spell enables the wizard to bring to life a dwarf sized stone golem - which has to be constructed first - with the following statistics: Stone Dwarf Golem AC: 2 Move: 6 HD: 10 Hit Points: 45 Number of Attacks: 2 Damage: 4-10/4-10 Special Attacks: Hurl Rocks for 2d4 points damage Special Defense: None Magic resistance: Special Alignment: N Size: S This golem is immune to all spells that other stone golems are. It can produce rocks from its body and throw them up to a 30-foot range. It cannot take any other actions in any round in which it decides to do so, however. The construction time for the golem is 3 months. The golem costs 8000 gp to make, and after casting, the wizard must make a 1d20 roll and add 2 to it. If the score is above his level, the spell fails and a new golem must be constructed. If it is less or equal, the spell succeeds. Dwarkanath's Limitator (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Until dispelled Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks Dwarkanath's limitator is a highly atypical spell for magic-users as it causes the spell caster to function as a lower level wizard. All magical abilities are affected by this spell: number of spells usable, effectiveness of spells cast, and so forth. Non-magical skills and abilities such as weapon or non-weapon proficiencies, languages spoken and combat abilities are not affected by Dwarkanath's limitator. After the spell is cast, the character immediately begins to function as a lower level spellcaster. All spells previously memorised are not lost, but become inaccessible (except as noted below). For example, if a 10th-level wizard casts this spell to effectively become a 4th-level wizard, he does not forget his 4th- and 5th-level spells, nor the extra 1st-, 2nd- and 3rd-level spells memorised. At the time of casting, the character must announce which spells he is retaining for use and which are being made inaccessible. In order for the wizard to regain his former abilities, the material component (a diamond of at least 2,000 gp in worth) must be crushed. The diamond need not be in possession of the caster during the course of the spell, but this is generally recommended. During the course of the spell, experience points are accumulated normally. But, the wizard has the option of applying them to his effective level instead of his true level (this must be determined at the time of casting the spell - it cannot be changed mid-stream). If the caster's effective level experience points match or exceed the actual level, Dwarkanath's limitator will automatically terminate. Dwarkanath's limitator has one side effect: If the caster is under the effect of a polymorph self before casting the spell, it will last until the termination of Dwarkanath's limitator. This can be useful when the magic-user is disguising himself as a lower level character. The true level of the caster cannot be determined via determine prowess (q.v.) or through any divination magic of less than fourth level. Dispel magic will not reverse the effects of Dwarkanath's limitator, but may cancel the effects of any polymorph self in effect. Restoration has a 3% chance per level of the priest of terminating Dwarkanath's limitator. Also, wish can restore the character's actual level, but not a limited wish. A limited wish can be used, however, to cause the caster to accumulate experience points against the current level if such was not the case originally. Dwarkanath's Morphous Bolt (Alteration, Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: 1/2 Author: David E. Brooks Jr. and Elizabeth H. Brooks Dwarkanath's morphous bolt is designed for the adventurous wizard that may face any number of unknowns. Specifically, this spell creates a bolt of some material (see below) that is projected at the target creature unerringly. The damage caused by this spell is always the same, regardless of the physical composition of the bolt: 1d8 for every 2 levels of the caster, up to a maximum of 12d8. A saving throw versus death magic reduces the damage by half. Dwarkanath's morphous bolt can be created with any variety of materials, such as fire, ice, water, acid, stone or any other physical substance allowed by the DM. All that is required by the spell caster is that a sample of the material desired be used as a material component. Note that this must be a physical material, i.e., bolts cannot be created out of magical energy (eg., magic missile). Creatures hit by Dwarkanath's morphous bolt suffer advantages and disadvantages as appropriate for their nature. For instance, a fire giant hit by a bolt of acid would take normal damage, but additional damage from a bolt of ice. Likewise, a red dragon would take reduced damage from a bolt of fire. Dweomervessel (Alteration, Enchantment) Range: Special Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld This spell must be cast on a container of some sort, no larger than a wine cask, which has a lid or some other means of being closed up. It takes one turn to cast the spell, preparing the container to receive another spell, of any level below seventh, which must be cast in the following round. If a second spell is not cast immediately, the magic of dweomervessel will dissipate. Once the second spell has been cast, the container must be closed immediately, or the second spell will be activated. If the vessel is closed properly, it will effectively trap the magic for a period of time equal to 1 hour per level of the caster. While the vessel is closed, there is a 5% chance per hour (not cumulative) that the magic contained therein will burst the lid or seal of the container and be activated; otherwise, the magic will remain trapped for the duration of the spell or until somebody opens the container. There is a 3% chance per spell level that the magic will not work properly, usually fizzling or causing some minor effect. Spells requiring contact with the spell recipient will only work properly if someone is holding the container when the spell is activated. Area-of-effect spells will be centred on the vessel. Only one dweomervessel spell may be cast on a single container at any one time. If two or more such vessels are within 10 feet of each other for an extended amount of time, the magics of the containers will start to clash, and the chance that it will be spontaneously released is increased to 5% per turn. The material components of this spell are a pint of wine, a bar of soap, a powdered emerald of at least 50 gp value, and the container itself. Elemental Join (Alteration, Elemental, Enchantment/Charm) Range: 5 yards per level Components: V, S Duration: 1 turn per level Casting Time: 1 round Area of Effect: One elemental Saving Throw: Special Author: Nathan Sugioka With this spell, the wizard physically joins his body with an elemental. A saving throw is possible only if the elemental is not one the wizard has conjured. Once the wizard's body has joined with the elemental, the wizard can use all the abilities of the elemental's body as his own, including Hit Dice, THAC0, damage, movement and invulnerability to non-magic weapons. However, as the wizard's body and any equipment on it are transformed into the appropriate element and joined with the elemental's body, this equipment cannot be used in any way while inside the elemental's body. The only spells that can be cast are those not requiring material components (those components are stuck inside the elemental's body), and even then the elemental must be able to speak (I don't think most can). The wizard may end the spell at any time. The wizard's body appears anywhere within 10 feet of the elemental. If the elemental is one the wizard has conjured, he may dismiss it at the same time; if not, the elemental is likely to be furious, so the wise wizard will be cautious. Note that both caster and elemental will be confused and disoriented (no action) for 1 round after the separation. The maximum duration in any case is 1 turn per level of the caster. There are several important things to note about this spell. First, if the elemental's body is slain with the wizard inside, the wizard dies. Second, if the spellcaster is attempting to take over an elemental conjured by another wizard, the elemental gets the saving throw of its conjuring wizard or its own (whichever is better); in either case, there is a +2 bonus (representing the prior claim of control by the conjurer). Third, the new body takes some getting used to; the caster is at -2 to-hit for the first 2 strikes he takes against an opponent. Elemental Square (Abjuration) 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 elementalist inscribes a square into a circle. Within the square, the wizard is protected from elementals and elemental forces, though it is impossible to cast spells of an elemental nature in order to attack outside the square or bring elemental forces inside the square. The material components for this spell are a vial of water, some dust, and burning incense, that must be placed in three of the four corners of the square. The wizard must blow in the fourth corner to complete the spell. Embarrassing Fetish (Enchantment) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: One creature Saving Throw: Special Author: Mario R. Borelli Sage's note: this spell leaves much room for creative spellcasting, but is also very restricted and narrowly defined. Please read with care. With this spell, the caster can instill in one intelligent creature an erotic fascination with a single kind of object, behaviour (such that the sight, smell, sound, etc.). A sample of that designated kind of object or behaviour arouses the subject uncontrollably, and such that erotic pleasure or orgasm is impossible without the presence of the fetish object or behaviour. Some representative examples of fetish objects are red hair, spiked heels, whips, jewelled short swords, oak leaves, artificial limbs or amputees, green tunics, tuna, cheese, sheep, gnomes, gnolls, red dragons' tongues, royal guards in uniform, children, octogenarians, members of one's immediate family, psionicists, rangers, mermaids, lawful neutrals, and Red Wizards of Thay. Some representative examples of fetish behaviours are having small insects and snails crawl all over one's body, inflicting pain on another person, inflicting pain on oneself, being strangled, strangling another person, being bound, binding another person, being charmed or commanded, staging one's own mock execution, and innkeepers' daughters pouring beer down one's chest. This spell is extremely versatile and may be made as detailed and kinky as desired. Extremely detailed or nearly impossible fetishes, however, may occur so rarely or be so beyond the capacity of the subject to locate or bring about that the spell has little effect on the subject's life than to create enormous sexual frustration. Danger, pride, and personal cost are not, however, enough to dissuade the subject from the fetish once it has been made available. This spell cannot create a fetish for an individual person or object (Carolyn Greycloak or the Great Ruby of al-Ghasar, for example). Nor can it, without the aid of another spell, create homosexual desires in a heterosexual, or vice versa. There is no saving throw per se against the fetish. Rather, upon discovering the fetish, the subject, if strenuously disapproving, is allowed a Wisdom check at -4. A successful check leaves the subject humiliated but thereafter free from the fetish. A new Wisdom check may be attempted once per day, but since fetishes gain strength over time, the check suffers a cumulative penalty of -1 per day. A Wisdom check of 1 is always successful. The material component of this spell is a sample, highly representative object of the fetish, or an enactment of the fetish behaviour on the part of the spellcaster. Eyeray (Alteration, Metamagic) Range: Special Components: V, S, M Duration: Special Casting Time: 1 turn per 4 levels Area of Effect: The caster Saving Throw: None Author: Max Becherer This metamagic spell enhances the effectiveness of all ray-type spells, such as ray of enfeeblement, the cold ray version of Otiluke's freezing sphere, Sanh's Ray spells, disintegrate, prismatic spray, etc. The spell causes the energies to radiate from the wizard's eyes instead of his hands (the spell is split into two converging rays). This affords the wizard better control of the spell, as he hits what he sees. As a result, all saving throws against ray-type spells are made at -4. If the wizard has only one eye, the saving throws are at -3. One ray-type spell can be so affected per 4 levels of the wizard. When casting a ray spell, the wizard must declare whether or not the eyeray will be used. The spell is active until all its uses have been exhausted. Only one casting of eyeray may be active at a time. The material component is one pair of gems of the same colour as the wizard's eyes per 4 levels of the wizard, and a few of the wizard's eyelashes. The gems must be worth at least 100 gp apiece. If the wizard is missing an eye, only one gem per 4 levels is required. Falerin's Stolen Ability (Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 1 Area of Effect: The caster and one creature Saving Throw: Negates Author: The Wizard This spell allows the caster to steal one ability or proficiency from his opponent. Exactly what ability is taken is determined by the DM. Victims are entitled to saving throw versus spell which negates the effect of the spell. The material component is a drop of blood, drawn in active combat. Fellstar's Flame Cone (Invocation/Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Fellstar This spell creates a cone of fire that streaks from the wizard's hand towards the targets; this cone is 2 feet wide at the point of origin, 25 feet wide at the base, and 10 feet long for every level of the wizard, up to a maximum of 200 feet. Anyone caught inside the cone suffers 4d8 points of damage, plus 1 point per level of the wizard (up to a maximum of 4d8+20); a successful saving throw versus spell reduces the damage by half. Combustible objects must save versus magical fire or be consumed. The material component for this spell is a handful of red dragon scales that must be tossed in the air when the spell is cast; the scales are consumed with the casting. Fire Charm (Enchantment/Charm) Range: 10 feet Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: 30-yard radius Saving Throw: Negates Author: Jim Vassilakos This spell causes a beautiful, gossamer veil of multi-hued flame to dance around any normal fire larger than a torch flame. All creatures within 30 yards of the fire must save versus spell or become transfixed with the spectacle. While so charmed, creatures are subject to suggestions of twelve or fewer words, saving at -3 for suggestions of average reasonability and suffering this second charm for a full 1d6 rounds per level of wizard. The fire charm and suggestions are broken by physical attack. The fire charm is also broken by obscurement of the dancing flame. Firestorm (Invocation/Evocation) Range: 20 metres per level Components: V, S, M Duration: 5 seconds Casting Time: 5 Area of Effect: 10-metre radius circle Saving Throw: 1/2 Author: Unknown This spell creates a ring of fire which sweeps inwards until within half a second a lake of fire of radius 10 metres per level of the wizard is formed, giving a visual effect similar to the napalm bombing scenes from the Vietnam War. This lasts for a few seconds and does damage as the 3rd-level fireball, but without the damage limit. The material components for this spell are the same as those for fireball. Fist of the Element (Elemental (All), Evocation) Range: 40 feet + 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 3-foot per level radius sphere Saving Throw: None Author: The tiger This creates a large fist composed of the chosen element of the caster. The type of element may be any one of the classic four (air, earth, fire, and water) and is chosen at the moment of casting. The fist attacks any creature the wizard wishes within the area of effect. Its THAC0 is that of a fighter of the same level as the wizard. As long as the wizard is concentrating he may have the fist attack once every round for as many rounds as he has levels. While concentrating he may not cast other spells or be in melee. It is up to the DM's discretion how affected the wizard is by distractions such as arrows and similar such attacks that miss. A suggestion might be 5% per level of retaining concentration, with modifiers if, for example, the wizard was actually struck. The fist normally inflicts 2d10 points of damage plus a bonus (see the table below), except against creatures that are composed of the opposite element, on which they do 4d10 plus bonus (note that a fire-fist would still do normal damage on a fire-based creature). Caster's Damage Intelligence Bonus 1 -4 2 -2 3-5 -1 6-15 0 16-17 +1 18 +2 19-20 +3 21 +4 22 +5 23 +6 24 +7 25 +8 The fist has AC 0 plus a modifier equal to the caster's Dexterity adjustment, and it has a total of 40 HP. The material component is a fairly large area of the appropriate element and a platinum fist (100 gold) encrusted with gems (200 gold). The fist is fooled by illusions, invisibility and displacement, for example, though once the wizard is aware of the creature he may make it attack with the appropriate penalties. For example, a 12th-level wizard, Intelligence 16, Dexterity 15, could cast it 160 feet away, attacking in a 36-foot radius sphere for 12 rounds. The fist attacking with THAC0 9, AC -1, doing 2d10+1 damage. Flashburn (Alteration, Evocation) Range: 2 feet + 1 foot per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Special Author: Roger Terrell This spell causes a stunning burst of fire to explode around the victim. Such is the suddenness of this burst that any creature so struck must make a saving throw versus paralysation or be stunned for 2d6 rounds. While this explosive shock is intense in the extreme, it is also confined so that others even within a couple of feet of the victim will receive no damage. All items on the person of (or being touched by) the victim must save versus spell or be destroyed. The individual graced by this spell receives 1d6 (counting all ones as twos) points of damage per level of the wizard. There is no saving throw against the fire effects of this spell unless the creature struck is resistant to fire. In this instance, a saving throw for half damage is applicable. The material component of this spell is a jasper stone worth at least 50 gp. Flexible Force Field (Evocation) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 10 square feet per level Saving Throw: Negates Author: Unknown This spell creates an invisible barrier in a space desired by the caster. It cannot stand by itself - all edges of the flexible force field have to touch something solid, although if movement later would cause these edges to expand or contract, the field will expand or contract to allow for this to its maximum area of effect (further expansion will dispel the wall). The flexible force field can have a living being as part of an edge, but if so that being gets a saving throw versus death magic, success indicating that the field is dispelled. Failure means only that the being is an edge - it does not stop that being from moving around, which could soon cause the collapse of the spell. A flexible force field will allow only the following to pass: gas of all forms (including air), creatures able to move under their own volition, objects held or worn by these creatures, and light. Note that sound will also pass through the field, being transmitted by air. Hence, animate plants, animals, (virtually all) monsters, undead and even insects can move through the field, but water, dirt, molten magma and even spells (except those mentioned below) cannot pass through unaided. A crossbow bolt would stop dead upon hitting the flexible force field, whereas a mosquito would fly right through it. The field will generally last until destroyed by a force that could remove a wall of force, for example disintegrate, limited wish, wish and the like, as well as by stretching it too far, as discussed above. Otherwise, it will last indefinitely. Note that although spells cannot pass through the field, they might create effects which can. For example, shout or sunburst will be effective through the field as it transmits sound and light, and summoned creatures will be able to pass through it. The exact shape of a flexible force field is not subject to the whims of the caster - it will form so that the least area is needed to contact all the outside surfaces - like a soap bubble. Being a form of pure magic, the field cannot be coloured or painted to disguise its true form. However, the only clue of its existence is a faint blue glimmer, which is only 40% detectable unless looking for it (in which case this rises to 80%, roll once per round for each searcher). These percentages are halved if the flexible force field is at the boundary of substance with a blue colour - for example, underwater, separating an air pocket from the sea. The material component is at least 500 gp worth of powdered diamond (under standard Player's Handbook or Dungeon Master's Guide prices - this could be less near a diamond mine, or more in a forest community, depending upon the DM). This dust must be sprinkled over at least part of each surface that has to form as an edge for the flexible force field. For example, if this was a mouth of a tunnel then dumping the whole lot at the bottom of the mouth would do, whereas the average constructed doorway would need a dab on both sides as well as the top and bottom, being made up of four pieces of wood joined together. Forcewhip (Evocation) Range: 10 feet Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Max Becherer This spell calls into existence a whip-like tendril of force which the wizard grasps and uses to strike foes. The whip inflicts 2d6 HP of damage on a hit. The wizard's effective Strength when using the whip is dictated by his level. Consult the following table for the wizard's effective Strength. Level Strength Level Strength 9 9 20 18/60 10 10 21 18/90 11 11 22 18/95 12 12 23 18/00 13 13 24 19 14 14 25 20 15 15 26 21 16 16 27 22 17 17 28 23 18 18 29 24 19 18/30 30 25 Beyond thirtieth level, the spell has reached its maximum potential; neither duration nor effective Strength increase. The wizard is treated as a fighter of half his level when casting this spell, and the wizard may cast no other spells while using the whip (though he may prematurely terminate the spell). The material component is a whip made of braided gold and mithril fibre worth at least 200 gp. Gem Write (Alteration, Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 1 round per page Area of Effect: One gem Saving Throw: None Author: Kai Rottenbacher This spell empowers a gem with the ability to store within its structure written information of any kind - except scroll spells. The gem may store a maximum of five pages of tightly written notes per level or three spell levels per caster level. This written information is strictly non-magically stored within the gem: it is not actually a language or letters but it is encoded in the structure of the gem. This code can only be read by someone who has an active gem read spell. This spell, gem write, cannot be dispelled later by dispel magic nor by an anti-magic shell nor any other kind of magic destroying power - unless the structure of the gem is destroyed or significantly altered. The gem itself is also a limit to how much it can hold. For each 50 gp worth of gem, one page or one spell level may be stored. That means a gem's capacity is determined by the caster's level and by its worth. The material stored inside the gem stays within the gem indefinitely - unless the gem is destroyed. If a gem is not filled to capacity, there is a chance that if the gem is altered (like cut apart or cut into a different shape), the material may be found within a piece of the gem. The chance is equal to 100% - 1% per percentage actually used (if a 5000 gp gem (up to 100 pages or 100 spell levels) is made by a 14th-level caster (a maximum of 70 pages or 42 spell levels), bur filled only to 35 pages or 21 spell levels, then the wizard would have a 50% chance to find the information in one of the pieces of the suddenly smashed gem) - 1% per fragment of the gem (the more fragments, the worse). The material component is a single gem worth at least 50 gp. This gem has to be untarnished by any flaws. This gem then has to be rolled into a single scroll of incomprehendable magic and another scroll of reduction. Gifrun's Thunderclap (Evocation) Range: 40 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 4-inch radius sphere Saving Throw: 1/2 Author: Brendan Knox This spell opens a small gate to the quasi-elemental plane of vacuum. Within the area of effect, all the air is suddenly eliminated. This does not last long enough to cause asyphixiation, but the resulting rushing of air into the area causes 1d6 damage per level of the caster (up to a maximum of 10d6), regardless of whether or not the victim(s) require air (even undead are affected). The rushing air also causes a massive roar, like a clap of thunder, which will deafen victims for 1d10 rounds. A saving throw is allowed; if successful, reduce damage to half, and the victim is only deafened for 1 round. The material component for this spell is a small lodestone, encased in a legume. Globe of Fire (Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 2-foot per level radius or less Saving Throw: Negates Author: Jim Globe of fire is a wizard's last line of defense. When cast, a fireball goes off, centred on the wizard. However, the caster takes no damage from this fireball, and can act as if the fire did no exist (i.e., can see and hear normally). Any creature within 5 foot per level of the caster takes 1d6 damage per level of the caster. Notice that the actual area of effect is left up to the caster, though the maximum size is 2 foot per level. Also, the spell lasts for a short while, protecting the wizard from physical attacks (i.e., swords, arrows, claws, etc., miss since the wizard is effectively shielded from view), spells (fire based spells add an extra round per damage die, cold base halves the duration, and all other spells are left up to the DM), breath weapons, and gaze attacks. The material component of this spell is a pinch of diamond dust, worth at least 400 gp. As example, Jasper the mage is in way over his head. While travelling, he was beset by 20 bandits. So, he casts globe of fire to keep the attackers at bay. Since he is a 10th-level wizard, a globe of fire springs up that is 20 feet in diameter. Anyone caught in the area of effect takes 10d6 damage, taking half if saved. However, note that Jasper's horse is probably dead. Greater Aura of Protection (Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau This spell is a very potent version of lesser aura of protection, subtracting 4 from all attacks. It also grants a +2 bonus to the caster's saving throw for any targeting attacks. Greater Death Star (Necromancy) Range: 90 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Bret Mikeal O'Neal A greater death star enables the caster to create one or more death stars, fist sized balls of negative energy that slowly drain the life from all around them. This spell can create one large star or many small immobile ones. Doomstar (one large): this is a 5-foot radius ball of swirling light. This volatile globe drains life force at a rate of 1d10 + 1 HP per 2 caster levels. For example, a 10th-level wizard does 1d10+5 points of damage per round. The doom star drains life from all within 25 feet of it. The caster can move it 30 feet per round in any direction (even up). The spell caster is immune to this version of the spell. Star Swarm: this spell creates one death star per level of the caster. See the 2nd-level death star spell for a description. These cannot be placed within 10 feet of each other. Both versions can be dispelled by the caster at will. Creatures immune to death star are also immune to this spell. Components are a drop or swamp water, a pinch of diamond dust, and shavings from a lodestone. Greenfire (Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: 1 round per 3 levels Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: Unknown On casting greenfire, a bolt of green luminescence appears from the wizard's fingers, and impacts on the target (a successful saving throw means the bolt missed the target, but it hit somewhere...). From this impact point, a green sphere begins to grow, at a rate depending on the material consumed. Items in this area of effect must save versus disintegration every round. Items that save halt the progress of the sphere until they fail their saving throw. Note: the spell expands for a set time, not to a set radius, so an artifact that continues to save will halt the growth of the sphere for the full duration of the spell. Rate of growth: * 200 feet per round in air alone: (not an aerial weapon), but as soon as it hits something solid, it will take one tenth of a round to consume it. * 10 feet per round in an air-solid mix (cliff face, floor, person). * 5 feet per round in just rock (ordinary rock gets no saving throw). * 1 foot per round in water (but it draws everything to it like a sphere of annihilation). Notes: the sphere begins at a 1-foot radius, and does not appear until the bolt either strikes something solid or reaches maximum range. The point of origin of the sphere remains constant, even if in midair. The material component for this spell is an emerald worth at least 50 gp. High-Energy Fireball (Invocation/Evocation) Range: 10 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Unknown This spell functions as the 3rd-level fireball except that the damage inflicted is 15d6 HP. High-Energy Lightning Bolt (Evocation) Range: 40 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Unknown This spell is like lightning bolt, but it does 1d8 damage per level, with a maximum of 20d8. High-Power Energy Bolt (Invocation/Evocation) Range: 10 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Francois Menneteau Except as noted above, this spell functions identically to the 3rd-level energy bolt, but does 1d8 point of damage per level, up to a maximum of 16d8. High-Power Lightning Bolt (Invocation/Evocation) Range: 10 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Unknown This spell functions as the 3rd-level lightning bolt, except that the damage inflicted is 15d6 HP. Improved Fire Ball (Evocation) Range: 20 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Unknown As its name implies, this is an improved version of the 3rd-level fireball. It has one of two applications as chosen at the time of casting: the first option mimics fireball in all respects except that damage is 1d8 per level of the wizard (up to a maximum of 10d8) and saving throws are at -1. The second version of the spell has a 10-foot radius instead of the normal 20-foot. Due to this reduced area of effect, damage is increased to 1d10 per level of the wizard (up to a maximum of 10d10) and saving throws are at -2. It is like fireball in all other respects. The material components for this spell are a pinch of sulphur and a fire opal of not less than 200 gp in value. Internal Combustion (Alteration, Invocation/Evocation) Range: 5 yards per level Components: V, S Duration: Special Casting Time: 3 Area of Effect: One creature per 3 levels Saving Throw: Special Author: Peter Gourlay This spell causes the victims' bodies to burst into very hot flames which have their origin within their bodies. The wizard can affect one creature per round, up to a maximum of one creature per three levels (round down). If the wizard takes a round to do something else, the remaining potential of the spell is lost. However, the wizard only has to concentrate during the actual casting of the spell, and has an initiative modifier of 3 when attacking on subsequent rounds. Any creature attacked is allowed a saving throw to avoid all damage, and is immune to further attacks from this particular casting of the spell. Those who fail their saving throw take 2 hit points of damage per level of the wizard. On succeeding rounds, the flames continue to burn, doing 1 hit point of damage per level of the wizard. On each of these rounds, the creature is allowed another saving throw (at the beginning of the round) to end the spell. The flames cannot be put out by any non-magical means. Any creature killed by this spell is completely reduced to ashes by the flames. Jamye's Armour Reversal (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Special Author: D.J. McCarthy This spell reverses the effects of armour worn (or lack thereof) on the subject touched, in the sense that melee attacks that would have normally hit the subject will miss, and melee attacks that would have normally missed the subject will hit. For example, an AC 5 wizard that has cast armour reversal on himself is attacked by a 10th-level fighter. The fighter would normally need a 6 or better to hit AC 5; with this spell in effect, the fighter needs a 5 or less to hit AC 5. Note that this spell is more useful as the amount of armour the subject has on decreases! All bonuses to hit that the opponent has work in the opponent's favour, i.e., if the aforementioned fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, these would be subtracted from the die roll - thus the fighter would need an 8 or less to hit AC 5. Likewise, penalties are added to the die roll, penalising the attacker as usual. This spell does not affect missile weapons at all, nor does it affect spell saving throws or anything other than melee weapon attacks. If the subject of the spell is willing to have the spell cast upon him, there is no saving throw; otherwise the subject saves as usual. The spell can be counteracted by the usual means (dispel magic, et al.), by another casting of armour reversal, or by the 7th-level Jamye's improved armour reversal (q.v.). The material components of this spell are a small magnet and a diamond of no less than 100 gp value. Jamye's Greased Lightning (Evocation) Range: 40 yards + 10 yards per level Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: 1/2 Author: D.J. McCarthy This spell differs from the 3rd-level lightning bolt in the following ways: *the components and casting time are greatly reduced; *damage done is 1d4 + 2 per wizard level instead of 1d6; *maximum damage is 15d4+30; *the bolt is a vivid orange, with green stripes running through it. It conforms to lightning bolt in all other respects. Kaldane's Insomnia (Enchantment/Charm) Reversible Range: 40 yards Components: V, S, M Duration: 1 day per level Casting Time: 4 Area of Effect: One person Saving Throw: Negates Author: Joshua Rosenfeld This spell makes it impossible for the person affected to fall asleep during the duration. A saving throw is allowed at -5, although for every two levels of the victim this penalty is decreased by 1 (two Hit Dice creatures save at -4, four Hit Dice creatures save at -3, etc.). Even elves are affected by this spell. The only way to stop the effects is by the use of a remove curse cast by someone of equal or higher level than the wizard who cast the original spell, or some more powerful spell (such as limited wish or wish). The material component is a handful of rose thorns. The reverse of the spell, Kaldane's somnolence, causes the victim to fall asleep for the set amount of time. The saving throw for this spell, however, is at +1 for every two levels of the victim. The victim need not be fed while the spell is in effect, as his metabolism is considerably lowered. Remove curse will dispel the effects. The material component is a handful of belladonna leaves. Kaldane's Instant Exhaustion (Enchantment/Charm) Range: 30 yards Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: Special Author: Joshua Rosenfeld This spell is similar to Kaldane's instant fatigue in that the victims of the spell's effects must be within 30 feet of each other, with a centre determined by the caster, and it affects 1d3+1 creatures per four levels of the caster. Victims are allowed a Constitution check at -4 (+1 per four levels). Creature of size L or larger suffer fatigue if the check is failed; smaller creatures suffer the effects of exhaustion. They lose 4 points of all ability scores, including any bonuses gained by higher scores, plus -4 on all attack rolls (including damage), and saving throws. Exhausted characters will not be able to perform any physical activity besides defending themselves for more than 1d4 rounds or risk losing consciousness. If a character rests for one hour, and then makes a Constitution check (using the modified score), he will become fatigued; otherwise, the character remains exhausted for another hour. Exhaustion will last no longer than 6 hours. The material component of this spell is a drop of dwarf blood mixed with tree sap. Kaldane's Sleep (Enchantment/Charm) Range: 30 yards Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld Except as noted above, and for the fact that this spell affects up to 2d10 HD of creatures (8+3 HD and above are unaffected), this spell is exactly the same as the 1st-level sleep (q.v.), although elves are affected by Kaldane's sleep. The material components are a small amount of wine (which is drunk in the casting) and a pinch of sand. Kalessin's Long Arm (Conjuration) Range: 20 feet Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Tim Prestero This spell allows the wizard to cast various spells requiring physical contact at range. The wizard must have a clear view of the creature to be "touched", and there can be no obstructions between target and wizard. To use this spell, the wizard first casts long arm, then whatever spell he wants to do at range, in the following round. If the wizard is disturbed following the casting of long arm, the spell is ruined. Disturbance could be anything from heavy jostling, to actually taking damage. If the target moves out of sight before the wizard can get off the second spell, the spell is ruined. The target gets regular saving throws for the second spell. The material component of this spell is a jade tipped wand, which disappears after casting. Katrine's Deadly Sphere (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 10-foot radius Saving Throw: None Author: Thomas Weigel This is one of Katrine's nastier spells. It creates an opaque blue sphere of force capable of moving at the same rate as the caster (polymorphing into a faster form will not improve the sphere's speed, however). It has a flight class of D, but can slow down and stop in one round (speeding up is as normal). The sphere can take simple commands of no more than two or three words (such as "attack her" or "protect me"), and can act on its own towards its original purpose (which is to protect the caster unless told otherwise). The sphere has 20 HP, and will last indefinitely until the caster sends it out of its range or until it takes in excess of 20 points of damage. The sphere has an Armour Class equal to its caster's minus 2 (if the caster has AC 8, the Sphere has AC 6) and its THAC0 (or to-hit table) is the same as its caster's. The sphere can, once each round, deliver a kinetic blast at its target which does 1d4 damage per level of its caster, or it can slam into someone for 1d6 damage. Note that it can do either or both of these actions in the same round, but cannot use one of them twice. The blast can do either stun damage or killing damage (stun damage: only a quarter of the damage done is real, the remainder simply counts towards knocking the target out). Any attacks that are directed at the caster can be intercepted by the sphere if it is not slamming into an opponent, and as long as it is within three feet of the caster at the time. Kestrel's Skill Eraser (Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Person touched Saving Throw: Negates Author: Thomas Watson This spell makes a character completely forget a single weapon or nonweapon proficiency. The character thus affected forgets any knowledge about and loses any abilities granted by that particular proficiency, and may elect either to relearn that proficiency or to learn a new one. This learning process, however, takes the remainder of that character's present level. Basically, he will gain a proficiency slot when he attains his next level. Each application of this spell only affects a single proficiency slot. For example, if a character had specialized in a weapon, the first use of the spell would erase the benefits of specialization but not the proficiency, and another use of the spell could then be used to erase the proficiency. Similarly, a proficiency requiring two slots (healing, for example) would only be reduced to half its normal ability check through a single use of this spell. Use of this spell on an unwilling recipient requires a successful to-hit roll, and the subject still receives a saving throw versus spell. A priest's restoration spell or a wish can restore the lost proficiency slot immediately, if no new proficiency had been learnt yet. The material component is a leaf from a rubber plant, which must be rubbed on the person to be affected. Kiri's Excellent Skill (Alteration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Person touched Saving Throw: None Author: David Kelk This spell temporarily empowers the recipient with the ability to temporarily use any one non-weapon proficiency of the caster's choice at full, normal ability for the duration of the spell. If the recipient already has the skill, it is increased by +2 for the duration of the spell. The material component is an item related to the skill chosen. Kiri's Protection from Seige Missiles (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: Person touched Saving Throw: None Author: David Kelk This is simply a more powerful version of protection from normal missiles. This spell blocks out all missiles - normal, magical, giant's rocks, seige missiles and others. It also blocks out all magical spells with a physical missile component (like flame arrow) but not fireball and the like. The material component is an entire tortoise or turtle shell. Layla's Beautification (Alteration) Reversible Range: 0 Components: V, S Duration: 1 day per level Casting Time: 5 Area of Effect: Person touched Saving Throw: Special Author: A.C. This spell grants the recipient a Comeliness of 19+1d6, with no saving throw. The reverse, Layla's uglification, subtracts 2d12 from the victim's Comeliness for the same duration. Layla's uglification has a saving throw, which negates if successful. Lesser Wildfire II (Invocation/Evocation, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One spell Saving Throw: None Author: Peter Gourlay This spell is identical to the 3rd-level lesser wildfire I, except that any spell of levels 1-3 can be duplicated. Any saving throws are made at their standard values. Liquid Form (Alteration) Range: 0 Components: V Duration: 2 turns per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Joseph Dubois (Scooby) This is a modified form of polymorph self in that it allows wizards to change their form. They can still use ordinary melee weapons (swords, maces, axes, etc.). They get a +1 to hit and cannot be disarmed. Non-magical weapons do superficial damage: it is automatically healed. The healing rate is 1d12 per round, and takes most of the casters effort (he can move normally, but no spell casting or attacking is possible; he can use magical items that use a command word only if his throat and mouth are not damaged). Magical weapons and spells do normal damage, except for cold based attacks, which slow the caster as a slow spell. Any physical attacks during this time do double damage. Multiple cold spells continue to slow the caster. Heat spells do normal damage. Electrical attacks do no damage. Acid attacks do double damage. If the caster is reduced to 0 HP or below (down to -10) by non-magical attacks, the caster's form falls apart. It takes the caster 2d10 rounds to reform and collect all his parts. Other abilities while in liquid form allow the caster to pass through grates, bars, or small openings at half his normal movement. All items carried by the caster are converted to the liquid form. Magical properties perpetuate into the new form: if the caster is carrying a dagger, +1, and a magical blade forms from a hand, then that blade would have a magical property of +1 as well, but only on a one-to-one basis (if a caster had one dagger, +1, and he created two hand blades, only one could be +1). Other items, such as a wand of lightning bolts, could also be used in this form. Lohocla's Mother of All Burps (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 10x50x50-foot wedge Saving Throw: Special Author: Reid Bluebaugh Another odd spell supposedly from Lohocla. Like Lohocla's Deadly Bottle Rockets, this spell requires the caster to be intoxicated. Why the caster must be intoxicated is better understood with this spell given its effect, but it is still a strange requirement. In any case, Lohocla put much power in this spell in hopes that drunken wizards can still kick some butt in bar room brawls or anywhere else. An unusual (and disgusting) spell, this spell cannot be cast unless the caster is under the influence of alcohol (in a state of slight, moderate, or great intoxication). Of course, the wizard generally doesn't go adventuring while drunk, so this becomes a big hindrance if not useless unless the wizard is an alcoholic. On the other hand, it can be a real benefit when the wizard goes to a place knowing full well that he will become intoxicated. Mainly, because the chance of spell failure is zero in the case of this spell (note that the chance of spell failure is still there for all other spells). This becomes very valuable because the wizard can get intoxicated, with all the problems it entails, and always have a memorised spell that will work (especially when greatly intoxicated when the percentage chance of spell failure is 100%). The burp is in the form of a strong fan-shaped puff of nauseous vapours (described later) originates from the wizard's mouth and moves in the direction he is facing. The force of this "gust of wind" (about 30 miles per hour) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames - such as those of lanterns - to dance widely and has a 5% chance per level of experience of the caster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the wind's movement. It forces back small flying creatures 1d6x10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man sized flying creatures by 50% for one round. It blows over light objects, disperses most vapours, and forces away gaseous or unsecured levitating creatures. The burp doesn't have a nice fresh air scent. Instead, it contains nauseous vapours. Any creature caught within the wedge must roll a successful saving throw versus poison or be reeling and unable to attack because of the nausea for 1d10 rounds. Those who make a successful saving throw are not affected. Anybody caught in the wedge of wind may become deaf because of the burp. A person becomes totally deaf and unable to hear any sounds. The victim is allowed a saving throw versus spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. Non-magical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. caught in the burp's force are smashed into a dozens of pieces. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save versus crushing blow or be shattered. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw versus spell for half damage. Don't forgot to say "Excuse me" after the spell is over. Lycanthropy (Alteration, Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 20 minutes Area of Effect: Creature touched Saving Throw: Negates Author: August Neverman This spell inflicts lycanthropy on a character or creature. Since it is non-magical in nature, this lycanthropy cannot be cured by a dispel magic, though it can be cured in the way ordinary lycanthropy can be healed. Note that the victim must be touched for the entire casting time for the spell to take effect. The material component for this spell is a lycanthrope's tooth or a fresh drop of a lycanthrope's blood. Magic 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 summons a Class III intelligent mist from the elemental plane of air. The creature has spellcasting ability, and can cast its own spells as well as any spells given to it by the wizard (if the wizard had the spells memorised when he cast the Magic Mist spell). Other than this increased ability, these mists conform to the attacking mist spell. Class I Class II Class III Intelligent Mist (Messengers) (Guardians) (Monarchs) Environment Plane of Air Plane of Air Plane of Air # Appearing 1 1 1 Intelligence 10-12 13-15 16-19 Alignment Neutral Neutral Neutral Hit Dice 2 4 6 Armour Class 4 2 2 THAC0 17 15 13 # Attacks 1 2 1 Damage Attack 1d2 1d6 1d6 Special Attacks Suffocation Suffocation Suffocation, Spellcasting Special Defense Dissipate Dissipate Dissipate Exp. Points 300 800 2500 Intelligent mists are normally solitary creatures who exist on the elemental plane of air. They normally only occur on the prime material plane when summoned by a talking mist, attacking mist or magic mist spell, which summon a mist of class I, II, and III respectively. Combat: messenger mists (class I) only attack in self-defense, and even then they can avoid a conflict by dissipating. Guardian mists (class II) attack by making whip-like appendages semi-corporeal. On an attack roll of 20, the mist has succeeded in either suffocating its enemy which causes 1d6 point damage for each roll (no attack roll necessary) until the victim is dead or the mist is destroyed. When a mist's hit points reach 0 on the prime material plane, the creature is not killed, but is sent back to it own plane. Killing it on its own plane does kill it. Monarch mists (class III) have the following spells which they can cast once per day: wall of fog; fog cloud; darkness, 15-foot radius; gust of wind; wind wall and lightning bolt. They cast these as 7th-level wizards. The material component for a magic mist spell is a piece of paper with the orders for the mist written on it, which must be burnt in the casting. The ink used must be extracted from rare berries, worth at least 20 gp. Malar's Alcohol Detonation (Alteration, Evocation) Range: 60 yards Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: Keith Taylor This rather mean-spirited spell causes alcoholic beverages within the area of effect to detonate violently. Fluids which are already within a being's system are immune to this effect, but a drink being held to one's mouth at the time of detonation will still explode. The wizard designates a spherical area of effect somewhere within range as his target point (with a maximum radius of 3 yards, and a minimum radius of one-half foot). All such beverages within this area will then immediately blow up. Damage caused (in hit points) and blast radius (in yards) by drink and quantity are detailed below: Drink Quantity Present Type 1 cup 1 bottle 1 keg Barrel or larger Beer 1d3, .5 1d4, 1 1d4, 2 2d4, 4 Ale 1d4, 1 1d4, 2 1d6, 3 3d4, 4 Wine 1d4, 1 2d4, 2 2d4, 3 2d6, 4 Mead 1d6, 2 2d6, 3 4d4, 4 3d8, 5 Liquor 1d10, 2 3d6, 4 2d12, 5 5d8, 6 Amounts of damage are added, and blast radius is determined by using the greater radius. For example, if the spell were directed at a table with three glasses of wine and a bottle of whisky, the blast radius would be 4 yards and the damage caused would be 3d4+3d6. A liquor cabinet or wine cellar has the potential for much destruction with this spell. Beings within the blast radius may make a saving throw versus spell to take only half damage, unless they were drinking from an exploding liquid at the time, in which case they must save or take double damage (double from that explosion only). The explosion may cause incidental fires, and tends to leave behind rays of black carbonization on materials within the radius. Master of Arms (Alteration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Person touched Saving Throw: None Author: Jim Vassilakos The recipient of this spell temporarily gains an extra proficiency in any single weapon up to a double specialization. Note that the spell may also enable the recipient to use an otherwise non-proficient weapon. The spell lasts for its duration or until another weapon is used by the recipient. Up to three of these spells may be stacked on a single weapon, transforming a non-proficiency into a double specialization. The material component is the weapon in which the proficiency is to be gained, which must be touched by the recipient of the spell and is not consumed in the casting. Matthew's Hellfire (Elemental (Fire), Invocation/Evocation) Range: 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Nathan Sugioka This spell causes white-hot flames to appear around an opponent's body, causing 1d6+1 points of damage per level of the caster. A saving throw for half damage is allowed, at a -2 penalty. The material component is a small ruby of at least 100 gp value. Matthias' Rainbow Doom (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: One 10x10 feet square Saving Throw: 1/2 Author: Matthias This spell creates 8 types of attacks and hurls them into the target area. The attack forms are: cold, fire, electricity, acid, poison, magic missile, energy drain, and physical blow. Any creature hit will be hit by 1 to 6 types of attack, and each attack does 1 HP per wizard level, maximum of 30 HP per type. Note that the creature can be immune to some attacks and not others. A successful saving throw reduces each type of damage taken by half. Meillikhom's Room of Seclusion (Alteration) Range: 0 Components: V, S, M Duration: 1 week per level Casting Time: 1 turn Area of Effect: 10x10 feet square Saving Throw: None Author: Lynn Sargent With this spell, the wizard can create an extra-dimensional room (5-foot cube per level) with one side adjacent to an unbroken 10x10 feet square (i.e., one that has no doors, windows, or other such openings). The surface area (which must be touched) now acts as a phase door into the secluded room. The room can be of any shape and size up to the limit of the spell but at least one side must be at least a 10x10 feet area. Thus, the room could be rectangular, pyramidal, hemispherical, etc. The room lasts for 1 week per level of the wizard, or until dispelled. The wizard may bring any item, materials, etc. as he desires into the room, so long as the object can fit through the phase door and is touched by the wizard (and only by the wizard). At the end of the spell's duration, anyone or anything still within the room is now trapped in that extradimensional space. escape is only possible through other extraplanar travel. This also occurs when a dispel magic or similar magic is cast against the phase door area. The phase door itself is detectable by any means available that can detect magical auras, but the room itself can only be contacted through extraplanar means. Spells such as clairvoyance and clairaudience will not detect the extraplanar room but will instead detect whatever was on the other side of the phase door surface. The material component of this spell is a miniature hollow golden cube of at least two inches. Mental Ledger (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Geoffrey Edward Fagan This spell enables the wizard to record spells in an unused portion of his brain, just as if it was recorded in a spellbook. The wizard can record three spell levels for each level of experience. This will enable the wizard to memorise spells as if the wizard were reading the spells from a spellbook. If the wizard wishes to change the spells memorised therein, then the wizard must recast mental ledger to change the contents. The casting time of the spell is one hour per spell level to be memorised. The material components of this spell is a slate of pure quality lead crystal of no less than 5000 gp value which disappears after the spell is cast. Meral's Minor Bang (Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: Ken Arromdee This spell brings into being a microscopic quantity of anti-matter wherever the wizard decides within range. The anti-matter will detonate instantly with whatever matter happens to be there, doing considerable damage to creatures, depending on the range from the blast. If it materializes in a vacuum, embedded in a force field, or other place without matter, the spell dissipates. The major effect is to cause a fireball-like blast affecting things within 20 yards of ground zero, causing 1d6 points per level of the wizard, up to a maximum of 12d6, with a saving throw for half damage. Targets immune to fire or normal physical attacks take only half of the result, and targets immune to both take none. The spell will also affect creatures made of living tissue as follows, depending on the distance from the centre of the blast: * Centre up to 20 yards: the creature will die of radiation sickness in 2d6 days unless a cure disease spell is cast on it or unless it is immune to disease, and it will be permanently blinded (until cured), its optic nerves having been destroyed. * 20 to 40 yards: unless immune to disease, the creature will be afflicted with radiation sickness that will cause it to die in 1d3+1 weeks. Furthermore, it will be blinded for a period of one week. * 40 to 60 yards: one hour later, the creature will become violently ill with radiation sickness, with an effective -2 each to Constitution, Dexterity, and Strength, until a month passes or it rests for half a day per level of the wizard. Blindness also occurs, lasting 1d6 days. The penalties for radiation sickness also apply to terminally ill creatures at less than 40 yards. * 60 to 80 yards: the creature will become mildly ill (no game effect), and will be blinded for one day. The target must make a separate saving throw for radiation and for blindness damage, and if it succeeds it keeps making saving throws until it fails. Each success reduces the effect to that of one level farther out. The radiation passes through solid objects, but each 6 inches of stone or yard of water reduces the effect to the next outwards level. A sufficiently wide barrier, such as a wall, will eliminate the blindness entirely. Creatures not made of flesh, like xorns, but that still see using eyes, are affected by the blindness only, not by the radiation. Creatures such as elementals or golems are unaffected by either. Undead and creatures from the lower planes are not blinded by the light, but take extra damage from it of 3d6, 2d6, 1d6, or nothing depending on their distance from the targeting point of the spell. The wizard can optionally materialize the anti-matter inside a creature or thing. A creature gets a saving throw versus petrification, and an object a saving throw versus crushing blow. If it fails, it takes double damage, but all others automatically make the saving throw for half damage and one saving throw against the radiation. This version works only against corporeal creatures. Against fortifications, the spell does one structural point per level if materialized inside, half damage otherwise. The material component of the spell is a mushroom. Merlin's Mystical Bubble (Invocation/Evocation) Range: 15 yards Components: V, S, M Duration: 1 day + 1 hour per level Casting Time: 4 Area of Effect: 10-yard diameter sphere Saving Throw: None Author: The Wizard This spell was developed by Merlin, probably with the assistance of Leomund. The spell creates a bubble with a diameter of 10 yards. The caster and all those friendly to him can enter this bubble and use it as a method of transport in hostile climate (movement rate 20 yards per round). The bubble is impenetrable by the elements, hostile creatures, and weapons of less then a +4 magical bonus. Inside the bubble the interior climate remains exactly the same as when the caster created it. There always is enough air for the spell's duration. This spell can travel safely into all terrains, including extraplanar ones. The material component is a bit of soapy water, which the caster must blow a bubble with. Metal Transformation (Alteration) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: 1 round per pound Area of Effect: One pound per level Saving Throw: Special Author: Kai Rottenbacher This spell causes metals to transform into another metal. The change is permanent and completely irreversible except by another spell of this kind. The following table shows which metals can be affected and into which metals they could be changed at which level of the caster: Wizard's Level Metals affected 9-11 soft metals (but not gold) into iron and vice versa 12-13 iron to steel and vice versa 14-15 steel to mithril 16-17 mithril to adamantine 18+ adamantine to hizagkuur or black iron, as in an Ironstar mace The last entry is placed so high due to the fact that hizagkuur metal has highly anti-magical properties (see Dwarves Deep), and it has to be changed in a red or white hot state so it will be affected by it. Black iron is an invention of the Ironstar clan and is a very rare (and now not so rare any more) metal normally found only in the possession of the Ironstar clan. If the item to be transformed is a magical item it gains a saving throw versus spell as its creator. If this succeeds, the caster suffers a backlash of 1d10 hit points of damage per level which is required to transform the metal, but the item is not transformed. If it fails, the caster still suffers damage, but the item is transformed. The caster does not gain a saving throw to reduce the damage. The casting time is one round per pound of metal per level required to change it, so a caster trying to change mithril to adamantine would have to cast 16 rounds per pound to be changed. The transformations above cannot be compressed into one change. Thus, to change iron into hizagkuur, one would have to transform the metal four times (and try to heat adamantine until it is red hot - you would probably need dragon breath). The material component is a tiny bit (about a nail size) of the metal to be affected and another bit of the type it is to be changed into. Mikkis' Cloak of Electricity (Abjuration, Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Samuli Mattila This spell surrounds the caster with strokes of lightning. Everyone who attacks the wizard with a metal or natural weapon, or is attacked by the wizard, instantly receives 1d4 points of damage +1 point per level of the caster. The spell also makes the wizard almost invulnerable to all electricity based attack forms. However, there is a 10% chance plus or minus 2% per level of difference between attacker and the wizard, that such an attack will penetrate the cloak, in which case the spell will discharge upon the caster. When this happens, the caster receives normal damage plus the damage from the original electrical attack, i.e. 1d4 +1 per level plus the damage from that lightning bolt. During the spell's duration, all electricity based spells cast by wizard will systematically fail. The material components are a bit of fur and an amber, crystal or glass rod. Mikkis' Porter (Conjuration/Summoning) Range: 5 yards per level Components: V, S, M Duration: 12 hours Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Samuli Mattila This spell summons a servant from elemental plane of air. This servant can be ordered to carry items for caster, force open doors, bend bars or lift heavy items. To determine the changes of success and weight allowance, the servant is considered to have Strength 18/01, which is improved by one category per level beyond 9th. The servant is invisible and can only be hit by weapons of +1 or better enchantment. It has AC 0 and 3d8 HP + 1 point per level of the caster. All saving throws are equal to those of the caster. The servant isn't a true creature, but merely a form of elemental power of air, summoned and controlled by the caster. Therefore, it cannot be used to attack anything. The porter has movement rate of 24. The material component of this spell is a burning incense and short bent bar of iron. Mikkis' Probability Control (Alteration) Range: Unlimited Components: V, S Duration: 5 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Samuli Mattila This spell determines where and exactly how a specific spell hits a single target. With this information the caster gets several benefits when he casts the same spell on the same target again. If the spell requires a to-hit roll, each successful casting makes the next casting easier to hit by cumulative 1% per level of the caster. If spell does damage, after each successful hit, the next hit will cause cumulative 1% per level of the caster of extra damage. The target's saving throw for half damage will also be penalized by cumulative 1% per level of the caster. If the target has magic resistance, each successful casting will lower it by a cumulative 1% per level of the caster. Minor Wish (Conjuration/Summoning) Range: Special Components: V Duration: Special Casting Time: Variable Area of Effect: Special Saving Throw: Special Author: Max Becherer Though minor wish is a weaker version of limited wish, it is still a potent spell in its own right. Any spell effect up to fourth level can be duplicated with minor wish. Examples of other effects possible with this spell are limited teleportation (line of sight or well-known location only), summoning a personal item, etc. This spell cannot raise dead like limited wish, but it can be used to increase the chances of a resurrection attempt succeeding. Like all wish-type magics, careful DM adjudication is required. Miranda's Magestorm (Evocation) Range: 80 feet Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One target per bolt Saving Throw: 1/2 Author: The Ghost Beginning the round after Miranda's magestorm is cast, the caster begins firing two lightning bolts per round at any targets within range. The total number of bolts he may fire is equal to one half of his level, rounded up, and the damage each bolt inflicts is 1d4 per caster level (save versus spell for half damage for that bolt only). The caster must discharge both bolts each round (either at targets or simply into the air or ground). If he is unable to do so (stunned, unconscious, dead, held, etc.) then he suffers the damage the bolts would normally inflict himself. Note that simply being damaged during a round does not prevent the release of the bolts. Full movement is possible while throwing the bolts, but other actions, such as attacking or spellcasting, are not. Each bolt requires the wizard to make an attack roll, counting only Dexterity and magical bonuses to Armour Class. The caster is not penalized for making two attacks per round. Each bolt dissipates when it strikes its target. If it misses, then it rebounds to the full extent of its range (80 feet). The material components for this spell are a bit of fur, two finely crafted silver spheres, no less than 1 inch in diameter, and a silver pin for each bolt the caster intends to unleash. The fur and the pins are consumed in the casting, but the spheres are not. Missile Multiplication II (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. Unlike the 4th-level version, the 5th-level version of this spell will multiply "abnormal" missiles, like poison darts, ballista bolts, catapult rocks and other such things. All other effects are similar to the spell of fourth level. The possibility of using lethal poison is at the DM's option. Mordenkainen's Immediate Discharge (Alteration, Metamagic, Wild Magic) Range: 10 yards Components: V, S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: Special Author: The Wizard This spell causes the wizard to immediately discharge all spells that he currently has memorized forward in a 10 yard radius. All within the area of effect are subject to the effects of all spells of fifth level or lower that the caster has memorized. Spells of a level higher than 5 are discharged without effect. Recipients are entitled to only one saving throw which protects them from the effects of all lesser-level spells for which there is a saving throw. After casting this spell, the caster is knocked unconscious for 1d4 rounds (70% chance) or be driven insane for 1d4 days (30% chance). Spells requiring material components go off only if the caster is actually carrying the components, which are expended. If the caster is not carrying the components for a spell, the spell goes off in a blast of wild magical energy, inflicting one point of damage per level of the spell to all within spell range, including the wizard. Muier's Flame Sculpture (Evocation) Range: 30 yards Components: V, S, M Duration: 1 turn per level Casting Time: 8 Area of Effect: Special Saving Throw: Special Author: Calvin (Azrael) This spell creates a huge ball of fire that can be shaped into any form the caster wishes. For example, the flame sculpture could be changed into a table, ladder, bucket, stilts, or cane, all sculpted from raw flame. However, all sculpted objects, having been formed from solid flames, will cause damage and ignite combustibles as normal fires would. Any creature in contact with a flame sculpture takes damage equal to the caster's level per round of contact, save for half damage. Any combustible item must save versus magical fire or be incinerated. Only the caster himself and any items in contact with his body are immune to the flames' effects. The flame sculpture can be as large one cubic foot per level of the caster. Once an object is formed, it cannot be re-sculpted during the remaining duration of the spell. The object created must be fairly rigid, have no moving parts, have no sharp point or edge, and have no fine details. Therefore, a rope, sword, chariot, or accurate statue could not be created. No sculpture can be harmed by anything other than water; to destroy a flame sculpture, it must be immersed in a number of gallons of water equal to the caster's level. The material component of this spell is a drop of wine. Nancy's Improved Silence (Alteration) Range: 120 yards Components: V, S Duration: 4 rounds per level Casting Time: 3 Area of Effect: 25-foot radius sphere Saving Throw: Special Author: Brian Graham Except as noted above, this spell is the same the 2nd-level priest spell silence, 15-foot radius. Negate Magic Resistance (Abjuration) Reversible Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 10-metre radius sphere Saving Throw: None Author: Unknown This spell causes all hostile creatures within the spell's range to suffer a penalty to magic resistance checks of 5% per level of the wizard. The reverse of this spell, bestow magic resistance, confers magic resistance of 5% per level of the wizard on all friendly creatures within the spell's range. Note that "friendly" refers to the perception of the wizard; thus, a party member who was secretly planning to stab the wizard in the back would still receive protection from the spell. The material component of this spell is a bit of gum. Nightmare (Enchantment/Charm) Range: 1 mile Components: V, S, M Duration: 8 hours Casting Time: 1 turn per level Area of Effect: One creature per 2 levels Saving Throw: Negates Author: Max Becherer This dreadful spell causes its victims to suffer from wracking nightmares the night after it is cast, robbing them of any benefit of sleep. A saving throw versus death magic negates the spell's effect. If the saving throw is failed, the victim must make another saving throw each following night with a +2 cumulative bonus to avoid recurrences. Once a successful saving throw has been made, the nightmares cease. Since the recurring nightmares are non-magical, the victim gets the equivalent of 1 hour of sleep per 2 hours. If another nightmare spell is cast on a victim before he has successfully saved against recurrences, he must save at -4, with this penalty being applied against his subsequent saving throws. This penalty is non-cumulative, i.e., additional castings will not increase the penalty to worse than -4. The material component of this spell is a black mithril statuette of a nightmare worth at least 100 gp per level of the wizard. Noska Trades' Bizarre Insemination (Conjuration, Necromancy) Range: Special Components: V, S, M Duration: 1 month Casting Time: 6 hours Area of Effect: One creature Saving Throw: Negates Author: Noska Trades This spell enables the wizard to impregnate the recipient, be it man, women, or beast, with either the prodigy of the wizard, or a type I or type II monster of choice. The impregnation forms anywhere on the creature, just under the skin. Over a period of one month the impregnation grows, causing great pain to the recipient. The damage is 1 HP per day for the first 23 days and 2 HP per day for the next 4 days. On the 28th day the impregnation breaks through the skin of the spell recipient, doing 5d4 HP of damage, and appears as an infant of the creature chosen. Physically removing the impregnation prematurely instantly kills it but also does 4d4 HP damage to the recipient. Dispel evil cast in the first week of impregnation will eliminate the effect. The wizard needs to know only the name of the recipient and must possess some material of the type of creature being created and some material that was possessed by the spell recipient (which includes hair, etc.) within 24 hours of casting. Ouija Board (Divination, Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 1d10 rounds Area of Effect: Corpse touched Saving Throw: Special Author: Jim Vassilakos By means of this spell the wizard and a co-caster may vocally ask questions of the spirit of a dead creature and receive answers through the Ouija board according to the knowledge of that creature. Unwilling spirits may attempt to fight the power of the Ouija board and may save versus spell as they would have saved just before they died, and willing spirits will not be able to find the Ouija board 10% of the time (-1% for every ten years dead). The Ouija board is an oval slab of polished wood upon which are carved the numbers and letters of a writing system. In the first round this spell is cast, the carvings on the board will change to represent the letters and numbers of the writing system of the creature being called. Note that at least one of the wizards will need to be able to read that language in order to understand the spirits answers. Also on the board are the words "yes" and "no" for answering simple questions quickly. These are always in the same location, so a wizard asking a spirit yes-or-no questions need not be able to converse in that spirit's language. While both wizards hold opposite ends of a mithril triangle to the face of the board in which a hollow circle is inscribed, the spirit pushes the hollowed circle over the desired symbols. If two or more necromancers use the Ouija board together, the wizard's level is treated as the sum of both. Otherwise, the co-caster is ignored, though this individual must still be a wizard. Occasionally, the spirit may be yanked from the board by another, or may grow disinterested in the conversation. The chance that a spirit will "stay with it" for each minute of conversation is (10xlevel)% for the first minute minus a cumulative 10% for each additional minute. Long dead creatures will be more difficult to contact and keep "on-line" once contacted. Having a part of the skeleton of the creature being contacted or being at the place of death or main place of living or place of burial also helps somewhat (+50% for contact and staying). As a final note, it should be remembered that the Ouija board is a powerful magical item linking the prime-material plane to the various spirit domains including the plane of the dead. Powerful spirits have been known to use such a board as an exit from their final places of rest. Paithan's Hot Streak (Alteration, Enchantment/Charm, Wild Magic) Reversible Range: 0 Components: V, S Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Gary Dearman and Orlando de la Cruz This extremely potent spell gives the target a run of good luck. This run of luck is accomplished by applying the margin by which each die roll is succeeded as a modifier to the next. If the first die roll after the spell is cast is failed, the spell dissipates without effect. However, if this roll is successful, then the margin of success is taken as a modifier for the next roll. The spell will expire at the end of the duration (that is, after 1d6 rounds + 1 round per level), or upon the first failure of a die roll. Note that this spell only applies to die rolls which have the concept of success versus failure. For example, the spell will apply to to-hit rolls, but will not apply to damage rolls. Other common die rolls to which this spell applies include thieving skill rolls, saving throws, and proficiency checks. Modifiers on d20 rolls are converted to and from percentile rolls at a rate of 1 per 20 = 5%. For example, if a d20 roll is made by a margin of six, and the next roll is on percentile dice, the modifier would be 30%. Conversely, if a percentile roll is made by 36%, and the next roll is an 1d20, the modifier would be 7 (percentile modifiers are rounded to the closest 5%). Regardless of the modifiers being applied to the roll, a natural roll of 1 on 1d20 or 01-05 on percentile dice will fail and break the streak. Of course, if low is good on a given roll, these failure numbers will be a natural 20 or 96-00. When a hot streak ends, there is a chance that there will be a probability backlash. There is a 5% chance per roll affected by hot streak that the subject will automatically fail on the next die roll after hot streak is over. The reverse of this spell, Paithan's cold streak, causes the victim to have a penalty applied to each roll that is equal to the margin of failure on the previous roll. A successful roll will break the cold streak. The victim is allowed a saving throw versus spell which, if made, negates the spell. However, if the saving throw is failed, the margin of failure is immediately used as the penalty on the next die roll. Like its reverse, a cold streak is broken if a critical roll is made (a 20 on 1d20 or 96-00 on percentile dice). Similarly, when the streak is broken, the probability backlash may cause the next roll to automatically succeed. A cold streak cannot be ended prematurely by dispel magic. A remove curse has a base 55% chance to remove the spell, modified by plus or minus 5% per difference in the levels of the casters (cf. dispel magic). Pentagram (Abjuration) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Jim Vassilakos By means of this spell, the wizard inscribes a pentagram inside which he cannot be harmed by non-elemental forms of magical energy, though neither can he attack with such spells. An Intelligence check must be made to determine whether the inscriptions were made correctly. The material component for this spell is the dust of three emeralds to be sprinkled inside the pentagram. Phantasmal Force II (Illusion/Phantasm) Range: 50 feet Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 5-foot per level radius Saving Throw: Special Author: Jim Vassilakos Upon the casting of this spell, an illusion is generated which may attack all believing creatures within a five foot per level radius of the illusion's epicentre which itself must be within 50 feet of the wizard. Creatures within the radius must make an Intelligence check (at a modifier ranging from -5 to +5, depending on the plausibility of the illusion) or believe in the illusion's reality. Creatures which make their Intelligence checks may save versus spell or suffer the illusions effects despite their disbelief. The illusion may cause up to 1d6 damage per creature for every round such creatures are in the radius. The wizard must maintain concentration for the duration or the magic will dissipate. The material component for this spell is a bit of fleece. Pilpin's Enhanced Alarm (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 2 hours + 1 hour per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Pilpin This spell is a more powerful version of the alarm spell. The wizard causes a one-story building, with a base dimension of 400 feet by 400 feet, to react to the presence of any creature larger than one-half cubic foot in volume or about three pounds in weight. The wizard can Alarm a multi-story building by reducing the base area proportionally. As soon as any creature enters the warded area, touches it, or otherwise contacts it, without speaking a password established by the wizard, the enhanced alarm lets out a loud ringing that can be clearly heard throughout the area of effect and 100 yards beyond. The sound lasts for one round then ceases. Furthermore, if the wizard is within the area of effect he will automatically know where the alarm was triggered. Ethereal or astrally projected creatures do not trigger the alarm, but flying, levitating, invisible, incorporeal or gaseous creatures do. The material components are a tiny silver bell, a very fine silver wire, a piece of the building to be warded, and a pinch of powdered pineal gland. Pilpin's Insanity (Enchantment/Charm) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: Pilpin This spell can be rather harmless, or fatal. A person (as defined in charm person) that does not save versus spell is struck with a random type of insanity. Roll a 1d20 on the following table to determine type (consult the Dungeon Master's Guide, page 83, for explanations): D20 Roll Insanity D20 Roll Insanity 1 dipsomania 11 dementia insanity praecox 2 kleptomania 12 lunacy 3 schizoid 13 paranoia 4 pathological 14 manic-lair depressive 5 monomania 15 hallucinatory 6 catonia 16 sado-masochism 7 melancholia 17 homicidal 8 megalomania 18 hebephrenia insanity 9 delusional 19 suicidal mania 10 mania 20 schizophrenia A person affected by this spell will not notice anything different about himself, and - depending on the type of insanity - those around him may not notice any difference. The insanity is permanent until negated by a heal, restoration, limited wish, wish, or a successful dispel magic. The material component of this spell is a nut shell from a tree standing alone in a field or plain, picked on a new moon, using a clean, white glove. Pilpin's Power (Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Person touched Saving Throw: None Author: Pilpin Pilpin, a greedy and jealous individual, saw that priests could imbue spells upon their followers. He decided that this ability could be used to increase his personal power and reach, as it has. This spell allows the wizard to transfer a number of spells, and the ability to cast them, to a another person. Only non-wizards (including rangers under eighth level and paladins under ninth) with a minimum Intelligence of 9 and at least one Hit Die can receive this enchantment. The number and level of the spells transferred depend on the recipient's level as follows: Level of Recipient Spells transferred 1-2 One 1st-level spell 3-4 Two 1st-level spells 5-6 Two 1st- and one 2nd-level spells 7+ Two 1st- and two 2nd-level spells Only spells with casting times up to 1 round can be transferred (i.e., find familiar, identify, Leomund's trap, strength, etc. cannot be transferred). The transferred spells variable characteristics (range, duration, area of effect, etc.) function according to the level of the wizard originally transferring the spell. A wizard who transfers spells to another creature loses the number of spells he has transferred until the recipient casts the transferred spells or is slain. For example, a 9th-level wizard with four 1st- and three 2nd-level spells transfers magic missile, charm person, and invisibility to a 6th-level thief. The wizard now has only two 1st- and two 2nd-level spells, until the thief casts some of the transferred spells. If the thief casts magic missile and invisibility, the wizard now has three 1st- and all his 2nd-level spells (three). The casting time is 1 turn plus 1 round for every spell transferred. The material components are a drop of the wizard's and recipient's blood. Plane Shift (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: Negates Author: Joe Colleran This spell is similar to the 5th-level priest spell plane shift. The caster can shift up to seven other people with himself to another plane, or can attempt to use it in combat against an unwilling target. If used in combat, a successful to-hit roll is required and the target also gets a saving throw against spells to avoid the effect. The spell only shifts to an adjacent plane. For example, if cast from the prime material one can only go to the astral or the ethereal. If cast from the astral one can go to any of the outer planes, but only to the uppermost layer. Further, unless the caster has actually been to the plane or has scried it, the arrival point will be random. If the caster has been to or scried the desired location on the plane, the arrival point will be 0-99 miles from the desired location (this applies when plane shifting home as well). Pobithakor's Protection (Abjuration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1/2 Area of Effect: The caster Saving Throw: None Author: Paul D. Walker This is an improved version of Pobithakor's pacifier. When the wizard is affected by Pobithakor's placer, this spell can be cast so that the wizard is not pulled to the wizard's location. This spell simply stops the effect from occurring at all. This spell can also be cast to return a scrying portal to one-way only after it has been affected by Pobithakor's tracer without having to resort to dispel magic. Poison (Alteration) Range: 35 yards Components: V, S Duration: 2 rounds per level Casting Time: 5 Area of Effect: One 10x10-foot square Saving Throw: Special Author: Peter Gourlay This spell changes a small portion of food or drink into deadly poison. Anyone eating or drinking even a small portion of the poisoned substance must save versus poison or die in 3d4 rounds. The spell affects all food and drink in a 10x10-foot square. If the drink affected is part of a larger body of liquid (only part of a wine keg is in the area), then the poison in this item will either have a reduced effect, or no effect (DM's discretion). This spell cannot be used to create pure poison. Already poisoned substances are not affected, even if the poison contained is much weaker than the poison that would be created by this spell. Programmable Dispel Magic (Abjuration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 2 turns per level Area of Effect: 10-foot radius Saving Throw: None Author: Max Becherer This spell is a more refined version of dispel magic. The spell allows the wizard to specify the exact conditions under which it will manifest its effects, much like a contingency, but without that spell's side effects. Instructions may contain one word per level of the wizard. Some examples follow: * "When evil passes, dispel stoneshape". * "When a century has passed, dispel sepia snake sigil". * "When box is opened, dispel all magic". The spell must be cast on an object or place and can affect all magic within 10 feet. Magic cast by other wizards will resist being dispelled as per dispel magic, unless those wizards collaborate with the wizard in the spell's preparation. The material components are a silver candle snuff, a scroll made of vellum prepared from disenchanter skin and ink prepared from disenchanter blood, and the crushed lens from a beholder's central eye. The cost is 100 gp per word, and the scroll is consumed in the casting. The candle snuff is not destroyed. Protection from Cold (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell will absorb cold damage up to 20 hit points per level of the wizard. It persists until it has absorbed this amount of cold damage, after which the spell terminates. The material component of this spell is a warm vest. Protection from Electricity (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell will absorb electrical damage up to 20 HP per level of the wizard. It persists until it has absorbed this amount of electricity damage, after which the spell terminates. The material component for this spell is a potsherd of porcelain. Protection from Fire (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell will absorb fire damage up to 20 hit points per level of the wizard. It persists until it has absorbed this amount of fire damage, after which the spell terminates. The material component of this spell is a thick glove. Protection from Poison [1] (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell will activate the next time an attempt is made to use any form of poison against the subject. The spell will cancel out the poison, after which it will be used up. The material component of this spell is the tail of an adder. Protection from Poison [2] (Abjuration) Range: 10 yards Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Peter Gourlay This spell totally protects its recipient from all forms of poison except the most powerful. The recipient is immune to all poisons except those with a saving throw modifier of -2 or more. Against these poisons, the recipient gains a +8 to the saving throw. Against poisons that do not normally allow a saving throw, the recipient is allowed a normal, unmodified saving throw. Natural poisons of very powerful creatures (Lolth, powerful fiends, etc.) are normally not affected by this spell (at the DM's discretion). Protection from Psionics (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Author: Ally's Spellbook This spell protects its recipient against all psionic powers. The material component of this spell is a metal helmet. Psionic Barrier (Alteration) Range: 20 feet Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Up to 20-foot radius sphere Saving Throw: None Author: Brian J. Toleno This spell allows the creation of a psionic barrier. No psionics can pass through the barrier. Psionics still function inside. The barrier stops psionic scrying, teleportation, dream travel, dimension door, etc. If someone has tangents established, they are broken if they cross the plane of the barrier. If someone who is contacted crosses the barrier the contact is broken. Also, someone who is maintaining a power on himself must make a new power score check for each power as he crosses the barrier and pay the initial cost for each power. If someone is maintaining a power on someone else the power is "cut off" and contact is broken (if established). In order to erect this barrier an inlaid circle of unbroken metal must be used as the outer edge. Quentin's Accumulation (Alteration) Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld While this spell is in effect, the wizard casting it is able to cast any two spells of first through third level (or the same spell twice) which are not normally cumulative, and they will accumulate. Only the effects of the two spells are cumulative - duration and range are determined for both spells, and the longer and larger of the two are used. This spell remains in effect until two such spells are cast or until one turn passes, whichever happens first. The material component is a small flask filled with oil and water, which is shaken vigorously when the spell is cast. Random Spell III (Invocation/Evocation, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 5 Area of Effect: One spell Saving Throw: None Author: Peter Gourlay This spell is identical to the 1st-level random spell I, save that it duplicates the effects of a 6th- or 7th-level spell. Rathe's Contingency Trigger (Alteration) Range: 3 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One cube foot per level maximum Saving Throw: Special Author: Aaron Sher The contingency trigger functions identically to the 3rd-level Rathe's trigger, with one exception: a condition may be applied to the triggering of the spell (for instance, "trigger only if a man wearing green enters the area", or "trigger if anything made of gold enters the area"). Note however that the spell's "perception" is restricted to the area of effect. The spell cannot perceive intangibles such as class, level, or alignment. The material component is as Rathe's trigger, but must be worth twice as much. Rednog's Skill Backup (Alteration) Range: 10 feet Components: V, S, M Duration: 3 days per level Casting Time: 1 round Area of Effect: One person Saving Throw: Negates Author: Kai Rottenbacher This spell backs up a single selected skill of a creature. Skills which may be backed up are THAC0, levels, spell levels, proficiencies, ability scores, etc. This one backup skill does not allow the creature to use it twice as good or twice as often, but it just exists as a silent backup inside the creature. Thus, if the original skill is lost (due to whatever cause), the backup will fill the blank. This backup is at the level of ability as it was at the day the spell was cast. The skill is a little less powerful than the original (as it is just a backup). Thus, any backup ability scores are reduced by one, any spell levels will have one less spell per level, the levels will be reduced by one, Hit Dice will be reduced by one hit point each (note: not one hit point per level but one hit point per Hit Die), etc. Thus, while it is possible to back up all mental and physical abilities, they are seriously reduced. The character then also functions only at these abilities (if a 20th-level wizard with 18 Intelligence is doubled and his double has to kick in, he is not able to cast 9th-level spells as he requires an 18 Intelligence for that - and now he only has a 17, so tough luck). The doubled skill does not include memorised spells. Thus, while a wizard may back up spell levels, the spells in these spell levels will be gone; the wizard has to refill them; also, while hit points are backed up, and the character loses all of his original permanently, he may return to the backed up hit points (which are lower than the originals), which does not mean, that he is immediately cured but that he can be cured up to those levels, etc. This spell is no insurance against dying, but it is an insurance against loosing all mental or physical abilities (if the body can be salvaged. This spell is useful, for example, if a wizard is feebleminded or permanently forgets his complete memory (by falling into the Styx, for example) the backup kicks in until the wizard can be cured. Once backup skills are used (even for a short time only) and the original skills return, this spell ends. If the spell runs out while the originals are not replaced, the character will fall over completely comatose. No life will be detectable. The material component is a mirror in which the targeted creature is depicted doing something related to the desired skill. This picture has to be captured somehow within the mirror on a permanent basis. Rednog's Skill Stealer (Alteration) Range: 10 feet per level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher This spell takes away a single skill from one creature and instils it in another. These skills may be anything like proficiencies, a single spell up to one-fourth the caster's level (round down), a base THAC0 score, ability scores, a single psionic power (not including PSPs yet), up to 2 PSPs per caster level, etc. The affected source creature (the target from which the skill is appropriated) loses that specific skill at that level, but retains the average skill of a normal person - unless its normal skill level is lower than average (in that case halve the skill level of the source creature - if the stolen skill is a spell, the spell is gone completely; it cannot be rememorised, until the spell is cast by the thief). This skill is then immediately placed either into the caster or into another creature (the target creature) within range. Against both effects (stealing and placing the skill) exists a saving throw versus paralysation for the respective creature; if even one of them succeeds, the source creature retains its skill. As it is possible to automatically fail a saving throw, the second saving throw will not be necessary, if the caster is the target - and he desires the skill. The acquired skill then replaces an existing skill of a lower (or non-existent) level, but it does not augment a skill of superior level. This skill can then be used by the target creature at exactly the same level as in the original creature unless these skills are ability dependent (a wizard with a Dexterity score of 10 steals a very dextrous (16 Dexterity) weaponsmith's weaponsmithing proficiency which is at +6 due to the smith's incredible skill; then the wizard could use the weaponsmithing proficiency at his base Dexterity of 10, plus 6 due to the acquired skill, but he could not use it at the smith's Dexterity of 16, plus 6 as he did not steal the smith's Dexterity). The duration of the spell is dependent on the situation in which the skill was stolen or taken: * if it was stolen during combat, the duration is a maximum of 1 round per caster level; * if it was stolen during a placid moment but still without the consent of the source creature it lasts for 1 turn per caster level; * if it was taken from a complying source creature, but instilled in an unwilling target creature, it lasts for 3 turns per level; * if it was taken from a complying source creature and instilled into a willing target creature it can last for an almost unlimited time (but see below). The negative side effect is that skills, which are taken from their original owners tend to degenerate rather quickly even if they are used often. Thus, a skill which is separated from its original owner for more than 10 units of duration time (10 rounds, 10 turns, 30 turns, or 10 days in the case of a freely given and freely accepted skill) has to save once at the original owner's ability score (if a proficiency) or versus paralysation (if not a proficiency). If any of these checks or saving throws fail, the skill degenerates by one point. Once it reaches a minimum of half the original user's skill level, it is completely destroyed. If a reduced skill is returned to its original owner it slowly returns to its previous level (one point per month). A destroyed skill is lost to both the source and the target creature. Each skill point lost deals 10 hit points of damage to the target creature as the skill tries to break out of the target's body. If the skill is destroyed the creature takes 10 hit points of damage for every remaining point of skill left. If the spell runs out or is dispelled, the remaining skill returns to the source creature with no additional damage to the target creature. While it is definitely possible that a skill degenerates, it is also possible that the skill increases. If the skill is a proficiency which is used seriously enough during its stay with target creature, there is a chance that it increases. This chance is a base 100%, minus 5% per point of the owner's original proficiency ability, minus 5% per day of duration, plus 1% per successful use of the proficiency, plus 5% per point of the respective ability of the target creature over the ability of the source creature. If the skill is a spell stolen from another creature, the spell has a chance of failure when it is cast. This chance is a base 10%, plus: * 20% per spell level, * 70% if used by a non-spellcaster, * 50% if used by spell caster of a different class, * 30% if used by a spell caster of the same class but of insufficient level, * 10% if used by a spell caster of the same class but who doesn't know the spell; minus: * 10% if used by a spell caster of the same class who knows the spell, * 30% if used by a spell caster of the same class who has also memorised the same spell, * 1% per level or Hit Die of the creature. Such failure can be something spectacular (like a wild surge) or it can just do nothing. A successfully cast spell is cast as if the original caster had cast it - not as if the target creature had cast it. Thus, the level of effect of the spell is dependent on the original caster. It is possible to steal several skills from one or several sources with successive spells to be placed into the same target creature. A target creature can hold a maximum of one additional skill per level maximum. If this maximum is breached, the creature has to succeed at one saving throw versus spell per round per additional skill with a -1 per additional skill (a 3rd-level target already has three skills and suddenly gets two additional skills, it has to succeed at five saving throws versus spell per round with a -5 per saving throw). If any of these saving throws fail, the target is feebleminded and confused until a heal and restoration are cast on it. The material components are two magnets (lodestones) which are stoneshaped into the appropriate forms of the source and the target creature (they don't have to pieces of art but they have to be recognisably the same). These lodestones are connected by a mithril rod worth no less than 500 gp. All components vanish during casting. Retrieve [2] (Conjuration/Summoning, Divination) Range: Special Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One object Saving Throw: Special Author: Joe Carl Jr. This spell enables an item with the wizard's wizard mark inscribed on it to be instantly summoned. The item may weigh no more than one pound per level. The item must have a wizard mark of the wizard'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 can be read. The wizard concentrates on one set of glyphs, and the item with that set of glyphs inscribed on it is summoned. Only one object can be summoned per casting of the spell. During the course of the spellcasting, the bearer of the item will feel a small tugging sensation on the item. If no one is in physical contact with the item at the completion of the casting no saving throw for retrieval is required: the spell is an automatic success. If someone is in physical contact with the item, and he rolls a successful saving throw versus spell, the item will not be retrieved. The item must be within 1 mile per level of the wizard to be retrieved. If the item is outside of this range, the glyphs will still be seen and a general direction of where the item is will be indicated. If the item is not on the same plane as the wizard then no information will be given. Only the glyph and the characters from the wizard mark are seen, not the item itself. If more than one item is inscribed with the same glyph and six characters, the DM should randomly pick one of the items and give the appropriate result. The material component is a 500 gp diamond which should be gazed through for the duration of the spell. The diamond disappears at the end of the casting. The item will replace the diamond. Reverse Gender Orientation (Alteration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Mario R. Borelli Under the influence of this spell, the subject experiences transsexuality, the unshakable conviction that he (or she) is, despite all biological evidence, of the opposite gender than the true one. The subject cannot disbelieve or be persuaded otherwise, and will immediately adapt hair, clothing, manners, speech, behaviours, etc., accordingly. Notice that males will behave in a feminine rather than an effeminate manner, and similarly for females; the subject has no desire to parody. If the subject's species has more than two genders, the resulting gender orientation is DM's choice. If the species has only one gender, the subject is unaffected. The material component of this spell is a piece of wood with a yin-and-yang symbol carved upon it. Like embarrassing fetish and reverse sexual orientation, this spell has no saving throw per se. Upon first consciously realizing that one's self-identification as male or female has changed, if the subject strenuously objects, the subject is allowed a Charisma check at -4. A successful Charisma check leaves the subject confused but no longer transsexual. A new Charisma check may be made each day, but at a cumulative penalty of -1 per day. A roll of 1 always succeeds. Notice that gender orientation and sexual orientation are different concepts, and that this spell alone will not change orientation. However, the subject will claim a different orientation based on the differently perceived gender. Thus a straight female will consider herself a male who is attracted to men, and therefore a gay man; likewise a lesbian will consider herself a man attracted to women, hence a straight man. Rhuva's Wizard Stomper (Divination, Evocation) Range: 0 Components: V, S, M Duration: 4 hours + 10 minutes per level Casting Time: 5 minutes Area of Effect: 10 yards per level Saving Throw: Special Author: Colin Roald Designed to prevent the casting of spells in the area of effect, the wizard stomper produces a nearly uncontrollable surge of energy into a wizard who attempts to draw power for a spell. The victim must save versus spell at -6. Failure means the spell is aborted and the wizard takes 1d6 damage per level of the spell attempted. If the saving throw is made, the spell can be cast at +1 on all damage dice, but at double normal casting time. If a wizard has been stomped before, and knows what to expect, the saving throw is only at -3. The material component is a handful of ruby dust worth at least 25 gp. Sarius' Ethereal Transfer (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: Negates Author: William T. South By means of this spell, a wizard is able to cause one creature of his current size class to enter the ethereal plane. Once there, the creature is empowered to exit through any border ethereal curtains onto one of the elemental planes or the prime material plane unless it was an unwilling victim of this spell and failed to make its saving throw, although a successful dispel magic cast on the creature (in a border ethereal curtain) will cause it to exit through the border ethereal. Otherwise, the creature is stuck in the ethereal plane until it can find another way to transfer from the border ethereal into an elemental or prime material plane. For every 2 levels of experience over ninth level a wizard has, he may touch an additional person of his size class and transfer him into the ethereal plane. The classes are tiny, small, medium, large, huge, and gargantuan. If the wizard is of medium size he has each touch slot equal to 3 tiny, 2 small, 1 medium, .5 large, .25 huge, and 1/6 gargantuan size classes. Therefore, he would need 6 slots (i.e., be a 19th-level wizard) to send a gargantuan creature into the ethereal plane. Note that a creature's Wisdom bonus or penalty against mind affecting spells modifies its saving throw when it is an unwilling recipient against this spell unless it is currently voluntarily allowing another spell to be cast upon it, in which case it is allowed no saving throw. The material component of this spell is normally a small piece of cockatrice flesh, but almost any animal with sensory powers that extend into the ethereal plane will work. Sarius' Golden Stars of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 5 Area of Effect: One floating 2-foot high star plate per level Saving Throw: None Author: William T. South This spell creates golden, shimmering, star-shaped plates of force which move around the wizard in a constant motion, deflecting any missile, hand, or weapon attacks directed at the wizard. The Armour Class of the wizard is improved by a factor of 1 for every three stars still active and any successful physical melee attack (including boulders, ballista, or attack forms similar to a dragon's belly flop manoeuvre) will be deflected automatically. Creatures of size L (or larger) who are deflected must still land somewhere, possibly injuring friend or foe. Non-missile attacks by creatures with an effective Strength of 25 require a saving throw versus breath weapon to deflect. Each star is able to sustain 10 HP of damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a star (chosen randomly) the star will remain active. For every 5 stars active, the effects of breath weapons directed at the wizard will be reduced by 1 HP 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 star it will assuredly disrupt the entire field of stars in the process. While the stars orbit the wizard he is at a -1 to-hit penalty for every star active whenever a to-hit roll is needed, including spells. The wizard may create fewer stars than the maximum possible. Also, the wizard may choose to release up to three stars per round at up to three different opponents no farther away from the wizard than 5 yards per level and who are in his line of sight. Released stars act and attack as magic missiles and should be considered triple strength versions of a normal magic missile for defensive considerations. A star (chosen randomly from the remaining stars) will do damage equal to its current hit points. The material component of this spell is a single gold piece for every five-pointed star created. All pieces are thrown into the air where they disappear and are replaced by the floating stars. Scorpion Call (Conjuration/Summoning) Range: 40 yards Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell is basically identical to avian call (1 HD summoned per level of the caster; creatures can only be used in combat; only one type of scorpion summoned per casting of this spell; any remainders are lost; wizard can always select scorpions from a lower level). Consult the following table for the type of scorpion summoned: Wizard's Level Summoned Scorpions 9-11 large (3 HD) 12-15 huge (6 HD) 16+ giant (7 HD) This spell has no material components. Scrybane (Divination, Enchantment/Charm) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One person in a 300-foot radius sphere Saving Throw: Special Author: Unknown For this spell to work, the wizard must cast it when he believes that he is being watched through the use of spells or magical scrying devices (ESP, crystal ball, or wizard eye, for example). Immediately after the wizard being scried casts this one-word spell, the scryer may suffer one or more of the following effects (roll separate percentile dice for each): * 80% chance of being affected as if by the spell forget; * 55% chance of taking 2d4 HP of damage from the backlash; * 10% chance of falling into a coma lasting 1d20 days; and * 5% chance of being feebleminded, as the spell. All spell-like effects are at the level of the caster of the scrybane. The scryer must make separate saving throws to avoid each of the effects befalling him. The material components for this spell are a dark translucent stone worth at least 500 gold pieces, and a small flame. Scrybane is one of many powerful anti-divinatory spells. Any wise wizard should somehow acquire one before beginning magical research of his own. Selective Fireball (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Peter Gourlay This spell is identical to the 3rd-level fireball except that the wizard can selectively not affect any designated creatures in the area of effect. Any creature selected by the wizard (which may include the wizard himself) does not take any damage from the fireball. Sex Change [1] (Alteration, Evocation) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: Ken Arromdee This spell causes the victim's sex to change. Thus, a male becomes female and vice-versa. The wizard can choose to change either only the target's sex, or to change the target's sex and entire body, as if the target was born the new sex. The target's clothes may, also at the wizard's option, change to fit it. The change takes 1 round; to dispel the spell, Dispel Magic must be cast during this period. At the wizard's option, the target may be made to actually think and act as though it was the new sex. The chances of this are the same as for assumption of a new form's personality when polymorphed (q.v.): if a d20 roll, made each day, is less than or equal to 20 minus the target's Intelligence, the target no longer wishes to return to its own sex and finds it natural to act as its new sex. The material component for this spell is a golden ring. Shade Link (Enchantment/Charm, Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: Special Saving Throw: 1/2 Author: The Warlord of Heaven This spell affects one opponent and one friendly creature per 3 caster levels. It gives the victim's shadow a quasi-real existence (the victim must be touched), and allows the attackers enchanted by the spell to attack the shadow for damage that will carry over to the victim. If the victim makes his saving throw, the damage is halved before it is carried over to him. The only defense is dispel magic or a continual light to rid the room of shadows. The material components for this spell are demon blood and some black silk scrap. Shadowguard (Illusion/Phantasm) Range: 0 Components: S Duration: 2 rounds per level Casting Time: 5 Area of Effect: 10-foot radius Saving Throw: None Author: Peter Gourlay This spell animates and gives substance to shadows, causing them to protect the spellcaster. In a 10-foot radius area, shadows distort vision, giving the wizard a -2 bonus to Armour Class. Any creature which enters the radius must save versus fear or flee for one round per level of the priest. Creatures of 10 or more levels or Hit Dice save at +3. The shadows help to block non-magical missile attacks. All such attacks inflict -2 on each die of damage (with a minimum of 0). Finally, the wizard can use the spell to transport himself to the plane of shadow. This transportation takes 3 rounds, during which the wizard must concentrate on the spell. If the concentration is broken, the entire spell fails. Also, this transportation is one-way: shadowguard cannot be used to move from the plane of shadow to any other plane. There must be a significant amount of shadows for this spell to operate, although darkness is a suitable replacement. The shadow created by a large tree is not sufficient, but that of a large building will do. Sillvatar's Dragon Claw (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Allan J. Mikkola (Sillvatar) This spell conjures a semi-real, shadowy dragon claw anywhere within spell range. This claw will attack any target as directed by the wizard; full concentration is necessary to attack with the claw; if the wizard loses concentration, the claw will hover in place until the wizard again gains control. The claw's attack uses the wizard's normal THAC0 and inflicts damage equal to that of the dragon the material component came from. For example, if the material component came from a black dragon, the attack inflicts 1d6 points of damage per attack. For every 5 levels of the wizard, one attack with the claw may be made, up to a maximum of 4 attacks, although only a single attack may be made in a single round. The claw dissipates when the maximum number of attacks is made, or when the spell duration expires, whichever comes first. The claw may also be dispelled, but may not be harmed by other attacks. The material component for this spell is the claw from any type of dragon; this component is consumed when the spell is cast. Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Allan J. Mikkola (Sillvatar) This spell will enchant one normal staff with a temporary magical dweomer. In order to cast this spell, a ruby worth at least 300 gp is bound to the end of the staff; this gem will glow with a soft light as long as the spell is in effect. This spell may have one of two effects as decided at the time of the casting: the staff may be used to discharge a fireball as per the spell; this will have all the effects (including dice of damage) as if the wizard had cast a fireball; discharging the fireball has a casting time of 1. If used in this manner, the spell expires after the fireball is used, or after 1 round per level of the wizard has passed (if not used in that time, the spell dissipates, and has no effect). Alternately, the wizard may employ a number of lesser effects: if the staff scores a hit in combat, the staff will discharge a burst of flames that will engulf the target; these flames inflict 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 one half; if the saving throw fails, all possessions must save versus magical fire, or be consumed. The staff may be used in this manner once per five levels of the wizard (to a maximum of 4 times). If the staff misses its targets, no charge is used (nor may the wizard elect to do so); a charge is used only if a hit is scored. If all charges are not used in 1 round per level of the wizard, the spell dissipates, and all remaining charges are lost. The only material components for this spell are the staff and the ruby; the ruby is consumed when the spell ends, but the staff is not affected. Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Allan J. Mikkola (Sillvatar) This spell is identical to Sillvatar's flamestaff, except that it may be used to discharge a lightning bolt (as per the spell) or electrical discharges when a hit is scored in combat. Damage, duration, etc. are identical to that of the flamestaff. Saving throws for possessions are made versus lightning for both applications of this spell. Instead of a ruby, this spell has a sapphire for a material component; it is consumed when the spell ends. Simon's Superior Spheres (Evocation) Range: 40 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One or more creatures in a 5-foot radius sphere Saving Throw: 1/2 (but see below) Author: Bard Casting this spell creates up to five one-foot diameter spheres of electrical energy to appear near the caster's person. The spheres may be grasped by the caster, and only by the caster, and thrown to attack with. Any other than the caster who touches the spheres as they surround the caster is affected as if the sphere had been thrown at him. The spheres may thus be used as a defense of sorts, but are best used as an attacking spell. The spheres are thrown as normal missile weapons by the caster with normal Dexterity bonuses applicable, but no penalties for range of target from the caster so long as the target is within the range of the spell. Only two spheres may be thrown per round. The spheres inflict 4d6 HP of electrical damage, plus 1d6 HP for every two levels of the caster above ninth (i.e., 7d6 at 11th, 8d6 at 13th, etc.). Creatures with conducting materials on their bodies, either partially or totally (for instance, wearing metallic armour) are +3 (for partial) or +5 (for total) to be hit by the caster with the sphere. A saving throw must be rolled each round of the sphere's duration; a successful saving throw means the target takes half damage that round. The spheres last for 1 round plus 1 round every four levels of the caster. The spell itself lasts until all the spheres have been thrown or two rounds per level of the caster. The caster acquires one extra sphere for every three levels (8 spheres at ninth, 9 at twelfth, etc.). The caster can choose to generate any amount up to his full capacity. If a sphere strikes a reflective surface, it will reflect at a randomly determined angle. Any flat surface struck by a sphere must save versus electricity or be destroyed. If the surface saves, the sphere is reflected (note: throwing a sphere into a corner will act as if thrown directly behind the caster). A sphere may set fire to combustibles, sunder wooden doors, splinter stone, and melt most precious metals. Unused spheres follow the caster around, acting as passive defense, as he moves; and they do not interfere with any auxiliary spellcasting. The material components of this spell are a glass, crystal, or amber bead for each sphere created, and a bit of fur. Skeletal Armour (Conjuration, Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: The Warlord of Heaven This spell conjures into being one of two forms of Armour. One form is hard bone plating attached to the wizard, this plating can absorb 10 points of damage for every Constitution point that the caster has. The second form is a bone field (swarm of bones) that effectively lowers the caster's Armour Class by 4 points. it is possible to cast spells through either version. The material component for this spell is a warrior's shoulderblade. Skullsight (Divination, Necromancy) Range: 0 Components: V, S, M Duration: 1 year Casting Time: 1 day Area of Effect: Skull touched Saving Throw: None Author: The Warlord of Heaven The caster enchant skulls to spy on certain locations. He can handle one skull per 2 points of Intelligence. The material component for this spell is a skull with a ruby in the brain hollow. The skull must be on the same plane as the caster in order for him to be able to see through it. Snake Call (Conjuration/Summoning) Range: 40 yards Components: V, S, M Duration: 2 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell summons a number of snakes to fight for the wizard in the manner of the other call spells. The snakes are selected from the following list: Wizard's Level Summoned Snakes 9-12 giant constrictor or poisonous (3 HD) 13-15 giant poisonous (5 HD) 16-17 spitting (5 HD) 18+ giant sea The wizard can summon 1.5 HD per level. Only one type of snake can be summoned. All remainders are lost. The material component of this spell is a handful of scales from any giant snake. Sonic Blast [2] (Evocation) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Steve Bartell When this spell is cast, the wizard blows on a conch shell and sends forth a sonic blast that does 1d4+1 points of damage per level. The sonic blast issues forth in a 10-foot diameter cylinder with a distance of 5 feet per level of the caster. Any item, door, etc. caught in the blast needs to make a saving throw versus crushing blow to remain intact. The material component of this spell is a conch shell that is consumed when the blast is released. The blast of this spell uses the water as a carrier, making it only possible to cast underwater. Sonoric's Illusionary Observer (Divination, Illusion/Phantasm) Range: 100 yards per level Components: V, S, M Duration: Special Casting Time: One turn Area of Effect: Special Saving Throw: None Author: Tim Prestero This spell creates the illusion of a creature, up to medium in size, through which the wizard gains the advantage of a clairaudience and clairvoyance spell. The wizard must determine the appearance of the illusionary observer, during the casting of the spell. If it is a creature the wizard is not familiar with, observers of the illusion are at +4 to notice it as such. If the wizard has an accurate drawing or carving of the illusionary subject, observers are at -4 to spot the illusion. Those successfully noticing the illusion see it become merely become translucent, it does not disappear. The illusion is incapable of making any sounds, and is completely insubstantial, even if someone touching it is unaware that it is an illusion. The illusion has a movement rate of 30, and it is capable of passing through solid objects, all save lead, the touch of which cancels the spell. The wizard must carefully concentrate on the illusion (i.e., he is incapable of other actions) to use the clairaudience and clairvoyance powers, as well as keeping the appearance realistic. If the wizard breaks concentration for some reason, the illusion freezes in whatever position it was in, until the wizard resumes concentration or the spell expires. The material components for this spell are a bit of fleece, and a humanoid eye and ear. Sonoric's Superior 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 a major etherling from the ethereal plane, to do the wizard's bidding. Major etherlings are fairly intelligent, although they still suffer from summoner-awe. The wizard summons one etherling per five levels, for example two at sixth, three at eleventh, etc. The summoned etherlings are eager to serve the wizard, and they are capable of more complicated tasks than their lesser brethren. A major etherling (AC 0, MV 60, HD 4, #AT 2, damage 1d3/1d3, Int 12) is a man-sized, transparent, humanoid-appearing creature, formed of the stuff of the plane ethereal. It has some control over its appearance on the prime material plane, although, regardless of form, they have blurry outlines, and are partially transparent. It also moves by flight, although it is sophisticated enough to give the illusion of walking. Being mostly on the ethereal plane, it is able to pass through solid objects, save lead, the touch of which, if it fails a saving throw versus paralysation, returns it to the ethereal plane, cancelling the spell. Major etherlings are fairly intelligent, and have a 20% chance of knowing any specific minor lore, although it will answer such a question only once. A major etherling will be stricken with extreme respect for the summoner, and will attempt to follow the spirit of its commands to the best of its ability. It has the ability to turn small items, of less than ten pounds in weight, ethereal, allowing it to transport the item. It may only carry one such item at a time, however. It also has a photographic memory. Major etherlings are capable of performing complicated tasks, and can grasp abstract concepts. Once given a task, it will remain on the prime material plane until the task is complete, or its time runs out. One advantage the major etherling possess over its lesser brethren, however, is its ability to move into the ethereal plane, and return to the prime material plane, essentially teleporting. It is also capable of completing tasks on the ethereal plane, as well as the prime material. Again, an Intelligence check is required for particularly baffling problems encountered in its task, and if the task is rendered somehow impossible to complete, and the etherling makes it Int check, it will return to the wizard, and inform him of the problem, before returning to the ethereal plane, for good. Being dual-plane beings, they are only hit by magic weapons, and spells. The material components of this spell are jade figurines, one for each etherling to be summoned. Space Blending (Alteration) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld This spell can be cast on a room or open space with an area no larger than 160 square feet, and which is near another room or space of equal or lesser area. The second space must be no further than 30 feet away from the first, and may not contain any extradimensional devices or gates (if it does, the spell will fail, and there is a 25% chance that the device or gate will explode, causing 4d10 points of damage to all within a 20 foot radius; a saving throw versus spell will reduce this damage in half). After the initial round of casting, the two areas will begin to blend - that is, the spaces they occupy will begin to overlap. Occupants of both areas will witness the same thing: 1 round after the spell is cast, everything from the other area will appear as a vague and transparent image, possibly even overlapping solid objects and creatures. During the next two rounds, the images will begin to solidify, moving aside any objects or people that they are overlapping. If, for any reason, it is not possible to move an object with a reasonable amount of force (walls, floors, and ceilings fall into this category), the overlapping image will remain transparent until the spell is over. This phenomenon will affect the second area as well, although objects from the first room will appear to occupy its space. After 3 rounds, all objects and creatures will be solid (within the limits of the spell) and can interact as if they were in the same space. During this entire time, the caster must remain still and concentrate deeply, or the spell will immediately be negated. The two spaces will stay blended for as long as the caster concentrates on the spell, up to a maximum duration of 1 turn per caster level. If the caster voluntarily stops the spell, he will have 1d20 seconds in which to grab an object or creature from the other space, thereby bringing it back with him into his space. Otherwise, everything that was in the first space remains there, and everything that was in the second space returns there. The material components are two squares of cloth, sewn one on top of the other, which are consumed in the casting. Speed Casting (Alteration, Enchantment, Metamagic) Reversible Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Kai Rottenbacher This spell doubles the number of spells a spell caster can cast during a single combat round: normally, a wizard can cast a maximum of one spell per round; now he can cast two. It does not allow one person to read two spells from a scroll in one round, nor does it allow two uses of the same triggerable item in one round nor does it allow the use of two items per round which could not normally be used within one round, etc. It only works on actually cast spells (spell-like natural or magical abilities are not sped up), and any physical attacks are not sped up - thus it is no good if you cast two touch spells in one round if they have to be used in the same round and you have only one attack per round. The effect of this spell sets in with a one round delay: cast speed casting in round number 1 and start double speed casting in round number 2 (sorry, no additional spell in round number 1). Only spells which have initiative modifiers can be sped-cast. Both spells to be cast in the same round have to be of the kind with initiative modifiers. Like the haste spell, this spell offers a -2 bonus for the initiative roll of the character - but only for cast spells. Thus, casting times of zero are possible. This spell is cumulative with alacrity. First, alacrity's effect is used and then the -2 bonus of this spell is applied. This spell is not cumulative with itself or any other speed increasing methods. The method of initiative is easy: roll 1d10, take the result, add the normal casting time, subtract the bonus (-2), allow for a 1-point initiative penalty, then add the second casting time. For example, cast fireball twice in one round: a roll of 4; add 3 (for fireball), subtract 2 (bonus): boom number one at initiative modifier 5; add 1-point penalty (wait for the battery recharge), add 3 (for the second fireball): boom number two at moment 9. The reversed spell, slow casting (which needs a to-hit roll in combat), forces the touched being to save versus spell. If this saving throw fails, that creature needs double the time to cast a spell and a maximum of one spell per two rounds could be cast - if it normally were to be cast in one round or less. If the saving throw succeeds, nothing happens and the spell is wasted. The material component is a speed potion quaffed by the recipient. The potion does not have its usual effects except to age the drinker one year. Spell Turning (Alteration) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Kenneth C. Jenks This spell, which was researched by Grimbor, distorts the three normal dimensions with respect to magic spells directed at the wizard. Any spell cast at the wizard will usually rebound, in part or perhaps in full. When a spell is directed at the wizard, percentile dice are rolled and rounded to the nearest decimal, i.e., 1-5 is dropped, 6-9 adds 10, so 05 equals 0% but 96 equals 100%. The score of the percentile dice indicates what portion has been turned. Damage is awarded proportionally. Saving throws for both opponents are adjusted upward by +1 for each 10% below 100%; i.e., 80% equals +2, 70% equals +3, ..., 10% equals +9. See the table below. Spells which normally allow no saving throw may be negated or inflict half normal damage if a special saving throw is made. For each 10% of the spell turned, allow a saving throw of 5% (1 in 20); see the table below. This special saving throw is not modified by race, magic items, or other conditions. D100 Percentage Saving Throw Special Roll Turned Bonus Saving Throw 01-05 0% - - 06-15 10% +9 20 16-25 20% +8 19 26-35 30% +7 18 36-45 40% +6 17 46-55 50% +5 16 56-65 60% +4 15 66-75 70% +3 14 76-85 80% +2 13 86-95 90% +1 12 96-00 100% - - Spell turning does not apply to spells which affect an area and are not cast directly at the wizard, nor spells which are delivered by touch, nor magic delivered by devices or at-will abilities, such as rods, staves, wands, rings or other items, or monsters' abilities such as a devil's hold person or a storm giant's lightning bolt. If the attacking wizard also has spell turning, either through ring or spell, the following table applies: D100 Roll Effect 01-70 Spell drains away without effect 71-80 Spell affects both equally at full effect 81-97 Both spells (or spell and ring) are drained permanently 98-00 Both individuals are sent through a rift to the positive material plane The material component of the spell is a small silver mirror. Spellcrystal V (Conjuration, Invocation) Range: 0 Components: V, S Duration: 5 months + 2 months per level Casting Time: 5 rounds Area of Effect: One crystal, worth at least 500 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.). Spirit Scream (Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Bret Mikeal O'Neal This spell creates a low-pitched wail, much like a banshee. The wail originates at the casters mouth and extends outward in a cone, three feet long and one foot in diameter per caster level. The wail inflicts 1d4+1 points of damage per two caster levels. Those killed by the wail cannot be raised. Those who fail their saving throw will also run in fear for 1d4+1 rounds. Eg., a 10th-level wizard casts spirit scream that does 5d4+5 points of damage, next to invoking magical fear (no death ever occurs), with a cone-shape area, 30 feet long and 10 feet in diameter. The spell does not affect creatures without hearing organs, such as plants and puddings, but inflicts double damage versus crystalline. It automatically shatters all glass and thin crystal in its area of effect. Magical gems and glass must save versus disintegrate or shatter. The material components are a pinch of diamond dust and a small ivory open-ended cone. Spiritual Triangle (Abjuration, Necromancy) 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 wizard may inscribe a spiritual triangle (a triangle inscribed in a circle). While within this triangle, the wizard cannot be magically influenced or controlled by any sort of charm, suggestion, or hypnosis, nor can the wizard by psychically or spiritually assaulted. The beneficiary of the spell will likewise be unable to cast such spells from within the triangle. An Intelligence check must be made to determine if the inscriptions were made correctly. The material component for this spell is some incense, worth at least 400 gp. Stanza's Certain Enchanted 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 kiss inflicts one magical sexual disease of the caster's choice. The reverse, Stanza's enchanted kiss of curing, removes one magical sexual disease. Sting (Alteration, Evocation) Range: 50 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One magical dagger Saving Throw: None Author: Neil Rabideau This spell requires a dagger, +1 as a component. The spell causes the dagger in question to disappear and attack the victim for the duration of the spell. The dagger attacks as a fighter of a level equal to that of the wizard, including attacks per turn and so on. The dagger does not get its magical bonus to attack, unless a dagger better than +1 is used (+2 = +1 to attack, +3 = +2 to attack, etc.). Sting however does negate the use of a shield, if the victim has one. A dimension door, astral spell, blink or other location blinking spell or spell-like effect will successfully avoid the sting. The wizard need not concentrate on the spell for the dagger to attack. The dagger is consumed by the spell. Summon Warriors (Conjuration/Summoning) Range: 40 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Unknown Within one round of casting this spell, the wizard conjurers 1d3 warriors to aid him. The summoned warriors will be of a level equal to half the level of the wizard (rounded down) up to a maximum of twentieth level. They will perform as per monsters summoned by monster summoning spells. Note that, in certain circumstances, adventurers may be summoned (who will recall the details of their trip). The warriors will appear anywhere within the spell range as desired by the wizard. The type of warrior summoned is as follows: Wizard's Level Fighter Ranger Paladin up to 15 70% 20% 10% 16-20 60% 20% 20% 21+ 50% 25% 25% Equipment and abilities are determined randomly. The material component for this spell is a dagger of the finest quality, which is consumed when the spell is cast. Superior Sleep (Enchantment/Charm) Range: 100 yards + 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 60-yard diameter sphere Saving Throw: None Author: Paul D. Walker This is a much improved version of the 1st-level wizard spell sleep. The creatures affected fall into a deep slumber from which they cannot awaken from for at least one turn (unless a dispel magic is used). For each creature the wizard chooses to affect, a certain amount of the spell's power is used to put the creature to sleep. An effect die roll of 4d12 is made. This is the number of points that can be used to put creatures to sleep. It takes a different number of points per creature to put a creature to sleep, depending upon its Hit Dice or level. The wizard can keep on putting creatures to sleep until all the points are used up, or there are not enough points left to affect another creature, or that all the creatures are already asleep in the area of effect. The point costs are as follows: Hit Dice of Creature Maximum Average to be Affected Cost Affected Affected up to .5 .5 96 60 1/2+1 to 1 1 48 30 1+1 to 3 2 24 15 3+1 to 5 3 16 10 5+1 to 7 4 12 7 7+1 to 9 6 8 5 9+1 to 10 12 4 2 10+1 to 11 24 2 1 11+1 to 12 30 1 1 Note: As an additional twist, the particular enchantments of this spell do not allow elves their normal resistance to sleep, but in turn they get a saving throw versus spell to avoid the effects of the spell. The material components of this spell is sand from a dead sandman which is tossed in the air while the wizard sings a short lullaby. Switch (Alteration) Range: 120 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: Negates Author: Peter Gourlay This spell causes the wizard and the victim to instantly switch places via a teleport without error. The victim must be of size Large or smaller, and is allowed a saving throw versus spell. The wizard has to be able to see the victim. Taint Alignment (Enchantment/Charm) Range: Special Components: V, S, M Duration: 1 day per level or special Casting Time: 1 turn Area of Effect: One humanoid creature Saving Throw: Special Author: Unknown Taint alignment has similar effects to a character as performing a deed opposite to his alignment, except that this one shows. Casting it requires knowing the true name of the target, which knowledge can be obtained by other magic. Casting the spell causes the target to make a saving throw versus spell with a penalty of 2 on the die roll. If he makes the saving throw, the spell rebounds on the wizard, who will also have to save, but with a bonus of 2 on die. The spell will rebound between the two regardless of distance until one fails a saving throw, or both have made three saving throws, in which case the spell fails. An affected true neutral character would get a random alignment of the one of the corner four alignments. Effects vary depending on the alignment of the victim. If the affected humanoid is a paladin, the effects thus far taken for granted are reversed: laying on hands would cause damage, detect evil turns into detect good, remove fear into cause fear. However, the paladin will have no idea what is happening until he tries to ride his mount or draw his holy avenger, +5. For an anti-paladin, the effects are similar, but reversed with respect to evil and good, again having the opposite of the usual effects. A priest would instantly lose the ability to acquire spells, but not his spellcasting or scroll-reading ability. For any character, there are a number of standard effects: * Know alignment shows the reversed alignment. * Detect good or evil work as for the new alignment. * Bad dreams. * Problems with other people. For a lawful good victim, the good emit fear, the evil get liked, law is approached with caution, chaos is felt as a sign of responsibility. * Temples of one's own religion feel bad. * There is a temptation to truly switch alignment fully, which would have certain effects described in the Dungeon Master's Guide, such as losing a level of experience. A change in alignment can be felt by people in contact with the affected, more or less in the I-feel-something's-wrong way. The curse cannot be magically removed with anything less than a limited wish, until the time is full. Of course, the target wouldn't know that the effect isn't permanent. If any sign of faltering from the original alignment is given, then the effect does become permanent. Slight faltering causes prolonged duration, as the energy of the spell isn't as seriously tried to counter as it might have been. The material component of this spell is a bit of India-rubber. Time Sight (Divination) Range: Special Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Ernie Schuler Enables the caster to see past events that occurred in the area where they are when the spell is cast. The caster selects the time that is to be viewed, which may be from 2 up to (level-1) years ago. Only one time may be selected per casting. The caster may rotate his sight 360 degrees, but cannot move from his starting position. The caster's sight is limited by the same conditions that would limit them if they were physically present (walls, darkness, rain, etc.). The caster cannot bring a light with him but a spell that gave him infravision would allow him to see in the dark. Wards that would block scrying also block time sight. This spell requires an hour glass that runs for 10 minutes. The caster must be stationary throughout the duration of the spell. Tonguetwister (Abjuration, Alteration) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One target Saving Throw: Negates Author: Allan J. Mikkola When this spell is cast on an enemy wizard, it will cause the target's tongue to twitch violently, thus disrupting any spell being cast at the moment, unless the victim makes a successful saving throw versus spell. The level of the spell being cast by the target determines the modifier applied to the saving throw as follows: saving throw modifier = spell level - 5 (i.e., a 2nd-level spell inflicts a -3 to the saving throw, a 7th-level spell earns a +2 to the saving throw, etc.). The victim must be in the process of casting a spell with a verbal component. If no spell is currently being cast by the target, the tonguetwister has no effect. If the opponent's spell goes into effect at the same time as the tonguetwister, the victim earns an additional +2 bonus to the saving throw. This spell cannot affect a spell that has already been cast, nor one that is to be cast in the future. The material component of this spell is a tongue of any creature; this is consumed when the spell is cast. Traelanger's Extermination (Alteration, Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 40-yard diameter sphere Saving Throw: None Author: Scott Neilly When this spell is cast, it causes all creatures in the area of effect who have less than 5 HP maximum and less than 8 Intelligence to die. The spell can affect a total number of hit points equal to seven times the wizard's level. When determining what creatures die from the effects of the spell, start with the creatures with the lowest hit points, and then go from there. The material components for the spell is a handful of live bugs which must be squashed as the spell is cast while the wizard yells out "Seven in one blow!". Transmute Cloth to Iron (Alteration) Reversible Range: 100 yards Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: Negates Author: Keith Taylor The invention of the crafty shadow-wizard, this spell is a very effective immobilization technique. It can affect the full garments of up to 5 small, 3 medium, or 1 large sized being per three levels of the caster. Enchanted clothing has a 20% chance per enchantment or plus to resist the spell. Cloth that has been transformed into iron is not simply woven iron - the strands are partially fused so as to be solid. A successful Bend Bars roll may, at the DM's option, depending on the amount of clothing being dealt with, allow one to free oneself (ruining the garments irrevocably). The transformation is permanent unless the reverse of the spell, transmute iron to cloth, is cast. The reverse is also quite effective in neutralizing attacks, but it does so by causing metal armour and weapons to become ineffective cloth replicas. Cloth swords will become limp and floppy, cloth plate will hang in folds. This is far from immobilizing, but tends to ruin Armour Class. It affects the metal gear of 5 small, 3 medium, or 1 large sized being per three levels of the caster. Enchanted metal objects, or objects made primarily of mithril, silver, or other precious metals are not affected at all. When reversing this effect, take care that the objects in question are held in their original shape - a floppy sword that is simply reconverted while flopping will be very oddly shaped and not very useful. Multiple reconversions may fix such problems. The spell does not affect iron-based or cloth-based monsters (if, indeed, the latter exist), including golems. The material component of both this spell and its reverse is a needle. Transmute Matter to Alcohol (Alteration) Reversible Range: 10 yards Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: One object Saving Throw: None Author: Jonathan Salter (Jon) This spell turns any non-organic object into alcohol. The object must be at least 10 yards away and in sight. It will turn into the most common form of alcohol that is in the player's campaign world. Thus if beer is the most prevalent form of alcohol, the object turns to beer. Objects can be turned back with the reverse of this spell, transmute alcohol to matter, but all liquid must be contained together. After chanting and using motions involving thinking and pointing at the object to be turned, the caster throws the material components (a drop of 100% alcohol in a crystal casing and a very simple, small, wooden carving of the object) at the object, which always magically hits the object. Any object that is turned can be drunk, and once inside turned back. The reverse, when used on normal alcohol, can summon very strange objects. The DM can decide on what object, or roll on the Magical Item Table in the Net Alcohol Guide to see what it is (if this is used then it only looks like the magical item rolled). Travel Cancellation (Alteration) Range: 30 yards Components: V, S, M Duration: 1 turn per level or until used up Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Joseph Delisle This spell prevents travel by extraplanar means, distorting the effects of spells like blink and teleport. Any time a spell involving such transport is cast and the victim is involved (either as wizard or passenger), there is a 5% chance per level of the caster of travel cancellation that the transport spell will misfire. The spell lasts for a maximum of 1 turn per level, or for one third the caster's level (rounded down) cancellations, whichever comes first. Misfires: * Rope trick: the victim is unable to enter the extradimensional space. * Blink: the victim always reappears in the same spot, but facing away from enemies. * Dimension door: the distance travelled is constant, but direction is random. * Dimension folding: the fold closes in front of the victim, preventing transit. * Bowgentle's fleeting journey: the wizard is teleported instead of the passenger. * Teleport: either fails, or arrive 1d10 miles from destination (DM choice). * Teleport dead: the wizard is teleported instead of the body. * Plane shift: the group lands in a random area in the prime material plane. Succour (both versions), teleport without error, astral spell, and any spells over sixth level are unaffected. It is the DM's option if extradimensional magic items (bag of holding, well of many worlds, etc.) are affected by travel cancellation. The material components are two magnets that are strongly attracted to one another, one of which has the wizard's sigil painted on it. Tryton's Armour (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Tryton This 5th-level version of the 1st-level armour spell provides an Armour Class of -2. In all other respects it is the same. Tryton's Death Grip (Necromancy) Range: 0 Components: V, S Duration: Special Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Author: Tryton Any creatures under 6 HD touched by the wizard are automatically brought to 0 HP. Creatures of 6 HD and above are afflicted with a double-strength shocking grasp. Tsugua's Uncontrollable Hiccups (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: 1-foot per level radius globe Saving Throw: Negates Author: August Neverman This spell causes the affected creatures to hiccup uncontrollably for the duration of the spell, during which time they will be able to do little other than hiccup. Persons entering the area of effect after the spell is cast will still be affected, and leaving the area will not stop the hiccups until the spell expires. The wizard and all others in the area are affected (all fighting is at minus the half the level of the wizard). The material component for this spell is a wart from a warthog. Tuan's Electric Fireball (Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 30-foot radius Saving Throw: 1/2 Author: Max Becherer This powerful spell inflicts 1d8 HP per level of the wizard to all within a 30-foot radius. Half the damage is fire based, and half is electrical. This allows the spell to be more useful against creatures that may be immune or resistant to one or more types of energy. The material component of this spell is a brimstone sphere with a magnetite core. Turn Greater Quasi-Elemental (Abjuration) Range: 30 yards Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: Francois Menneteau This spell causes a greater radiance, lightning or mineral quasi-elemental to flee as fast as it can, for a number of rounds equal to the level of the caster. The material component for this spell is a miniature mithril shield, worth at least 50 gp. Turn Undead [2] (Abjuration) Range: 120 yards Components: V, S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell allows a non-evil wizard to turn undead in the same fashion as a priest. The spell only turns undead, it does not allow the wizard to command undead as some evil priest can do. If the wizard is of good alignment, then turning is done at the wizard's level minus six. If the wizard is neither good nor evil, then the turning is done at his level minus ten. This spell is of no use to evil wizards. In all other aspects, the spell operates as a normal turning attempt, with the wizard required to roll 1d20 to see if the attempt is successful. Twilight's Invisible Field (Alteration) Range: 10 yards per level Components: S, M Duration: 5 rounds per level Casting Time: 5 Area of Effect: 40-foot sphere Saving Throw: None Author: Robert A. Howard This spell is similar to Twilight's darkness bubble. Instead of darkness, however, a field of invisibility, similar to the spell invisibility, 10 feet radius, is created. Unlike the former spell, on the inside of the field, creatures can see each other, and can see outside of the sphere as well. In addition, any attack coming from a creature inside of the field will automatically negate the entire field, even if the attack fails. Once the spell is cast, those entering the invisible field will not turn invisible or be able to see those who are. If someone wanders beyond the 40-foot radius around the focal point of the spell, he will become visible. The material component of the spell is a thin piece of clear quartz crystal. Tyvek's Fabric Fighter (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: The Warlord of Heaven This spell conjures into being a rumpled flowing mass of silken cloth with a two handed sword wielded by some unseen entity inside the cloth. The fabric fighter has one Hit Die per 3 caster levels, it attacks 2 times for standard two-hander damage. It cannot be disarmed and moves at a rate of 12, 8 flying (class B). Its Armour Class is 2, and due to its flowing and malleable nature, piercing and clubbing weapons do no damage. The material components for this spell are a silk cloth and a tiny metal sword, which are consumed in the casting. Tyvek's Spatial Rooting (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per 3 levels Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: The Warlord of Heaven This spell was researched mainly for the purpose of standing one's ground. Spatial rooting is much like the psionic discipline "immobility". Refer to the Complete Psionic's Handbook for further limitations. The material component for this spell are some oak roots, bound by steel wire. Tyvek's Turtleback (Abjuration, Invocation) Range: 0 Components: S, M Duration: 1 day Casting Time: 5 rounds Area of Effect: The caster Saving Throw: None Author: The Warlord of Heaven This spell was Tyvek's attempt at creating a defense against wayward theft of his life from the backstab of the common thief. Turtleback gives the caster a back of near stone hardness: when it is in place, a thief must make two attack rolls. If either fails then he did not hit the caster (and thus inflicts no damage), and he loses surprise. Note that it only affects the caster. Tyvek has moved on to higher level spells and never devised an improved turtleback to use on others (lucky for you thieves). The material component for this spell is a tiny scrap or a turtle shell. Undetectable School Casting (Abjuration, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 5 rounds Area of Effect: Creature touched Saving Throw: Special Author: Kai Rottenbacher This spell creates a warping effect only for those spells or proficiencies which can identify which school of spells is cast. Once this spell is cast, the touched creature gains 3 spell levels per caster level. With these it can cast spells in such a way that any means that can determine the kind of school or even the name of the spell are thwarted in the same manner as a non-detection spell: the creature who casts the protected spell (not the caster of the detection spell) gains a saving throw versus spell; if it succeeds, nothing will be detected; if it fails, the true spell school (or even name) will be detected. This spell cannot be used to block Rednog's magic tracer nor Rednog's identifier. This spell can be used multiple times until a maximum of 12 times caster level in spell levels is reached. This spells lasts until all spell levels are used up. The effects of this spell remain even if the caster is not present any more or if the spell which was cast with this spell has a permanent duration (or is made permanent): the caster casts a permanent illusion with this spell and leaves the area, then some years later somebody tries to determine what spell was cast to give the area this beautiful meadow look, the spell would have to save at the saving throw of the original caster to prevent the detector from finding out what spell was cast. The material component is a mithril mirror with many differently angled polished sides made from diamonds. This mirror has to be worth no less than 5000 gp. Some alignment problems have been noted with those who use this spell often - not due to character actions, but due to the spell: it may cause the character to forget his alignment as he tends to forget what kind of spells he casts during this spell's effects. Once per week, he needs to make a Wisdom check. If he fails, roll a die for the character's alignment for the next day (when he may try a next Wisdom check to regain his alignment): D10 Roll Resulting alignment 1 Chaotic evil 2 Lawful Good 3 True Neutral 4 Lawful Evil 5 Neutral Good 6 Chaotic Neutral 7 Neutral Evil 8 Lawful Neutral 9 Chaotic Good 10 Truly insane (but only fun, OK?) This effect happens only to those characters that have a Wisdom of less than or equal to 16 (thus, most wizards are affected). Vanquil's Drifting Blizzard (Evocation) Range: 10 yards Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: 40 feet wide, 20 feet high, 20 feet deep cloud Saving Throw: Special Author: Joseph Delisle This spell is a cold-based version of cloudkill, creating a light grey cloud that leaves frost in its wake. It functions just like a cloudkill, except that damage comes from cold, making fire based creatures more vulnerable to the spell (treat them as having 2 fewer Hit Dice, and they automatically take double damage). Creatures who fail their saving throw by 4 or more are encased in a thin layer of ice (about a quarter of an inch). Those who make their saving throws still take appropriate damage (1d10). Hit Dice Fire-Based (normal) Creatures Saving Throw 4 or less 6 or less None: killed instantly 4+1 to 5+1 6+1 to 7+1 Saving throw versus spell at -4 5+1 to 6 7+1 to 8 Saving throw versus spell 6+1 or more 8+1 or more None: 1d10 damage (2d10 for fire based) Cold based creatures are immune to this spell, and some (like white dragons) might even find it refreshing. Vanquil's Freeze Ray (Evocation) Range: 5 feet per level Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Joseph Delisle This is an modified version of cone of cold that affects only one creature. It creates a beam of intense cold 5 feet long per wizard level, but only a tenth of an inch wide. If the target fails its saving throw versus spell, it takes 1d8 points of damage per wizard level (up to 12d8). If the target makes its saving throw, it narrowly dodges the beam, but is close enough for its body heat to dissipate the beam. Of course, that also means the beam cools down the target, causing 1 point of damage per wizard level (up to a maximum of 12). Creatures that are cold-based (like white dragons or ice para-elementals) take no damage from this spell, but fire-based creatures (like red dragons and salamanders) take +1 point of damage per Hit Die. Undead take no damage from this spell. Vanquil's Increased Metabolism (Alteration) Range: 10 feet Components: V, S, M Duration: 1 hour per level Casting Time: 5 rounds Area of Effect: One person Saving Throw: None Author: Joseph Delisle This spell increases the recipient's metabolism and reflexes, improving performance in combat. The recipient receives a temporary +1 bonus to Strength, Dexterity, and Constitution, and give a +2 bonus to initiative. Also, saving throws versus death magic or breath weapon receive a +1 bonus. Finally, the recipient gets a +1 bonus against being surprised. The spell has some drawbacks and limitations. A wizard cannot have more than one of these spells active per every six levels (2 at twelfth level, 3 at eighteenth level, etc.). The recipient can have only one of these spells cast upon him at any time: having another cast causes a heart attack (save versus death magic with no bonuses, or die instantly). Only the first casting's benefits applies if the person lives, but the penalties are cumulative. The recipient feels energized while the spell is active, but extremely tired and weak after it ends. For every hour after the spell expires that the recipient does not get a full night's sleep, he has a cumulative -1 penalty to Strength and Constitution, plus a constant penalty of -1 for being surprised and a -2 penalty to initiative. Also, the recipient cannot fall asleep while increased metabolism is in effect. Any applicable penalties for sleep deprivation apply when the spell ends: wizards and priests under this spell cannot rest to re-learn spells, nor can psionicists regain PSPs. Sleep inducing magics, psionics, and poisons still work normally, and the recipient can still be rendered unconscious from damage received. The recipient must also eat and drink twice as much as he normally would. The material component is blood from a quickling, or any non-undead regenerating creature. This spell was created to give higher level wizards and necromancers a way to empower minions without the use of animate dead. Vanquil's Thermal Lance (Evocation) Range: 5 feet per level Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Joseph Delisle Thermal lance is a virtual duplicate of Vanquil's freeze ray, except that damage comes from a beam of magical fire. Fire-based creatures are immune, and cold-based creatures take +1 point of damage per Hit Die. Vanquil's Wall of Detection (Divination) Range: 10 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: One square with 20-foot sides, thick as a human hair Saving Throw: None Author: Joseph Delisle Vanquil's wall of detection creates an invisible, intangible wall that can mimic the function of several divination spells, and relay that information to the caster. The wall is immobile, flat and vertical, but it needs no physical support and works through solid objects (like floors). However, the caster must have been able to physically see the area when he cast the wall, and be within 10 feet per level of the area. After the spell has been cast, the wizard can move up to 50 feet per level away from the wall and still receive information from it. Moving outside that range causes no information to be received from the wall (the information is simply "lost"). The spellcaster gets one "slot" for the wall's powers for every three levels of experience, rounded down (a 12th-level wizard would have 4 slots available). The wizard can then choose which effects are desired (until all slots are filled): the effects cannot be changed. The cost for each effect is listed below. One slot each: * Limited clairvoyance: the caster receives blurry images of what passed through the wall. These images represent only a general form, and not specific shapes. The caster could tell a rock from a stick from a humanoid, but not a dwarf from an elf. If the object or creature is invisible, or there is insufficient light, this effect will reveal no information. Infravision other the wall's version is not compatible with this effect. * Detect disease: the caster becomes aware that something that touched the wall is diseased. * Detect evil: the caster becomes aware that something that touched the wall is of evil alignment. * Detect good: the caster becomes aware that something that touched the wall is good-aligned. * Detect invisibility: the caster becomes aware that something that touched the wall is invisible. If a visual power was chosen as well, the wizard will be able to see the invisible object. * Detect magic: the caster becomes aware that something magical touched the wall. Being a spellcaster does not mean a person is magic; only a magic item or spell will trigger this effect. * Detect undead: the caster becomes aware that some type of undead came into contact with the wall. * "Infravision": the caster is aware of the relative temperature of everything that touches the wall: very hot (over 90 degrees F), warm (70 degrees-90 degrees F), cool (40 degrees-70 degrees F), or cold (under 40 degrees F). Most inanimate objects (and undead) will be close to the same temperature as the air. This power can be combined with visual powers for true infravision. * Know alignment: the caster becomes aware of the law or chaos side of alignment for any creature that touches the wall. * Know school: the caster becomes aware of the school specialization of any wizard who touches the wall. If the person is not a specialist wizard, this option has no effect. * Penetration awareness: the caster becomes aware of the number of creatures or objects that touched the wall, and general size (as per Monstrous Compendium sizes: tiny through huge). This effect does not give any visual information, but will detect invisible creatures and works regardless of the illumination level. Two slots each: * Clairaudience: the caster can hear everything within 30 feet of the wall. * Clairvoyance: the caster can see everything within 30 feet of the wall, illuminated. Natural infravision will not work with the wall of detection; the wall's infravision power must be used. Invisible creatures cannot be seen (unless the detect invisibility power was chosen). * ESP: the caster gets an idea of the surface thoughts going through a creature's mind for the entire round. * Know full alignment: the caster learns the full alignment of a creature that passes through the wall. This includes both the lawful, the chaotic, the good, and the evil side. When something passes through the wall of detection, the wizard is aware of it only if one of the detection effects was triggered, or a visual power (like (limited) clairvoyance or penetration awareness) was used. Without a visual power, the caster will not know how many creatures or objects triggered the detection effect, or the specific object or creature that was the trigger. Although the wall can pass through physical objects, visual powers cannot. For example, a 9th-level wizard casts a wall of detection, and chooses detect good, detect magic, and detect undead. The wizard would be totally unaware if a group of poor assassins passed through the wall (not good, no magics, and not undead). If ten paladins and one assassin passed through the wall, the wizard would be aware that something good-aligned (and possibly having magic) passed through the wall, but the wizard would not know how many creatures or objects passed through, nor would he know which ones were good or possessing magic. If the wizard had chosen detect good and clairvoyance, he would know which persons were of good alignment, what they looked like, and what everyone within 30 feet of the wall was doing. Since the wall is hair-thin, the information last for only a fraction of a second unless the creature or object pauses inside the wall. In other words, the DM should only tell the player the information once. Also, it is nearly impossible to gauge an object's speed unless it comes to a near stop while in the area of effect. The incoming information does not "overload" the caster or disrupt spellcasting. Other spells can detect the wall of detection. Detect magic will show that there is something in the wall's position (it won't reveal anything else, except possibly the school), and detect invisible will allow the caster of that spell to actually see the wall. Detect scrying will reveal the existence of the wall and its location, but not the wall's caster. If a wall of detection is inside an area protected by Mordenkainen's private sanctum, the wizard cannot receive information from the wall unless he enters the area of effect. The material components are two different sensory organs from two different magical creatures. Also, if the central eye of a beholder is used as a material component, the wall of detection cannot be detected by detect magic, detect invisibility, or detect scrying. Warboulder (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This creates a similar enchantment as the warstone on a single boulder (up to large catapult size). The wizard can then make this boulder hurl itself up to a distance of 10 feet per level, doing damage as if hurled by a catapult. Upon striking, the boulder shatters and inflicts 2d8 damage in a 30-foot radius. The material component is an unworked boulder. The shards disappear after the casting. Whisper's Acidic Destruction (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 10 yards per level long, 5 yards per level base cone Saving Throw: 1/2 Author: Robert Johan Enters With this spell, the caster gets the ability to breathe a cone of acid as a black dragon. The damage is twice the number of hit points of the caster, halved if the targets successfully save versus breath weapon. The material component is a drop of acid that must be ingested by the caster, doing 2d4 points of damage to him. Note that for damage purposes, the maximum hit points of the caster are taken, so the damage due to the acid does not reduce the effectiveness of the spell, nor any other damage to the caster. Whisper's Cold Imprisonment (Alteration) Range: 60 feet + 20 feet per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Special Author: Robert Johan Enters When this spell is cast, the caster points at a target, and tries to hit it. Use the THAC0 of a fighter of same level, negating armour, rings of protection, cloaks of protection, bracers and such. Only Dexterity, and cloaks of displacement or other such evading magics work against this spell. If the target is struck, it will be encased in a three inch thick layer of ice. The encased creature gets one bend bars/lift gates roll to see if it escapes or not (i.e. breaks the ice); after that, muscle lethargy sets in. The ice, in order to break or be removed, has twice as many hit points as the caster of the spell. Only fire or physical weapons do full damage, acid does half, electric or cold attacks none. If the creature is not removed in two turns, it will enter suspended animation. The ice magically maintains itself, thus creatures could be imprisoned forever. Whisper's Dark Fury (Necromancy) Range: 60 feet + 10 feet per level Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This spell brings into being one globe of negative material for every three levels of the caster. These globes can be targeted at one or multiple targets (as many as there are globes). Each globe strikes the target unerringly, like a magic missile, but is unhindered by any defensive spells. It roars straight through force fields, shields, etc. Only magic resistance (if successful) or an anti-magic shell or similar magic stops such a bolt. Each bolt does damage for 3d6+3 points. Whisper's Fiery Repulsion (Evocation) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: 10-yard per 2 levels radius Saving Throw: 1/2 Author: Robert Johan Enters This spell is essentially a fireball centred on the caster himself. However, the caster himself is not affected by the fire or concussion effects of the spell. It was designed to fend off mobs surrounding the caster. The fireball will do the usual 1d6 per level hit points of damage, as well as throw all creatures in the area of effect 1 foot per level divided by the distance from the caster away from the caster. The flames and explosion either radiate outwards from the caster in a planar fashion, or conically upwards depending on the casters will (cone extending 1 yard per level, 60 degrees spread). Whisper's Plasma Bolts (Evocation) Range: 12 yards + 1 yard per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters When the wizard casts this spell, a fiery glob of plasma forms in the caster's hand. The caster can throw this bolt at any target as though he were a fighter of same level. The plasma bolt, when it hits, will stick to the target inflicting 4d6 points of damage the first round, and 1d6 less each consecutive round, until it burns out. The caster, if maintaining the spell (i.e., he does not engage any other spell or any other action with his throwing hand, but can still walk or run around, even open doors and the like, with his other hand) can grow a new bolt every round up to 1 bolt per two levels. Note that the bolt is aflame and extremely warm. It can set flammable materials aflame and those who are immune to lava and such extreme heats are also immune to the plasma bolts. The only way to stop the burning is by immersion in a lot of cold water, or exposure to cones of cold or similar magics (although the target will still receives damage from those spells). The caster is immune to the effects of his own bolts. However, if the caster is not careful he could set his own clothes aflame. Similarly, if the caster is knocked down while having a bolt in his hand, he could fall on his own bolt and set himself aflame. Whisper's Rune of Acid Protection (Protection) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Robert Johan Enters This spell is the same as Whisper's rune of fire protection except that this one functions against acid-based effects. The colour of this rune is a glowing black. Whisper's Rune of Cold Protection (Protection) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Robert Johan Enters This spell is the same as Whisper's rune of fire protection except that this one functions against cold-based effects. The colour of this rune is a glowing white. Whisper's Rune of Fire Protection (Abjuration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 1 turn Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters This spell creates a fiery red glowing rune on the body of the target creature. This rune allows the recipient to better withstand fire of any kind. It makes the wearer immune to any kind of natural fire. Furthermore, the bearer will take only half damage from any other type of fire, none if a saving throw is made (if any is allowed). The bearer is also immune to the effects of the plane of elemental fire. For more info on runes see Whisper's rune of protection versus weapons. Note that runes exist for protection from lightning, acid, and ice or cold as well. These are essentially exactly the same as above, just adjusted for the other element. The lightning rune glows blue, acid is black, ice or cold glowing white. Whisper's Rune of Lightning Protection (Protection) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Robert Johan Enters This spell is the same as Whisper's rune of fire protection except that this one functions against lightning-based effects. The colour of this rune is a glowing blue. Whisper's Rune of Magic Resistance (Abjuration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 2 turns Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters When this spell is cast, a garish green glowing rune appears on the target creature. This rune gives the wearer a magic resistance of 5%. However, a creature's body is only able to withstand the magic of up to one such rune per two Hit Dice or level. Should one cast any more of these runes onto a creature, every additional rune drains 1 point of Constitution, 1 point of Strength and 2d4 hit points per hour (those not rating Strength and Constitution lose 3d4 hit points and have a penalty of -1 to-hit per hour). For more information on runes see Whisper's rune of protection versus weapons. Whisper's Rune of Protection versus Weapons (Abjuration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 1 turn Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters Upon casting this spell, a purple glowing rune will appear on the body of the creature. The rune will have to be traced on the body by the caster, so the place is up to the caster. This rune can only be removed if the caster so wishes, someone erases it (cf. the spell with the same name), or a successful dispel magic or such is cast. While the rune glows on the body of the caster, the caster is immune to normal weapons as per potion of invulnerability. Wiley's Door (Alteration) Range: 0 Components: V Duration: 1 round Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Wiley Causes a door to appear immediately before the wizard and a matching door up to 30 yards away. The first door appears framed by glowing blue lines 5 feet wide by 8 feet tall. The second door is invisible. Living matter up to 400 pounds or non-living up to 800 pounds may be transported from the first door to the second door (trade off one pound living for two pounds non-living). These doors provide one-way transport only. Wiley's Teleport (Alteration) Range: 150 miles Components: V, S, M Duration: Concentration Casting Time: 1 turn Area of Effect: The wizard + additional weight (see below) Saving Throw: None Author: Wiley This spell allows the wizard to teleport himself and -70 pounds + 10 pounds per level of additional stuff that he is carrying to a specified destination at most 150 miles distant. The chances of error are the same as for normal teleport, except that if the wizard would normally end up is a solid object, the spell will abort. The material component is a map of the destination, which is not consumed. Winthrop's Undead Summoning IV (Conjuration/Summoning, Necromancy) Range: 30 yards Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 4 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, 1d4+1 ghasts, 1d4 wraiths or 1d3 mummies. 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. Wolldin's Backstabber (Illusion/Phantasm) Range: 20 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Wolldin This spell requires the presence of any piercing melee weapon in order to work; the wizard holds the weapon, and when the incantations are complete, the weapon vanishes and reappears in the hands of an invisible spectral creature. True seeing, detect invisibility, or similar magics will reveal the vague outline of a figure; others will only see the weapon hovering in the air. The figure (and weapon) will appear behind the creature chosen as the target for this spell (the target must be within spell range); it will then deliver an instantaneous backstab at the victim. The wizard's normal THAC0 is used to resolved hits (all applicable bonuses apply normally, including the bonus for attacking from behind); the attack is always made with surprise (unless it is normally impossible to surprise the target) and therefore, Dexterity and shield bonuses to Armour Class do not apply to the attack. In the case of a successful hit, the base damage is as per the weapon used in the attack; however the attack also receives a backstab damage bonus as if made by a thief of a level equal to the wizard's level; normal damage bonuses also apply to the attack. The only material component for this spell is the weapon used in the attack; this weapon, as well as the spectral creature, disappears after the attack is made, whether it was successful or not. Wonderlight (Enchantment/Charm, Illusion) Range: 240 yards Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Unknown This spell is designed to help heal the mind of fears, especially illusionary or phantasmal fears, and other magical ones. When cast, the creature affected by fear sees a wondrous pattern of images and lights that begin to suffuse his being, until eventually he believes himself to be some armoured hero. The effect lasts until the wizards dispels it, or until the duration expires. The effects of this spell allow the creature an automatic saving throw against fear effects. It also allows him to disbelieve a phantasmal force and grants a +4 saving throw per round against phantasmal killer. If the affected creature moves out of the spell's range, the effects wear off and he returns to his original state of mind. Also, the affected creature is gains a +2 to-hit and to damage in the first three rounds, due to his new-found valour. The material component is any light source, which is not extinguished, but a continual light or light is not sufficient. 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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