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The Great Net Spellbook level 5

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 Gourlay 



This 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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